# Released under the MIT License. See LICENSE for details.
#
"""Defines ScoreBoard Actor and related functionality."""

import weakref
from typing import TYPE_CHECKING

import bascenev1 as bs
from bascenev1 import _classicassets
from bascenev1 import _builtinassets

if TYPE_CHECKING:
    from typing import Any, Sequence


class _Entry:
    def __init__(
        self,
        scoreboard: Scoreboard,
        team: bs.Team,
        do_cover: bool,
        scale: float,
        label: bs.Lstr | bs.LangStr | None,
        flash_length: float,
        width: float | None = None,
        height: float | None = None,
    ):
        # pylint: disable=too-many-positional-arguments
        self._scoreboard = weakref.ref(scoreboard)
        self._do_cover = do_cover
        self._scale = scale
        self._flash_length = flash_length
        self._width = (140.0 if width is None else width) * self._scale
        self._height = (32.0 if height is None else height) * self._scale
        self._bar_width = 2.0 * self._scale
        self._bar_height = 32.0 * self._scale
        self._bar_tex = self._backing_tex = _classicassets.textures.bar.get()
        self._cover_tex = _builtinassets.textures.ui_atlas.get()
        self._mesh = _classicassets.meshes.meter_transparent.get()
        self._pos: Sequence[float] | None = None
        self._flash_timer: bs.Timer | None = None
        self._flash_counter: int | None = None
        self._flash_colors: bool | None = None
        self._score: float | None = None

        safe_team_color = bs.safecolor(team.color, target_intensity=1.0)

        # FIXME: Should not do things conditionally for vr-mode, as there may
        #  be non-vr clients connected which will also get these value.
        vrmode = bs.app.env.vr

        if self._do_cover:
            if vrmode:
                self._backing_color = [0.1 + c * 0.1 for c in safe_team_color]
            else:
                self._backing_color = [0.05 + c * 0.17 for c in safe_team_color]
        else:
            self._backing_color = [0.05 + c * 0.1 for c in safe_team_color]

        opacity = (0.8 if vrmode else 0.8) if self._do_cover else 0.5
        self._backing = bs.NodeActor(
            bs.newnode(
                'image',
                attrs={
                    'scale': (self._width, self._height),
                    'opacity': opacity,
                    'color': self._backing_color,
                    'vr_depth': -3,
                    'attach': 'topLeft',
                    'texture': self._backing_tex,
                },
            )
        )

        self._barcolor = safe_team_color
        self._bar = bs.NodeActor(
            bs.newnode(
                'image',
                attrs={
                    'opacity': 0.7,
                    'color': self._barcolor,
                    'attach': 'topLeft',
                    'texture': self._bar_tex,
                },
            )
        )

        self._bar_scale = bs.newnode(
            'combine',
            owner=self._bar.node,
            attrs={
                'size': 2,
                'input0': self._bar_width,
                'input1': self._bar_height,
            },
        )
        assert self._bar.node
        self._bar_scale.connectattr('output', self._bar.node, 'scale')
        self._bar_position = bs.newnode(
            'combine',
            owner=self._bar.node,
            attrs={'size': 2, 'input0': 0, 'input1': 0},
        )
        self._bar_position.connectattr('output', self._bar.node, 'position')
        self._cover_color = safe_team_color
        if self._do_cover:
            self._cover = bs.NodeActor(
                bs.newnode(
                    'image',
                    attrs={
                        'scale': (self._width * 1.15, self._height * 1.6),
                        'opacity': 1.0,
                        'color': self._cover_color,
                        'vr_depth': 2,
                        'attach': 'topLeft',
                        'texture': self._cover_tex,
                        'mesh_transparent': self._mesh,
                    },
                )
            )

        clr = safe_team_color
        maxwidth = 130.0 * (1.0 - scoreboard.score_split)
        flatness = (1.0 if vrmode else 0.5) if self._do_cover else 1.0
        self._score_text = bs.NodeActor(
            bs.newnode(
                'text',
                attrs={
                    'h_attach': 'left',
                    'v_attach': 'top',
                    'h_align': 'right',
                    'v_align': 'center',
                    'maxwidth': maxwidth,
                    'vr_depth': 2,
                    'scale': self._scale * 0.9,
                    'text': '',
                    'shadow': 1.0 if vrmode else 0.5,
                    'flatness': flatness,
                    'color': clr,
                },
            )
        )

        clr = safe_team_color

        team_name_label: str | bs.Lstr | bs.LangStr
        if label is not None:
            team_name_label = label
        else:
            team_name_label = team.name

