/*
 *   Copyright 2021 Michael Lang <criticaltemp@protonmail.com>
 *
 *   This program 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 2 of 
 *   the License, or (at your option) any later version.
 *
 *   This program 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 this program.  If not, see <http://www.gnu.org/licenses/>.
 */

#include "castle.h"

// own
#include "dealerinfo.h"
#include "kpat_debug.h"
#include "pileutils.h"
#include "settings.h"
#include "speeds.h"
#include "patsolve/castlesolver.h"
// KF
#include <KLocalizedString>
#include <KSelectAction>


Castle::Castle( const DealerInfo * di )
  : DealerScene( di )
{
    configOptions();
    getSavedOptions();
}


void Castle::initialize()
{
    setDeckContents( m_decks );

    const qreal topRowDist = 1.125;
    const qreal bottomRowDist = 1.125;
    const qreal offsetY = m_reserves > 0 ? 1.3 : 0;

    for ( int i = 0; i < m_reserves; ++i )
    {
        freecell[i] = new PatPile ( this, 1 + i, QStringLiteral( "freecell%1" ).arg( i ) );
        freecell[i]->setPileRole(PatPile::Cell);
        freecell[i]->setLayoutPos(3.25 - topRowDist * (m_reserves - 1) / 2 + topRowDist * i, 0);
        freecell[i]->setKeyboardSelectHint( KCardPile::AutoFocusTop );
        freecell[i]->setKeyboardDropHint( KCardPile::AutoFocusTop );
    }

    for ( int i = 0; i < m_stacks; ++i )
    {
        store[i] = new PatPile( this, 1 + i, QStringLiteral( "store%1" ).arg( i ) );
        store[i]->setPileRole(PatPile::Tableau);
        store[i]->setAutoTurnTop(true);
        if (m_layout == 1) {
            store[i]->setLayoutPos( 4.5 * (i % 2) + 0, offsetY + bottomRowDist * static_cast<int>((i + 0) / 2 ));
        } else {
            store[i]->setLayoutPos( 2.5 * (i % 2) + 2, offsetY + bottomRowDist * static_cast<int>((i + 0) / 2 ));
        }
        
        
        if (i % 2 || m_layout == 1) {
            store[i]->setSpread(0.21, 0);
            store[i]->setRightPadding( 2 );
            store[i]->setWidthPolicy( KCardPile::GrowRight );
        } else {
            store[i]->setSpread(-0.21, 0);
            store[i]->setLeftPadding( 3 );
            store[i]->setWidthPolicy( KCardPile::GrowLeft );
        }
        
        store[i]->setKeyboardSelectHint( KCardPile::AutoFocusDeepestRemovable );
        store[i]->setKeyboardDropHint( KCardPile::AutoFocusTop );
    }
    
    for ( int i = 0; i < 4 * m_decks; ++i )
    {
        target[i] = new PatPile( this, 1 + i, QStringLiteral("target%1").arg(i) );
        target[i]->setPileRole(PatPile::Foundation);
        target[i]->setLayoutPos(3.25, offsetY + bottomRowDist * i);
        target[i]->setKeyboardSelectHint( KCardPile::NeverFocus );
        target[i]->setKeyboardDropHint( KCardPile::ForceFocusTop );
    }

    setActions(DealerScene::Demo | DealerScene::Hint);
    auto solver = new CastleSolver( this );
    solver->default_max_positions = Settings::castleSolverIterationsLimit();
    setSolver( solver );
    setNeededFutureMoves( 4 ); // reserve some
}


QList<QAction*> Castle::configActions() const
{
    return QList<QAction*>() << options << m_emptyStackFillOption << m_sequenceBuiltByOption << m_reservesOption << m_stacksOption << m_stackFaceupOption << m_foundationOption << m_layoutOption;
}


void Castle::gameTypeChanged()
{
    stopDemo();

