#include "StdInc.h"
#include "CSpellHandler.h"

#include "CGeneralTextHandler.h"
#include "filesystem/Filesystem.h"

#include "JsonNode.h"
#include <cctype>
#include "BattleHex.h"
#include "CModHandler.h"
#include "StringConstants.h"

#include "mapObjects/CGHeroInstance.h"
#include "BattleState.h"
#include "CBattleCallback.h"

#include "SpellMechanics.h"



/*
 * CSpellHandler.cpp, part of VCMI engine
 *
 * Authors: listed in file AUTHORS in main folder
 *
 * License: GNU General Public License v2.0 or later
 * Full text of license available in license.txt file, in main folder
 *
 */

namespace SpellConfig
{
	static const std::string LEVEL_NAMES[] = {"none", "basic", "advanced", "expert"};
	
	static const SpellSchoolInfo SCHOOL[4] = 
	{
		{
			ESpellSchool::AIR,
			Bonus::AIR_SPELL_DMG_PREMY,
			Bonus::AIR_IMMUNITY,
			"air",
			SecondarySkill::AIR_MAGIC,
			Bonus::AIR_SPELLS
		},
		{
			ESpellSchool::FIRE,
			Bonus::FIRE_SPELL_DMG_PREMY,
			Bonus::FIRE_IMMUNITY,
			"fire",
			SecondarySkill::FIRE_MAGIC,
			Bonus::FIRE_SPELLS
		},
		{
			ESpellSchool::WATER,
			Bonus::WATER_SPELL_DMG_PREMY,
			Bonus::WATER_IMMUNITY,
			"water",
			SecondarySkill::WATER_MAGIC,
			Bonus::WATER_SPELLS
		},
		{
			ESpellSchool::EARTH,
			Bonus::EARTH_SPELL_DMG_PREMY,
			Bonus::EARTH_IMMUNITY,
			"earth",
			SecondarySkill::EARTH_MAGIC,
			Bonus::EARTH_SPELLS
		}
	};	
}

BattleSpellCastParameters::BattleSpellCastParameters(const BattleInfo* cb)
	: spellLvl(0), destination(BattleHex::INVALID), casterSide(0),casterColor(PlayerColor::CANNOT_DETERMINE),caster(nullptr), secHero(nullptr),
	usedSpellPower(0),mode(ECastingMode::HERO_CASTING), casterStack(nullptr), selectedStack(nullptr), cb(cb)
{
	
}


///CSpell::LevelInfo
CSpell::LevelInfo::LevelInfo()
	:description(""),cost(0),power(0),AIValue(0),smartTarget(true), clearTarget(false), clearAffected(false), range("0")
{

}

CSpell::LevelInfo::~LevelInfo()
{

}

///CSpell
CSpell::CSpell():
	id(SpellID::NONE), level(0),
	earth(false), water(false), fire(false), air(false),
	combatSpell(false), creatureAbility(false),
	positiveness(ESpellPositiveness::NEUTRAL),
	defaultProbability(0),
	isRising(false), isDamage(false), isOffensive(false),
	targetType(ETargetType::NO_TARGET),
	mechanics(nullptr)
{
	levels.resize(GameConstants::SPELL_SCHOOL_LEVELS);
}

CSpell::~CSpell()
{
	delete mechanics;
}

void CSpell::afterCast(BattleInfo * battle, const BattleSpellCast * packet) const
{
	mechanics->afterCast(battle, packet);
}


void CSpell::battleCast(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters) const
{
	assert(env);
	
	mechanics->battleCast(env, parameters);
}

bool CSpell::isCastableBy(const IBonusBearer * caster, bool hasSpellBook, const std::set<SpellID> & spellBook) const
{
	if(!hasSpellBook)
		return false;
	
	const bool inSpellBook = vstd::contains(spellBook, id);
	const bool isBonus = caster->hasBonusOfType(Bonus::SPELL, id);
	
	bool inTome = false;
	
