use rltk::{GameState, Rltk, Point};
use specs::prelude::*;
use specs::saveload::{SimpleMarker, SimpleMarkerAllocator};

extern crate serde;

mod components;
pub use components::*;
mod map;
pub use map::*;
mod player;
use player::*;
mod rect;
pub use rect::Rect;
mod visibility_system;
use visibility_system::VisibilitySystem;
mod monster_ai_system;
use monster_ai_system::MonsterAI;
mod map_indexing_system;
use map_indexing_system::MapIndexingSystem;
mod melee_combat_system;
use melee_combat_system::MeleeCombatSystem;
mod damage_system;
use damage_system::DamageSystem;
mod gui;
mod gamelog;
use gamelog::GameLog;
mod spawner;
mod inventory_system;
use inventory_system::*;
mod saveload_system;
mod random_table;
use random_table::*;
mod particle_system;
use particle_system::ParticleBuilder;

// ***** //
// STATE //

#[derive(PartialEq, Copy, Clone)]
pub enum RunState {
AwaitingInput,
PreRun,
PlayerTurn,
MonsterTurn,
ShowInventory,
ShowDropItem,
ShowTargeting {
range : i32,
item : Entity
},
MainMenu {
menu_selection: gui::MainMenuSelection
},
SaveGame,
NextLevel,
ShowRemoveItem,
GameOver,
}

pub struct State {
pub ecs: World,
}

impl State {
fn run_systems(&mut self) {
let mut vis = VisibilitySystem{};
vis.run_now(&self.ecs);
let mut mob = MonsterAI{};
mob.run_now(&self.ecs);
let mut mapindex = MapIndexingSystem{};
mapindex.run_now(&self.ecs);
let mut mcs = MeleeCombatSystem{};
mcs.run_now(&self.ecs);
let mut dmgs = DamageSystem{};
dmgs.run_now(&self.ecs);
let mut pickup = ItemCollectionSystem{};
pickup.run_now(&self.ecs);
let mut items = ItemUseSystem{};
items.run_now(&self.ecs);
let mut drop_items = ItemDropSystem{};
drop_items.run_now(&self.ecs);
let mut item_remove = ItemRemoveSystem{};
item_remove.run_now(&self.ecs);
let mut particles = particle_system::ParticleSpawnSystem{};
particles.run_now(&self.ecs);
self.ecs.maintain();
}

fn entities_to_remove_on_level_change(&mut self) -> Vec<Entity> {
let entities = self.ecs.entities();
let player = self.ecs.read_storage::<Player>();
let backpack = self.ecs.read_storage::<InBackpack>();
let player_entity = self.ecs.fetch::<Entity>();
let equipped = self.ecs.read_storage::<Equipped>();

let mut to_delete : Vec<Entity> = Vec::new();
for entity in entities.join() {
let mut should_delete = true;

// Don't delete the player
let p = player.get(entity);
if let Some(_p) = p {
should_delete = false;
}

// Don't delete the player's equipment
let bp = backpack.get(entity);
if let Some(bp) = bp {
if bp.owner == *player_entity {
should_delete = false;
}
}

// Don't delete items currently equipped by the player
let eq = equipped.get(entity);
if let Some(eq) = eq {
if eq.owner == *player_entity {
should_delete = false;
}
}

if should_delete {
to_delete.push(entity);
}
}

to_delete
}

fn goto_next_level(&mut self) {
// Delete entities that aren't the player or his/her equipment
let to_delete = self.entities_to_remove_on_level_change();
for target in to_delete {
self.ecs.delete_entity(target).expect("Unable to delete entity");
}

// Build a new map and place the player
let worldmap;
let current_depth;
{
let mut worldmap_resource = self.ecs.write_resource::<Map>();
current_depth = worldmap_resource.depth;
*worldmap_resource = Map::new_map_rooms_and_corridors(current_depth + 1);
worldmap = worldmap_resource.clone();
}

// Spawn bad guys
for room in worldmap.rooms.iter().skip(1) {
spawner::spawn_room(&mut self.ecs, room, current_depth);
}

// Place the player and update resources
let (player_x, player_y) = worldmap.rooms[0].center();
let mut player_position = self.ecs.write_resource::<Point>();
*player_position = Point::new(player_x, player_y);
let mut position_components = self.ecs.write_storage::<Position>();
let player_entity = self.ecs.fetch::<Entity>();
let player_pos_comp = position_components.get_mut(*player_entity);
if let Some(player_pos_comp) = player_pos_comp {
player_pos_comp.x = player_x;
player_pos_comp.y = player_y;
}

// Mark the player's visibility as dirty
let mut viewshed_components = self.ecs.write_storage::<Viewshed>();
let vs = viewshed_components.get_mut(*player_entity);
if let Some(vs) = vs {
vs.dirty = true;
}

