#pragma once
#ifndef CATA_SRC_VEH_TYPE_H
#define CATA_SRC_VEH_TYPE_H

#include <algorithm>
#include <array>
#include <bitset>
#include <iosfwd>
#include <map>
#include <memory>
#include <new>
#include <optional>
#include <set>
#include <string>
#include <utility>
#include <vector>

#include "calendar.h"
#include "color.h"
#include "compatibility.h"
#include "damage.h"
#include "point.h"
#include "requirements.h"
#include "translations.h"
#include "type_id.h"
#include "units.h"

class JsonObject;
class Character;
class vehicle;

template <typename T> class generic_factory;

namespace vehicles
{
// separator for variant when loading vehicle prototypes part array and map memory
// if part 'id' or 'abstract' fields contain it an error is raised
constexpr char variant_separator = '#';

void load_prototype( const JsonObject &jo, const std::string &src );
void reset_prototypes();
void finalize_prototypes();
const std::vector<vehicle_prototype> &get_all_prototypes();

namespace parts
{
void load( const JsonObject &jo, const std::string &src );
void check();
void reset();
void finalize();
const std::vector<vpart_info> &get_all();
} // namespace parts
} // namespace vehicles

// bitmask backing store of -certain- vpart_info.flags, ones that
// won't be going away, are involved in core functionality, and are checked frequently
enum vpart_bitflags : int {
    VPFLAG_ARMOR,
    VPFLAG_APPLIANCE,
    VPFLAG_ARCADE,
    VPFLAG_EVENTURN,
    VPFLAG_ODDTURN,
    VPFLAG_CONE_LIGHT,
    VPFLAG_WIDE_CONE_LIGHT,
    VPFLAG_HALF_CIRCLE_LIGHT,
    VPFLAG_CIRCLE_LIGHT,
    VPFLAG_BOARDABLE,
    VPFLAG_AISLE,
    VPFLAG_CONTROLS,
    VPFLAG_OBSTACLE,
    VPFLAG_OPAQUE,
    VPFLAG_OPENABLE,
    VPFLAG_SEATBELT,
    VPFLAG_SIMPLE_PART,
    VPFLAG_SPACE_HEATER,
    VPFLAG_HEATED_TANK,
    VPFLAG_COOLER,
    VPFLAG_WALL_MOUNTED,
    VPFLAG_WHEEL,
    VPFLAG_ROTOR,
    VPFLAG_MOUNTABLE,
    VPFLAG_FLOATS,
    VPFLAG_NO_LEAK,
    VPFLAG_DOME_LIGHT,
    VPFLAG_AISLE_LIGHT,
    VPFLAG_ATOMIC_LIGHT,
    VPFLAG_ALTERNATOR,
    VPFLAG_ENGINE,
    VPFLAG_FRIDGE,
    VPFLAG_FREEZER,
    VPFLAG_LIGHT,
    VPFLAG_WINDOW,
    VPFLAG_CURTAIN,
    VPFLAG_CARGO,
    VPFLAG_CARGO_PASSABLE,
    VPFLAG_INTERNAL,
    VPFLAG_SOLAR_PANEL,
    VPFLAG_WATER_WHEEL,
    VPFLAG_WIND_TURBINE,
    VPFLAG_RECHARGE,
    VPFLAG_EXTENDS_VISION,
    VPFLAG_ENABLED_DRAINS_EPOWER,
    VPFLAG_AUTOCLAVE,
    VPFLAG_WASHING_MACHINE,
    VPFLAG_DISHWASHER,
    VPFLAG_FLUIDTANK,
    VPFLAG_REACTOR,
    VPFLAG_RAIL,
    VPFLAG_TURRET_CONTROLS,
    VPFLAG_ROOF,
    VPFLAG_CABLE_PORTS,
    VPFLAG_BATTERY,
    VPFLAG_POWER_TRANSFER,
    VPFLAG_HUGE_OK,
    VPFLAG_NEED_LEG,
    VPFLAG_IGNORE_LEG_REQUIREMENT,
    VPFLAG_INOPERABLE_SMALL,
    VPFLAG_IGNORE_HEIGHT_REQUIREMENT,

