//
//  SkillResponder.cs
//
//  Copyright (c) František Boháček. All rights reserved.
//  Licensed under the MIT license. See LICENSE file in the project root for full license information.
using Microsoft.Extensions.Logging;
using NosSmooth.Core.Extensions;
using NosSmooth.Core.Packets;
using NosSmooth.Data.Abstractions;
using NosSmooth.Game.Data.Characters;
using NosSmooth.Game.Events.Characters;
using NosSmooth.Game.Events.Core;
using NosSmooth.Packets.Server.Skills;
using Remora.Results;
namespace NosSmooth.Game.PacketHandlers.Characters;
/// 
/// Responds to SkiPacket to add skill to the character.
/// 
public class SkillResponder : IPacketResponder
{
    private readonly Game _game;
    private readonly EventDispatcher _eventDispatcher;
    private readonly IInfoService _infoService;
    private readonly ILogger _logger;
    /// 
    /// Initializes a new instance of the  class.
    /// 
    /// The nostale game.
    /// The event dispatcher.
    /// The info service.
    /// The logger.
    public SkillResponder
    (
        Game game,
        EventDispatcher eventDispatcher,
        IInfoService infoService,
        ILogger logger
    )
    {
        _game = game;
        _eventDispatcher = eventDispatcher;
        _infoService = infoService;
        _logger = logger;
    }
    /// 
    public async Task Respond(PacketEventArgs packetArgs, CancellationToken ct = default)
    {
        // TODO: put all code into CreateOrUpdate to avoid concurrent problems.
        var packet = packetArgs.Packet;
        Skill primarySkill, secondarySkill;
        var character = _game.Character;
        if (character is not null && packet.PrimarySkillVNum == character.Skills?.PrimarySkill.SkillVNum)
        {
            primarySkill = character.Skills.PrimarySkill;
        }
        else
        {
            primarySkill = await CreateSkill(packet.PrimarySkillVNum, default);
        }
        if (character is not null && packet.PrimarySkillVNum == packet.SecondarySkillVNum)
        {
            secondarySkill = primarySkill;
        }
        else if (character is not null && packet.SecondarySkillVNum == character.Skills?.SecondarySkill.SkillVNum)
        {
            secondarySkill = character.Skills.SecondarySkill;
        }
        else
        {
            secondarySkill = await CreateSkill(packet.SecondarySkillVNum, default);
        }
        var skillsFromPacket = packet.SkillSubPackets?.Select(x => x.SkillVNum).ToList() ?? new List();
        var skillsFromCharacter = character?.Skills is null
            ? new List()
            : character.Skills.OtherSkills.Select(x => x.SkillVNum).ToList();
        var newSkills = skillsFromPacket.Except(skillsFromCharacter);
        var oldSkills = skillsFromCharacter.Except(skillsFromPacket);
        var otherSkillsFromCharacter = new List(character?.Skills?.OtherSkills ?? new Skill[] { });
        otherSkillsFromCharacter.RemoveAll(x => oldSkills.Contains(x.SkillVNum));
        foreach (var newSkill in newSkills)
        {
            otherSkillsFromCharacter.Add(await CreateSkill(newSkill, default));
        }
        var skills = new Skills(primarySkill, secondarySkill, otherSkillsFromCharacter);
        await _game.CreateOrUpdateCharacterAsync
        (
            () => new Character { Skills = skills },
            c =>
            {
                c.Skills = skills;
                return c;
            },
            ct: ct
        );
        await _eventDispatcher.DispatchEvent(new SkillsReceivedEvent(skills), ct);
        return Result.FromSuccess();
    }
    private async Task CreateSkill(int vnum, int? level)
    {
        var infoResult = await _infoService.GetSkillInfoAsync(vnum);
        if (!infoResult.IsSuccess)
        {
            _logger.LogWarning("Could not obtain a skill info for vnum {vnum}: {error}", vnum, infoResult.ToFullString());
        }
        return new Skill(vnum, level, infoResult.IsSuccess ? infoResult.Entity : null);
    }
}