            # A plain str is a name the player typed, so clip it
            # to fit; a LangStr is one of our authored defaults,
            # which we leave whole so it can translate (maxwidth
            # handles the fitting).
            if isinstance(team_name_label, str):
                if len(team_name_label) > 10:
                    team_name_label = team_name_label[:10] + '...'

        flatness = (1.0 if vrmode else 0.5) if self._do_cover else 1.0
        self._name_text = bs.NodeActor(
            bs.newnode(
                'text',
                attrs={
                    'h_attach': 'left',
                    'v_attach': 'top',
                    'h_align': 'left',
                    'v_align': 'center',
                    'vr_depth': 2,
                    'scale': self._scale * 0.9,
                    'shadow': 1.0 if vrmode else 0.5,
                    'flatness': flatness,
                    'maxwidth': 130 * scoreboard.score_split,
                    'text': team_name_label,
                    'color': clr + (1.0,),
                },
            )
        )

    def flash(self, countdown: bool, extra_flash: bool) -> None:
        """Flash momentarily."""
        self._flash_timer = bs.Timer(
            0.1, bs.WeakCallStrict(self._do_flash), repeat=True
        )
        if countdown:
            self._flash_counter = 10
        else:
            self._flash_counter = int(20.0 * self._flash_length)
        if extra_flash:
            self._flash_counter *= 4
        self._set_flash_colors(True)

    def set_position(self, position: Sequence[float]) -> None:
        """Set the entry's position."""

        # Abort if we've been killed
        if not self._backing.node:
            return

        self._pos = tuple(position)
        self._backing.node.position = (
            position[0] + self._width / 2,
            position[1] - self._height / 2,
        )
        if self._do_cover:
            assert self._cover.node
            self._cover.node.position = (
                position[0] + self._width / 2,
                position[1] - self._height / 2,
            )
        self._bar_position.input0 = self._pos[0] + self._bar_width / 2
        self._bar_position.input1 = self._pos[1] - self._bar_height / 2
        assert self._score_text.node
        self._score_text.node.position = (
            self._pos[0] + self._width - 7.0 * self._scale,
            self._pos[1] - self._bar_height + 16.0 * self._scale,
        )
        assert self._name_text.node
        self._name_text.node.position = (
            self._pos[0] + 7.0 * self._scale,
            self._pos[1] - self._bar_height + 16.0 * self._scale,
        )

    def _set_flash_colors(self, flash: bool) -> None:
        self._flash_colors = flash

        def _safesetcolor(node: bs.Node | None, val: Any) -> None:
            if node:
                node.color = val

        if flash:
            scale = 2.0
            _safesetcolor(
                self._backing.node,
                (
                    self._backing_color[0] * scale,
                    self._backing_color[1] * scale,
                    self._backing_color[2] * scale,
                ),
            )
            _safesetcolor(
                self._bar.node,
                (
                    self._barcolor[0] * scale,
                    self._barcolor[1] * scale,
                    self._barcolor[2] * scale,
                ),
            )
            if self._do_cover:
                _safesetcolor(
                    self._cover.node,
                    (
                        self._cover_color[0] * scale,
                        self._cover_color[1] * scale,
                        self._cover_color[2] * scale,
                    ),
                )
        else:
            _safesetcolor(self._backing.node, self._backing_color)
            _safesetcolor(self._bar.node, self._barcolor)
            if self._do_cover:
                _safesetcolor(self._cover.node, self._cover_color)

    def _do_flash(self) -> None:
        assert self._flash_counter is not None
        if self._flash_counter <= 0:
            self._set_flash_colors(False)
        else:
            self._flash_counter -= 1
            self._set_flash_colors(not self._flash_colors)

    def set_value(
        self,
        score: float,
        *,
        max_score: float | None = None,
        countdown: bool = False,
        flash: bool = True,
        show_value: bool = True,
    ) -> None:
        """Set the value for the scoreboard entry."""