	forEachSchool([&](const SpellSchoolInfo & cnf, bool & stop)
	{
		if(caster->hasBonusOfType(cnf.knoledgeBonus))
		{
			inTome = stop = true;
		}				
	});	

    if (isSpecialSpell())
    {
        if (inSpellBook)
        {//hero has this spell in spellbook
            logGlobal->errorStream() << "Special spell in spellbook "<<name;
        }
        return isBonus;
    }
    else
    {
       return inSpellBook || inTome || isBonus || caster->hasBonusOfType(Bonus::SPELLS_OF_LEVEL, level);
    }	
}

const CSpell::LevelInfo & CSpell::getLevelInfo(const int level) const
{
	if(level < 0 || level >= GameConstants::SPELL_SCHOOL_LEVELS)
	{
		logGlobal->errorStream() << __FUNCTION__ << " invalid school level " << level;
		throw new std::runtime_error("Invalid school level");
	}

	return levels.at(level);
}

ui32 CSpell::calculateBonus(ui32 baseDamage, const CGHeroInstance* caster, const CStack* affectedCreature) const
{
	ui32 ret = baseDamage;
	//applying sorcery secondary skill
	if(caster)
	{
		ret *= (100.0 + caster->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SORCERY)) / 100.0;
		ret *= (100.0 + caster->valOfBonuses(Bonus::SPELL_DAMAGE) + caster->valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, id.toEnum())) / 100.0;
		
		forEachSchool([&](const SpellSchoolInfo & cnf, bool & stop)
		{
			ret *= (100.0 + caster->valOfBonuses(cnf.damagePremyBonus)) / 100.0;
			stop = true; //only bonus from one school is used
		});		

		if (affectedCreature && affectedCreature->getCreature()->level) //Hero specials like Solmyr, Deemer
			ret *= (100. + ((caster->valOfBonuses(Bonus::SPECIAL_SPELL_LEV, id.toEnum()) * caster->level) / affectedCreature->getCreature()->level)) / 100.0;
	}
	return ret;	
}

ui32 CSpell::calculateDamage(const CGHeroInstance * caster, const CStack * affectedCreature, int spellSchoolLevel, int usedSpellPower) const
{
	ui32 ret = 0; //value to return

	//check if spell really does damage - if not, return 0
	if(!isDamageSpell())
		return 0;

	ret = usedSpellPower * power;
	ret += getPower(spellSchoolLevel);

	//affected creature-specific part
	if(nullptr != affectedCreature)
	{
		//applying protections - when spell has more then one elements, only one protection should be applied (I think)
		
		forEachSchool([&](const SpellSchoolInfo & cnf, bool & stop)
		{
			if(affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, (ui8)cnf.id))
			{
				ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, (ui8)cnf.id);
				ret /= 100;
				stop = true;//only bonus from one school is used	
			}				
		});

		//general spell dmg reduction
		if(affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, -1))
		{
			ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, -1);
			ret /= 100;
		}
		//dmg increasing
		if(affectedCreature->hasBonusOfType(Bonus::MORE_DAMAGE_FROM_SPELL, id))
		{
			ret *= 100 + affectedCreature->valOfBonuses(Bonus::MORE_DAMAGE_FROM_SPELL, id.toEnum());
			ret /= 100;
		}
	}
	ret = calculateBonus(ret, caster, affectedCreature);
	return ret;	
}


ui32 CSpell::calculateHealedHP(const CGHeroInstance* caster, const CStack* stack, const CStack* sacrificedStack) const
{
//todo: use Mechanics class
	int healedHealth;
	
	if(!isHealingSpell())
	{
		logGlobal->errorStream() << "calculateHealedHP called for nonhealing spell "<< name;
		return 0;
	}		
	
	const int spellPowerSkill = caster->getPrimSkillLevel(PrimarySkill::SPELL_POWER);
	const int levelPower = getPower(caster->getSpellSchoolLevel(this));
	
