# Released under the MIT License. See LICENSE for details.
#
"""Session and Activity for displaying the main menu bg."""

import time
import random
import weakref
from typing import TYPE_CHECKING, override

from bacommon.locale import LocaleResolved
import bascenev1 as bs
from bascenev1 import classicassets
from bascenev1 import builtinassets
import bauiv1 as bui

if TYPE_CHECKING:
    from typing import Any

    import bacommon.classic

    from bascenev1lib.actor.spazbot import DemoSpazBotSet


def _tex(name: str) -> str:
    """Qualified classicassets ref for a logo texture name."""
    return f'{classicassets.__asset_package__}:textures/{name}'


class MainMenuActivity(bs.Activity[bs.Player, bs.Team]):
    """Activity showing the rotating main menu bg stuff."""

    _did_initial_transition = False

    def __init__(self, settings: dict):
        super().__init__(settings)
        self._logo_node: bs.Node | None = None
        self._custom_logo_tex_name: str | None = None
        self._word_actors: list[bs.Actor] = []
        self.my_name: bs.NodeActor | None = None
        self._host_is_navigating_text: bs.NodeActor | None = None
        self.version: bs.NodeActor | None = None
        self.beta_info: bs.NodeActor | None = None
        self.beta_info_2: bs.NodeActor | None = None
        self.map: bs.Map | None = None
        self.bot_sets: list[DemoSpazBotSet] = []
        self.trees: bs.NodeActor | None = None
        self._ts = 0.86
        self._language: str | None = None
        self._update_timer: bs.Timer | None = None
        self._news: NewsDisplay | None = None
        self._attract_mode_timer: bs.Timer | None = None
        self._logo_rotate_timer: bs.Timer | None = None

    @override
    def on_transition_in(self) -> None:
        super().on_transition_in()

        from bascenev1lib.maps import ThePad

        ThePad.preload()
        self.map = ThePad(main_menu_style=True)

        random.seed(123)
        app = bs.app
        env = app.env
        assert app.classic is not None

        plus = bs.app.plus
        assert plus is not None

        # Throw up some text that only clients can see so they know that
        # the host is navigating menus while they're just staring at an
        # empty-ish screen.
        tval = classicassets.strings.main_menu.host_navigating_menus(
            host=plus.get_v1_account_display_string()
        )
        self._host_is_navigating_text = bs.NodeActor(
            bs.newnode(
                'text',
                attrs={
                    'text': tval,
                    'client_only': True,
                    'position': (0, -200),
                    'flatness': 1.0,
                    'h_align': 'center',
                },
            )
        )
        if not self._did_initial_transition and self.my_name is not None:
            assert self.my_name.node
            bs.animate(self.my_name.node, 'opacity', {2.3: 0, 3.0: 1.0})

        # Throw in test build info.
        self.beta_info = self.beta_info_2 = None
        if env.variant is type(env.variant).TEST_BUILD:
            pos = (230, 35)
            self.beta_info = bs.NodeActor(
                bs.newnode(
                    'text',
                    attrs={
                        'v_attach': 'center',
                        'h_align': 'center',
                        'color': (1, 1, 1, 1),
                        'shadow': 0.5,
                        'flatness': 0.5,
                        'scale': 1,
                        'vr_depth': -60,
                        'position': pos,
                        'text': classicassets.strings.main_menu.test_build,
                    },
                )
            )
            if not self._did_initial_transition:
                assert self.beta_info.node
                bs.animate(self.beta_info.node, 'opacity', {1.3: 0, 1.8: 1.0})

        trees_mesh = classicassets.meshes.trees.get()
        trees_texture = classicassets.textures.trees_color.get()

        gnode = self.globalsnode
        gnode.camera_mode = 'rotate'

        tint = (1.14, 1.1, 1.0)
        gnode.tint = tint
        gnode.ambient_color = (1.06, 1.04, 1.03)
        gnode.vignette_outer = (0.45, 0.55, 0.54)
        gnode.vignette_inner = (0.99, 0.98, 0.98)

        self.trees = bs.NodeActor(
            bs.newnode(
                'terrain',
                attrs={
                    'mesh': trees_mesh,
                    'lighting': False,
                    'reflection': 'char',
                    'reflection_scale': [0.1],
                    'color_texture': trees_texture,
                },
            )
        )

        self._update_timer = bs.Timer(0.1, self._update, repeat=True)
        self._update()

