/*
 * CRmgTemplateZone.h, 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
 *
 */

#pragma once

#include "../GameConstants.h"
#include "CMapGenerator.h"
#include "float3.h"
#include "../int3.h"
#include "../ResourceSet.h" //for TResource (?)
#include "../mapObjects/ObjectTemplate.h"

class CMapGenerator;
class CTileInfo;
class int3;
class CGObjectInstance;
class ObjectTemplate;

namespace ETemplateZoneType
{
	enum ETemplateZoneType
	{
		PLAYER_START,
		CPU_START,
		TREASURE,
		JUNCTION
	};
}
class DLL_LINKAGE CTileInfo
{
public:

	CTileInfo();

	float getNearestObjectDistance() const;
	void setNearestObjectDistance(float value);
	bool isBlocked() const;
	bool shouldBeBlocked() const;
	bool isPossible() const;
	bool isFree() const;
	bool isUsed() const;
	void setOccupied(ETileType::ETileType value);
	ETerrainType getTerrainType() const;
	void setTerrainType(ETerrainType value);

private:
	float nearestObjectDistance;
	ETileType::ETileType occupied;
	ETerrainType terrain;
};

class DLL_LINKAGE CTreasureInfo
{
public:
	ui32 min;
	ui32 max;
	ui16 density;
	ui16 threshold; //how much must RNG roll to pick that zone
};

struct DLL_LINKAGE ObjectInfo
{
	ObjectTemplate templ;
	ui32 value;
	ui16 probability;
	ui32 maxPerZone;
	ui32 maxPerMap;
	std::function<CGObjectInstance *()> generateObject;

	void setTemplate (si32 type, si32 subtype, ETerrainType terrain);

	bool operator==(const ObjectInfo& oi) const { return (templ == oi.templ); }
};

struct DLL_LINKAGE CTreasurePileInfo
{
	std::set<int3> visitableFromBottomPositions; //can be visited only from bottom or side
	std::set<int3> visitableFromTopPositions; //they can be visited from any direction
	std::set<int3> blockedPositions;
	std::set<int3> occupiedPositions; //blocked + visitable
	int3 nextTreasurePos;
};

/// The CRmgTemplateZone describes a zone in a template.
class DLL_LINKAGE CRmgTemplateZone
{
public:
	class DLL_LINKAGE CTownInfo
	{
	public:
		CTownInfo();

		int getTownCount() const; /// Default: 0
		void setTownCount(int value);
		int getCastleCount() const; /// Default: 0
		void setCastleCount(int value);
		int getTownDensity() const; /// Default: 0
		void setTownDensity(int value);
		int getCastleDensity() const; /// Default: 0
		void setCastleDensity(int value);

	private:
		int townCount, castleCount, townDensity, castleDensity;
	};

	CRmgTemplateZone();

	TRmgTemplateZoneId getId() const; /// Default: 0
	void setId(TRmgTemplateZoneId value);
	ETemplateZoneType::ETemplateZoneType getType() const; /// Default: ETemplateZoneType::PLAYER_START
	void setType(ETemplateZoneType::ETemplateZoneType value);
	int getSize() const; /// Default: 1
	void setSize(int value);
	boost::optional<int> getOwner() const;
	void setOwner(boost::optional<int> value);
	const CTownInfo & getPlayerTowns() const;
	void setPlayerTowns(const CTownInfo & value);
	const CTownInfo & getNeutralTowns() const;
	void setNeutralTowns(const CTownInfo & value);
	bool getTownsAreSameType() const; /// Default: false
	void setTownsAreSameType(bool value);
	const std::set<TFaction> & getTownTypes() const; /// Default: all
	void setTownTypes(const std::set<TFaction> & value);
	void setMonsterTypes(const std::set<TFaction> & value);
	std::set<TFaction> getDefaultTownTypes() const;
	bool getMatchTerrainToTown() const; /// Default: true
	void setMatchTerrainToTown(bool value);
	const std::set<ETerrainType> & getTerrainTypes() const; /// Default: all
	void setTerrainTypes(const std::set<ETerrainType> & value);
	std::set<ETerrainType> getDefaultTerrainTypes() const;
	void setMinesAmount (TResource res, ui16 amount);
	std::map<TResource, ui16> getMinesInfo() const;
	void setMonsterStrength (EMonsterStrength::EMonsterStrength val);

	float3 getCenter() const;
	void setCenter(const float3 &f);
	int3 getPos() const;
	void setPos(const int3 &pos);

