# Released under the MIT License. See LICENSE for details.
#
"""Defines Race mini-game."""

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

from __future__ import annotations

import random
import logging
from typing import TYPE_CHECKING, override
from dataclasses import dataclass

import bascenev1 as bs
from bascenev1 import builtinassets

from bascenev1lib.actor.bomb import Bomb
from bascenev1lib.actor.playerspaz import PlayerSpaz
from bascenev1lib.actor.scoreboard import Scoreboard
from bascenev1lib.gameutils import SharedObjects

if TYPE_CHECKING:
    from typing import Any, Sequence

    from bascenev1lib.actor.onscreentimer import OnScreenTimer


@dataclass
class RaceMine:
    """Holds info about a mine on the track."""

    point: Sequence[float]
    mine: Bomb | None


class RaceRegion(bs.Actor):
    """Region used to track progress during a race."""

    def __init__(self, pt: Sequence[float], index: int):
        super().__init__()
        activity = self.activity
        assert isinstance(activity, RaceGame)
        self.pos = pt
        self.index = index
        self.node = bs.newnode(
            'region',
            delegate=self,
            attrs={
                'position': pt[:3],
                'scale': (pt[3] * 2.0, pt[4] * 2.0, pt[5] * 2.0),
                'type': 'box',
                'materials': [activity.race_region_material],
            },
        )


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

    def __init__(self) -> None:
        self.distance_txt: bs.Node | None = None
        self.last_region = 0
        self.lap = 0
        self.distance = 0.0
        self.finished = False
        self.rank: int | None = None


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

    def __init__(self) -> None:
        self.time: float | None = None
        self.lap = 0
        self.finished = False


# ba_meta export bascenev1.GameActivity
class RaceGame(bs.TeamGameActivity[Player, Team]):
    """Game of racing around a track."""

    name = 'Race'
    description = 'Run real fast!'
    scoreconfig = bs.ScoreConfig(
        label='Time', lower_is_better=True, scoretype=bs.ScoreType.MILLISECONDS
    )

    @override
    @classmethod
    def get_available_settings(
        cls, sessiontype: type[bs.Session]
    ) -> list[bs.Setting]:
        settings = [
            bs.IntSetting('Laps', min_value=1, default=3, increment=1),
            bs.IntChoiceSetting(
                'Time Limit',
                default=0,
                choices=[
                    ('None', 0),
                    ('1 Minute', 60),
                    ('2 Minutes', 120),
                    ('5 Minutes', 300),
                    ('10 Minutes', 600),
                    ('20 Minutes', 1200),
                ],
            ),
            bs.IntChoiceSetting(
                'Mine Spawning',
                default=4000,
                choices=[
                    ('No Mines', 0),
                    ('8 Seconds', 8000),
                    ('4 Seconds', 4000),
                    ('2 Seconds', 2000),
                ],
            ),
            bs.IntChoiceSetting(
                'Bomb Spawning',
                choices=[
                    ('None', 0),
                    ('8 Seconds', 8000),
                    ('4 Seconds', 4000),
                    ('2 Seconds', 2000),
                    ('1 Second', 1000),
                ],
                default=2000,
            ),
            bs.BoolSetting('Epic Mode', default=False),
        ]

        # We have some specific settings in teams mode.
        if issubclass(sessiontype, bs.DualTeamSession):
            settings.append(
                bs.BoolSetting('Entire Team Must Finish', default=False)
            )
        return settings