        # Hopefully this won't hitch but lets space these out anyway.
        bs.add_clean_frame_callback(bs.WeakCallStrict(self._start_preloads))

        random.seed()

        # Need to update this for toolbar mode; currenly doesn't fit.
        # if bool(False):
        #     if not (env.demo or env.arcade):
        #         self._news = NewsDisplay(self)

        self._attract_mode_timer = bs.Timer(
            3.12, self._update_attract_mode, repeat=True
        )

        app.classic.invoke_main_menu_ui()

    def _update(self) -> None:
        # pylint: disable=too-many-statements
        app = bs.app
        assert app.classic is not None

        # Update logo in case it changes.
        if self._logo_node:
            custom_texture = self._get_custom_logo_tex_name()
            if custom_texture != self._custom_logo_tex_name:
                self._custom_logo_tex_name = custom_texture
                self._logo_node.texture = bs.gettexture(
                    custom_texture
                    if custom_texture is not None
                    else _tex('logo')
                )
                self._logo_node.mesh_opaque = (
                    None
                    if custom_texture is not None
                    else classicassets.meshes.logo.get()
                )
                self._logo_node.mesh_transparent = (
                    None
                    if custom_texture is not None
                    else classicassets.meshes.logo_transparent.get()
                )

        # If language has changed, recreate our logo text/graphics.
        lang = app.lang.language
        if lang != self._language:
            self._language = lang
            y = 20
            base_scale = 1.1
            self._word_actors = []
            base_delay = 0.8
            delay = base_delay
            delay_inc = 0.02

            # Come on faster after the first time.
            if self._did_initial_transition:
                base_delay = 0.0
                delay = base_delay
                delay_inc = 0.02