    NUM_VPFLAGS
};

struct vpslot_engine {
    float backfire_threshold = 0.0f;
    int backfire_freq = 1;
    int muscle_power_factor = 0;
    float damaged_power_factor = 0.0f;
    int noise_factor = 0;
    int m2c = 100;
    std::vector<std::string> exclusions;
    std::vector<itype_id> fuel_opts;
};

struct veh_ter_mod {
    std::string terrain_flag; // terrain flag this mod block applies to
    int move_override;        // override when on flagged terrain, ignored if 0
    int move_penalty;         // penalty added when not on flagged terrain, ignored if 0
};

struct vpslot_wheel {
    float rolling_resistance = 1.0f;
    int contact_area = 1;
    std::vector<veh_ter_mod> terrain_modifiers;
    float offroad_rating = 0.5f;
};

struct vpslot_rotor {
    int rotor_diameter = 1;
};

struct vpslot_workbench {
    // Base multiplier applied for crafting here
    float multiplier = 1.0f;
    // Mass/volume allowed before a crafting speed penalty is applied
    units::mass allowed_mass = 0_gram;
    units::volume allowed_volume = 0_ml;
};

struct vpslot_toolkit {
    std::set<itype_id> allowed_types;
};

struct vpslot_terrain_transform {
    std::set<std::string> pre_flags;
    std::string post_terrain;
    std::string post_furniture;
    std::string post_field;
    int post_field_intensity = 0;
    time_duration post_field_age = 0_turns;
};

struct vp_control_req {
    std::set<std::pair<skill_id, int>> skills;
    std::set<proficiency_id> proficiencies;
};

class vpart_category
{
    public:
        static const std::vector<vpart_category> &all();

        static void load( const JsonObject &jo );
        static void finalize();
        static void reset();

        std::string get_id() const {
            return id_;
        }

        std::string name() const {
            return name_.translated();
        }

        std::string short_name() const {
            return short_name_.translated();
        }

        bool operator < ( const vpart_category &cat ) const {
            return priority_ < cat.priority_;
        }

    private:
        std::string id_;
        translation name_;
        translation short_name_;
        int priority_ = 0; // order of tab in the UI
};

class vpart_variant
{
    public:
        std::string id;
        std::array<char32_t, 8> symbols;
        std::array<char32_t, 8> symbols_broken;

        std::string get_label() const;

        // @note if input is vehicle facing convert using `270_degrees - vehicle.face.dir()` first
        // @param direction facing angle, 0 = north, 90 = east...
        // @param is_broken if true returns the broken symbol else
        // @returns unicode symbol for this variant given a direction and broken status
        char32_t get_symbol( units::angle direction, bool is_broken ) const;

        // @note if input is vehicle facing convert using `270_degrees - vehicle.face.dir()` first
        // @param direction facing angle, 0 = north, 90 = east...
        // @param is_broken whether to return the broken symbol
        // @returns ncurses ACS code for this variant given a direction and broken status
        int get_symbol_curses( units::angle direction, bool is_broken ) const;

        // @returns ncurses ACS code for a unicode \p sym symbol
        static int get_symbol_curses( char32_t sym );

    private:
        std::string label_;
        friend class vpart_info;
        void load( const JsonObject &jo, bool was_loaded );
};

class vpart_info
{
    public:
        vpart_id id;

        void load( const JsonObject &jo, const std::string &src );
        void check() const;
        void finalize();
        void handle_inheritance( const vpart_info &copy_from,
                                 const std::unordered_map<std::string, vpart_info> &abstracts );

        /** Translated name of a part */
        std::string name() const;

        const std::set<std::string> &get_flags() const {
            return flags;
        }
        bool has_flag( const std::string &flag ) const {
            return flags.count( flag ) != 0;
        }
        bool has_flag( const vpart_bitflags flag ) const {
            return bitflags.test( flag );
        }
        void set_flag( const std::string &flag );

        /** Gets all categories of this part */
        const std::set<std::string> &get_categories() const;

        /** Gets whether part is in a category for display */
        bool has_category( const std::string &category ) const;

        /** Format the description for display */
        int format_description( std::string &msg, const nc_color &format_color, int width ) const;

        /** Installation requirements for this component */
        requirement_data install_requirements() const;

        /** Installation time (in moves) for this component accounting for player skills */
        time_duration install_time( const Character &you ) const;

        /** Requirements for removal of this component */
        requirement_data removal_requirements() const;

        /** Removal time (in moves) for this component accounting for player skills */
        time_duration removal_time( const Character &you ) const;

