/*
 * CMapGenerator.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 "../CRandomGenerator.h"
#include "CMapGenOptions.h"
#include "../int3.h"
#include "CRmgTemplate.h"
#include "../LoadProgress.h"

VCMI_LIB_NAMESPACE_BEGIN

class CRmgTemplate;
class CMapGenOptions;
class JsonNode;
class RmgMap;
class CMap;
class Zone;

typedef std::vector<JsonNode> JsonVector;

/// The map generator creates a map randomly.
class DLL_LINKAGE CMapGenerator: public Load::Progress
{
public:
	struct Config
	{
		std::vector<CTreasureInfo> waterTreasure;
		int shipyardGuard;
		int mineExtraResources;
		int minGuardStrength;
		std::string defaultRoadType;
		std::string secondaryRoadType;
		int treasureValueLimit;
		std::vector<int> prisonExperience, prisonValues;
		std::vector<int> scrollValues;
		int pandoraMultiplierGold, pandoraMultiplierExperience, pandoraMultiplierSpells, pandoraSpellSchool, pandoraSpell60;
		std::vector<int> pandoraCreatureValues;
		std::vector<int> questValues, questRewardValues;
	};
	
	explicit CMapGenerator(CMapGenOptions& mapGenOptions, int RandomSeed = std::time(nullptr));
	~CMapGenerator(); // required due to std::unique_ptr
	
	const Config & getConfig() const;
	
	CRandomGenerator rand;
	
	const CMapGenOptions& getMapGenOptions() const;
	
	std::unique_ptr<CMap> generate();

	void findZonesForQuestArts();

	int getNextMonlithIndex();
	int getPrisonsRemaning() const;
	void decreasePrisonsRemaining();
	const std::vector<ArtifactID> & getQuestArtsRemaning() const;
	void banQuestArt(const ArtifactID & id);

	Zone * getZoneWater() const;
	void createWaterTreasures();

	int getRandomSeed() const;
	
private:
	int randomSeed;
	CMapGenOptions& mapGenOptions;
	Config config;
	std::unique_ptr<RmgMap> map;
	
	std::vector<rmg::ZoneConnection> connectionsLeft;
	
	//std::pair<Zones::key_type, Zones::mapped_type> zoneWater;

	int prisonsRemaining;
	//int questArtsRemaining;
	int monolithIndex;
	std::vector<ArtifactID> questArtifacts;

	/// Generation methods
	void loadConfig();
	
	std::string getMapDescription() const;

	void initPrisonsRemaining();
	void initQuestArtsRemaining();
	void addPlayerInfo();
	void addHeaderInfo();
	void genZones();
	void fillZones();

};

VCMI_LIB_NAMESPACE_END