"""
Defines progression, junk and event items for The Witness
"""
import copy

from dataclasses import dataclass
from typing import Optional, Dict, List, Set, TYPE_CHECKING

from BaseClasses import Item, MultiWorld, ItemClassification
from .locations import ID_START, WitnessPlayerLocations
from .player_logic import WitnessPlayerLogic
from .static_logic import ItemDefinition, DoorItemDefinition, ProgressiveItemDefinition, ItemCategory, \
    StaticWitnessLogic, WeightedItemDefinition
from .utils import build_weighted_int_list

if TYPE_CHECKING:
    from . import WitnessWorld

NUM_ENERGY_UPGRADES = 4


@dataclass()
class ItemData:
    """
    ItemData for an item in The Witness
    """
    ap_code: Optional[int]
    definition: ItemDefinition
    classification: ItemClassification
    local_only: bool = False


class WitnessItem(Item):
    """
    Item from the game The Witness
    """
    game: str = "The Witness"


class StaticWitnessItems:
    """
    Class that handles Witness items independent of world settings
    """
    item_data: Dict[str, ItemData] = {}
    item_groups: Dict[str, List[str]] = {}

    # Useful items that are treated specially at generation time and should not be automatically added to the player's
    #   item list during get_progression_items.
    special_usefuls: List[str] = ["Puzzle Skip"]

    def __init__(self):
        for item_name, definition in StaticWitnessLogic.all_items.items():
            ap_item_code = definition.local_code + ID_START
            classification: ItemClassification = ItemClassification.filler
            local_only: bool = False

            if definition.category is ItemCategory.SYMBOL:
                classification = ItemClassification.progression
                StaticWitnessItems.item_groups.setdefault("Symbols", []).append(item_name)
            elif definition.category is ItemCategory.DOOR:
                classification = ItemClassification.progression
                StaticWitnessItems.item_groups.setdefault("Doors", []).append(item_name)
            elif definition.category is ItemCategory.LASER:
                classification = ItemClassification.progression_skip_balancing
                StaticWitnessItems.item_groups.setdefault("Lasers", []).append(item_name)
            elif definition.category is ItemCategory.USEFUL:
                classification = ItemClassification.useful
            elif definition.category is ItemCategory.FILLER:
                if item_name in ["Energy Fill (Small)"]:
                    local_only = True
                classification = ItemClassification.filler
            elif definition.category is ItemCategory.TRAP:
                classification = ItemClassification.trap
            elif definition.category is ItemCategory.JOKE:
                classification = ItemClassification.filler

            StaticWitnessItems.item_data[item_name] = ItemData(ap_item_code, definition,
                                                               classification, local_only)

    @staticmethod
    def get_item_to_door_mappings() -> Dict[int, List[int]]:
        output: Dict[int, List[int]] = {}
        for item_name, item_data in {name: data for name, data in StaticWitnessItems.item_data.items()
                                     if isinstance(data.definition, DoorItemDefinition)}.items():
            item = StaticWitnessItems.item_data[item_name]
            output[item.ap_code] = [int(hex_string, 16) for hex_string in item_data.definition.panel_id_hexes]
        return output


class WitnessPlayerItems:
    """
    Class that defines Items for a single world
    """

    def __init__(self, world: "WitnessWorld", logic: WitnessPlayerLogic, locat: WitnessPlayerLocations):
        """Adds event items after logic changes due to options"""

        self._world: "WitnessWorld" = world
        self._multiworld: MultiWorld = world.multiworld
        self._player_id: int = world.player
        self._logic: WitnessPlayerLogic = logic
        self._locations: WitnessPlayerLocations = locat

        # Duplicate the static item data, then make any player-specific adjustments to classification.
        self.item_data: Dict[str, ItemData] = copy.deepcopy(StaticWitnessItems.item_data)

        # Remove all progression items that aren't actually in the game.
        self.item_data = {
            name: data for (name, data) in self.item_data.items()
            if data.classification not in
            {ItemClassification.progression, ItemClassification.progression_skip_balancing}
            or name in logic.PROG_ITEMS_ACTUALLY_IN_THE_GAME
        }

