# Released under the MIT License. See LICENSE for details.
#
"""Functionality related to teams sessions."""

import copy
import random
import logging
from typing import TYPE_CHECKING, overload, override

import babase

import _bascenev1
from bascenev1._session import Session

if TYPE_CHECKING:
    from typing import Any, Literal

    import bascenev1

#: Default RGB colors for the two teams in a :class:`MultiTeamSession`,
#: used when a session doesn't specify its own.
DEFAULT_TEAM_COLORS = ((0.1, 0.25, 1.0), (1.0, 0.25, 0.2))

#: Default display names for the two teams in a :class:`MultiTeamSession`.
DEFAULT_TEAM_NAMES = ('Blue', 'Red')


class MultiTeamSession(Session):
    """Common base for DualTeamSession and FreeForAllSession.

    Free-for-all-mode is essentially just teams-mode with each
    bascenev1.Player having their own bascenev1.Team, so there is much
    overlap in functionality.
    """

    # These should be overridden.
    _playlist_selection_var = 'UNSET Playlist Selection'
    _playlist_randomize_var = 'UNSET Playlist Randomize'
    _playlists_var = 'UNSET Playlists'

    def __init__(self) -> None:
        """Set up playlists & launch a bascenev1.Activity to accept joiners."""
        # pylint: disable=cyclic-import
        from bascenev1 import _playlist
        from bascenev1lib.activity.multiteamjoin import MultiTeamJoinActivity

        app = babase.app
        classic = app.classic
        assert classic is not None
        cfg = app.config

        if self.use_teams:
            team_names = cfg.get('Custom Team Names', DEFAULT_TEAM_NAMES)
            team_colors = cfg.get('Custom Team Colors', DEFAULT_TEAM_COLORS)
        else:
            team_names = None
            team_colors = None

        super().__init__(
            team_names=team_names,
            team_colors=team_colors,
            min_players=1,
            max_players=self.get_max_players(),
        )

        self._series_length: int = int(cfg.get('Teams Series Length', 7))
        self._ffa_series_length: int = int(cfg.get('FFA Series Length', 24))

        show_tutorial = cfg.get('Show Tutorial', True)

        # Special case: don't show tutorial while stress testing.
        if classic.stress_test_update_timer is not None:
            show_tutorial = False

        self._tutorial_activity_instance: bascenev1.Activity | None
        if show_tutorial:
            from bascenev1lib.tutorial import TutorialActivity

            tutorial_activity = TutorialActivity

            # Get this loading.
            self._tutorial_activity_instance = _bascenev1.newactivity(
                tutorial_activity
            )
        else:
            self._tutorial_activity_instance = None

        self._playlist_name = cfg.get(
            self._playlist_selection_var, '__default__'
        )
        self._playlist_randomize = cfg.get(self._playlist_randomize_var, False)

        # Which game activity we're on.
        self._game_number = 0

        playlists = cfg.get(self._playlists_var, {})

        if (
            self._playlist_name != '__default__'
            and self._playlist_name in playlists
        ):
            # Make sure to copy this, as we muck with it in place once we've
            # got it and we don't want that to affect our config.
            playlist = copy.deepcopy(playlists[self._playlist_name])
        else:
            if self.use_teams:
                playlist = _playlist.get_default_teams_playlist()
            else:
                playlist = _playlist.get_default_free_for_all_playlist()

        # Resolve types and whatnot to get our final playlist.
        playlist_resolved = _playlist.filter_playlist(
            playlist,
            sessiontype=type(self),
            add_resolved_type=True,
            name='default teams' if self.use_teams else 'default ffa',
        )

        if not playlist_resolved:
            raise RuntimeError('Playlist contains no valid games.')

        self._playlist = ShuffleList(
            playlist_resolved, shuffle=self._playlist_randomize
        )

        # Get a game on deck ready to go.
        self._current_game_spec: dict[str, Any] | None = None
        self._next_game_spec: dict[str, Any] = self._playlist.pull_next()
        self._next_game: type[bascenev1.GameActivity] = self._next_game_spec[
            'resolved_type'
        ]

        # Go ahead and instantiate the next game we'll
        # use so it has lots of time to load.
        self._instantiate_next_game()

        # Start in our custom join screen.
        self.setactivity(_bascenev1.newactivity(MultiTeamJoinActivity))

    def get_ffa_series_length(self) -> int:
        """Return free-for-all series length."""
        return self._ffa_series_length

    def get_series_length(self) -> int:
        """Return teams series length."""
        return self._series_length

    @overload
    def get_next_game_description(
        self, *, langstr: Literal[False] = False
    ) -> babase.Lstr: ...

    @overload
    def get_next_game_description(
        self, *, langstr: Literal[True]
    ) -> babase.LangStr: ...

    def get_next_game_description(
        self, *, langstr: bool = False
    ) -> babase.Lstr | babase.LangStr:
        """Returns a description of the next game on deck.