	if (id == SpellID::SACRIFICE && sacrificedStack)
		healedHealth = (spellPowerSkill + sacrificedStack->MaxHealth() + levelPower) * sacrificedStack->count;
	else
		healedHealth = spellPowerSkill * power + levelPower; //???
	healedHealth = calculateBonus(healedHealth, caster, stack);
	return std::min<ui32>(healedHealth, stack->MaxHealth() - stack->firstHPleft + (isRisingSpell() ? stack->baseAmount * stack->MaxHealth() : 0));	
}


std::vector<BattleHex> CSpell::rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool *outDroppedHexes) const
{
	return mechanics->rangeInHexes(centralHex,schoolLvl,side,outDroppedHexes);
}

std::set<const CStack* > CSpell::getAffectedStacks(const CBattleInfoCallback * cb, ECastingMode::ECastingMode mode, PlayerColor casterColor, int spellLvl, BattleHex destination, const CGHeroInstance * caster) const
{
	ISpellMechanics::SpellTargetingContext ctx(this, cb,mode,casterColor,spellLvl,destination);

	std::set<const CStack* > attackedCres = mechanics->getAffectedStacks(ctx);
	
	//now handle immunities		
	auto predicate = [&, this](const CStack * s)->bool
	{
		bool hitDirectly = ctx.ti.alwaysHitDirectly && s->coversPos(destination);
		bool notImmune = (ESpellCastProblem::OK == isImmuneByStack(caster, s));
		
		return !(hitDirectly || notImmune);  
	};	
	vstd::erase_if(attackedCres, predicate);
	
	return attackedCres;
}


CSpell::ETargetType CSpell::getTargetType() const
{
	return targetType;
}

CSpell::TargetInfo CSpell::getTargetInfo(const int level) const
{
	TargetInfo info(this, level);
	return info;
}

void CSpell::forEachSchool(const std::function<void(const SpellSchoolInfo &, bool &)>& cb) const
{
	bool stop = false;
	for(const SpellSchoolInfo & cnf : SpellConfig::SCHOOL)
	{
		if(school.at(cnf.id))
		{
			cb(cnf, stop);
			
			if(stop)
				break;
		}				
	}	
}


bool CSpell::isCombatSpell() const
{
	return combatSpell;
}

bool CSpell::isAdventureSpell() const
{
	return !combatSpell;
}

bool CSpell::isCreatureAbility() const
{
	return creatureAbility;
}

bool CSpell::isPositive() const
{
	return positiveness == POSITIVE;
}

bool CSpell::isNegative() const
{
	return positiveness == NEGATIVE;
}

bool CSpell::isNeutral() const
{
	return positiveness == NEUTRAL;
}

bool CSpell::isHealingSpell() const
{
	return isRisingSpell() || (id == SpellID::CURE);
}

bool CSpell::isRisingSpell() const
{
	return isRising;
}

bool CSpell::isDamageSpell() const
{
	return isDamage;
}

bool CSpell::isOffensiveSpell() const
{
	return isOffensive;
}

bool CSpell::isSpecialSpell() const
{
	return isSpecial;
}

bool CSpell::hasEffects() const
{
	return !levels[0].effects.empty();
}

const std::string& CSpell::getIconImmune() const
{
	return iconImmune;
}

const std::string& CSpell::getCastSound() const
{
	return castSound;
}



si32 CSpell::getCost(const int skillLevel) const
{
	return getLevelInfo(skillLevel).cost;
}

si32 CSpell::getPower(const int skillLevel) const
{
	return getLevelInfo(skillLevel).power;
}

