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package ai.abstraction;

import ai.abstraction.AbstractAction;
import ai.abstraction.AbstractionLayerAI;
import ai.abstraction.Harvest;
import ai.abstraction.pathfinding.AStarPathFinding;
import ai.abstraction.pathfinding.PathFinding;
import ai.core.AI;
import ai.core.ParameterSpecification;
import java.util.ArrayList;
import java.util.LinkedList;
import java.util.List;
import java.util.Random;
import rts.GameState;
import rts.PhysicalGameState;
import rts.Player;
import rts.PlayerAction;
import rts.units.Unit;
import rts.units.UnitType;
import rts.units.UnitTypeTable;

/**
 *
 * @author Cleyton
 */

public class WorkerRushPlusPlus extends AbstractionLayerAI {
    Random r = new Random();
    protected UnitTypeTable utt;
    UnitType workerType;
    UnitType baseType;
    UnitType barracks;
    boolean resourse = true;

    // Strategy implemented by this class:
    // If we have more than 1 "Worker": send the extra workers to attack to the nearest enemy unit
    //attack base and barracks first
    // If we have a base: train workers non-stop
    // If we have a worker: do this if needed: build base, harvest resources
    public WorkerRushPlusPlus(UnitTypeTable a_utt) {
        this(a_utt, new AStarPathFinding());
    }

        
    public WorkerRushPlusPlus(UnitTypeTable a_utt, PathFinding a_pf) {
        super(a_pf);
        reset(a_utt);
    }
    
    public void reset() {
    	super.reset();
    }
    
    public void reset(UnitTypeTable a_utt)  
    {
        utt = a_utt;
        if (utt!=null) {
            workerType = utt.getUnitType("Worker");
            baseType = utt.getUnitType("Base");
            barracks = utt.getUnitType("Barracks");
        }
    }   
    
    
    public AI clone() {
        return new WorkerRushPlusPlus(utt, pf);
    }
    
    public PlayerAction getAction(int player, GameState gs) {
        PhysicalGameState pgs = gs.getPhysicalGameState();
        Player p = gs.getPlayer(player);
        PlayerAction pa = new PlayerAction();
//        System.out.println("LightRushAI for player " + player + " (cycle " + gs.getTime() + ")");
                
        // behavior of bases:
        for(Unit u:pgs.getUnits()) {
            if (u.getType()==baseType && 
                u.getPlayer() == player && 
                gs.getActionAssignment(u)==null) {
                baseBehavior(u,p,pgs);
            }
        }

        // behavior of melee units:
        for(Unit u:pgs.getUnits()) {
            if (u.getType().canAttack && !u.getType().canHarvest && 
                u.getPlayer() == player && 
                gs.getActionAssignment(u)==null) {
                meleeUnitBehavior(u,p,gs);
            }        
        }

        // behavior of workers:
        List<Unit> workers = new LinkedList<>();
        for(Unit u:pgs.getUnits()) {
            if (u.getType().canHarvest && 
                u.getPlayer() == player) {
                workers.add(u);
            }        
        }
        workersBehavior(workers,p,gs);
        
                
        return translateActions(player,gs);
    }
    
    
    public void baseBehavior(Unit u,Player p, PhysicalGameState pgs) {
        if (p.getResources()>=workerType.cost) train(u, workerType);
    }
    
    public void meleeUnitBehavior(Unit u, Player p, GameState gs) {
        PhysicalGameState pgs = gs.getPhysicalGameState();
        Unit closestEnemy = null;
        Unit closestMeleeEnemy = null;
        int closestDistance = 0;
        int enemyDistance = 0;
        int mybase = 0;
        for(Unit u2:pgs.getUnits()) {
            if (u2.getPlayer()>=0 && u2.getPlayer()!=p.getID()) { 
                int d = Math.abs(u2.getX() - u.getX()) + Math.abs(u2.getY() - u.getY());
                if (closestEnemy==null || d<closestDistance) {
                    closestEnemy = u2;
                    closestDistance = d;
                }
            }
            else if(u2.getPlayer()==p.getID() && u2.getType() == baseType)
            {
                mybase = Math.abs(u2.getX() - u.getX()) + Math.abs(u2.getY() - u.getY());
            }
        }
        if (closestEnemy!=null) {
            attack(u,closestEnemy);
        }
        else
        {
            attack(u, null);
        }
        
    }
    
    public void workersBehavior(List<Unit> workers,Player p, GameState gs) {
        PhysicalGameState pgs = gs.getPhysicalGameState();
        int nbases = 0;
        int resourcesUsed = 0;
        Unit harvestWorker = null;
        List<Unit> freeWorkers = new LinkedList<>(workers);
        
        if (workers.isEmpty()) return;
        
        for(Unit u2:pgs.getUnits()) {
            if (u2.getType() == baseType && 
                u2.getPlayer() == p.getID()) nbases++;
        }
        
        List<Integer> reservedPositions = new LinkedList<>();
        if (nbases==0 && !freeWorkers.isEmpty() && resourse) {
            // build a base:
            if (p.getResources()>=baseType.cost + resourcesUsed) {
                Unit u = freeWorkers.remove(0);
                buildIfNotAlreadyBuilding(u,baseType,u.getX(),u.getY(),reservedPositions,p,pgs);
                resourcesUsed+=baseType.cost;
            }
        }
        
        if (freeWorkers.size()>0 && resourse) harvestWorker = freeWorkers.remove(0);
        // harvest with the harvest worker:
        if (harvestWorker!=null) {
            Unit closestBase = null;
            Unit closestResource = null;
            int closestDistance = 0;
            for(Unit u2:pgs.getUnits()) {
                if (u2.getType().isResource) { 
                    int d = Math.abs(u2.getX() - harvestWorker.getX()) + Math.abs(u2.getY() - harvestWorker.getY());
                    if (closestResource==null || d<closestDistance) {
                        closestResource = u2;
                        closestDistance = d;
                    }
                }
            }
            closestDistance = 0;
            for(Unit u2:pgs.getUnits()) {
                if (u2.getType().isStockpile && u2.getPlayer()==p.getID()) { 
                    int d = Math.abs(u2.getX() - harvestWorker.getX()) + Math.abs(u2.getY() - harvestWorker.getY());
                    if (closestBase==null || d<closestDistance) {
                        closestBase = u2;
                        closestDistance = d;
                    }
                }
            }
            if (closestResource!=null && closestBase!=null) {
                AbstractAction aa = getAbstractAction(harvestWorker);
                if (aa instanceof Harvest) {
                    Harvest h_aa = (Harvest)aa;
                    if (h_aa.getTarget() != closestResource || h_aa.getBase()!=closestBase) {
                        harvest(harvestWorker, closestResource, closestBase);
                    } else {
                    }
                } else {
                    harvest(harvestWorker, closestResource, closestBase);
                }
            }
            else if((closestResource==null) && (p.getResources() == 0) && (freeWorkers.isEmpty()))
            {
                
                freeWorkers.add(harvestWorker);
                resourse = false;
            }
        }
        for(Unit u:freeWorkers) meleeUnitBehavior(u, p, gs);
        
    }
    
    
    @Override
    public List<ParameterSpecification> getParameters()
    {
        List<ParameterSpecification> parameters = new ArrayList<>();
        
        parameters.add(new ParameterSpecification("PathFinding", PathFinding.class, new AStarPathFinding()));

        return parameters;
    }
}