    if ( allowedToStartNewGame() )
    {
        if ( m_variation != options->currentItem() )
        {
            setOptions(options->currentItem());
        }
        else
        {
            // update option selections
            if ( m_emptyStackFill != m_emptyStackFillOption->currentItem() )
                m_emptyStackFill = m_emptyStackFillOption->currentItem();
            else if ( m_sequenceBuiltBy != m_sequenceBuiltByOption->currentItem() )
                m_sequenceBuiltBy = m_sequenceBuiltByOption->currentItem();
            else if ( m_reserves != m_reservesOption->currentItem() )
                m_reserves = m_reservesOption->currentItem();
            else if ( m_stacks - 6 != m_stacksOption->currentItem() )
                m_stacks = m_stacksOption->currentItem() + 6;
            else if ( m_stackFaceup != m_stackFaceupOption->currentItem() )
                m_stackFaceup = m_stackFaceupOption->currentItem();
            else if ( m_foundation != m_foundationOption->currentItem() )
                m_foundation = m_foundationOption->currentItem();
            else if ( m_layout != m_layoutOption->currentItem() )
                m_layout = m_layoutOption->currentItem();

            matchVariant();
        }
        
        // remove existing piles
        clearPatPiles();

        initialize();
        relayoutScene();
        startNew( gameNumber() );
        setSavedOptions();
    }
    else
    {
        // If we're not allowed, reset the options
        getSavedOptions();
    }
}


void Castle::restart( const QList<KCard*> & cards )
{
    QList<KCard*> cardList = cards;

    int column = 0;
    int fdx = 0;
    
    // Prefill aces to foundation for select game types
    if ( m_foundation >= 1 )
    {
        for ( int i = 0; i < cardList.size(); ++i )
        {
            if (cardList.at(i)->rank() == KCardDeck::Ace)
            {
                addCardForDeal( target[fdx], cardList.takeAt(i), true, target[fdx]->pos() );
                --i;
                fdx++;
            }
        }
    }
    
    bool alternate = false;
    while ( !cardList.isEmpty() )
    {
        // Add matching cards to foundation during deal for select game types
        if ( m_foundation == 2 && fdx > 0)
        {
            KCard * card = cardList.last();
            int i = 0;
            for ( i = 0; i < fdx; ++i )
            {
                if ( card->rank() == target[i]->topCard()->rank() + 1 && card->suit() == target[i]->topCard()->suit() )
                {
                    addCardForDeal( target[i], cardList.takeLast(), true, target[i]->pos() );
                    column = (column + 1) % m_stacks;
                    break;
                }
            }
            
            // Skip if card already added
            if ( i < fdx ) continue;
        }
        
        bool faceUp = m_stackFaceup == 1 || cardList.length() <= m_stacks || ( m_stackFaceup == 2 && alternate );
        addCardForDeal( store[column], cardList.takeLast(), faceUp, store[0]->pos() );
        column = (column + 1) % m_stacks;
        if ( column % m_stacks == 0)
            alternate = !alternate;
    }

    startDealAnimation();
}


QString Castle::solverFormat() const
{
    QString output;
    QString tmp;
    for (int i = 0; i < 4 * m_decks ; i++) {
        if (target[i]->isEmpty())
            continue;
        tmp += suitToString(target[i]->topCard()->suit()) + QLatin1Char('-') + rankToString(target[i]->topCard()->rank()) + QLatin1Char(' ');
    }
    if (!tmp.isEmpty())
        output += QStringLiteral("Foundations: %1\n").arg(tmp);

    tmp.truncate(0);
    for (int i = 0; i < m_reserves ; i++) {
        const auto fc = freecell[i];
        tmp += (fc->isEmpty() ? QStringLiteral("-") : cardToRankSuitString(fc->topCard())) + QLatin1Char(' ');
    }
    if (!tmp.isEmpty())
    {
        QString a = QStringLiteral("Freecells: %1\n");
        output += a.arg(tmp);
    }

    for (int i = 0; i < m_stacks ; i++)
        cardsListToLine(output, store[i]->cards());
    return output;
}


void Castle::cardsDroppedOnPile( const QList<KCard*> & cards, KCardPile * pile )
{
    if ( cards.size() <= 1 )
    {
        DealerScene::moveCardsToPile( cards, pile, DURATION_MOVE );
        return;
    }

    QList<KCardPile*> freeCells;
    for ( int i = 0; i < m_reserves; ++i )
        if ( freecell[i]->isEmpty() )
            freeCells << freecell[i];