//si32 CSpell::calculatePower(const int skillLevel) const
//{
//    return power + getPower(skillLevel);
//}

si32 CSpell::getProbability(const TFaction factionId) const
{
	if(!vstd::contains(probabilities,factionId))
	{
		return defaultProbability;
	}
	return probabilities.at(factionId);
}


void CSpell::getEffects(std::vector<Bonus>& lst, const int level) const
{
	if(level < 0 || level >= GameConstants::SPELL_SCHOOL_LEVELS)
	{
		logGlobal->errorStream() << __FUNCTION__ << " invalid school level " << level;
		return;
	}

	const std::vector<Bonus> & effects = levels[level].effects;

	if(effects.empty())
	{
		logGlobal->errorStream() << __FUNCTION__ << " This spell ("  + name + ") has no effects for level " << level;
		return;
	}

	lst.reserve(lst.size() + effects.size());

	for(const Bonus & b : effects)
	{
		lst.push_back(Bonus(b));
	}
}

ESpellCastProblem::ESpellCastProblem CSpell::isImmuneAt(const CBattleInfoCallback * cb, const CGHeroInstance * caster, ECastingMode::ECastingMode mode, BattleHex destination) const
{
	// Get all stacks at destination hex. only alive if not rising spell
	TStacks stacks = cb->battleGetStacksIf([=](const CStack * s){
		return s->coversPos(destination) && (isRisingSpell() || s->alive());
	});
	
	if(!stacks.empty())
	{
		bool allImmune = true;
		
		ESpellCastProblem::ESpellCastProblem problem;		
		
		for(auto s : stacks)
		{
			ESpellCastProblem::ESpellCastProblem res = isImmuneByStack(caster,s);
			
			if(res == ESpellCastProblem::OK)
			{
				allImmune = false;
			}
			else
			{
				problem = res;
			}
		}
		
		if(allImmune)
			return problem;
	}
	else //no target stack on this tile
	{
		if(getTargetType() == CSpell::CREATURE)
		{
			if(caster && mode == ECastingMode::HERO_CASTING) //TODO why???
			{
				const CSpell::TargetInfo ti(this, caster->getSpellSchoolLevel(this), mode);
				
				if(!ti.massive)
					return ESpellCastProblem::WRONG_SPELL_TARGET;					
			}
			else
			{
 				return ESpellCastProblem::WRONG_SPELL_TARGET;
			}			
		}
	}

	return ESpellCastProblem::OK;	
}


ESpellCastProblem::ESpellCastProblem CSpell::isImmuneBy(const IBonusBearer* obj) const
{	
	//todo: use new bonus API
	//1. Check absolute limiters
	for(auto b : absoluteLimiters)
	{
		if (!obj->hasBonusOfType(b))
			return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
	}

	//2. Check absolute immunities
	for(auto b : absoluteImmunities)
	{
		if (obj->hasBonusOfType(b))
			return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
	}
	
	//check receptivity
	if (isPositive() && obj->hasBonusOfType(Bonus::RECEPTIVE)) //accept all positive spells
		return ESpellCastProblem::OK;	

	//3. Check negation
	//FIXME: Orb of vulnerability mechanics is not such trivial
	if(obj->hasBonusOfType(Bonus::NEGATE_ALL_NATURAL_IMMUNITIES)) //Orb of vulnerability
		return ESpellCastProblem::NOT_DECIDED;
		
	//4. Check negatable limit
	for(auto b : limiters)
	{
		if (!obj->hasBonusOfType(b))
			return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
	}


	//5. Check negatable immunities
	for(auto b : immunities)
	{
		if (obj->hasBonusOfType(b))
			return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
	}

	//6. Check elemental immunities
	
	ESpellCastProblem::ESpellCastProblem tmp = ESpellCastProblem::NOT_DECIDED;
	
	forEachSchool([&](const SpellSchoolInfo & cnf, bool & stop)
	{
		auto element = cnf.immunityBonus;
		
		if(obj->hasBonusOfType(element, 0)) //always resist if immune to all spells altogether
		{
			tmp = ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
			stop = true;
		}				
		else if(!isPositive()) //negative or indifferent
		{
			if((isDamageSpell() && obj->hasBonusOfType(element, 2)) || obj->hasBonusOfType(element, 1))
			{
				tmp = ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
				stop = true;
			}			
		}	
	});
	
	if(tmp != ESpellCastProblem::NOT_DECIDED)
		return tmp;
	