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

    @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('race')

    def __init__(self, settings: dict):
        self._race_started = False
        super().__init__(settings)
        self._scoreboard = Scoreboard()
        self._score_sound = bs.getsound('score')
        self._swipsound = bs.getsound('swip')
        self._last_team_time: float | None = None
        self._front_race_region: int | None = None
        self._nub_tex = builtinassets.textures.nub
        self._beep_1_sound = bs.getsound('raceBeep1')
        self._beep_2_sound = bs.getsound('raceBeep2')
        self.race_region_material: bs.Material | None = None
        self._regions: list[RaceRegion] = []
        self._team_finish_pts: int | None = None
        self._time_text: bs.Actor | None = None
        self._timer: OnScreenTimer | None = None
        self._race_mines: list[RaceMine] | None = None
        self._race_mine_timer: bs.Timer | None = None
        self._scoreboard_timer: bs.Timer | None = None
        self._player_order_update_timer: bs.Timer | None = None
        self._start_lights: list[bs.Node] | None = None
        self._bomb_spawn_timer: bs.Timer | None = None
        self._laps = int(settings['Laps'])
        self._entire_team_must_finish = bool(
            settings.get('Entire Team Must Finish', False)
        )
        self._time_limit = float(settings['Time Limit'])
        self._mine_spawning = int(settings['Mine Spawning'])
        self._bomb_spawning = int(settings['Bomb Spawning'])
        self._epic_mode = bool(settings['Epic Mode'])

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

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

        if (
            isinstance(self.session, bs.DualTeamSession)
            and self._entire_team_must_finish
        ):
            t_str = ' Your entire team has to finish.'
        else:
            t_str = ''

        if self._laps > 1:
            return 'Run ${ARG1} laps.' + t_str, self._laps
        return 'Run 1 lap.' + t_str

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

        if self._laps > 1:
            return 'run ${ARG1} laps', self._laps
        return 'run 1 lap'

    @override
    def on_transition_in(self) -> None:
        super().on_transition_in()
        shared = SharedObjects.get()
        pts = self.map.get_def_points('race_point')
        mat = self.race_region_material = bs.Material()
        mat.add_actions(
            conditions=('they_have_material', shared.player_material),
            actions=(
                ('modify_part_collision', 'collide', True),
                ('modify_part_collision', 'physical', False),
                ('call', 'at_connect', self._handle_race_point_collide),
            ),
        )
        for rpt in pts:
            self._regions.append(RaceRegion(rpt, len(self._regions)))

    def _flash_player(self, player: Player, scale: float) -> None:
        assert isinstance(player.actor, PlayerSpaz)
        assert player.actor.node
        pos = player.actor.node.position
        light = bs.newnode(
            'light',
            attrs={
                'position': pos,
                'color': (1, 1, 0),
                'height_attenuated': False,
                'radius': 0.4,
            },
        )
        bs.timer(0.5, light.delete)
        bs.animate(light, 'intensity', {0: 0, 0.1: 1.0 * scale, 0.5: 0})

    def _handle_race_point_collide(self) -> None:
        # FIXME: Tidy this up.
        # pylint: disable=too-many-branches
        # pylint: disable=too-many-nested-blocks
        collision = bs.getcollision()
        try:
            region = collision.sourcenode.getdelegate(RaceRegion, True)
            spaz = collision.opposingnode.getdelegate(PlayerSpaz, True)
        except bs.NotFoundError:
            return

        if not spaz.is_alive():
            return

        try:
            player = spaz.getplayer(Player, True)
        except bs.NotFoundError:
            return

        last_region = player.last_region
        this_region = region.index

        if last_region != this_region:
            # If a player tries to skip regions, smite them.
            # Allow a one region leeway though (its plausible players can get
            # blown over a region, etc).
            if this_region > last_region + 2:
                if player.is_alive():
                    assert player.actor
                    player.actor.handlemessage(bs.DieMessage())
                    bs.broadcastmessage(
                        bs.Lstr(
                            translate=(
                                'statements',
                                'Killing ${NAME} for'
                                ' skipping part of the track!',
                            ),
                            subs=[('${NAME}', player.getname(full=True))],
                        ),
                        color=(1, 0, 0),
                    )
            else:
                # If this player is in first, note that this is the
                # front-most race-point.
                if player.rank == 0:
                    self._front_race_region = this_region

                player.last_region = this_region
                if last_region >= len(self._regions) - 2 and this_region == 0:
                    team = player.team
                    player.lap = min(self._laps, player.lap + 1)

