#region Copyright & License Information
/*
 * Copyright 2007-2020 The OpenRA Developers (see AUTHORS)
 * This file is part of OpenRA, which is free software. It is made
 * available to you under the terms of the GNU General Public License
 * as published by the Free Software Foundation, either version 3 of
 * the License, or (at your option) any later version. For more
 * information, see COPYING.
 */
#endregion

using System;
using System.Collections.Generic;
using System.Linq;
using Eluant;
using Eluant.ObjectBinding;
using OpenRA.Activities;
using OpenRA.Graphics;
using OpenRA.Primitives;
using OpenRA.Scripting;
using OpenRA.Traits;

namespace OpenRA
{
	public sealed class Actor : IScriptBindable, IScriptNotifyBind, ILuaTableBinding, ILuaEqualityBinding, ILuaToStringBinding, IEquatable<Actor>, IDisposable
	{
		internal struct SyncHash
		{
			public readonly ISync Trait;
			readonly Func<object, int> hashFunction;
			public SyncHash(ISync trait) { Trait = trait; hashFunction = Sync.GetHashFunction(trait); }
			public int Hash() { return hashFunction(Trait); }
		}

		public readonly ActorInfo Info;

		public readonly World World;

		public readonly uint ActorID;

		public Player Owner { get; internal set; }

		public bool IsInWorld { get; internal set; }
		public bool WillDispose { get; private set; }
		public bool Disposed { get; private set; }

		public Activity CurrentActivity { get; private set; }

		public int Generation;
		public Actor ReplacedByActor;

		public IEffectiveOwner EffectiveOwner { get; private set; }
		public IOccupySpace OccupiesSpace { get; private set; }
		public ITargetable[] Targetables { get; private set; }

		public bool IsIdle { get { return CurrentActivity == null; } }
		public bool IsDead { get { return Disposed || (health != null && health.IsDead); } }

		public CPos Location { get { return OccupiesSpace.TopLeft; } }
		public WPos CenterPosition { get { return OccupiesSpace.CenterPosition; } }

		public WRot Orientation
		{
			get
			{
				// TODO: Support non-zero pitch/roll in IFacing (IOrientation?)
				var facingValue = facing != null ? facing.Facing : 0;
				return new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(facingValue));
			}
		}

		internal SyncHash[] SyncHashes { get; private set; }

		readonly IFacing facing;
		readonly IHealth health;
		readonly IRenderModifier[] renderModifiers;
		readonly IRender[] renders;
		readonly IMouseBounds[] mouseBounds;
		readonly IVisibilityModifier[] visibilityModifiers;
		readonly IDefaultVisibility defaultVisibility;
		readonly INotifyBecomingIdle[] becomingIdles;
		readonly INotifyIdle[] tickIdles;
		readonly ITargetablePositions[] targetablePositions;
		WPos[] staticTargetablePositions;
		bool created;

		internal Actor(World world, string name, TypeDictionary initDict)
		{
			var init = new ActorInitializer(this, initDict);

			World = world;
			ActorID = world.NextAID();
			if (initDict.Contains<OwnerInit>())
				Owner = init.Get<OwnerInit, Player>();

			if (name != null)
			{
				name = name.ToLowerInvariant();

				if (!world.Map.Rules.Actors.ContainsKey(name))
					throw new NotImplementedException("No rules definition for unit " + name);

				Info = world.Map.Rules.Actors[name];
				foreach (var trait in Info.TraitsInConstructOrder())
				{
					AddTrait(trait.Create(init));

					// Some traits rely on properties provided by IOccupySpace in their initialization,
					// so we must ready it now, we cannot wait until all traits have finished construction.
					if (trait is IOccupySpaceInfo)
						OccupiesSpace = Trait<IOccupySpace>();
				}
			}