	TBonusListPtr levelImmunities = obj->getBonuses(Selector::type(Bonus::LEVEL_SPELL_IMMUNITY));

	if(obj->hasBonusOfType(Bonus::SPELL_IMMUNITY, id)
		|| ( levelImmunities->size() > 0  &&  levelImmunities->totalValue() >= level  &&  level))
	{
		return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
	}

	return ESpellCastProblem::NOT_DECIDED;
}

ESpellCastProblem::ESpellCastProblem CSpell::isImmuneByStack(const CGHeroInstance* caster, const CStack* obj) const
{
	const auto immuneResult = mechanics->isImmuneByStack(caster,obj);
	
	if (ESpellCastProblem::NOT_DECIDED != immuneResult) 
		return immuneResult;
	return ESpellCastProblem::OK;	
}


void CSpell::setIsOffensive(const bool val)
{
	isOffensive = val;

	if(val)
	{
		positiveness = CSpell::NEGATIVE;
		isDamage = true;
	}
}

void CSpell::setIsRising(const bool val)
{
	isRising = val;

	if(val)
	{
		positiveness = CSpell::POSITIVE;
	}
}

void CSpell::setup()
{
	setupMechanics();
	
	air = school[ESpellSchool::AIR];
	fire = school[ESpellSchool::FIRE];
	water = school[ESpellSchool::WATER];
	earth = school[ESpellSchool::EARTH];	
}


void CSpell::setupMechanics()
{
	if(nullptr != mechanics)
	{
		logGlobal->errorStream() << "Spell " << this->name << " mechanics already set";
		delete mechanics;
	}
	
	mechanics = ISpellMechanics::createMechanics(this);	
}

///CSpell::AnimationInfo
CSpell::AnimationInfo::AnimationInfo()
{
	
}

CSpell::AnimationInfo::~AnimationInfo()
{
	
}

std::string CSpell::AnimationInfo::selectProjectile(const double angle) const
{	
	std::string res;	
	double maximum = 0.0;
	
	for(const auto & info : projectile)
	{
		if(info.minimumAngle < angle && info.minimumAngle > maximum)
		{
			maximum = info.minimumAngle;
			res = info.resourceName;
		}
	}
	
	return std::move(res);	
}


///CSpell::TargetInfo
CSpell::TargetInfo::TargetInfo(const CSpell * spell, const int level)
{
	init(spell, level);
}

CSpell::TargetInfo::TargetInfo(const CSpell * spell, const int level, ECastingMode::ECastingMode mode)
{
	init(spell, level);
	if(mode == ECastingMode::ENCHANTER_CASTING)
	{
		smart = true; //FIXME: not sure about that, this makes all spells smart in this mode
		massive = true;
	}
	else if(mode == ECastingMode::SPELL_LIKE_ATTACK)
	{
		alwaysHitDirectly = true;
	}	
}

void CSpell::TargetInfo::init(const CSpell * spell, const int level)
{
	auto & levelInfo = spell->getLevelInfo(level);

	type = spell->getTargetType();
	smart = levelInfo.smartTarget;
	massive = levelInfo.range == "X";
	onlyAlive = !spell->isRisingSpell();
	alwaysHitDirectly = false;
	clearAffected = levelInfo.clearAffected;
	clearTarget = levelInfo.clearTarget;
}


bool DLL_LINKAGE isInScreenRange(const int3 &center, const int3 &pos)
{
	int3 diff = pos - center;
	if(diff.x >= -9  &&  diff.x <= 9  &&  diff.y >= -8  &&  diff.y <= 8)
		return true;
	else
		return false;
}

///CSpellHandler
CSpellHandler::CSpellHandler()
{

}

std::vector<JsonNode> CSpellHandler::loadLegacyData(size_t dataSize)
{
	using namespace SpellConfig;
	std::vector<JsonNode> legacyData;

