# Released under the MIT License. See LICENSE for details.
#
"""Defines a keep-away game type."""

# ba_meta require api 6
# (see https://ballistica.net/wiki/meta-tag-system)

from __future__ import annotations

from enum import Enum
from typing import TYPE_CHECKING

import ba
from bastd.actor.playerspaz import PlayerSpaz
from bastd.actor.scoreboard import Scoreboard
from bastd.actor.flag import (Flag, FlagDroppedMessage, FlagDiedMessage,
                              FlagPickedUpMessage)

if TYPE_CHECKING:
    from typing import Any, Type, List, Dict, Optional, Sequence, Union


class FlagState(Enum):
    """States our single flag can be in."""
    NEW = 0
    UNCONTESTED = 1
    CONTESTED = 2
    HELD = 3


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


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

    def __init__(self, timeremaining: int) -> None:
        self.timeremaining = timeremaining
        self.holdingflag = False


# ba_meta export game
class KeepAwayGame(ba.TeamGameActivity[Player, Team]):
    """Game where you try to keep the flag away from your enemies."""

    name = 'Keep Away'
    description = 'Carry the flag for a set length of time.'
    available_settings = [
        ba.IntSetting(
            'Hold Time',
            min_value=10,
            default=30,
            increment=10,
        ),
        ba.IntChoiceSetting(
            'Time Limit',
            choices=[
                ('None', 0),
                ('1 Minute', 60),
                ('2 Minutes', 120),
                ('5 Minutes', 300),
                ('10 Minutes', 600),
                ('20 Minutes', 1200),
            ],
            default=0,
        ),
        ba.FloatChoiceSetting(
            'Respawn Times',
            choices=[
                ('Shorter', 0.25),
                ('Short', 0.5),
                ('Normal', 1.0),
                ('Long', 2.0),
                ('Longer', 4.0),
            ],
            default=1.0,
        ),
    ]
    scoreconfig = ba.ScoreConfig(label='Time Held')
    default_music = ba.MusicType.KEEP_AWAY

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

    @classmethod
    def get_supported_maps(cls, sessiontype: Type[ba.Session]) -> List[str]:
        return ba.getmaps('keep_away')

    def __init__(self, settings: dict):
        super().__init__(settings)
        self._scoreboard = Scoreboard()
        self._swipsound = ba.getsound('swip')
        self._tick_sound = ba.getsound('tick')
        self._countdownsounds = {
            10: ba.getsound('announceTen'),
            9: ba.getsound('announceNine'),
            8: ba.getsound('announceEight'),
            7: ba.getsound('announceSeven'),
            6: ba.getsound('announceSix'),
            5: ba.getsound('announceFive'),
            4: ba.getsound('announceFour'),
            3: ba.getsound('announceThree'),
            2: ba.getsound('announceTwo'),
            1: ba.getsound('announceOne')
        }
        self._flag_spawn_pos: Optional[Sequence[float]] = None
        self._update_timer: Optional[ba.Timer] = None
        self._holding_players: List[Player] = []
        self._flag_state: Optional[FlagState] = None
        self._flag_light: Optional[ba.Node] = None
        self._scoring_team: Optional[Team] = None
        self._flag: Optional[Flag] = None
        self._hold_time = int(settings['Hold Time'])
        self._time_limit = float(settings['Time Limit'])

    def get_instance_description(self) -> Union[str, Sequence]:
        return 'Carry the flag for ${ARG1} seconds.', self._hold_time

    def get_instance_description_short(self) -> Union[str, Sequence]:
        return 'carry the flag for ${ARG1} seconds', self._hold_time

    def create_team(self, sessionteam: ba.SessionTeam) -> Team:
        return Team(timeremaining=self._hold_time)

    def on_team_join(self, team: Team) -> None:
        self._update_scoreboard()

    def on_begin(self) -> None:
        super().on_begin()
        self.setup_standard_time_limit(self._time_limit)
        self.setup_standard_powerup_drops()
        self._flag_spawn_pos = self.map.get_flag_position(None)
        self._spawn_flag()
        self._update_timer = ba.Timer(1.0, call=self._tick, repeat=True)
        self._update_flag_state()
        Flag.project_stand(self._flag_spawn_pos)

    def _tick(self) -> None:
        self._update_flag_state()

