# Released under the MIT License. See LICENSE for details.
#
"""DeathMatch game and support classes."""

# ba_meta require api 9
# (see https://ballistica.net/wiki/meta-tag-system)

from typing import TYPE_CHECKING, override

import bascenev1 as bs
from bascenev1 import classicassets

from bascenev1lib.actor.playerspaz import PlayerSpaz
from bascenev1lib.actor.scoreboard import Scoreboard

if TYPE_CHECKING:
    from typing import Any, Sequence


class Player(bs.Player['Team']):
    """Our player type for this game."""


class Team(bs.Team[Player]):
    """Our team type for this game."""

    def __init__(self) -> None:
        self.score = 0


# ba_meta export bascenev1.GameActivity
class DeathMatchGame(bs.TeamGameActivity[Player, Team]):
    """A game type based on acquiring kills."""

    name = 'Death Match'
    description = 'Kill a set number of enemies to win.'

    # Print messages when players die since it matters here.
    announce_player_deaths = True

    @override
    @classmethod
    def get_available_settings(
        cls, sessiontype: type[bs.Session]
    ) -> list[bs.Setting]:
        settings = [
            bs.IntSetting(
                'Kills to Win Per Player',
                min_value=1,
                default=5,
                increment=1,
            ),
            bs.IntChoiceSetting(
                'Time Limit',
                choices=[
                    ('None', 0),
                    ('1 Minute', 60),
                    ('2 Minutes', 120),
                    ('5 Minutes', 300),
                    ('10 Minutes', 600),
                    ('20 Minutes', 1200),
                ],
                default=0,
            ),
            bs.FloatChoiceSetting(
                'Respawn Times',
                choices=[
                    ('Shorter', 0.25),
                    ('Short', 0.5),
                    ('Normal', 1.0),
                    ('Long', 2.0),
                    ('Longer', 4.0),
                ],
                default=1.0,
            ),
            bs.BoolSetting('Epic Mode', default=False),
        ]

        # In teams mode, a suicide gives a point to the other team, but in
        # free-for-all it subtracts from your own score. By default we clamp
        # this at zero to benefit new players, but pro players might like to
        # be able to go negative. (to avoid a strategy of just
        # suiciding until you get a good drop)
        if issubclass(sessiontype, bs.FreeForAllSession):
            settings.append(
                bs.BoolSetting('Allow Negative Scores', default=False)
            )

        return settings

    @override
    @classmethod
    def supports_session_type(cls, sessiontype: type[bs.Session]) -> bool:
        return issubclass(sessiontype, bs.DualTeamSession) or issubclass(
            sessiontype, bs.FreeForAllSession
        )

    @override
    @classmethod
    def get_supported_maps(cls, sessiontype: type[bs.Session]) -> list[str]:
        # (Pylint Bug?) pylint: disable=missing-function-docstring

        assert bs.app.classic is not None
        return bs.app.classic.getmaps('melee')

    def __init__(self, settings: dict):
        super().__init__(settings)
        self._scoreboard = Scoreboard()
        self._score_to_win: int | None = None
        self._dingsound = classicassets.audio.ding_small.get()
        self._epic_mode = bool(settings['Epic Mode'])
        self._kills_to_win_per_player = int(settings['Kills to Win Per Player'])
        self._time_limit = float(settings['Time Limit'])
        self._allow_negative_scores = bool(
            settings.get('Allow Negative Scores', False)
        )

        # Base class overrides.
        self.slow_motion = self._epic_mode
        self.default_music = (
            bs.MusicType.EPIC if self._epic_mode else bs.MusicType.TO_THE_DEATH
        )

    @override
    def get_instance_description(self) -> str | Sequence:
        # (Pylint Bug?) pylint: disable=missing-function-docstring

        return 'Crush ${ARG1} of your enemies.', self._score_to_win

    @override
    def get_instance_description_short(self) -> str | Sequence:
        # (Pylint Bug?) pylint: disable=missing-function-docstring

        return 'kill ${ARG1} enemies', self._score_to_win

    @override
    def on_team_join(self, team: Team) -> None:
        # (Pylint Bug?) pylint: disable=missing-function-docstring

        if self.has_begun():
            self._update_scoreboard()

    @override
    def on_begin(self) -> None:
        super().on_begin()
        self.setup_standard_time_limit(self._time_limit)
        self.setup_standard_powerup_drops()

        # Base kills needed to win on the size of the largest team.
        self._score_to_win = self._kills_to_win_per_player * max(
            1, max((len(t.players) for t in self.teams), default=0)
        )
        self._update_scoreboard()

    @override
    def handlemessage(self, msg: Any) -> Any:
        # (Pylint Bug?) pylint: disable=missing-function-docstring

        if isinstance(msg, bs.PlayerDiedMessage):
            # Augment standard behavior.
            super().handlemessage(msg)

            player = msg.getplayer(Player)
            self.respawn_player(player)

            killer = msg.getkillerplayer(Player)
            if killer is None:
                return None

            # Handle team-kills.
            if killer.team is player.team:
                # In free-for-all, killing yourself loses you a point.
                if isinstance(self.session, bs.FreeForAllSession):
                    new_score = player.team.score - 1
                    if not self._allow_negative_scores:
                        new_score = max(0, new_score)
                    player.team.score = new_score

                # In teams-mode it gives a point to the other team.
                else:
                    self._dingsound.play()
                    for team in self.teams:
                        if team is not killer.team:
                            team.score += 1

            # Killing someone on another team nets a kill.
            else:
                killer.team.score += 1
                self._dingsound.play()

                # In FFA show scores since its hard to find on the scoreboard.
                if isinstance(killer.actor, PlayerSpaz) and killer.actor:
                    killer.actor.set_score_text(
                        str(killer.team.score) + '/' + str(self._score_to_win),
                        color=killer.team.color,
                        flash=True,
                    )

            self._update_scoreboard()

            # If someone has won, set a timer to end shortly.
            # (allows the dust to clear and draws to occur if deaths are
            # close enough)
            assert self._score_to_win is not None
            if any(team.score >= self._score_to_win for team in self.teams):
                bs.timer(0.5, self.end_game)

        else:
            return super().handlemessage(msg)
        return None

    def _update_scoreboard(self) -> None:
        for team in self.teams:
            self._scoreboard.set_team_value(
                team, team.score, self._score_to_win
            )

    @override
    def end_game(self) -> None:
        # (Pylint Bug?) pylint: disable=missing-function-docstring

        results = bs.GameResults()
        for team in self.teams:
            results.set_team_score(team, team.score)
        self.end(results=results)