	CLegacyConfigParser parser("DATA/SPTRAITS.TXT");

	auto readSchool = [&](JsonMap& schools, const std::string& name)
	{
		if (parser.readString() == "x")
		{
			schools[name].Bool() = true;
		}
	};

	auto read = [&,this](bool combat, bool ability)
	{
		do
		{
			JsonNode lineNode(JsonNode::DATA_STRUCT);

			const si32 id = legacyData.size();

			lineNode["index"].Float() = id;
			lineNode["type"].String() = ability ? "ability" : (combat ? "combat" : "adventure");

			lineNode["name"].String() = parser.readString();

			parser.readString(); //ignored unused abbreviated name
			lineNode["level"].Float()      = parser.readNumber();

			auto& schools = lineNode["school"].Struct();

			readSchool(schools, "earth");
			readSchool(schools, "water");
			readSchool(schools, "fire");
			readSchool(schools, "air");

			auto& levels = lineNode["levels"].Struct();

			auto getLevel = [&](const size_t idx)->JsonMap&
			{
				assert(idx < GameConstants::SPELL_SCHOOL_LEVELS);
				return levels[LEVEL_NAMES[idx]].Struct();
			};

			auto costs = parser.readNumArray<si32>(GameConstants::SPELL_SCHOOL_LEVELS);
			lineNode["power"].Float() = parser.readNumber();
			auto powers = parser.readNumArray<si32>(GameConstants::SPELL_SCHOOL_LEVELS);

			auto& chances = lineNode["gainChance"].Struct();

			for(size_t i = 0; i < GameConstants::F_NUMBER ; i++){
				chances[ETownType::names[i]].Float() = parser.readNumber();
			}

			auto AIVals = parser.readNumArray<si32>(GameConstants::SPELL_SCHOOL_LEVELS);

			std::vector<std::string> descriptions;
			for(size_t i = 0; i < GameConstants::SPELL_SCHOOL_LEVELS ; i++)
				descriptions.push_back(parser.readString());

			parser.readString(); //ignore attributes. All data present in JSON

			//save parsed level specific data
			for(size_t i = 0; i < GameConstants::SPELL_SCHOOL_LEVELS; i++)
			{
				auto& level = getLevel(i);
				level["description"].String() = descriptions[i];
				level["cost"].Float() = costs[i];
				level["power"].Float() = powers[i];
				level["aiValue"].Float() = AIVals[i];
			}

			legacyData.push_back(lineNode);


		}
		while (parser.endLine() && !parser.isNextEntryEmpty());
	};

	auto skip = [&](int cnt)
	{
		for(int i=0; i<cnt; i++)
			parser.endLine();
	};

	skip(5);// header
	read(false,false); //read adventure map spells
	skip(3);
	read(true,false); //read battle spells
	skip(3);
	read(true,true);//read creature abilities

    //TODO: maybe move to config
	//clone Acid Breath attributes for Acid Breath damage effect
	JsonNode temp = legacyData[SpellID::ACID_BREATH_DEFENSE];
	temp["index"].Float() = SpellID::ACID_BREATH_DAMAGE;
	legacyData.push_back(temp);

	objects.resize(legacyData.size());

	return legacyData;
}

const std::string CSpellHandler::getTypeName() const
{
	return "spell";
}

CSpell * CSpellHandler::loadFromJson(const JsonNode& json)
{
	using namespace SpellConfig;

	CSpell * spell = new CSpell();

	const auto type = json["type"].String();

	if(type == "ability")
	{
		spell->creatureAbility = true;
		spell->combatSpell = true;
	}
	else
	{
		spell->creatureAbility = false;
		spell->combatSpell = type == "combat";
	}

	spell->name = json["name"].String();

	logGlobal->traceStream() << __FUNCTION__ << ": loading spell " << spell->name;

	const auto schoolNames = json["school"];
	
	for(const SpellSchoolInfo & info : SpellConfig::SCHOOL)
	{
		spell->school[info.id] = schoolNames[info.jsonName].Bool();
	}

	spell->level = json["level"].Float();
	spell->power = json["power"].Float();

	spell->defaultProbability = json["defaultGainChance"].Float();

	for(const auto & node : json["gainChance"].Struct())
	{
		const int chance = node.second.Float();