        # Award points to all living players holding the flag.
        for player in self._holding_players:
            if player:
                assert self.stats
                self.stats.player_scored(player,
                                         3,
                                         screenmessage=False,
                                         display=False)

        scoreteam = self._scoring_team

        if scoreteam is not None:

            if scoreteam.timeremaining > 0:
                ba.playsound(self._tick_sound)

            scoreteam.timeremaining = max(0, scoreteam.timeremaining - 1)
            self._update_scoreboard()
            if scoreteam.timeremaining > 0:
                assert self._flag is not None
                self._flag.set_score_text(str(scoreteam.timeremaining))

            # Announce numbers we have sounds for.
            if scoreteam.timeremaining in self._countdownsounds:
                ba.playsound(self._countdownsounds[scoreteam.timeremaining])

            # Winner.
            if scoreteam.timeremaining <= 0:
                self.end_game()

    def end_game(self) -> None:
        results = ba.GameResults()
        for team in self.teams:
            results.set_team_score(team, self._hold_time - team.timeremaining)
        self.end(results=results, announce_delay=0)

    def _update_flag_state(self) -> None:
        for team in self.teams:
            team.holdingflag = False
        self._holding_players = []
        for player in self.players:
            holdingflag = False
            try:
                assert isinstance(player.actor, (PlayerSpaz, type(None)))
                if (player.actor and player.actor.node
                        and player.actor.node.hold_node):
                    holdingflag = (
                        player.actor.node.hold_node.getnodetype() == 'flag')
            except Exception:
                ba.print_exception('Error checking hold flag.')
            if holdingflag:
                self._holding_players.append(player)
                player.team.holdingflag = True

        holdingteams = set(t for t in self.teams if t.holdingflag)
        prevstate = self._flag_state
        assert self._flag is not None
        assert self._flag_light
        assert self._flag.node
        if len(holdingteams) > 1:
            self._flag_state = FlagState.CONTESTED
            self._scoring_team = None
            self._flag_light.color = (0.6, 0.6, 0.1)
            self._flag.node.color = (1.0, 1.0, 0.4)
        elif len(holdingteams) == 1:
            holdingteam = list(holdingteams)[0]
            self._flag_state = FlagState.HELD
            self._scoring_team = holdingteam
            self._flag_light.color = ba.normalized_color(holdingteam.color)
            self._flag.node.color = holdingteam.color
        else:
            self._flag_state = FlagState.UNCONTESTED
            self._scoring_team = None
            self._flag_light.color = (0.2, 0.2, 0.2)
            self._flag.node.color = (1, 1, 1)

        if self._flag_state != prevstate:
            ba.playsound(self._swipsound)

    def _spawn_flag(self) -> None:
        ba.playsound(self._swipsound)
        self._flash_flag_spawn()
        assert self._flag_spawn_pos is not None
        self._flag = Flag(dropped_timeout=20, position=self._flag_spawn_pos)
        self._flag_state = FlagState.NEW
        self._flag_light = ba.newnode('light',
                                      owner=self._flag.node,
                                      attrs={
                                          'intensity': 0.2,
                                          'radius': 0.3,
                                          'color': (0.2, 0.2, 0.2)
                                      })
        assert self._flag.node
        self._flag.node.connectattr('position', self._flag_light, 'position')
        self._update_flag_state()

    def _flash_flag_spawn(self) -> None:
        light = ba.newnode('light',
                           attrs={
                               'position': self._flag_spawn_pos,
                               'color': (1, 1, 1),
                               'radius': 0.3,
                               'height_attenuated': False
                           })
        ba.animate(light, 'intensity', {0.0: 0, 0.25: 0.5, 0.5: 0}, loop=True)
        ba.timer(1.0, light.delete)

    def _update_scoreboard(self) -> None:
        for team in self.teams:
            self._scoreboard.set_team_value(team,
                                            team.timeremaining,
                                            self._hold_time,
                                            countdown=True)

    def handlemessage(self, msg: Any) -> Any:
        if isinstance(msg, ba.PlayerDiedMessage):
            # Augment standard behavior.
            super().handlemessage(msg)
            self.respawn_player(msg.getplayer(Player))
        elif isinstance(msg, FlagDiedMessage):
            self._spawn_flag()
        elif isinstance(msg, (FlagDroppedMessage, FlagPickedUpMessage)):
            self._update_flag_state()
        else:
            super().handlemessage(msg)