            # We draw higher in kiosk mode (make sure to test this
            # when making adjustments) for now we're hard-coded for
            # a few languages.. should maybe look into generalizing this?..
            if (
                app.locale.current_locale.resolved
                is LocaleResolved.CHINESE_SIMPLIFIED
            ):
                base_x = -270.0
                x = base_x - 20.0
                spacing = 85.0 * base_scale
                y_extra = 0.0
                self._make_logo(
                    x - 110 + 50,
                    113 + y + 1.2 * y_extra,
                    0.34 * base_scale,
                    delay=base_delay + 0.1,
                    custom_texture=_tex('ch_title_char1'),
                    jitter_scale=2.0,
                    vr_depth_offset=-30,
                )
                x += spacing
                delay += delay_inc
                self._make_logo(
                    x - 10 + 50,
                    110 + y + 1.2 * y_extra,
                    0.31 * base_scale,
                    delay=base_delay + 0.15,
                    custom_texture=_tex('ch_title_char2'),
                    jitter_scale=2.0,
                    vr_depth_offset=-30,
                )
                x += 2.0 * spacing
                delay += delay_inc
                self._make_logo(
                    x + 180 - 140,
                    110 + y + 1.2 * y_extra,
                    0.3 * base_scale,
                    delay=base_delay + 0.25,
                    custom_texture=_tex('ch_title_char3'),
                    jitter_scale=2.0,
                    vr_depth_offset=-30,
                )
                x += spacing
                delay += delay_inc
                self._make_logo(
                    x + 241 - 120,
                    110 + y + 1.2 * y_extra,
                    0.31 * base_scale,
                    delay=base_delay + 0.3,
                    custom_texture=_tex('ch_title_char4'),
                    jitter_scale=2.0,
                    vr_depth_offset=-30,
                )
                x += spacing
                delay += delay_inc
                self._make_logo(
                    x + 300 - 90,
                    105 + y + 1.2 * y_extra,
                    0.34 * base_scale,
                    delay=base_delay + 0.35,
                    custom_texture=_tex('ch_title_char5'),
                    jitter_scale=2.0,
                    vr_depth_offset=-30,
                )
                self._make_logo(
                    base_x + 155,
                    146 + y + 1.2 * y_extra,
                    0.28 * base_scale,
                    delay=base_delay + 0.2,
                    rotate=-7,
                )
            else:
                base_x = -170
                x = base_x - 20
                spacing = 55 * base_scale
                y_extra = 0
                xv1 = x
                delay1 = delay
                for shadow in (True, False):
                    x = xv1
                    delay = delay1
                    self._make_word(
                        'B',
                        x - 50,
                        y - 23 + 0.8 * y_extra,
                        scale=1.3 * base_scale,
                        delay=delay,
                        vr_depth_offset=3,
                        shadow=shadow,
                    )
                    x += spacing
                    delay += delay_inc
                    self._make_word(
                        'm',
                        x,
                        y + y_extra,
                        delay=delay,
                        scale=base_scale,
                        shadow=shadow,
                    )
                    x += spacing * 1.25
                    delay += delay_inc
                    self._make_word(
                        'b',
                        x,
                        y + y_extra - 10,
                        delay=delay,
                        scale=1.1 * base_scale,
                        vr_depth_offset=5,
                        shadow=shadow,
                    )
                    x += spacing * 0.85
                    delay += delay_inc
                    self._make_word(
                        'S',
                        x,
                        y - 25 + 0.8 * y_extra,
                        scale=1.35 * base_scale,
                        delay=delay,
                        vr_depth_offset=14,
                        shadow=shadow,
                    )
                    x += spacing
                    delay += delay_inc
                    self._make_word(
                        'q',
                        x,
                        y + y_extra,
                        delay=delay,
                        scale=base_scale,
                        shadow=shadow,
                    )
                    x += spacing * 0.9
                    delay += delay_inc
                    self._make_word(
                        'u',
                        x,
                        y + y_extra,
                        delay=delay,
                        scale=base_scale,
                        vr_depth_offset=7,
                        shadow=shadow,
                    )
                    x += spacing * 0.9
                    delay += delay_inc
                    self._make_word(
                        'a',
                        x,
                        y + y_extra,
                        delay=delay,
                        scale=base_scale,
                        shadow=shadow,
                    )
                    x += spacing * 0.64
                    delay += delay_inc
                    self._make_word(
                        'd',
                        x,
                        y + y_extra - 10,
                        delay=delay,
                        scale=1.1 * base_scale,
                        vr_depth_offset=6,
                        shadow=shadow,
                    )
                self._make_logo(
                    base_x - 28,
                    125 + y + 1.2 * y_extra,
                    0.32 * base_scale,
                    delay=base_delay,
                )

    def _make_word(
        self,
        word: str,
        x: float,
        y: float,
        *,
        scale: float = 1.0,
        delay: float = 0.0,
        vr_depth_offset: float = 0.0,
        shadow: bool = False,
    ) -> None:
        # pylint: disable=too-many-branches
        if shadow:
            word_obj = bs.NodeActor(
                bs.newnode(
                    'text',
                    attrs={
                        'position': (x, y),
                        'big': True,
                        'color': (0.0, 0.0, 0.2, 0.08),
                        'tilt_translate': 0.09,
                        'opacity_scales_shadow': False,
                        'shadow': 0.2,
                        'vr_depth': -130,
                        'v_align': 'center',
                        'project_scale': 0.97 * scale,
                        'scale': 1.0,
                        'text': word,
                    },
                )
            )
            self._word_actors.append(word_obj)
        else:
            word_obj = bs.NodeActor(
                bs.newnode(
                    'text',
                    attrs={
                        'position': (x, y),
                        'big': True,
                        'color': (1.2, 1.15, 1.15, 1.0),
                        'tilt_translate': 0.11,
                        'shadow': 0.2,
                        'vr_depth': -40 + vr_depth_offset,
                        'v_align': 'center',
                        'project_scale': scale,
                        'scale': 1.0,
                        'text': word,
                    },
                )
            )
            self._word_actors.append(word_obj)