        # If we have no score yet, just set it.. otherwise compare
        # and see if we should flash.
        if self._score is None:
            self._score = score
        else:
            if score > self._score or (countdown and score < self._score):
                extra_flash = (
                    max_score is not None
                    and score >= max_score
                    and not countdown
                ) or (countdown and score == 0)
                if flash:
                    self.flash(countdown, extra_flash)
            self._score = score

        if max_score is None:
            self._bar_width = 0.0
        else:
            if countdown:
                self._bar_width = max(
                    2.0 * self._scale,
                    self._width * (1.0 - (float(score) / max_score)),
                )
            else:
                self._bar_width = max(
                    2.0 * self._scale,
                    self._width * (min(1.0, float(score) / max_score)),
                )

        cur_width = self._bar_scale.input0
        bs.animate(
            self._bar_scale, 'input0', {0.0: cur_width, 0.25: self._bar_width}
        )
        self._bar_scale.input1 = self._bar_height
        cur_x = self._bar_position.input0
        assert self._pos is not None
        bs.animate(
            self._bar_position,
            'input0',
            {0.0: cur_x, 0.25: self._pos[0] + self._bar_width / 2},
        )
        self._bar_position.input1 = self._pos[1] - self._bar_height / 2
        assert self._score_text.node
        if show_value:
            self._score_text.node.text = str(score)
        else:
            self._score_text.node.text = ''


class _EntryProxy:
    """Encapsulates adding/removing of a scoreboard Entry."""

    def __init__(self, scoreboard: Scoreboard, team: bs.Team):
        self._scoreboard = weakref.ref(scoreboard)

        # Have to store ID here instead of a weak-ref since the team will be
        # dead when we die and need to remove it.
        self._team_id = team.id

    def __del__(self) -> None:
        scoreboard = self._scoreboard()

        # Remove our team from the scoreboard if its still around.
        # (but deferred, in case we die in a sim step or something where
        # its illegal to modify nodes)
        if scoreboard is None:
            return

        try:
            bs.pushcall(bs.CallStrict(scoreboard.remove_team, self._team_id))
        except bs.ContextError:
            # This happens if we fire after the activity expires.
            # In that case we don't need to do anything.
            pass


class Scoreboard:
    """A display for player or team scores during a game.

    category: Gameplay Classes
    """

    _ENTRYSTORENAME = bs.storagename('entry')

    def __init__(
        self,
        label: bs.Lstr | bs.LangStr | None = None,
        score_split: float = 0.7,
        pos: Sequence[float] | None = None,
        width: float | None = None,
        height: float | None = None,
    ):
        """Instantiate a scoreboard.

        Label can be something like 'points' and will
        show up on boards if provided.
        """
        self._flat_tex = _classicassets.textures.null.get()
        self._entries: dict[int, _Entry] = {}
        self._label = label
        self.score_split = score_split
        self._width = width
        self._height = height

        # For free-for-all we go simpler since we have one per player.
        self._pos: Sequence[float]
        if isinstance(bs.getsession(), bs.FreeForAllSession):
            self._do_cover = False
            self._spacing = 35.0
            self._pos = (17.0, -65.0)
            self._scale = 0.8
            self._flash_length = 0.5
        else:
            self._do_cover = True
            self._spacing = 50.0
            self._pos = (20.0, -70.0)
            self._scale = 1.0
            self._flash_length = 1.0
        self._pos = self._pos if pos is None else pos

    def set_team_value(
        self,
        team: bs.Team,
        score: float,
        max_score: float | None = None,
        *,
        countdown: bool = False,
        flash: bool = True,
        show_value: bool = True,
    ) -> None:
        """Update the score-board display for the given bs.Team."""
        if team.id not in self._entries:
            self._add_team(team)

            # Create a proxy in the team which will kill
            # our entry when it dies (for convenience)
            assert self._ENTRYSTORENAME not in team.customdata
            team.customdata[self._ENTRYSTORENAME] = _EntryProxy(self, team)

        # Now set the entry.
        self._entries[team.id].set_value(
            score=score,
            max_score=max_score,
            countdown=countdown,
            flash=flash,
            show_value=show_value,
        )

    def _add_team(self, team: bs.Team) -> None:
        if team.id in self._entries:
            raise RuntimeError('Duplicate team add')
        self._entries[team.id] = _Entry(
            self,
            team,
            do_cover=self._do_cover,
            scale=self._scale,
            label=self._label,
            width=self._width,
            height=self._height,
            flash_length=self._flash_length,
        )
        self._update_teams()

    def remove_team(self, team_id: int) -> None:
        """Remove the team with the given id from the scoreboard."""
        del self._entries[team_id]
        self._update_teams()

    def _update_teams(self) -> None:
        pos = list(self._pos)
        for entry in list(self._entries.values()):
            entry.set_position(pos)
            pos[1] -= self._spacing * self._scale