        /** Requirements for repair of this component (per level of damage) */
        requirement_data repair_requirements() const;

        /** Returns whether or not the part type is repairable */
        bool is_repairable() const;

        /** Repair time (in moves) to fully repair this component, accounting for player skills */
        time_duration repair_time( const Character &you ) const;

        std::optional<vpslot_workbench> workbench_info;
        std::optional<vpslot_toolkit> toolkit_info;
        std::optional<vpslot_engine> engine_info;
        std::optional<vpslot_wheel> wheel_info;
        std::optional<vpslot_rotor> rotor_info;
        std::optional<vpslot_terrain_transform> transform_terrain_info;

        std::set<std::pair<itype_id, int>> get_pseudo_tools() const;

        // @returns tools required for folding this part
        std::vector<itype_id> get_folding_tools() const;
        // @returns tools required for unfolding this part
        std::vector<itype_id> get_unfolding_tools() const;
        // @returns time required for folding this part
        time_duration get_folding_time() const;
        // @returns time required for unfolding this part
        time_duration get_unfolding_time() const;

        /** Returns whether or not the vehicle this part installed requires something to control */
        bool has_control_req() const;

    private:
        std::set<std::string> flags;
        // category list for installation ui breakdown
        std::set<std::string> categories;
        // flags checked so often that things slow down due to string cmp
        std::bitset<NUM_VPFLAGS> bitflags;

        /** Second field is the multiplier */
        std::vector<std::pair<requirement_id, int>> install_reqs;
        std::vector<std::pair<requirement_id, int>> removal_reqs;
        std::vector<std::pair<requirement_id, int>> repair_reqs;

        /** Pseudo tools this provides when installed, second is the hotkey */
        std::set<std::pair<itype_id, int>> pseudo_tools;
        // tools required to fold this part
        std::vector<itype_id> folding_tools;
        // tools required to unfold this part
        std::vector<itype_id> unfolding_tools;
        // time required to fold this part
        time_duration folding_time = 10_seconds;
        // time required to unfold this part
        time_duration unfolding_time = 10_seconds;

        /** Name from vehicle part definition which if set overrides the base item name */
        translation name_;

    public:
        std::map<std::string, vpart_variant> variants;
        // default variant to use when no variant is selected
        std::string variant_default;
        // used in vpart_info::finalize() to generate cosmetic variants sets
        std::vector<std::pair<std::string, std::string>> variants_bases;

        /** Required skills to install, repair, or remove this component */
        std::map<skill_id, int> install_skills;
        std::map<skill_id, int> repair_skills;
        std::map<skill_id, int> removal_skills;

        // required skill to control vehicle
        vp_control_req control_air;
        vp_control_req control_land;

        /** @ref item_group this part breaks into when destroyed */
        item_group_id breaks_into_group = item_group_id( "EMPTY_GROUP" );

        /** Flat decrease of damage of a given type. */
        std::unordered_map<damage_type_id, float> damage_reduction = {};

        /** Tool qualities this vehicle part can provide when installed */
        std::map<quality_id, int> qualities;

        /** Emissions of part */
        std::set<emit_id> emissions;

        /**
          * Exhaust emissions of part

          * If the vehicle has an exhaust part, it is emitted there;
          * otherwise, it is emitted in place
          */
        std::set<emit_id> exhaust;

        /** Color of part for different states */
        nc_color color = c_light_gray;
        nc_color color_broken = c_light_gray;

        /** Fuel type of engine or tank */
        itype_id fuel_type = itype_id::NULL_ID();

        /** Default ammo (for turrets) */
        itype_id default_ammo = itype_id::NULL_ID();

        /** Volume of a foldable part when folded */
        std::optional<units::volume> folded_volume = std::nullopt;

        /** Cargo location volume */
        units::volume size = 0_ml;

        /** hint to tilesets for what tile to use if this part doesn't have one */
        std::string looks_like;

        /** A text description of the part as a vehicle part */
        translation description;

        /** base item for this part */
        itype_id base_item;

        /** item it should be removed as */
        std::optional<itype_id> removed_item;

        /** What slot of the vehicle tile does this part occupy? */
        std::string location;

        /** Maximum damage part can sustain before being destroyed */
        int durability = 0;

        /** Damage modifier (percentage) used when damaging other entities upon collision */
        int dmg_mod = 100;