	void addTile (const int3 &pos);
	void initFreeTiles (CMapGenerator* gen);
	std::set<int3> getTileInfo () const;
	void discardDistantTiles (CMapGenerator* gen, float distance);

	void addRequiredObject(CGObjectInstance * obj, si32 guardStrength=0);
	bool addMonster(CMapGenerator* gen, int3 &pos, si32 strength, bool clearSurroundingTiles = true, bool zoneGuard = false);
	bool createTreasurePile(CMapGenerator* gen, int3 &pos, float minDistance);
	bool fill (CMapGenerator* gen);
	bool placeMines (CMapGenerator* gen);
	void initTownType (CMapGenerator* gen);
	void paintZoneTerrain (CMapGenerator* gen, ETerrainType terrainType);
	void initTerrainType (CMapGenerator* gen);
	void createBorder(CMapGenerator* gen);
	void fractalize(CMapGenerator* gen);
	bool createRequiredObjects(CMapGenerator* gen);
	void createTreasures(CMapGenerator* gen);
	void createObstacles(CMapGenerator* gen);
	bool crunchPath (CMapGenerator* gen, const int3 &src, const int3 &dst, TRmgTemplateZoneId zone, std::set<int3>* clearedTiles = nullptr);
	std::vector<int3> getAccessibleOffsets (CMapGenerator* gen, CGObjectInstance* object);

	void setTotalDensity (ui16 val);
	ui16 getTotalDensity () const;
	void addConnection(TRmgTemplateZoneId otherZone);
	std::vector<TRmgTemplateZoneId> getConnections() const;
	void addTreasureInfo(CTreasureInfo & info);
	std::vector<CTreasureInfo> getTreasureInfo();
	std::set<int3>* getFreePaths();

	ObjectInfo getRandomObject (CMapGenerator* gen, CTreasurePileInfo &info, ui32 desiredValue, ui32 maxValue, ui32 currentValue);

	void placeAndGuardObject(CMapGenerator* gen, CGObjectInstance* object, const int3 &pos, si32 str, bool zoneGuard = false);

private:
	//template info
	TRmgTemplateZoneId id;
	ETemplateZoneType::ETemplateZoneType type;
	int size;
	boost::optional<int> owner;
	CTownInfo playerTowns, neutralTowns;
	bool townsAreSameType;
	std::set<TFaction> townTypes;
	std::set<TFaction> monsterTypes;
	bool matchTerrainToTown;
	std::set<ETerrainType> terrainTypes;
	std::map<TResource, ui16> mines; //obligatory mines to spawn in this zone

	si32 townType;
	ETerrainType terrainType;

	EMonsterStrength::EMonsterStrength zoneMonsterStrength;
	ui16 totalDensity;
	std::vector<CTreasureInfo> treasureInfo;
	std::vector<ObjectInfo> possibleObjects;

	//content info
	std::vector<std::pair<CGObjectInstance*, ui32>> requiredObjects;
	std::vector<CGObjectInstance*> objects;

	//placement info
	int3 pos;
	float3 center;
	std::set<int3> tileinfo; //irregular area assined to zone
	std::set<int3> possibleTiles; //optimization purposes for treasure generation
	std::vector<TRmgTemplateZoneId> connections; //list of adjacent zones
	std::set<int3> freePaths; //core paths of free tiles that all other objects will be linked to

	bool pointIsIn(int x, int y);
	void addAllPossibleObjects (CMapGenerator* gen); //add objects, including zone-specific, to possibleObjects
	bool isAccessibleFromAnywhere (CMapGenerator* gen, ObjectTemplate &appearance, int3 &tile, const std::set<int3> &tilesBlockedByObject) const;
	bool findPlaceForObject(CMapGenerator* gen, CGObjectInstance* obj, si32 min_dist, int3 &pos);
	bool findPlaceForTreasurePile(CMapGenerator* gen, float min_dist, int3 &pos);
	bool canObstacleBePlacedHere(CMapGenerator* gen, ObjectTemplate &temp, int3 &pos);
	void checkAndPlaceObject(CMapGenerator* gen, CGObjectInstance* object, const int3 &pos);
	void placeObject(CMapGenerator* gen, CGObjectInstance* object, const int3 &pos, bool updateDistance = true);
	bool guardObject(CMapGenerator* gen, CGObjectInstance* object, si32 str, bool zoneGuard = false, bool addToFreePaths = false);
};