/* This file is part of KsirK.
   Copyright (C) 2004-2007 Gael de Chalendar <kleag@free.fr>

   KsirK 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, version 2.

   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, write to the Free Software
   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA
   02110-1301, USA
*/

#ifndef KSIRK_GAMELOGIC_GAMEAUTOMATON_H
#define KSIRK_GAMELOGIC_GAMEAUTOMATON_H

#include "eventslistproperty.h"

#include <kgame/kgame.h>
#include <kgame/kplayer.h>
#include <kgame/kgameio.h>
#include <kgame/kgamepropertyarray.h>
#include <kgame/kgameproperty.h>
#include <kgame/kmessageio.h>
#include <KGameSvgDocument>

#include <KPixmapCache>

#include <QPointF>
#include <QString>
#include <QSvgRenderer>
#include <QMap>
#include <QTextStream>

namespace Ksirk {
  
  class KGameWindow;
  
namespace GameLogic {

class Player;
class Country;
class Goal;

/**
  * All the messages that can be received.
  */
enum KsirkMessagesIds {
    CountryOwner = KGameMessage::IdUser+1, // 257
    PlayerPutsArmy, // 258
    StateChange, // 259
    PlayerChange, // 260
    RegisterCountry, // 261
    PlayerAvailArmies, // 262
    ResetPlayersDistributionData, // 263
    ChangeItem, // 264
    DisplayRecyclingButtons, // 265
    ClearHighlighting, // 266
    ActionRecycling, // 267
    ClearGameActionsToolbar, // 268
    DisplayDefenseButtons, // 269
    ActionDefense, // 270
    FirstCountry, // 271
    SecondCountry, // 272
    InitCombatMovement, // 273
    AnimCombat, // 274
 // 275
    TerminateAttackSequence, // 276
    DecrNbArmies, // 277
    StartLocalCurrentAI, // 278
    Invade, // 279
    Retreat, // 280
    NextPlayerNormal, // 281
    NextPlayerRecycling, // 282
    ShowArmiesToPlace, // 283
    PlayerPutsInitialArmy, // 284
    PlayerRemovesArmy, //285
    VoteRecyclingFinished, // 286
    CancelShiftSource, // 287
    ChangePlayerNation, // 288
    ChangePlayerName, // 289
    StartGame, // 290
    SetNation, // 291
    SetBarFlagButton, // 292
    FinishMoves, // 293
    AnimExplosion, // 294
    SetupOnePlayer, // 295
    SetupWaitedPlayer, // 296
    ValidateWaitedPlayerPassword, // 297
    ValidPassword, // 298
    InvalidPassword, // 299
    SetupCountries, // 300
    AddMsgIdPair, // 301
    CheckGoal, // 302
    SetGoalFor, // 303
    GoalForIs, // 304
    Winner, // 305
    NbPlayers, // 306
    FinalizePlayers, // 307
    Acknowledge, // 308
    DisplayGoals, // 309
    DisplayFightResult, // 310
    MoveSlide, // 311
    InvasionFinished, // 312
    AttackAuto, // 313
    DisplayRecycleDetails, // 314
    CurrentPlayerPlayed, // 315
    NewGameSetupMsg, // 316
    UnusedLastMessageId
};

/** Messages formats:
  * 
  * CountryOwner: country name (QString), owner (QString) 
  * 
  */


/**
  * This is the central class of the game. As a KGame it handles game status,
  * save/load, etc. In addition, it handles communication with other clients on
  * the network.
  * 
  * It is an automaton as its behavior depends on its state and on messages 
  * received from other parts of the game or from other clients on the network.
  * It is also a singleton accessible from anywhere in the process.
  * @author Gael de Chalendar
  */
class GameAutomaton : public KGame
{
Q_OBJECT
    
public:
  /**
    * This hackish member is here to allow AIs to run only when goals have been
    * displayed. In fact, the game state should be set to KGame::Run at this
    * moment but if it is done there, then the IO messages are not transmited. I
    * don't understand why. Is it a KGame bug ?
    * As it is a hugly hack, it is made huglier by making it public...
    * @TODO Remove this hack
    */
  bool m_aicannotrunhack;
  