                    # In teams mode with all-must-finish on, the team lap
                    # value is the min of all team players.
                    # Otherwise its the max.
                    if (
                        isinstance(self.session, bs.DualTeamSession)
                        and self._entire_team_must_finish
                    ):
                        team.lap = min(p.lap for p in team.players)
                    else:
                        team.lap = max(p.lap for p in team.players)

                    # A player is finishing.
                    if player.lap == self._laps:
                        # In teams mode, hand out points based on the order
                        # players come in.
                        if isinstance(self.session, bs.DualTeamSession):
                            assert self._team_finish_pts is not None
                            if self._team_finish_pts > 0:
                                self.stats.player_scored(
                                    player,
                                    self._team_finish_pts,
                                    screenmessage=False,
                                )
                            self._team_finish_pts -= 25

                        # Flash where the player is.
                        self._flash_player(player, 1.0)
                        player.finished = True
                        assert player.actor
                        player.actor.handlemessage(
                            bs.DieMessage(immediate=True)
                        )

                        # Makes sure noone behind them passes them in rank
                        # while finishing.
                        player.distance = 9999.0

                        # If the whole team has finished the race.
                        if team.lap == self._laps:
                            self._score_sound.play()
                            player.team.finished = True
                            assert self._timer is not None
                            elapsed = bs.time() - self._timer.getstarttime()
                            self._last_team_time = player.team.time = elapsed
                            self._check_end_game()

                        # Team has yet to finish.
                        else:
                            self._swipsound.play()

                    # They've just finished a lap but not the race.
                    else:
                        self._swipsound.play()
                        self._flash_player(player, 0.3)

                        # Print their lap number over their head.
                        try:
                            assert isinstance(player.actor, PlayerSpaz)
                            mathnode = bs.newnode(
                                'math',
                                owner=player.actor.node,
                                attrs={
                                    'input1': (0, 1.9, 0),
                                    'operation': 'add',
                                },
                            )
                            player.actor.node.connectattr(
                                'torso_position', mathnode, 'input2'
                            )
                            tstr = bs.Lstr(
                                resource='lapNumberText',
                                subs=[
                                    ('${CURRENT}', str(player.lap + 1)),
                                    ('${TOTAL}', str(self._laps)),
                                ],
                            )
                            txtnode = bs.newnode(
                                'text',
                                owner=mathnode,
                                attrs={
                                    'text': tstr,
                                    'in_world': True,
                                    'color': (1, 1, 0, 1),
                                    'scale': 0.015,
                                    'h_align': 'center',
                                },
                            )
                            mathnode.connectattr('output', txtnode, 'position')
                            bs.animate(
                                txtnode,
                                'scale',
                                {0.0: 0, 0.2: 0.019, 2.0: 0.019, 2.2: 0},
                            )
                            bs.timer(2.3, mathnode.delete)
                        except Exception:
                            logging.exception('Error printing lap.')

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

        self._update_scoreboard()

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

        super().on_player_leave(player)

        # A player leaving disqualifies the team if 'Entire Team Must Finish'
        # is on (otherwise in teams mode everyone could just leave except the
        # leading player to win).
        if (
            isinstance(self.session, bs.DualTeamSession)
            and self._entire_team_must_finish
        ):
            bs.broadcastmessage(
                bs.Lstr(
                    translate=(
                        'statements',
                        '${TEAM} is disqualified because ${PLAYER} left',
                    ),
                    subs=[
                        ('${TEAM}', player.team.name),
                        ('${PLAYER}', player.getname(full=True)),
                    ],
                ),
                color=(1, 1, 0),
            )
            player.team.finished = True
            player.team.time = None
            player.team.lap = 0
            bs.getsound('boo').play()
            for otherplayer in player.team.players:
                otherplayer.lap = 0
                otherplayer.finished = True
                try:
                    if otherplayer.actor is not None:
                        otherplayer.actor.handlemessage(bs.DieMessage())
                except Exception:
                    logging.exception('Error sending DieMessage.')