			// PERF: Cache all these traits as soon as the actor is created. This is a fairly cheap one-off cost per
			// actor that allows us to provide some fast implementations of commonly used methods that are relied on by
			// performance-sensitive parts of the core game engine, such as pathfinding, visibility and rendering.
			EffectiveOwner = TraitOrDefault<IEffectiveOwner>();
			facing = TraitOrDefault<IFacing>();
			health = TraitOrDefault<IHealth>();
			renderModifiers = TraitsImplementing<IRenderModifier>().ToArray();
			renders = TraitsImplementing<IRender>().ToArray();
			mouseBounds = TraitsImplementing<IMouseBounds>().ToArray();
			visibilityModifiers = TraitsImplementing<IVisibilityModifier>().ToArray();
			defaultVisibility = Trait<IDefaultVisibility>();
			becomingIdles = TraitsImplementing<INotifyBecomingIdle>().ToArray();
			tickIdles = TraitsImplementing<INotifyIdle>().ToArray();
			Targetables = TraitsImplementing<ITargetable>().ToArray();
			targetablePositions = TraitsImplementing<ITargetablePositions>().ToArray();
			world.AddFrameEndTask(w =>
			{
				// Caching this in a AddFrameEndTask, because trait construction order might cause problems if done directly at creation time.
				// All actors that can move or teleport should have IPositionable, if not it's pretty safe to assume the actor is completely immobile and
				// all targetable positions can be cached if all ITargetablePositions have no conditional requirements.
				if (!Info.HasTraitInfo<IPositionableInfo>() && targetablePositions.Any() && targetablePositions.All(tp => tp.AlwaysEnabled))
					staticTargetablePositions = targetablePositions.SelectMany(tp => tp.TargetablePositions(this)).ToArray();
			});

			SyncHashes = TraitsImplementing<ISync>().Select(sync => new SyncHash(sync)).ToArray();
		}

		internal void Created()
		{
			created = true;

			foreach (var t in TraitsImplementing<INotifyCreated>())
				t.Created(this);

			// The initial activity should run before any activities queued by INotifyCreated.Created
			// However, we need to know which traits are enabled (via conditions), so wait for after the calls and insert the activity as the first
			ICreationActivity creationActivity = null;
			foreach (var ica in TraitsImplementing<ICreationActivity>())
			{
				if (!ica.IsTraitEnabled())
					continue;

				if (creationActivity != null)
					throw new InvalidOperationException("More than one enabled ICreationActivity trait: {0} and {1}".F(creationActivity.GetType().Name, ica.GetType().Name));

				var activity = ica.GetCreationActivity();
				if (activity == null)
					continue;

				creationActivity = ica;

				activity.Queue(CurrentActivity);
				CurrentActivity = activity;
			}
		}

		public void Tick()
		{
			var wasIdle = IsIdle;
			CurrentActivity = ActivityUtils.RunActivity(this, CurrentActivity);

			if (!wasIdle && IsIdle)
			{
				foreach (var n in becomingIdles)
					n.OnBecomingIdle(this);

				// If IsIdle is true, it means the last CurrentActivity.Tick returned null.
				// If a next activity has been queued via OnBecomingIdle, we need to start running it now,
				// to avoid an 'empty' null tick where the actor will (visibly, if moving) do nothing.
				CurrentActivity = ActivityUtils.RunActivity(this, CurrentActivity);
			}
			else if (wasIdle)
				foreach (var tickIdle in tickIdles)
					tickIdle.TickIdle(this);
		}

		public IEnumerable<IRenderable> Render(WorldRenderer wr)
		{
			// PERF: Avoid LINQ.
			var renderables = Renderables(wr);
			foreach (var modifier in renderModifiers)
				renderables = modifier.ModifyRender(this, wr, renderables);
			return renderables;
		}