        # Add a bit of stop-motion-y jitter to the logo (unless we're in
        # VR mode in which case its best to leave things still).
        if not bs.app.env.vr:
            cmb: bs.Node | None
            cmb2: bs.Node | None
            if not shadow:
                cmb = bs.newnode(
                    'combine', owner=word_obj.node, attrs={'size': 2}
                )
            else:
                cmb = None
            if shadow:
                cmb2 = bs.newnode(
                    'combine', owner=word_obj.node, attrs={'size': 2}
                )
            else:
                cmb2 = None
            if not shadow:
                assert cmb and word_obj.node
                cmb.connectattr('output', word_obj.node, 'position')
            if shadow:
                assert cmb2 and word_obj.node
                cmb2.connectattr('output', word_obj.node, 'position')
            keys = {}
            keys2 = {}
            time_v = 0.0
            for _i in range(10):
                val = x + (random.random() - 0.5) * 0.8
                val2 = x + (random.random() - 0.5) * 0.8
                keys[time_v * self._ts] = val
                keys2[time_v * self._ts] = val2 + 5
                time_v += random.random() * 0.1
            if cmb is not None:
                bs.animate(cmb, 'input0', keys, loop=True)
            if cmb2 is not None:
                bs.animate(cmb2, 'input0', keys2, loop=True)
            keys = {}
            keys2 = {}
            time_v = 0
            for _i in range(10):
                val = y + (random.random() - 0.5) * 0.8
                val2 = y + (random.random() - 0.5) * 0.8
                keys[time_v * self._ts] = val
                keys2[time_v * self._ts] = val2 - 9
                time_v += random.random() * 0.1
            if cmb is not None:
                bs.animate(cmb, 'input1', keys, loop=True)
            if cmb2 is not None:
                bs.animate(cmb2, 'input1', keys2, loop=True)

        if not shadow:
            assert word_obj.node
            bs.animate(
                word_obj.node,
                'project_scale',
                {delay: 0.0, delay + 0.1: scale * 1.1, delay + 0.2: scale},
            )
        else:
            assert word_obj.node
            bs.animate(
                word_obj.node,
                'project_scale',
                {delay: 0.0, delay + 0.1: scale * 1.1, delay + 0.2: scale},
            )

    def _get_custom_logo_tex_name(self) -> str | None:
        plus = bui.app.plus
        assert plus is not None

        if plus.get_v1_account_misc_read_val('easter', False):
            return _tex('logo_easter')
        return None

    # Pop the logo and menu in.
    def _make_logo(
        self,
        x: float,
        y: float,
        scale: float,
        delay: float,
        *,
        custom_texture: str | None = None,
        jitter_scale: float = 1.0,
        rotate: float = 0.0,
        vr_depth_offset: float = 0.0,
    ) -> None:
        if custom_texture is None:
            custom_texture = self._get_custom_logo_tex_name()
        self._custom_logo_tex_name = custom_texture
        ltex = bs.gettexture(
            custom_texture if custom_texture is not None else _tex('logo')
        )
        mopaque = (
            None
            if custom_texture is not None
            else classicassets.meshes.logo.get()
        )
        mtrans = (
            None
            if custom_texture is not None
            else classicassets.meshes.logo_transparent.get()
        )
        logo_attrs = {
            'position': (x, y),
            'texture': ltex,
            'mesh_opaque': mopaque,
            'mesh_transparent': mtrans,
            'vr_depth': -10 + vr_depth_offset,
            'rotate': rotate,
            'attach': 'center',
            'tilt_translate': 0.21,
            'absolute_scale': True,
        }
        if custom_texture is None:
            logo_attrs['scale'] = (2000.0, 2000.0)
        logo = bs.NodeActor(bs.newnode('image', attrs=logo_attrs))
        self._logo_node = logo.node
        self._word_actors.append(logo)

        # Add a bit of stop-motion-y jitter to the logo (unless we're in
        # VR mode in which case its best to leave things still).
        assert logo.node

        def jitter() -> None:
            if not bs.app.env.vr:
                cmb = bs.newnode('combine', owner=logo.node, attrs={'size': 2})
                cmb.connectattr('output', logo.node, 'position')
                keys = {}
                time_v = 0.0