    QList<KCardPile*> freeStores;
    for ( int i = 0; i < m_stacks; ++i )
        if ( store[i]->isEmpty() && store[i] != pile )
            freeStores << store[i];

    multiStepMove( cards, pile, freeStores, freeCells, DURATION_MOVE );
}


bool Castle::tryAutomaticMove(KCard *c)
{
    // target move
    if (DealerScene::tryAutomaticMove(c))
        return true;

    if (c->isAnimated())
        return false;

    if (allowedToRemove(c->pile(), c)
        && c == c->pile()->topCard())
    {
        for (int i = 0; i < m_reserves; i++)
        {
            if (allowedToAdd( freecell[i], {c} ))
            {
                moveCardToPile( c, freecell[i], DURATION_MOVE );
                return true;
            }
        }
    }
    return false;
}


bool Castle::canPutStore( const KCardPile * pile, const QList<KCard*> & cards ) const
{
    int freeCells = 0;
    for ( int i = 0; i < m_reserves; ++i )
        if ( freecell[i]->isEmpty() )
            ++freeCells;

    int freeStores = 0;
    if (m_emptyStackFill == 0)
    {
        for ( int i = 0; i < m_stacks; ++i )
            if ( store[i]->isEmpty() && store[i] != pile)
                ++freeStores;
    }

    if (cards.size() <= (freeCells + 1) << freeStores)
    {
        if (pile->isEmpty())
            return m_emptyStackFill == 0 || (m_emptyStackFill == 1 && cards.first()->rank() == KCardDeck::King);
        else
            if (m_sequenceBuiltBy == 1)
                return cards.first()->rank() == pile->topCard()->rank() - 1
                    && cards.first()->suit() == pile->topCard()->suit();
            else if (m_sequenceBuiltBy == 0)
                return cards.first()->rank() == pile->topCard()->rank() - 1
                    && pile->topCard()->color() != cards.first()->color();
            else
                return cards.first()->rank() == pile->topCard()->rank() - 1;
    }
    else
    {
        return false;
    }

}


bool Castle::checkAdd(const PatPile * pile, const QList<KCard*> & oldCards, const QList<KCard*> & newCards) const
{
    switch (pile->pileRole())
    {
    case PatPile::Tableau:
        return canPutStore(pile, newCards);
    case PatPile::Cell:
        return oldCards.isEmpty() && newCards.size() == 1;
    case PatPile::Foundation:
        return checkAddSameSuitAscendingFromAce(oldCards, newCards);
    default:
        return false;
    }
}


bool Castle::checkRemove(const PatPile * pile, const QList<KCard*> & cards) const
{
    switch (pile->pileRole())
    {
    case PatPile::Tableau:
        if (m_sequenceBuiltBy == 1)
            return isSameSuitDescending(cards);
        else if (m_sequenceBuiltBy == 0)
            return isAlternateColorDescending(cards);
        else
            return isRankDescending(cards);
    case PatPile::Cell:
        return cards.first() == pile->topCard();
    case PatPile::Foundation:
        return true;
    default:
        return false;
    }
}


static class CastleDealerInfo : public DealerInfo
{
public:
    CastleDealerInfo()
      : DealerInfo(kli18n("Castle"), CastleGeneralId)
    {
        addSubtype( CastleBeleagueredId, kli18n( "Beleaguered Castle" ) );
        addSubtype( CastleCitadelId, kli18n( "Citadel" ) );
        addSubtype( CastleExiledKingsId, kli18n( "Exiled Kings" ) );
        addSubtype( CastleStreetAlleyId, kli18n( "Streets and Alleys" ) );
        addSubtype( CastleSiegecraftId, kli18n( "Siegecraft" ) );
        addSubtype( CastleStrongholdId, kli18n( "Stronghold" ) );
        addSubtype( CastleCustomId, kli18n( "Castle (Custom)" ) );
    }