		IEnumerable<IRenderable> Renderables(WorldRenderer wr)
		{
			// PERF: Avoid LINQ.
			// Implementations of Render are permitted to return both an eagerly materialized collection or a lazily
			// generated sequence.
			// For large amounts of renderables, a lazily generated sequence (e.g. as returned by LINQ, or by using
			// `yield`) will avoid the need to allocate a large collection.
			// For small amounts of renderables, allocating a small collection can often be faster and require less
			// memory than creating the objects needed to represent a sequence.
			foreach (var render in renders)
				foreach (var renderable in render.Render(this, wr))
					yield return renderable;
		}

		public IEnumerable<Rectangle> ScreenBounds(WorldRenderer wr)
		{
			var bounds = Bounds(wr);
			foreach (var modifier in renderModifiers)
				bounds = modifier.ModifyScreenBounds(this, wr, bounds);
			return bounds;
		}

		IEnumerable<Rectangle> Bounds(WorldRenderer wr)
		{
			// PERF: Avoid LINQ. See comments for Renderables
			foreach (var render in renders)
				foreach (var r in render.ScreenBounds(this, wr))
					if (!r.IsEmpty)
						yield return r;
		}

		public Rectangle MouseBounds(WorldRenderer wr)
		{
			foreach (var mb in mouseBounds)
			{
				var bounds = mb.MouseoverBounds(this, wr);
				if (!bounds.IsEmpty)
					return bounds;
			}

			return Rectangle.Empty;
		}

		public void QueueActivity(bool queued, Activity nextActivity)
		{
			if (!queued)
				CancelActivity();

			QueueActivity(nextActivity);
		}

		public void QueueActivity(Activity nextActivity)
		{
			if (!created)
				throw new InvalidOperationException("An activity was queued before the actor was created. Queue it inside the INotifyCreated.Created callback instead.");

			if (CurrentActivity == null)
				CurrentActivity = nextActivity;
			else
				CurrentActivity.Queue(nextActivity);
		}

		public void CancelActivity()
		{
			if (CurrentActivity != null)
				CurrentActivity.Cancel(this);
		}

		public override int GetHashCode()
		{
			return (int)ActorID;
		}

		public override bool Equals(object obj)
		{
			var o = obj as Actor;
			return o != null && Equals(o);
		}

		public bool Equals(Actor other)
		{
			return ActorID == other.ActorID;
		}

		public override string ToString()
		{
			// PERF: Avoid format strings.
			var name = Info.Name + " " + ActorID;
			if (!IsInWorld)
				name += " (not in world)";
			return name;
		}

		public T Trait<T>()
		{
			return World.TraitDict.Get<T>(this);
		}

		public T TraitOrDefault<T>()
		{
			return World.TraitDict.GetOrDefault<T>(this);
		}

		public IEnumerable<T> TraitsImplementing<T>()
		{
			return World.TraitDict.WithInterface<T>(this);
		}

		public void AddTrait(object trait)
		{
			World.TraitDict.AddTrait(this, trait);
		}

		public void Dispose()
		{
			// If CurrentActivity isn't null, run OnActorDisposeOuter in case some cleanups are needed.
			// This should be done before the FrameEndTask to avoid dependency issues.
			if (CurrentActivity != null)
				CurrentActivity.OnActorDisposeOuter(this);

			// Allow traits/activities to prevent a race condition when they depend on disposing the actor (e.g. Transforms)
			WillDispose = true;

			World.AddFrameEndTask(w =>
			{
				if (Disposed)
					return;

				if (IsInWorld)
					World.Remove(this);

				foreach (var t in TraitsImplementing<INotifyActorDisposing>())
					t.Disposing(this);

				World.TraitDict.RemoveActor(this);
				Disposed = true;

				if (luaInterface != null)
					luaInterface.Value.OnActorDestroyed();
			});
		}

		// TODO: move elsewhere.
		public void ChangeOwner(Player newOwner)
		{
			World.AddFrameEndTask(_ => ChangeOwnerSync(newOwner));
		}

		/// <summary>
		/// Change the actors owner without queuing a FrameEndTask.
		/// This must only be called from inside an existing FrameEndTask.
		/// </summary>
		public void ChangeOwnerSync(Player newOwner)
		{
			if (Disposed)
				return;

			var oldOwner = Owner;
			var wasInWorld = IsInWorld;