                # Gen some random keys for that stop-motion-y look
                for _i in range(10):
                    keys[time_v] = (
                        x + (random.random() - 0.5) * 0.7 * jitter_scale
                    )
                    time_v += random.random() * 0.1
                bs.animate(cmb, 'input0', keys, loop=True)
                keys = {}
                time_v = 0.0
                for _i in range(10):
                    keys[time_v * self._ts] = (
                        y + (random.random() - 0.5) * 0.7 * jitter_scale
                    )
                    time_v += random.random() * 0.1
                bs.animate(cmb, 'input1', keys, loop=True)

        # Do a fun spinny animation on the logo the first time in.
        if (
            custom_texture is None
            and bs.app.classic is not None
            and not self._did_initial_transition
        ):
            jitter()
            cmb = bs.newnode('combine', owner=logo.node, attrs={'size': 2})

            delay = 0.0
            keys = {
                delay: 5000.0 * scale,
                delay + 0.4: 530.0 * scale,
                delay + 0.45: 620.0 * scale,
                delay + 0.5: 590.0 * scale,
                delay + 0.55: 605.0 * scale,
                delay + 0.6: 600.0 * scale,
            }
            bs.animate(cmb, 'input0', keys)
            bs.animate(cmb, 'input1', keys)
            cmb.connectattr('output', logo.node, 'scale')

            keys = {
                delay: 100.0,
                delay + 0.4: 370.0,
                delay + 0.45: 357.0,
                delay + 0.5: 360.0,
            }
            bs.animate(logo.node, 'rotate', keys)
            type(self)._did_initial_transition = True
        else:
            # For all other cases do a simple scale up animation.
            jitter()
            cmb = bs.newnode('combine', owner=logo.node, attrs={'size': 2})

            keys = {
                delay: 0.0,
                delay + 0.1: 700.0 * scale,
                delay + 0.2: 600.0 * scale,
            }
            bs.animate(cmb, 'input0', keys)
            bs.animate(cmb, 'input1', keys)
            cmb.connectattr('output', logo.node, 'scale')

    def _start_preloads(self) -> None:
        # FIXME: The func that calls us back doesn't save/restore state
        #  or check for a dead activity so we have to do that ourself.
        if self.expired:
            return
        with self.context:
            _preload1()

        def _start_menu_music() -> None:
            assert bs.app.classic is not None
            bs.setmusic(bs.MusicType.MENU)

        bui.apptimer(0.5, _start_menu_music)

    def _update_attract_mode(self) -> None:
        if bui.app.classic is None:
            return

        if not bui.app.config.resolve('Show Demos When Idle'):
            return

        threshold = 20.0

        # If we're idle *and* have been in this activity for that long,
        # flip over to our cpu demo.
        if bui.get_input_idle_time() > threshold and bs.time() > threshold:
            bui.app.classic.run_stress_test(
                playlist_type='Random',
                playlist_name='__default__',
                player_count=8,
                round_duration=20,
                attract_mode=True,
            )


class NewsDisplay:
    """Wrangles news display."""

    def __init__(self, activity: bs.Activity):
        self._valid = True
        self._message_duration = 10.0
        self._message_spacing = 2.0
        self._text: bs.NodeActor | None = None
        self._activity = weakref.ref(activity)
        self._phrases: list[str] = []
        self._used_phrases: list[str] = []
        self._phrase_change_timer: bs.Timer | None = None

        # If we're signed in, fetch news immediately. Otherwise wait
        # until we are signed in.
        self._fetch_timer: bs.Timer | None = bs.Timer(
            1.0, bs.WeakCallStrict(self._try_fetching_news), repeat=True
        )
        self._try_fetching_news()

    # We now want to wait until we're signed in before fetching news.
    def _try_fetching_news(self) -> None:
        plus = bui.app.plus
        assert plus is not None

        if plus.get_v1_account_state() == 'signed_in':
            self._fetch_news()
            self._fetch_timer = None

    def _fetch_news(self) -> None:
        plus = bui.app.plus
        assert plus is not None

        assert bs.app.classic is not None
        bs.app.classic.main_menu_last_news_fetch_time = time.time()