		VLC->modh->identifiers.requestIdentifier(node.second.meta, "faction",node.first, [=](si32 factionID)
		{
			spell->probabilities[factionID] = chance;
		});
	}

	auto targetType = json["targetType"].String();

	if(targetType == "NO_TARGET")
		spell->targetType = CSpell::NO_TARGET;
	else if(targetType == "CREATURE")
		spell->targetType = CSpell::CREATURE;
	else if(targetType == "OBSTACLE")
		spell->targetType = CSpell::OBSTACLE;
	else if(targetType == "LOCATION")
		spell->targetType = CSpell::LOCATION;
	else 
		logGlobal->warnStream() << "Spell " << spell->name << ". Target type " << (targetType.empty() ? "empty" : "unknown ("+targetType+")") << ". Assumed NO_TARGET.";

	for(const auto & counteredSpell: json["counters"].Struct())
		if (counteredSpell.second.Bool())
		{
			VLC->modh->identifiers.requestIdentifier(json.meta, counteredSpell.first, [=](si32 id)
			{
				spell->counteredSpells.push_back(SpellID(id));
			});
		}

	//TODO: more error checking - f.e. conflicting flags
	const auto flags = json["flags"];

	//by default all flags are set to false in constructor

	spell->isDamage = flags["damage"].Bool(); //do this before "offensive"

	if(flags["offensive"].Bool())
	{
		spell->setIsOffensive(true);
	}

	if(flags["rising"].Bool())
	{
		spell->setIsRising(true);
	}

	const bool implicitPositiveness = spell->isOffensive || spell->isRising; //(!) "damage" does not mean NEGATIVE  --AVS

	if(flags["indifferent"].Bool())
	{
		spell->positiveness = CSpell::NEUTRAL;
	}
	else if(flags["negative"].Bool())
	{
		spell->positiveness = CSpell::NEGATIVE;
	}
	else if(flags["positive"].Bool())
	{
		spell->positiveness = CSpell::POSITIVE;
	}
	else if(!implicitPositiveness)
	{
		spell->positiveness = CSpell::NEUTRAL; //duplicates constructor but, just in case
		logGlobal->errorStream() << "No positiveness specified, assumed NEUTRAL";
	}

	spell->isSpecial = flags["special"].Bool();

	auto findBonus = [&](std::string name, std::vector<Bonus::BonusType> &vec)
	{
		auto it = bonusNameMap.find(name);
		if(it == bonusNameMap.end())
		{
			logGlobal->errorStream() << spell->name << ": invalid bonus name" << name;
		}
		else
		{
			vec.push_back((Bonus::BonusType)it->second);
		}
	};

	auto readBonusStruct = [&](std::string name, std::vector<Bonus::BonusType> &vec)
	{
		for(auto bonusData: json[name].Struct())
		{
			const std::string bonusId = bonusData.first;
			const bool flag = bonusData.second.Bool();

			if(flag)
				findBonus(bonusId, vec);
		}
	};

	readBonusStruct("immunity", spell->immunities);
	readBonusStruct("absoluteImmunity", spell->absoluteImmunities);
	readBonusStruct("limit", spell->limiters);	
	readBonusStruct("absoluteLimit", spell->absoluteLimiters);


	const JsonNode & graphicsNode = json["graphics"];

	spell->iconImmune = graphicsNode["iconImmune"].String();
	spell->iconBook = graphicsNode["iconBook"].String();
	spell->iconEffect = graphicsNode["iconEffect"].String();
	spell->iconScenarioBonus = graphicsNode["iconScenarioBonus"].String();
	spell->iconScroll = graphicsNode["iconScroll"].String();

	const JsonNode & animationNode = json["animation"];
	