// Notify the player and give them some health
let mut gamelog = self.ecs.fetch_mut::<gamelog::GameLog>();
gamelog.entries.push("You descend to the next level, and take a moment to heal.".to_string());
let mut player_health_store = self.ecs.write_storage::<CombatStats>();
let player_health = player_health_store.get_mut(*player_entity);
if let Some(player_health) = player_health {
player_health.hp = i32::max(player_health.hp, player_health.max_hp / 2);
}
}

fn game_over_cleanup(&mut self) {
// Delete everything
let mut to_delete = Vec::new();
for e in self.ecs.entities().join() {
to_delete.push(e);
}
for del in to_delete.iter() {
self.ecs.delete_entity(*del).expect("Deletion failed");
}

// Build a new map and place the player
let worldmap;
{
let mut worldmap_resource = self.ecs.write_resource::<Map>();
*worldmap_resource = Map::new_map_rooms_and_corridors(1);
worldmap = worldmap_resource.clone();
}

// Spawn bad guys
for room in worldmap.rooms.iter().skip(1) {
spawner::spawn_room(&mut self.ecs, room, 1);
}

// Place the player and update resources
let (player_x, player_y) = worldmap.rooms[0].center();
let player_entity = spawner::player(&mut self.ecs, player_x, player_y);
let mut player_position = self.ecs.write_resource::<Point>();
*player_position = Point::new(player_x, player_y);
let mut position_components = self.ecs.write_storage::<Position>();
let mut player_entity_writer = self.ecs.write_resource::<Entity>();
*player_entity_writer = player_entity;
let player_pos_comp = position_components.get_mut(player_entity);
if let Some(player_pos_comp) = player_pos_comp {
player_pos_comp.x = player_x;
player_pos_comp.y = player_y;
}

// Mark the player's visibility as dirty
let mut viewshed_components = self.ecs.write_storage::<Viewshed>();
let vs = viewshed_components.get_mut(player_entity);
if let Some(vs) = vs {
vs.dirty = true;
}
}
}

impl GameState for State {
fn tick(&mut self, ctx : &mut Rltk) {
let mut newrunstate;
{
let runstate = self.ecs.fetch::<RunState>();
newrunstate = *runstate;
}

ctx.cls();
particle_system::cull_dead_particles(&mut self.ecs, ctx);

match newrunstate {
RunState::MainMenu{..} => {}
_ => {
draw_map(&self.ecs, ctx);

{
let positions = self.ecs.read_storage::<Position>();
let renderables = self.ecs.read_storage::<Renderable>();
let map = self.ecs.fetch::<Map>();

let mut data = (&positions, &renderables).join().collect::<Vec<_>>();
data.sort_by(|&a, &b| b.1.render_order.cmp(&a.1.render_order) );
for (pos, render) in data.iter() {
let idx = map.xy_idx(pos.x, pos.y);
if map.visible_tiles[idx] { ctx.set(pos.x, pos.y, render.fg, render.bg, render.glyph) }
}