    DealerScene *createGame() const override
    {
        return new Castle( this );
    }
} castleDealerInfo;


void Castle::matchVariant()
{
    if ( m_emptyStackFill == 0 && m_sequenceBuiltBy == 2 && m_reserves == 0  && m_stacks == 8 && m_foundation == 1 )
        m_variation = 0;
    else if ( m_emptyStackFill == 0 && m_sequenceBuiltBy == 2 && m_reserves == 0  && m_stacks == 8 && m_foundation == 2 )
        m_variation = 1;
    else if ( m_emptyStackFill == 1 && m_sequenceBuiltBy == 2 && m_reserves == 0  && m_stacks == 8 && m_foundation == 2 )
        m_variation = 2;
    else if ( m_emptyStackFill == 0 && m_sequenceBuiltBy == 2 && m_reserves == 0  && m_stacks == 8 && m_foundation == 0 )
        m_variation = 3;
    else if ( m_emptyStackFill == 0 && m_sequenceBuiltBy == 2 && m_reserves == 1  && m_stacks == 8 && m_foundation == 1 )
        m_variation = 4;
    else if ( m_emptyStackFill == 0 && m_sequenceBuiltBy == 2 && m_reserves == 1  && m_stacks == 8 && m_foundation == 0 )
        m_variation = 5;
    else
        m_variation = 6;

    options->setCurrentItem( m_variation );
}


void Castle::configOptions()
{
    options = new KSelectAction(i18n("Popular Variant Presets"), this );
    options->addAction( i18n("Beleaguered Castle") );
    options->addAction( i18n("Citadel") );
    options->addAction( i18n("Exiled Kings") );
    options->addAction( i18n("Streets and Alleys") );
    options->addAction( i18n("Siegecraft") );
    options->addAction( i18n("Stronghold") );
    options->addAction( i18n("Custom") );

    m_emptyStackFillOption = new KSelectAction(i18n("Empty Stack Fill"), this );
    m_emptyStackFillOption->addAction( i18n("Any (Easy)") );
    m_emptyStackFillOption->addAction( i18n("Kings only (Medium)") );
    m_emptyStackFillOption->addAction( i18n("None (Hard)") );

    m_sequenceBuiltByOption = new KSelectAction(i18n("Build Sequence"), this );
    m_sequenceBuiltByOption->addAction( i18n("Alternating Color") );
    m_sequenceBuiltByOption->addAction( i18n("Matching Suit") );
    m_sequenceBuiltByOption->addAction( i18n("Rank") );

    m_reservesOption = new KSelectAction(i18n("Free Cells"), this );
    m_reservesOption->addAction( i18n("0") );
    m_reservesOption->addAction( i18n("1") );
    m_reservesOption->addAction( i18n("2") );
    m_reservesOption->addAction( i18n("3") );
    m_reservesOption->addAction( i18n("4") );

    m_stacksOption = new KSelectAction(i18n("Stacks"), this );
    m_stacksOption->addAction( i18n("6") );
    m_stacksOption->addAction( i18n("7") );
    m_stacksOption->addAction( i18n("8") );
    m_stacksOption->addAction( i18n("9") );
    m_stacksOption->addAction( i18n("10") );
    
    m_stackFaceupOption = new KSelectAction(i18n("S&tack Options"), this );
    m_stackFaceupOption->addAction( i18n("Face &Down") );
    m_stackFaceupOption->addAction( i18n("Face &Up") );
    m_stackFaceupOption->addAction( i18n("Alternating Face &Up") );
    
    m_foundationOption = new KSelectAction(i18n("Foundation Deal"), this );
    m_foundationOption->addAction( i18n("None") );
    m_foundationOption->addAction( i18n("Aces") );
    m_foundationOption->addAction( i18n("Any") );
    
    m_layoutOption = new KSelectAction(i18n("Layout"), this );
    m_layoutOption->addAction( i18n("Classic") );
    m_layoutOption->addAction( i18n("Modern") );

    connect(options, &KSelectAction::indexTriggered, this, &Castle::gameTypeChanged);
    connect(m_emptyStackFillOption, &KSelectAction::indexTriggered, this, &Castle::gameTypeChanged);
    connect(m_reservesOption, &KSelectAction::indexTriggered, this, &Castle::gameTypeChanged);
    connect(m_sequenceBuiltByOption, &KSelectAction::indexTriggered, this, &Castle::gameTypeChanged);
    connect(m_stacksOption, &KSelectAction::indexTriggered, this, &Castle::gameTypeChanged);
    connect(m_stackFaceupOption, &KSelectAction::indexTriggered, this, &Castle::gameTypeChanged);
    connect(m_foundationOption, &KSelectAction::indexTriggered, this, &Castle::gameTypeChanged);
    connect(m_layoutOption, &KSelectAction::indexTriggered, this, &Castle::gameTypeChanged);
}