        # Defer so team/player lists will be updated.
        bs.pushcall(self._check_end_game)

    def _update_scoreboard(self) -> None:
        for team in self.teams:
            distances = [player.distance for player in team.players]
            if not distances:
                teams_dist = 0.0
            else:
                if (
                    isinstance(self.session, bs.DualTeamSession)
                    and self._entire_team_must_finish
                ):
                    teams_dist = min(distances)
                else:
                    teams_dist = max(distances)
            self._scoreboard.set_team_value(
                team,
                teams_dist,
                self._laps,
                flash=(teams_dist >= float(self._laps)),
                show_value=False,
            )

    @override
    def on_begin(self) -> None:
        from bascenev1lib.actor.onscreentimer import OnScreenTimer

        super().on_begin()
        self.setup_standard_time_limit(self._time_limit)
        self.setup_standard_powerup_drops()
        self._team_finish_pts = 100

        # Throw a timer up on-screen.
        self._time_text = bs.NodeActor(
            bs.newnode(
                'text',
                attrs={
                    'v_attach': 'top',
                    'h_attach': 'center',
                    'h_align': 'center',
                    'color': (1, 1, 0.5, 1),
                    'flatness': 0.5,
                    'shadow': 0.5,
                    'position': (0, -50),
                    'scale': 1.4,
                    'text': '',
                },
            )
        )
        self._timer = OnScreenTimer()

        if self._mine_spawning != 0:
            self._race_mines = [
                RaceMine(point=p, mine=None)
                for p in self.map.get_def_points('race_mine')
            ]
            if self._race_mines:
                self._race_mine_timer = bs.Timer(
                    0.001 * self._mine_spawning,
                    self._update_race_mine,
                    repeat=True,
                )

        self._scoreboard_timer = bs.Timer(
            0.25, self._update_scoreboard, repeat=True
        )
        self._player_order_update_timer = bs.Timer(
            0.25, self._update_player_order, repeat=True
        )

        if self.slow_motion:
            t_scale = 0.4
            light_y = 50
        else:
            t_scale = 1.0
            light_y = 150
        lstart = 7.1 * t_scale
        inc = 1.25 * t_scale

        bs.timer(lstart, self._do_light_1)
        bs.timer(lstart + inc, self._do_light_2)
        bs.timer(lstart + 2 * inc, self._do_light_3)
        bs.timer(lstart + 3 * inc, self._start_race)

        self._start_lights = []
        for i in range(4):
            lnub = bs.newnode(
                'image',
                attrs={
                    'texture': builtinassets.textures.nub,
                    'opacity': 1.0,
                    'absolute_scale': True,
                    'position': (-75 + i * 50, light_y),
                    'scale': (50, 50),
                    'attach': 'center',
                },
            )
            bs.animate(
                lnub,
                'opacity',
                {
                    4.0 * t_scale: 0,
                    5.0 * t_scale: 1.0,
                    12.0 * t_scale: 1.0,
                    12.5 * t_scale: 0.0,
                },
            )
            bs.timer(13.0 * t_scale, lnub.delete)
            self._start_lights.append(lnub)

        self._start_lights[0].color = (0.2, 0, 0)
        self._start_lights[1].color = (0.2, 0, 0)
        self._start_lights[2].color = (0.2, 0.05, 0)
        self._start_lights[3].color = (0.0, 0.3, 0)

    def _do_light_1(self) -> None:
        assert self._start_lights is not None
        self._start_lights[0].color = (1.0, 0, 0)
        self._beep_1_sound.play()

    def _do_light_2(self) -> None:
        assert self._start_lights is not None
        self._start_lights[1].color = (1.0, 0, 0)
        self._beep_1_sound.play()

    def _do_light_3(self) -> None:
        assert self._start_lights is not None
        self._start_lights[2].color = (1.0, 0.3, 0)
        self._beep_1_sound.play()