			// momentarily remove from world so the ownership queries don't get confused
			if (wasInWorld)
				World.Remove(this);

			Owner = newOwner;
			Generation++;

			foreach (var t in TraitsImplementing<INotifyOwnerChanged>())
				t.OnOwnerChanged(this, oldOwner, newOwner);

			foreach (var t in World.WorldActor.TraitsImplementing<INotifyOwnerChanged>())
				t.OnOwnerChanged(this, oldOwner, newOwner);

			if (wasInWorld)
				World.Add(this);
		}

		public DamageState GetDamageState()
		{
			if (Disposed)
				return DamageState.Dead;

			return (health == null) ? DamageState.Undamaged : health.DamageState;
		}

		public void InflictDamage(Actor attacker, Damage damage)
		{
			if (Disposed || health == null)
				return;

			health.InflictDamage(this, attacker, damage, false);
		}

		public void Kill(Actor attacker, BitSet<DamageType> damageTypes = default(BitSet<DamageType>))
		{
			if (Disposed || health == null)
				return;

			health.Kill(this, attacker, damageTypes);
		}

		public bool CanBeViewedByPlayer(Player player)
		{
			// PERF: Avoid LINQ.
			foreach (var visibilityModifier in visibilityModifiers)
				if (!visibilityModifier.IsVisible(this, player))
					return false;

			return defaultVisibility.IsVisible(this, player);
		}

		public BitSet<TargetableType> GetAllTargetTypes()
		{
			// PERF: Avoid LINQ.
			var targetTypes = default(BitSet<TargetableType>);
			foreach (var targetable in Targetables)
				targetTypes = targetTypes.Union(targetable.TargetTypes);
			return targetTypes;
		}

		public BitSet<TargetableType> GetEnabledTargetTypes()
		{
			// PERF: Avoid LINQ.
			var targetTypes = default(BitSet<TargetableType>);
			foreach (var targetable in Targetables)
				if (targetable.IsTraitEnabled())
					targetTypes = targetTypes.Union(targetable.TargetTypes);
			return targetTypes;
		}

		public bool IsTargetableBy(Actor byActor)
		{
			// PERF: Avoid LINQ.
			foreach (var targetable in Targetables)
				if (targetable.IsTraitEnabled() && targetable.TargetableBy(this, byActor))
					return true;

			return false;
		}

		public IEnumerable<WPos> GetTargetablePositions()
		{
			if (staticTargetablePositions != null)
				return staticTargetablePositions;

			var enabledTargetablePositionTraits = targetablePositions.Where(Exts.IsTraitEnabled);
			if (enabledTargetablePositionTraits.Any())
				return enabledTargetablePositionTraits.SelectMany(tp => tp.TargetablePositions(this));

			return new[] { CenterPosition };
		}

		#region Scripting interface

		Lazy<ScriptActorInterface> luaInterface;
		public void OnScriptBind(ScriptContext context)
		{
			if (luaInterface == null)
				luaInterface = Exts.Lazy(() => new ScriptActorInterface(context, this));
		}

		public LuaValue this[LuaRuntime runtime, LuaValue keyValue]
		{
			get { return luaInterface.Value[runtime, keyValue]; }
			set { luaInterface.Value[runtime, keyValue] = value; }
		}

		public LuaValue Equals(LuaRuntime runtime, LuaValue left, LuaValue right)
		{
			Actor a, b;
			if (!left.TryGetClrValue(out a) || !right.TryGetClrValue(out b))
				return false;

			return a == b;
		}

		public LuaValue ToString(LuaRuntime runtime)
		{
			return "Actor ({0})".F(this);
		}

		public bool HasScriptProperty(string name)
		{
			return luaInterface.Value.ContainsKey(name);
		}

		#endregion
	}
}