        # UPDATE - We now just pull news from MRVs.
        news = plus.get_v1_account_misc_read_val('n', None)
        if news is not None:
            self._got_news(news)

    def _change_phrase(self) -> None:
        from bascenev1lib.actor.text import Text

        app = bs.app
        assert app.classic is not None

        # If our news is way out of date, lets re-request it; otherwise,
        # rotate our phrase.
        assert app.classic.main_menu_last_news_fetch_time is not None
        if time.time() - app.classic.main_menu_last_news_fetch_time > 600.0:
            self._fetch_news()
            self._text = None
        else:
            if self._text is not None:
                if not self._phrases:
                    for phr in self._used_phrases:
                        self._phrases.insert(0, phr)
                val = self._phrases.pop()
                if val == '__ACH__':
                    vrmode = app.env.vr
                    Text(
                        classicassets.strings.main_menu.next_achievements,
                        color=((1, 1, 1, 1) if vrmode else (0.95, 0.9, 1, 0.4)),
                        host_only=True,
                        maxwidth=200,
                        position=(-300, -35),
                        h_align=Text.HAlign.RIGHT,
                        transition=Text.Transition.FADE_IN,
                        scale=0.9 if vrmode else 0.7,
                        flatness=1.0 if vrmode else 0.6,
                        shadow=1.0 if vrmode else 0.5,
                        h_attach=Text.HAttach.CENTER,
                        v_attach=Text.VAttach.TOP,
                        transition_delay=1.0,
                        transition_out_delay=self._message_duration,
                    ).autoretain()
                    achs = [
                        a
                        for a in app.classic.ach.achievements
                        if not a.complete
                    ]
                    if achs:
                        ach = achs.pop(random.randrange(min(4, len(achs))))
                        ach.create_display(
                            -180,
                            -35,
                            1.0,
                            outdelay=self._message_duration,
                            style='news',
                        )
                    if achs:
                        ach = achs.pop(random.randrange(min(8, len(achs))))
                        ach.create_display(
                            180,
                            -35,
                            1.25,
                            outdelay=self._message_duration,
                            style='news',
                        )
                else:
                    spc = self._message_spacing
                    keys = {
                        spc: 0.0,
                        spc + 1.0: 1.0,
                        spc + self._message_duration - 1.0: 1.0,
                        spc + self._message_duration: 0.0,
                    }
                    assert self._text.node
                    bs.animate(self._text.node, 'opacity', keys)
                    # {k: v
                    #  for k, v in list(keys.items())})
                    self._text.node.text = val

    def _got_news(self, news: str) -> None:
        # Run this stuff in the context of our activity since we need to
        # make nodes and stuff.. should fix the serverget call so it.
        activity = self._activity()
        if activity is None or activity.expired:
            return
        with activity.context:
            self._phrases.clear()

            # Show upcoming achievements in non-vr versions (currently
            # too hard to read in vr).
            self._used_phrases = (['__ACH__'] if not bs.app.env.vr else []) + [
                s for s in news.split('<br>\n') if s != ''
            ]
            self._phrase_change_timer = bs.Timer(
                (self._message_duration + self._message_spacing),
                bs.WeakCallStrict(self._change_phrase),
                repeat=True,
            )

            assert bs.app.classic is not None
            scl = (
                1.2
                if (bs.app.ui_v1.uiscale is bs.UIScale.SMALL or bs.app.env.vr)
                else 0.8
            )

            color2 = (1, 1, 1, 1) if bs.app.env.vr else (0.7, 0.65, 0.75, 1.0)
            shadow = 1.0 if bs.app.env.vr else 0.4
            self._text = bs.NodeActor(
                bs.newnode(
                    'text',
                    attrs={
                        'v_attach': 'top',
                        'h_attach': 'center',
                        'h_align': 'center',
                        'vr_depth': -20,
                        'shadow': shadow,
                        'flatness': 0.8,
                        'v_align': 'top',
                        'color': color2,
                        'scale': scl,
                        'maxwidth': 900.0 / scl,
                        'position': (0, -10),
                    },
                )
            )
            self._change_phrase()


def _preload1() -> None:
    """Pre-load some assets a second or two into the main menu.