    def _start_race(self) -> None:
        assert self._start_lights is not None
        self._start_lights[3].color = (0.0, 1.0, 0)
        self._beep_2_sound.play()
        for player in self.players:
            if player.actor is not None:
                try:
                    assert isinstance(player.actor, PlayerSpaz)
                    player.actor.connect_controls_to_player()
                except Exception:
                    logging.exception('Error in race player connects.')
        assert self._timer is not None
        self._timer.start()

        if self._bomb_spawning != 0:
            self._bomb_spawn_timer = bs.Timer(
                0.001 * self._bomb_spawning, self._spawn_bomb, repeat=True
            )

        self._race_started = True

    def _update_player_order(self) -> None:
        # Calc all player distances.
        for player in self.players:
            pos: bs.Vec3 | None
            try:
                pos = player.position
            except bs.NotFoundError:
                pos = None
            if pos is not None:
                r_index = player.last_region
                rg1 = self._regions[r_index]
                r1pt = bs.Vec3(rg1.pos[:3])
                rg2 = (
                    self._regions[0]
                    if r_index == len(self._regions) - 1
                    else self._regions[r_index + 1]
                )
                r2pt = bs.Vec3(rg2.pos[:3])
                r2dist = (pos - r2pt).length()
                amt = 1.0 - (r2dist / (r2pt - r1pt).length())
                amt = player.lap + (r_index + amt) * (1.0 / len(self._regions))
                player.distance = amt

        # Sort players by distance and update their ranks.
        p_list = [(player.distance, player) for player in self.players]

        p_list.sort(reverse=True, key=lambda x: x[0])
        for i, plr in enumerate(p_list):
            plr[1].rank = i
            if plr[1].actor:
                node = plr[1].distance_txt
                if node:
                    node.text = str(i + 1) if plr[1].is_alive() else ''

    def _spawn_bomb(self) -> None:
        if self._front_race_region is None:
            return
        region = (self._front_race_region + 3) % len(self._regions)
        pos = self._regions[region].pos

        # Don't use the full region so we're less likely to spawn off a cliff.
        region_scale = 0.8
        x_range = (
            (-0.5, 0.5)
            if pos[3] == 0
            else (-region_scale * pos[3], region_scale * pos[3])
        )
        z_range = (
            (-0.5, 0.5)
            if pos[5] == 0
            else (-region_scale * pos[5], region_scale * pos[5])
        )
        pos = (
            pos[0] + random.uniform(*x_range),
            pos[1] + 1.0,
            pos[2] + random.uniform(*z_range),
        )
        bs.timer(
            random.uniform(0.0, 2.0),
            bs.WeakCallStrict(self._spawn_bomb_at_pos, pos),
        )

    def _spawn_bomb_at_pos(self, pos: Sequence[float]) -> None:
        if self.has_ended():
            return
        Bomb(position=pos, bomb_type='normal').autoretain()

    def _make_mine(self, i: int) -> None:
        assert self._race_mines is not None
        rmine = self._race_mines[i]
        rmine.mine = Bomb(position=rmine.point[:3], bomb_type='land_mine')
        rmine.mine.arm()

    def _flash_mine(self, i: int) -> None:
        assert self._race_mines is not None
        rmine = self._race_mines[i]
        light = bs.newnode(
            'light',
            attrs={
                'position': rmine.point[:3],
                'color': (1, 0.2, 0.2),
                'radius': 0.1,
                'height_attenuated': False,
            },
        )
        bs.animate(light, 'intensity', {0.0: 0, 0.1: 1.0, 0.2: 0}, loop=True)
        bs.timer(1.0, light.delete)

    def _update_race_mine(self) -> None:
        assert self._race_mines is not None
        m_index = -1
        rmine = None
        for _i in range(3):
            m_index = random.randrange(len(self._race_mines))
            rmine = self._race_mines[m_index]
            if not rmine.mine:
                break
        assert rmine is not None
        if not rmine.mine:
            self._flash_mine(m_index)
            bs.timer(0.95, bs.CallStrict(self._make_mine, m_index))