        /**
         * Electrical power, flat rate energy (per second); positive for generation, negative for consumption
         * For electric motor consumption scaled with powertrain demand see @ref energy_consumption instead
         */
        units::power epower = 0_W;

        /**
         * Energy consumed per second by engines and motors when delivering max @ref power
         * Includes waste. Gets scaled based on powertrain demand.
         */
        units::power energy_consumption = 0_W;

        /**
         * For engines and motors this is maximum output (watts)
         * For alternators is engine power consumed (negative value)
         */
        units::power power = 0_W;

        /** Installation for component (@see install_time) */
        time_duration install_moves = 1_hours;
        /** Repair time to fully repair a component (@see repair_time) */
        time_duration repair_moves = 1_hours;
        /** Removal time for component (@see removal_time), default is half \p install_moves */
        time_duration removal_moves = -1_seconds;

        // seatbelt (str, currently non-functional #30239)
        // muffler (% noise reduction)
        // horn (sound volume)
        // light (intensity)
        // recharging (charging speed in watts)
        // funnel (water collection area in mm^2)
        int bonus = 0;

        /** cargo weight modifier (percentage) */
        int cargo_weight_modifier = 100;

        /*Comfort data for sleeping in vehicles*/
        int comfort = 0;
        units::temperature_delta floor_bedding_warmth = 0_C_delta;
        units::temperature_delta bonus_fire_warmth_feet = 0.6_C_delta;

        // z-ordering, inferred from location, cached here
        int z_order = 0;
        // Display order in vehicle interact display
        int list_order = 0;
    private:
        bool was_loaded = false; // used by generic_factory
        std::vector<std::pair<vpart_id, mod_id>> src;
        friend class generic_factory<vpart_info>;
        friend struct mod_tracker;
};

struct vehicle_item_spawn {
    point pos;
    int chance = 0;
    /** Chance [0-100%] for items to spawn with ammo (plus default magazine if necessary) */
    int with_ammo = 0;
    /** Chance [0-100%] for items to spawn with their default magazine (if any) */
    int with_magazine = 0;
    std::vector<itype_id> item_ids;
    // item_ids, but for items with variants specified
    std::vector<std::pair<itype_id, std::string>> variant_ids;
    std::vector<item_group_id> item_groups;
};

/**
 * Prototype of a vehicle. The blueprint member is filled in during the finalizing, before that it
 * is a nullptr. Creating a new vehicle copies the blueprint vehicle.
 */
struct vehicle_prototype {
    public:
        struct part_def {
            point pos;
            vpart_id part;
            std::string variant;
            int with_ammo = 0;
            std::set<itype_id> ammo_types;
            std::pair<int, int> ammo_qty = { -1, -1 };
            itype_id fuel = itype_id::NULL_ID();
            std::vector<itype_id> tools;
        };

        struct zone_def {
            zone_type_id zone_type;
            std::string name;
            std::string filter;
            point pt;
        };

        vproto_id id;
        translation name;
        std::vector<part_def> parts;
        std::vector<vehicle_item_spawn> item_spawns;
        std::vector<zone_def> zone_defs;

        shared_ptr_fast<vehicle> blueprint;

        void load( const JsonObject &jo, std::string_view src );
        static void save_vehicle_as_prototype( const vehicle &veh, JsonOut &json );
    private:
        bool was_loaded = false; // used by generic_factory
        std::vector<std::pair<vproto_id, mod_id>> src;
        friend class generic_factory<vehicle_prototype>;
        friend struct mod_tracker;
};

/**
* Holder for all vpart migrations, when loading parts with vpart_id present
* in the map keys they'll be replaced by vpart_id in the pair's value
*/
class vpart_migration
{
    public:
        vpart_id part_id_old;
        vpart_id part_id_new;
        std::optional<std::string> variant;
        std::vector<itype_id> add_veh_tools;

        /** Handler for loading "vehicle_part_migration" type of json object */
        static void load( const JsonObject &jo );

        /** Clears migration list */
        static void reset();

        /** Finalizes migrations */
        static void finalize();

        /** Checks migrations */
        static void check();

        /** Find the last migration entry of the given vpart_id */
        static const vpart_migration *find_migration( const vpart_id &original );
};

#endif // CATA_SRC_VEH_TYPE_H