gui::draw_ui(&self.ecs, ctx);
}
}
}

match newrunstate {
RunState::PreRun => {
self.run_systems();
self.ecs.maintain();
newrunstate = RunState::AwaitingInput;
}
RunState::AwaitingInput => {
newrunstate = player_input(self, ctx);
}
RunState::PlayerTurn => {
self.run_systems();
self.ecs.maintain();
newrunstate = RunState::MonsterTurn;
}
RunState::MonsterTurn => {
self.run_systems();
self.ecs.maintain();
newrunstate = RunState::AwaitingInput;
}
RunState::ShowInventory => {
let result = gui::show_inventory(self, ctx);
match result.0 {
gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
gui::ItemMenuResult::NoResponse => {}
gui::ItemMenuResult::Selected => {
let item_entity = result.1.unwrap();
let is_ranged = self.ecs.read_storage::<Ranged>();
let is_item_ranged = is_ranged.get(item_entity);
if let Some(is_item_ranged) = is_item_ranged {
newrunstate = RunState::ShowTargeting{ range: is_item_ranged.range, item: item_entity };
} else {
let mut intent = self.ecs.write_storage::<WantsToUseItem>();
intent.insert(*self.ecs.fetch::<Entity>(), WantsToUseItem{ item: item_entity, target: None }).expect("Unable to insert intent");
newrunstate = RunState::PlayerTurn;
}
}
}
}
RunState::ShowTargeting{range, item} => {
let result = gui::ranged_target(self, ctx, range);
match result.0 {
gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
gui::ItemMenuResult::NoResponse => {}
gui::ItemMenuResult::Selected => {
let mut intent = self.ecs.write_storage::<WantsToUseItem>();
intent.insert(*self.ecs.fetch::<Entity>(), WantsToUseItem{ item, target: result.1 }).expect("Unable to insert intent");
newrunstate = RunState::PlayerTurn;
}
}
}
RunState::ShowDropItem => {
let result = gui::drop_item_menu(self, ctx);
match result.0 {
gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
gui::ItemMenuResult::NoResponse => {}
gui::ItemMenuResult::Selected => {
let item_entity = result.1.unwrap();
let mut intent = self.ecs.write_storage::<WantsToDropItem>();
intent.insert(*self.ecs.fetch::<Entity>(), WantsToDropItem{ item: item_entity }).expect("Unable to insert intent");
newrunstate = RunState::PlayerTurn;
}
}
}
RunState::MainMenu{ .. } => {
let result = gui::main_menu(self, ctx);
match result {
gui::MainMenuResult::NoSelection{ selected } => newrunstate = RunState::MainMenu{ menu_selection: selected },
gui::MainMenuResult::Selected{ selected } => {
match selected {
gui::MainMenuSelection::NewGame => newrunstate = RunState::PreRun,
gui::MainMenuSelection::LoadGame => {
saveload_system::load_game(&mut self.ecs);
newrunstate = RunState::AwaitingInput;
saveload_system::delete_save();
}
gui::MainMenuSelection::Quit => { ::std::process::exit(0); }
}
}
}
}
RunState::SaveGame => {
saveload_system::save_game(&mut self.ecs);
newrunstate = RunState::MainMenu{ menu_selection : gui::MainMenuSelection::LoadGame };
}
RunState::NextLevel => {
self.goto_next_level();
newrunstate = RunState::PreRun;
}
RunState::ShowRemoveItem => {
let result = gui::remove_item_menu(self, ctx);
match result.0 {
gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
gui::ItemMenuResult::NoResponse => {}
gui::ItemMenuResult::Selected => {
let item_entity = result.1.unwrap();
let mut intent = self.ecs.write_storage::<WantsToRemoveItem>();
intent.insert(*self.ecs.fetch::<Entity>(), WantsToRemoveItem{ item: item_entity }).expect("Unable to insert intent");
newrunstate = RunState::PlayerTurn;
}
}
}
RunState::GameOver => {
let result = gui::game_over(ctx);
match result {
gui::GameOverResult::NoSelection => {}
gui::GameOverResult::QuitToMenu => {
self.game_over_cleanup();
newrunstate = RunState::MainMenu{ menu_selection: gui::MainMenuSelection::NewGame };
}
}
}
}

{
let mut runwriter = self.ecs.write_resource::<RunState>();
*runwriter = newrunstate;
}

damage_system::delete_the_dead(&mut self.ecs);

}
}

// ********
// MAIN

fn main() -> rltk::BError {
use rltk::RltkBuilder;
let context = RltkBuilder::simple80x50()
.with_title("Saint Antony's Fire")
.build()?;
// Add scanlines
//context.with_post_scanlines(true);

let mut gs = State{
ecs: World::new(),
};

gs.ecs.register::<Position>();
gs.ecs.register::<Renderable>();
gs.ecs.register::<Player>();
gs.ecs.register::<Viewshed>();
gs.ecs.register::<Monster>();
gs.ecs.register::<Name>();
gs.ecs.register::<BlocksTile>();
gs.ecs.register::<CombatStats>();
gs.ecs.register::<WantsToMelee>();
gs.ecs.register::<SufferDamage>();
gs.ecs.register::<Item>();
gs.ecs.register::<InBackpack>();
gs.ecs.register::<WantsToPickupItem>();
gs.ecs.register::<WantsToUseItem>();
gs.ecs.register::<ProvidesHealing>();
gs.ecs.register::<WantsToDropItem>();
gs.ecs.register::<Consumable>();
gs.ecs.register::<Ranged>();
gs.ecs.register::<InflictsDamage>();
gs.ecs.register::<AreaOfEffect>();
gs.ecs.register::<SimpleMarker<SerializeMe>>();
gs.ecs.register::<SerializationHelper>();
gs.ecs.register::<Equippable>();
gs.ecs.register::<Equipped>();
gs.ecs.register::<MeleePowerBonus>();
gs.ecs.register::<DefenseBonus>();
gs.ecs.register::<WantsToRemoveItem>();
gs.ecs.register::<ParticleLifetime>();

// Resource to dispatch particle effects requests
gs.ecs.insert(particle_system::ParticleBuilder::new());

gs.ecs.insert(SimpleMarkerAllocator::<SerializeMe>::new());

let map = Map::new_map_rooms_and_corridors(1);
let (player_x, player_y) = map.rooms[0].center();

let player_entity = spawner::player(&mut gs.ecs, player_x, player_y);

gs.ecs.insert(player_entity);

let rng = rltk::RandomNumberGenerator::new();
gs.ecs.insert(rng);

for room in map.rooms.iter().skip(1) {
spawner::spawn_room(&mut gs.ecs, room, 1);
}

gs.ecs.insert(map);
gs.ecs.insert(Point::new(player_x, player_y));
gs.ecs.insert(RunState::MainMenu{ menu_selection: gui::MainMenuSelection::NewGame });

gs.ecs.insert(gamelog::GameLog{ entries : vec!["Saint Antony casts out...".to_string()] });

rltk::main_loop(context, gs)
}