    @override
    def spawn_player(self, player: Player) -> bs.Actor:
        # (Pylint Bug?) pylint: disable=missing-function-docstring

        if player.team.finished:
            # FIXME: This is not type-safe!
            #   This call is expected to always return an Actor!
            #   Perhaps we need something like can_spawn_player()...
            return None  # type: ignore
        pos = self._regions[player.last_region].pos

        # Don't use the full region so we're less likely to spawn off a cliff.
        region_scale = 0.8
        x_range = (
            (-0.5, 0.5)
            if pos[3] == 0
            else (-region_scale * pos[3], region_scale * pos[3])
        )
        z_range = (
            (-0.5, 0.5)
            if pos[5] == 0
            else (-region_scale * pos[5], region_scale * pos[5])
        )
        pos = (
            pos[0] + random.uniform(*x_range),
            pos[1],
            pos[2] + random.uniform(*z_range),
        )
        spaz = self.spawn_player_spaz(
            player, position=pos, angle=90 if not self._race_started else None
        )
        assert spaz.node

        # Prevent controlling of characters before the start of the race.
        if not self._race_started:
            spaz.disconnect_controls_from_player()

        mathnode = bs.newnode(
            'math',
            owner=spaz.node,
            attrs={'input1': (0, 1.4, 0), 'operation': 'add'},
        )
        spaz.node.connectattr('torso_position', mathnode, 'input2')

        distance_txt = bs.newnode(
            'text',
            owner=spaz.node,
            attrs={
                'text': '',
                'in_world': True,
                'color': (1, 1, 0.4),
                'scale': 0.02,
                'h_align': 'center',
            },
        )
        player.distance_txt = distance_txt
        mathnode.connectattr('output', distance_txt, 'position')
        return spaz

    def _check_end_game(self) -> None:
        # If there's no teams left racing, finish.
        teams_still_in = len([t for t in self.teams if not t.finished])
        if teams_still_in == 0:
            self.end_game()
            return

        # Count the number of teams that have completed the race.
        teams_completed = len(
            [t for t in self.teams if t.finished and t.time is not None]
        )

        if teams_completed > 0:
            session = self.session

            # In teams mode its over as soon as any team finishes the race

            # FIXME: The get_ffa_point_awards code looks dangerous.
            if isinstance(session, bs.DualTeamSession):
                self.end_game()
            else:
                # In ffa we keep the race going while there's still any points
                # to be handed out. Find out how many points we have to award
                # and how many teams have finished, and once that matches
                # we're done.
                assert isinstance(session, bs.FreeForAllSession)
                points_to_award = len(session.get_ffa_point_awards())
                if teams_completed >= points_to_award - teams_completed:
                    self.end_game()
                    return

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

        # Stop updating our time text, and set it to show the exact last
        # finish time if we have one. (so users don't get upset if their
        # final time differs from what they see onscreen by a tiny amount)
        assert self._timer is not None
        if self._timer.has_started():
            self._timer.stop(
                endtime=(
                    None
                    if self._last_team_time is None
                    else (self._timer.getstarttime() + self._last_team_time)
                )
            )

        results = bs.GameResults()

        for team in self.teams:
            if team.time is not None:
                # We store time in seconds, but pass a score in milliseconds.
                results.set_team_score(team, int(team.time * 1000.0))
            else:
                results.set_team_score(team, None)

        # We don't announce a winner in ffa mode since its probably been a
        # while since the first place guy crossed the finish line so it seems
        # odd to be announcing that now.
        self.end(
            results=results,
            announce_winning_team=isinstance(self.session, bs.DualTeamSession),
        )

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

        if isinstance(msg, bs.PlayerDiedMessage):
            # Augment default behavior.
            super().handlemessage(msg)
            player = msg.getplayer(Player)
            if not player.finished:
                self.respawn_player(player, respawn_time=1)
        else:
            super().handlemessage(msg)