  /**
    * The State enum enumerates all the possible states of the game. The
    * behavior of various method will vary in function of it
    */
  enum GameState {
    INIT, 
    INTERLUDE, // Waiting state after initial distribution of armies at game beginning
    NEWARMIES, 
    WAIT, // Basic state waiting a player action
    WAIT1,
    WAIT_RECYCLING, 
    ATTACK,
    ATTACK2, 
    INVADE, 
    SHIFT1, 
    SHIFT2, 
    FIGHT_BRING,
    FIGHT_ANIMATE, 
    FIGHT_BRINGBACK, 
    WAITDEFENSE, 
    EXPLOSION_ANIMATE, 
    WAIT_PLAYERS, 
    GAME_OVER, // Game finished
    INVALID,
    STARTING_GAME // when displaying the new game ui
  };

  enum NetworkGameType {
    None,
    Socket,
    Jabber
  };
  
  GameAutomaton();
  
  virtual ~GameAutomaton();
  
  /** Creates the singleton member if necessary and associate it to the given
    * KGameWindow */
  void init(KGameWindow* gw);

  //@{
  /** Accessors to the game state. */
  GameState state() const;
  void state(GameState state);
  //@}

  /** 
    * Enques the given event the mouse being positioned at the given point
    * @param event The event to register
    * @param point The point where the event occurred
    */
  void gameEvent(const QString& event, const QPointF& point);
  
  /** returns the name of the current state */
  QString stateName() const;
    
  /**
    * Saves all the game parameters with a XML format
    * @param xmlStream the stream on which to write the XML
    */
  void saveXml(QTextStream& xmlStream);

  /** 
    * Retrives the name of the current skin.
    * @return The name of the current skin.
    */
  const QString& skin() const;
  
  /** 
    * Sets the new skin name.
    * @param newSkin The name of the new skin.
    */
  void skin(const QString& newSkin);
  
  /**
    * Reimplementation of a KGame virtual method. Not sure if it is really
    * necessary... 
    *
    * Chooses the next player to make a move by setting setTurn(true,true)
    * in the current player object. If a last player is given then the new
    * player will be chosen so that it is not the last player, i.e. the
    * players a swapped. If no last player is given then the current player
    * is reactiveted
    * @param last - the last player who made a move
    * @param unused
    * @return the player whose turn it will be
    */
  KPlayer* nextPlayer(KPlayer *last,bool /*exclusive*/);
  
  /** 
    * Retrives the number of player playing from the network.
    * @return the number of players playing from the network.
    */
  inline unsigned int networkPlayersNumber() {return m_networkPlayersNumber;}
  inline void setNetworkPlayersNumber(unsigned int nb) {m_networkPlayersNumber = nb;}
  
  /** Retrives the game window. This one still contains too much game code 
    * that shouldn't be in a GUI class. */
  inline Ksirk::KGameWindow* game() {return m_game;}
  inline const Ksirk::KGameWindow* game() const {return m_game;}
  
  /**
    * Reimplementation of a KGame method. It creates players of different 
    * subclasses of KPlayer, depending on the rtti parameter.
    * @param rtti The class of the created player will depend of this value: 
    * Player if 1; AIPlayer (AIColsonPlayer if 2).
    * @param unused
    * @param isvirtual Will create a local or a (distant) virtual player 
    * depending on this value.
    */
  virtual KPlayer* createPlayer(int rtti, int /**io*/, bool isvirtual);
  
  /**
   * @return A pointer to the given named player ; 0 if there is no such player
   */
  Player* playerNamed(const QString& playerName);
    
  //@{
  /** Accessors to the current player */
  Player* currentPlayer();
  void currentPlayer(Player* player);
  //@}

  //@{
  /** Accessors to the information about the fact that the current player 
    * already played or not */
  inline bool currentPlayerPlayed() {return m_currentPlayerPlayed;}
  inline void currentPlayerPlayed(bool val) {m_currentPlayerPlayed = val;}
  //@}