void Castle::setSavedOptions()
{
    Settings::setCastleEmptyStackFill( m_emptyStackFill );
    Settings::setCastleSequenceBuiltBy( m_sequenceBuiltBy );
    Settings::setCastleReserves( m_reserves );
    Settings::setCastleStacks( m_stacks );
    Settings::setCastleStackFaceup( m_stackFaceup );
    Settings::setCastleFoundation( m_foundation );
    Settings::setCastleLayout( m_layout );
}


void Castle::getSavedOptions()
{
    m_emptyStackFill = Settings::castleEmptyStackFill();
    m_sequenceBuiltBy = Settings::castleSequenceBuiltBy();
    m_reserves = Settings::castleReserves();
    m_stacks = Settings::castleStacks();
    m_stackFaceup = Settings::castleStackFaceup();
    m_foundation = Settings::castleFoundation();
    m_layout = Settings::castleLayout();
    m_decks = 1;
    
    if ( m_stacks < 6) m_stacks = 6;

    matchVariant();

    m_emptyStackFillOption->setCurrentItem( m_emptyStackFill );
    m_sequenceBuiltByOption->setCurrentItem( m_sequenceBuiltBy );
    m_reservesOption->setCurrentItem( m_reserves );
    m_stacksOption->setCurrentItem( m_stacks - 6 );
    m_stackFaceupOption->setCurrentItem( m_stackFaceup );
    m_foundationOption->setCurrentItem( m_foundation );
    m_layoutOption->setCurrentItem( m_layout );
}


void Castle::mapOldId(int id)
{
    switch (id) {

    case DealerInfo::CastleBeleagueredId :
        setOptions(0);
        break;
    case DealerInfo::CastleCitadelId :
        setOptions(1);
        break;
    case DealerInfo::CastleExiledKingsId :
        setOptions(2);
        break;
    case DealerInfo::CastleStreetAlleyId :
        setOptions(3);
        break;
    case DealerInfo::CastleSiegecraftId :
        setOptions(4);
        break;
    case DealerInfo::CastleStrongholdId :
        setOptions(5);
        break;
    case DealerInfo::CastleCustomId :
        setOptions(6);
        break;
    default:
        // Do nothing.
        break;
    }
}


int Castle::oldId() const
{
    switch (m_variation) {
    case 0 :
        return DealerInfo::CastleBeleagueredId;
    case 1 :
        return DealerInfo::CastleCitadelId;
    case 2 :
        return DealerInfo::CastleExiledKingsId;
    case 3 :
        return DealerInfo::CastleStreetAlleyId;
    case 4 :
        return DealerInfo::CastleSiegecraftId;
    case 5 :
        return DealerInfo::CastleStrongholdId;
    default :
        return DealerInfo::CastleCustomId;
    }
}


void Castle::setOptions(int variation)
{
    if ( variation != m_variation )
    {
        m_variation = variation;
        m_emptyStackFill = 0;
        m_sequenceBuiltBy = 2;
        m_reserves = 0;
        m_stacks = 8;
        m_stackFaceup = 1;
        m_decks = 1;
        m_foundation = 1;

        switch (m_variation) {
        case 0 :
            break;
        case 1 :
            m_foundation = 2;
            break;
        case 2 :
            m_foundation = 2;
            m_emptyStackFill = 1;
            break;
        case 3 :
            m_foundation = 0;
            break;
        case 4 :
            m_reserves = 1;
            break;
        case 5 :
            m_foundation = 0;
            m_reserves = 1;
            break;
        case 6 :
            m_sequenceBuiltBy = 0;
            break;
        }

        m_emptyStackFillOption->setCurrentItem( m_emptyStackFill );
        m_sequenceBuiltByOption->setCurrentItem( m_sequenceBuiltBy );
        m_reservesOption->setCurrentItem( m_reserves );
        m_stacksOption->setCurrentItem( m_stacks - 6 );
        m_stackFaceupOption->setCurrentItem( m_stackFaceup );
        m_foundationOption->setCurrentItem( m_foundation );
    }
}