        Pass ``langstr=True`` to receive a :class:`~babase.LangStr`. The
        legacy :class:`~babase.Lstr` form goes away when api 9 support
        ends.
        """
        # pylint: disable=cyclic-import
        from bascenev1._gameactivity import GameActivity

        gametype: type[GameActivity] = self._next_game_spec['resolved_type']
        assert issubclass(gametype, GameActivity)
        if langstr:
            return gametype.get_settings_display_string(
                self._next_game_spec, langstr=True
            )
        return gametype.get_settings_display_string(self._next_game_spec)

    def get_game_number(self) -> int:
        """Returns which game in the series is currently being played."""
        return self._game_number

    @override
    def on_team_join(self, team: bascenev1.SessionTeam) -> None:
        team.customdata['previous_score'] = team.customdata['score'] = 0

    def get_max_players(self) -> int:
        """Return max number of Players allowed to join the game at once."""
        if self.use_teams:
            val = babase.app.config.get('Team Game Max Players', 8)
        else:
            val = babase.app.config.get('Free-for-All Max Players', 8)
        assert isinstance(val, int)
        return val

    def _instantiate_next_game(self) -> None:
        self._next_game_instance = _bascenev1.newactivity(
            self._next_game_spec['resolved_type'],
            self._next_game_spec['settings'],
        )

    @override
    def on_activity_end(
        self, activity: bascenev1.Activity, results: Any
    ) -> None:
        # pylint: disable=cyclic-import
        from bascenev1lib.tutorial import TutorialActivity
        from bascenev1lib.activity.multiteamvictory import (
            TeamSeriesVictoryScoreScreenActivity,
        )
        from bascenev1._activitytypes import (
            TransitionActivity,
            JoinActivity,
            ScoreScreenActivity,
        )

        # If we have a tutorial to show, that's the first thing we do no
        # matter what.
        if self._tutorial_activity_instance is not None:
            self.setactivity(self._tutorial_activity_instance)
            self._tutorial_activity_instance = None

        # If we're leaving the tutorial activity, pop a transition activity
        # to transition us into a round gracefully (otherwise we'd snap from
        # one terrain to another instantly).
        elif isinstance(activity, TutorialActivity):
            self.setactivity(_bascenev1.newactivity(TransitionActivity))

        # If we're in a between-round activity or a restart-activity, hop
        # into a round.
        elif isinstance(
            activity, (JoinActivity, TransitionActivity, ScoreScreenActivity)
        ):
            # If we're coming from a series-end activity, reset scores.
            if isinstance(activity, TeamSeriesVictoryScoreScreenActivity):
                self.stats.reset()
                self._game_number = 0
                for team in self.sessionteams:
                    team.customdata['score'] = 0

            # Otherwise just set accum (per-game) scores.
            else:
                self.stats.reset_accum()

            next_game = self._next_game_instance

            self._current_game_spec = self._next_game_spec
            self._next_game_spec = self._playlist.pull_next()
            self._game_number += 1

            # Instantiate the next now so they have plenty of time to load.
            self._instantiate_next_game()

            # (Re)register all players and wire stats to our next activity.
            for player in self.sessionplayers:
                # ..but only ones who have been placed on a team
                # (ie: no longer sitting in the lobby).
                try:
                    has_team = player.sessionteam is not None
                except babase.NotFoundError:
                    has_team = False
                if has_team:
                    self.stats.register_sessionplayer(player)
            self.stats.setactivity(next_game)

            # Now flip the current activity.
            self.setactivity(next_game)

        # If we're leaving a round, go to the score screen.
        else:
            self._switch_to_score_screen(results)

    def _switch_to_score_screen(self, results: Any) -> None:
        """Switch to a score screen after leaving a round."""
        del results  # Unused arg.
        logging.error('This should be overridden.', stack_info=True)

    def announce_game_results(
        self,
        activity: bascenev1.GameActivity,
        results: bascenev1.GameResults,
        delay: float,
        announce_winning_team: bool = True,
    ) -> None:
        """Show basic game result at the end of a game.

        (before transitioning to a score screen).
        This will include a zoom-text of 'BLUE WINS'
        or whatnot, along with a possible audio
        announcement of the same.
        """
        # Safe up-call: bascenev1 is fully imported by the time
        # this runs; the cycle pylint sees is structural only.
        # pylint: disable-next=cyclic-import
        from bascenev1 import classicassets

        # pylint: disable=cyclic-import
        from bascenev1._gameutils import cameraflash
        from bascenev1._messages import CelebrateMessage

        _bascenev1.timer(delay, classicassets.audio.boxing_bell.get().play)

        if announce_winning_team:
            winning_sessionteam = results.winning_sessionteam
            if winning_sessionteam is not None:
                # Have all players celebrate.
                celebrate_msg = CelebrateMessage(duration=10.0)
                assert winning_sessionteam.activityteam is not None
                for player in winning_sessionteam.activityteam.players:
                    if player.actor:
                        player.actor.handlemessage(celebrate_msg)
                cameraflash()

                # The legacy player-vs-team split existed only
                # for translation coverage; the text is identical.
                wins_text = classicassets.strings.multiteam.wins(
                    name=winning_sessionteam.name
                )
                activity.show_zoom_message(
                    wins_text,
                    scale=0.85,
                    color=babase.normalized_color(winning_sessionteam.color),
                )


class ShuffleList:
    """Smart shuffler for game playlists.

    (avoids repeats in maps or game types)
    """

    def __init__(self, items: list[dict[str, Any]], shuffle: bool = True):
        self.source_list = items
        self.shuffle = shuffle
        self.shuffle_list: list[dict[str, Any]] = []
        self.last_gotten: dict[str, Any] | None = None

    def pull_next(self) -> dict[str, Any]:
        """Pull and return the next item on the shuffle-list."""

        # Refill our list if its empty.
        if not self.shuffle_list:
            self.shuffle_list = list(self.source_list)

        # Ok now find an index we should pull.
        index = 0

        if self.shuffle:
            for _i in range(4):
                index = random.randrange(0, len(self.shuffle_list))
                test_obj = self.shuffle_list[index]

                # If the new one is the same map or game-type as the previous,
                # lets try to keep looking.
                if len(self.shuffle_list) > 1 and self.last_gotten is not None:
                    if (
                        test_obj['settings']['map']
                        == self.last_gotten['settings']['map']
                    ):
                        continue
                    if test_obj['type'] == self.last_gotten['type']:
                        continue

                # Sufficiently different; lets go with it.
                break

        obj = self.shuffle_list.pop(index)
        self.last_gotten = obj
        return obj