        # Adjust item classifications based on game settings.
        eps_shuffled = self._world.options.shuffle_EPs
        come_to_you = self._world.options.elevators_come_to_you
        difficulty = self._world.options.puzzle_randomization
        for item_name, item_data in self.item_data.items():
            if not eps_shuffled and item_name in {"Monastery Garden Entry (Door)",
                                                  "Monastery Shortcuts",
                                                  "Quarry Boathouse Hook Control (Panel)",
                                                  "Windmill Turn Control (Panel)"}:
                # Downgrade doors that only gate progress in EP shuffle.
                item_data.classification = ItemClassification.useful
            elif not come_to_you and not eps_shuffled and item_name in {"Quarry Elevator Control (Panel)",
                                                                        "Swamp Long Bridge (Panel)"}:
                # These Bridges/Elevators are not logical access because they may leave you stuck.
                item_data.classification = ItemClassification.useful
            elif item_name in {"River Monastery Garden Shortcut (Door)",
                               "Monastery Laser Shortcut (Door)",
                               "Orchard Second Gate (Door)",
                               "Jungle Bamboo Laser Shortcut (Door)",
                               "Caves Elevator Controls (Panel)"}:
                # Downgrade doors that don't gate progress.
                item_data.classification = ItemClassification.useful
            elif item_name == "Keep Pressure Plates 2 Exit (Door)" and not (difficulty == "none" and eps_shuffled):
                # PP2EP requires the door in vanilla puzzles, otherwise it's unnecessary
                item_data.classification = ItemClassification.useful

        # Build the mandatory item list.
        self._mandatory_items: Dict[str, int] = {}

        # Add progression items to the mandatory item list.
        progression_dict = {
            name: data for (name, data) in self.item_data.items()
            if data.classification in {ItemClassification.progression, ItemClassification.progression_skip_balancing}
        }
        for item_name, item_data in progression_dict.items():
            if isinstance(item_data.definition, ProgressiveItemDefinition):
                num_progression = len(self._logic.MULTI_LISTS[item_name])
                self._mandatory_items[item_name] = num_progression
            else:
                self._mandatory_items[item_name] = 1

        # Add setting-specific useful items to the mandatory item list.
        for item_name, item_data in {name: data for (name, data) in self.item_data.items()
                                     if data.classification == ItemClassification.useful}.items():
            if item_name in StaticWitnessItems.special_usefuls:
                continue
            elif item_name == "Energy Capacity":
                self._mandatory_items[item_name] = NUM_ENERGY_UPGRADES
            elif isinstance(item_data.classification, ProgressiveItemDefinition):
                self._mandatory_items[item_name] = len(item_data.mappings)
            else:
                self._mandatory_items[item_name] = 1

        # Add event items to the item definition list for later lookup.
        for event_location in self._locations.EVENT_LOCATION_TABLE:
            location_name = logic.EVENT_ITEM_PAIRS[event_location]
            self.item_data[location_name] = ItemData(None, ItemDefinition(0, ItemCategory.EVENT),
                                                     ItemClassification.progression, False)

    def get_mandatory_items(self) -> Dict[str, int]:
        """
        Returns the list of items that must be in the pool for the game to successfully generate.
        """
        return self._mandatory_items.copy()

    def get_filler_items(self, quantity: int) -> Dict[str, int]:
        """
        Generates a list of filler items of the given length.
        """
        if quantity <= 0:
            return {}

        output: Dict[str, int] = {}
        remaining_quantity = quantity

        # Add joke items.
        output.update({name: 1 for (name, data) in self.item_data.items()
                       if data.definition.category is ItemCategory.JOKE})
        remaining_quantity -= len(output)

        # Read trap configuration data.
        trap_weight = self._world.options.trap_percentage / 100
        filler_weight = 1 - trap_weight

