/*
 * This file is part of EasyRPG Player.
 *
 * EasyRPG Player is free software: you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation, either version 3 of the License, or
 * (at your option) any later version.
 *
 * EasyRPG Player is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with EasyRPG Player. If not, see <http://www.gnu.org/licenses/>.
 */

#ifndef EP_SCENE_BATTLE_H
#define EP_SCENE_BATTLE_H

// Headers
#include <deque>
#include <lcf/rpg/troopmember.h>
#include <lcf/rpg/actor.h>
#include <lcf/rpg/enemy.h>

#include "battle_animation.h"
#include "drawable.h"
#include "game_actor.h"
#include "game_enemy.h"
#include "scene.h"
#include "spriteset_battle.h"
#include "window_help.h"
#include "window_item.h"
#include "window_skill.h"
#include "window_command.h"
#include "window_battlecommand.h"
#include "window_battlestatus.h"
#include "window_message.h"
#include "game_battle.h"

namespace AutoBattle {
class AlgorithmBase;
}

namespace EnemyAi {
class AlgorithmBase;
}

class Game_Battler;

using BattleContinuation = std::function<void(BattleResult)>;

struct BattleArgs {
	BattleContinuation on_battle_end;
	std::string background;
	int troop_id = 0;
	int terrain_id = 0;
	lcf::rpg::System::BattleFormation formation = lcf::rpg::System::BattleFormation_terrain;
	lcf::rpg::System::BattleCondition condition = lcf::rpg::System::BattleCondition_none;
	bool first_strike = false;
	bool allow_escape = true;
};

constexpr int option_command_mov = 76;
constexpr int option_command_time = 8;

/**
 * Scene_Battle class.
 * Manages the battles.
 */
class Scene_Battle : public Scene {

public:
	static std::shared_ptr<Scene_Battle> Create(const BattleArgs& args);

	~Scene_Battle() override;

	void Start() override;

	void UpdateScreen();
	void UpdateBattlers();
	void UpdateUi();
	bool UpdateEvents();
	bool UpdateTimers();
	void UpdateGraphics() override;

	void Continue(SceneType prev_scene) override;
	void TransitionIn(SceneType prev_scene) override;
	void TransitionOut(SceneType next_scene) override;
	void DrawBackground(Bitmap& dst) override;

	enum State {
		/** Battle has started (Display encounter message) */
		State_Start,
		/** Menu with Battle, Auto Battle and Escape Options */
		State_SelectOption,
		/** Selects next actor who has to move */
		State_SelectActor,
		/** Auto battle command selected */
		State_AutoBattle,
		/** Menu with abilities of current Actor (e.g. Command, Item, Skill and Defend) */
		State_SelectCommand,
		/** Item selection is active */
		State_SelectItem,
		/** Skill selection menu is active */
		State_SelectSkill,
		/** Player selects enemy target */
		State_SelectEnemyTarget,
		/** Player selects allied target */
		State_SelectAllyTarget,
		/** Battle Running */
		State_Battle,
		/** Battle ended with a victory */
		State_Victory,
		/** Battle ended with a defeat */
		State_Defeat,
		/** Escape command selected */
		State_Escape
	};

	/** Options available in a battle option menu. */
	enum BattleOptionType {
		Battle,
		AutoBattle,
		Escape
	};

	static void SelectionFlash(Game_Battler* battler);

protected:
	explicit Scene_Battle(const BattleArgs& args);

	virtual void CreateUi();

	virtual void SetState(Scene_Battle::State new_state) = 0;

	bool IsWindowMoving();
	bool IsEscapeAllowed() const;

	virtual Game_Enemy* EnemySelected();
	virtual Game_Actor* AllySelected();
	virtual void AttackSelected();
	virtual void DefendSelected();
	virtual void ItemSelected();
	virtual void SkillSelected();

	virtual void AssignSkill(const lcf::rpg::Skill* skill, const lcf::rpg::Item* item);

	/**
	 * Executed when selection an action (normal, skill, item, ...) and
	 * (if needed) choosing an attack target was finished. 
	 *
	 * @param for_battler Battler whose action was selected.
	 */
	virtual void ActionSelectedCallback(Game_Battler* for_battler);

	void PrepareBattleAction(Game_Battler* battler);

	void RemoveCurrentAction();

	bool CallDebug();

	void EndBattle(BattleResult result);

	void InitEscapeChance();
	bool TryEscape();

	// Variables
	State state = State_Start;
	State previous_state = State_Start;
	int cycle = 0;
	int troop_id = 0;
	int escape_chance = 0;
	bool allow_escape = false;
	bool first_strike = false;

	Game_Actor* active_actor = nullptr;

	/** Displays Fight, Autobattle, Flee */
	std::unique_ptr<Window_Command> options_window;
	/** Displays list of enemies */
	std::unique_ptr<Window_Command> target_window;
	/** Displays Attack, Defense, Magic, Item */
	std::unique_ptr<Window_Command> command_window;
	std::unique_ptr<Window_Item> item_window;
	std::unique_ptr<Window_BattleSkill> skill_window;
	std::unique_ptr<Window_Help> help_window;
	/** Displays allies status */
	std::unique_ptr<Window_BattleStatus> status_window;
	std::unique_ptr<Window_Message> message_window;

	std::deque<Game_Battler*> battle_actions;
	std::unique_ptr<AutoBattle::AlgorithmBase> autobattle_algo;
	std::unique_ptr<EnemyAi::AlgorithmBase> enemyai_algo;

	BattleContinuation on_battle_end;

	/** Options available in the menu. */
	std::vector<BattleOptionType> battle_options;
};

inline bool Scene_Battle::IsEscapeAllowed() const {
	return allow_escape;
}

#endif