	auto loadAnimationQueue = [&](const std::string & jsonName, CSpell::TAnimationQueue & q)	
	{
		auto queueNode = animationNode[jsonName].Vector();		
		for(const JsonNode & item : queueNode)
		{	
			CSpell::TAnimation newItem;
			newItem.verticalPosition = VerticalPosition::TOP;
			
			if(item.getType() == JsonNode::DATA_STRING)
				newItem.resourceName = item.String();
			else if(item.getType() == JsonNode::DATA_STRUCT)
			{
				newItem.resourceName = item["defName"].String();
				
				auto vPosStr = item["verticalPosition"].String();
				if("bottom" == vPosStr)
					newItem.verticalPosition = VerticalPosition::BOTTOM;
			}	
			q.push_back(newItem);		
		}
	};
	
	loadAnimationQueue("affect", spell->animationInfo.affect);
	loadAnimationQueue("cast", spell->animationInfo.cast);
	loadAnimationQueue("hit", spell->animationInfo.hit);	
	
	const JsonVector & projectile = animationNode["projectile"].Vector();
	
	for(const JsonNode & item : projectile)
	{
		CSpell::ProjectileInfo info;
		info.resourceName = item["defName"].String();
		info.minimumAngle = item["minimumAngle"].Float();
		
		spell->animationInfo.projectile.push_back(info);
	}

	const JsonNode & soundsNode = json["sounds"];
	spell->castSound = soundsNode["cast"].String();


	//load level attributes

	const int levelsCount = GameConstants::SPELL_SCHOOL_LEVELS;

	for(int levelIndex = 0; levelIndex < levelsCount; levelIndex++)
	{
		const JsonNode & levelNode = json["levels"][LEVEL_NAMES[levelIndex]];
		
		CSpell::LevelInfo & levelObject = spell->levels[levelIndex];

		const si32 levelPower     = levelObject.power = levelNode["power"].Float();		

		levelObject.description   = levelNode["description"].String();
		levelObject.cost          = levelNode["cost"].Float();
		levelObject.AIValue       = levelNode["aiValue"].Float();
		levelObject.smartTarget   = levelNode["targetModifier"]["smart"].Bool();
		levelObject.clearTarget   = levelNode["targetModifier"]["clearTarget"].Bool();
		levelObject.clearAffected = levelNode["targetModifier"]["clearAffected"].Bool();			
		levelObject.range         = levelNode["range"].String();
		
		for(const auto & elem : levelNode["effects"].Struct())
		{
			const JsonNode & bonusNode = elem.second;
			Bonus * b = JsonUtils::parseBonus(bonusNode);
			const bool usePowerAsValue = bonusNode["val"].isNull();

			//TODO: make this work. see CSpellHandler::afterLoadFinalization()
			//b->sid = spell->id; //for all

			b->source = Bonus::SPELL_EFFECT;//for all

			if(usePowerAsValue)
				b->val = levelPower;

			levelObject.effects.push_back(*b);
		}
		
	}

	return spell;
}

void CSpellHandler::afterLoadFinalization()
{
	//FIXME: it is a bad place for this code, should refactor loadFromJson to know object id during loading
	for(auto spell: objects)
	{
		for(auto & level: spell->levels)
			for(auto & bonus: level.effects)
				bonus.sid = spell->id;
		spell->setup();
	}
}

void CSpellHandler::beforeValidate(JsonNode & object)
{
	//handle "base" level info
	
	JsonNode& levels = object["levels"];
	JsonNode& base = levels["base"];
	
	auto inheritNode = [&](const std::string & name){
		JsonUtils::inherit(levels[name],base);
	};
	
	inheritNode("none");
	inheritNode("basic");
	inheritNode("advanced");
	inheritNode("expert");

}


CSpellHandler::~CSpellHandler()
{

}

std::vector<bool> CSpellHandler::getDefaultAllowed() const
{
	std::vector<bool> allowedSpells;
	allowedSpells.resize(GameConstants::SPELLS_QUANTITY, true);
	return allowedSpells;
}