        # Add filler items to the list.
        filler_items: Dict[str, float]
        filler_items = {name: data.definition.weight if isinstance(data.definition, WeightedItemDefinition) else 1
                        for (name, data) in self.item_data.items() if data.definition.category is ItemCategory.FILLER}
        filler_items = {name: base_weight * filler_weight / sum(filler_items.values())
                        for name, base_weight in filler_items.items() if base_weight > 0}

        # Add trap items.
        if trap_weight > 0:
            trap_items = {name: data.definition.weight if isinstance(data.definition, WeightedItemDefinition) else 1
                          for (name, data) in self.item_data.items() if data.definition.category is ItemCategory.TRAP}
            filler_items.update({name: base_weight * trap_weight / sum(trap_items.values())
                                 for name, base_weight in trap_items.items() if base_weight > 0})

        # Get the actual number of each item by scaling the float weight values to match the target quantity.
        int_weights: List[int] = build_weighted_int_list(filler_items.values(), remaining_quantity)
        output.update(zip(filler_items.keys(), int_weights))

        return output

    def get_early_items(self) -> List[str]:
        """
        Returns items that are ideal for placing on extremely early checks, like the tutorial gate.
        """
        output: Set[str] = set()
        if self._world.options.shuffle_symbols:
            if self._world.options.shuffle_doors:
                output = {"Dots", "Black/White Squares", "Symmetry"}
            else:
                output = {"Dots", "Black/White Squares", "Symmetry", "Shapers", "Stars"}

            if self._world.options.shuffle_discarded_panels:
                if self._world.options.puzzle_randomization == 1:
                    output.add("Arrows")
                else:
                    output.add("Triangles")

            # Replace progressive items with their parents.
            output = {StaticWitnessLogic.get_parent_progressive_item(item) for item in output}

        # Remove items that are mentioned in any plando options. (Hopefully, in the future, plando will get resolved
        #   before create_items so that we'll be able to check placed items instead of just removing all items mentioned
        #   regardless of whether or not they actually wind up being manually placed.
        for plando_setting in self._multiworld.plando_items[self._player_id]:
            if plando_setting.get("from_pool", True):
                for item_setting_key in [key for key in ["item", "items"] if key in plando_setting]:
                    if type(plando_setting[item_setting_key]) is str:
                        output -= {plando_setting[item_setting_key]}
                    elif type(plando_setting[item_setting_key]) is dict:
                        output -= {item for item, weight in plando_setting[item_setting_key].items() if weight}
                    else:
                        # Assume this is some other kind of iterable.
                        for inner_item in plando_setting[item_setting_key]:
                            if type(inner_item) is str:
                                output -= {inner_item}
                            elif type(inner_item) is dict:
                                output -= {item for item, weight in inner_item.items() if weight}

        # Sort the output for consistency across versions if the implementation changes but the logic does not.
        return sorted(list(output))

    def get_door_ids_in_pool(self) -> List[int]:
        """
        Returns the total set of all door IDs that are controlled by items in the pool.
        """
        output: List[int] = []
        for item_name, item_data in {name: data for name, data in self.item_data.items()
                                     if isinstance(data.definition, DoorItemDefinition)}.items():
            output += [int(hex_string, 16) for hex_string in item_data.definition.panel_id_hexes]

        return output

    def get_symbol_ids_not_in_pool(self) -> List[int]:
        """
        Returns the item IDs of symbol items that were defined in the configuration file but are not in the pool.
        """
        return [data.ap_code for name, data in StaticWitnessItems.item_data.items()
                if name not in self.item_data.keys() and data.definition.category is ItemCategory.SYMBOL]

    def get_progressive_item_ids_in_pool(self) -> Dict[int, List[int]]:
        output: Dict[int, List[int]] = {}
        for item_name, quantity in {name: quantity for name, quantity in self._mandatory_items.items()}.items():
            item = self.item_data[item_name]
            if isinstance(item.definition, ProgressiveItemDefinition):
                # Note: we need to reference the static table here rather than the player-specific one because the child
                #   items were removed from the pool when we pruned out all progression items not in the settings.
                output[item.ap_code] = [StaticWitnessItems.item_data[child_item].ap_code
                                        for child_item in item.definition.child_item_names]
        return output