    Helps avoid hitches later on.
    """
    for mname in [
        'plasticEyesTransparent',
        'playerLineup1Transparent',
        'playerLineup2Transparent',
        'playerLineup3Transparent',
        'playerLineup4Transparent',
        'angryComputerTransparent',
        'scrollWidgetShort',
        'windowBGBlotch',
    ]:
        bs.getmesh(mname)
    # Asset-package textures warm up through their wrappers.
    _ = builtinassets.textures.character_icon_mask.get()
    _ = classicassets.textures.player_lineup.get()
    _ = classicassets.textures.lock.get()
    _ = classicassets.textures.icon_runaround.get()
    _ = classicassets.textures.icon_onslaught.get()
    _ = classicassets.textures.bg.get()
    from bascenev1lib.actor.powerupbox import PowerupBoxFactory

    PowerupBoxFactory.get()
    bui.apptimer(0.1, _preload2)


def _preload2() -> None:
    # FIXME: Could integrate these loads with the classes that use them
    #  so they don't have to redundantly call the load
    #  (even if the actual result is cached).
    for mname in ['powerup', 'powerupSimple']:
        bs.getmesh(mname)
    _ = classicassets.textures.powerup_bomb.get()
    _ = classicassets.textures.powerup_speed.get()
    _ = classicassets.textures.powerup_punch.get()
    _ = classicassets.textures.powerup_ice_bombs.get()
    _ = classicassets.textures.powerup_sticky_bombs.get()
    _ = classicassets.textures.powerup_shield.get()
    _ = classicassets.textures.powerup_impact_bombs.get()
    _ = classicassets.textures.powerup_health.get()
    _ = classicassets.audio.powerup01.get()
    _ = classicassets.audio.box_drop.get()
    _ = classicassets.audio.boxing_bell.get()
    _ = classicassets.audio.score_hit01.get()
    _ = classicassets.audio.score_hit02.get()
    _ = classicassets.audio.dripity.get()
    _ = classicassets.audio.spawn.get()
    _ = classicassets.audio.gong.get()
    from bascenev1lib.actor.bomb import BombFactory

    BombFactory.get()
    bui.apptimer(0.1, _preload3)


def _preload3() -> None:
    from bascenev1lib.actor.spazfactory import SpazFactory

    for mname in ['bomb', 'bombSticky', 'impactBomb']:
        bs.getmesh(mname)
    _ = classicassets.textures.bomb_color.get()
    _ = classicassets.textures.bomb_color_ice.get()
    _ = classicassets.textures.bomb_sticky_color.get()
    _ = classicassets.textures.impact_bomb_color.get()
    _ = classicassets.textures.impact_bomb_color_lit.get()
    _ = classicassets.audio.freeze.get()
    _ = classicassets.audio.fuse01.get()
    _ = classicassets.audio.activate_beep.get()
    _ = classicassets.audio.warn_beep.get()
    SpazFactory.get()
    bui.apptimer(0.2, _preload4)


def _preload4() -> None:
    _ = classicassets.textures.bar.get()
    _ = classicassets.textures.null.get()
    _ = classicassets.textures.flag_color.get()
    _ = classicassets.textures.achievement_outline.get()
    for mname in ['frameInset', 'meterTransparent', 'achievementOutline']:
        bs.getmesh(mname)
    _ = classicassets.audio.metal_hit.get()
    _ = classicassets.audio.metal_skid.get()
    _ = classicassets.audio.ref_whistle.get()
    _ = classicassets.audio.achievement.get()
    from bascenev1lib.actor.flag import FlagFactory

    FlagFactory.get()


class MainMenuSession(bs.Session):
    """Session that runs the main menu environment."""

    def __init__(self) -> None:
        super().__init__()
        self._locked = False
        self.setactivity(bs.newactivity(MainMenuActivity))

    @override
    def on_activity_end(self, activity: bs.Activity, results: Any) -> None:
        if self._locked:
            bui.unlock_all_input()

        # Any ending activity leads us into the main menu one.
        self.setactivity(bs.newactivity(MainMenuActivity))

    @override
    def on_player_request(self, player: bs.SessionPlayer) -> bool:
        # Reject all player requests.
        return False