  //@{
  /** Accessors to the saved player, this is the player that will first play 
    * after loading a saved game. */
  inline void savedPlayer(const QString& player) {m_savedPlayer = player;}
  inline void savedState(GameState state) {m_savedState = state;}
  //@}

  //@{
  /** Accessors to the map associating messages to their ids */
  inline QMap<quint32,QString>& ids2msgs() {return m_ids2msgs;}
  inline QMap<QString,quint32>& msgs2ids() {return m_msgs2ids;}
  //@}

  //@{
  /** Accessors to the messages and their ids */
  quint32 idForMsg(const QString& msg);
  QString& msgForId(quint32 id) ;
  //@}

  //@{
  /** Accessors to the goals known by this game. */
  inline const QList< Goal* >& goals() const {return m_goals;}
  inline QList< Goal* >& goals() {return m_goals;}
  //@}

  /** If the game use goals, return true else (all players have to conquier the 
    * world) return false. */
  inline bool useGoals() {return m_useGoals;}
  inline void setUseGoals(bool value) {m_useGoals = value;}
  
  //@{
  /** Accessors to the number of players of this game. */
  inline quint32 nbPlayers() const {return m_nbPlayers;}
  inline void nbPlayers(quint32 nb) {m_nbPlayers = nb;}
  //@}
  
  /**
    * Ask the user how much players there will be in the game and what skin to 
    * use. Called during new game initialization.
    * @param networkGame If the user choose to setup a network game, this 
    * parameter will be true after closing the dialog else it will be false.
    * @param port If the user choose to setup a network game, this parameter 
    * will contain the port on which we will wait for connections.
    * @param newPlayersNumber Will contain the number players of the new game.
    */
  bool setupPlayersNumberAndSkin(NetworkGameType netGameType);
  
    /**
     * Create an IO device like Mouse or Keyboard for the given player
     * and plug it into the player
     * @param player - the player who should get the IO device
     * @param io - the IO code for which a device needs to be created
     */
  void createIO(KPlayer *player,KGameIO::IOMode io);
  
  /** @return true if all players are played by computer ; false otherwise */
  bool allComputerPlayers();
  
  /** @return true if all local players are played by computer ; false otherwise */
  bool allLocalPlayersComputer();
    
  /**
   * Gets a local player.
   * @return Returns a local player... Any of them. Or 0 if there is no local
   * player.
   */
  Player* getAnyLocalPlayer();
  
  //@{
  /** Some accessors to data really necessary... */
  inline QMap< int, QString >& nbArmiesIdsNamesCountriesMap() {return m_nbArmiesIdsNamesCountriesMap;}
  inline QMap< QString, int >& namesNbArmiesIdsCountriesMap() {return m_namesNbArmiesIdsCountriesMap;}
//   inline QMap< int, QString >& nbAddedArmiesIdsNamesCountriesMap() {return m_nbAddedArmiesIdsNamesCountriesMap;}
  inline QMap< QString, int >& namesNbAddedArmiesIdsCountriesMap() {return m_namesNbAddedArmiesIdsCountriesMap;}
  //@}

  void movingFigthersArrived();
  void movingArmiesArrived();
  void movingArmyArrived(Country* country, unsigned int number);
  void firingFinished();
  void explosionFinished();

  void moveSlide();

  /**
    * Change the automatic attack state.
    * @param activated new state
    */
  void setAttackAuto(bool activated);

  /**
    * Get the automatic attack state.
    * @return state
    */
  inline bool isAttackAuto() {return m_attackAuto;}

  /**
    * Change the automatic defense state.
    * @param activated new state
    */
  void setDefenseAuto(bool activated);

  /**
    * Get the automatic defense state.
    * @return state
    */
  bool isDefenseAuto();

  bool finishSetupPlayersNumberAndSkin();

  inline int port() const {return m_port;}

  void askForJabberGames();

  bool startingGame() const;

  KPixmapCache& pixmapCache() {return m_pixmapCache;}
  QSvgRenderer& rendererFor(const QString& skinName);
  KGameSvgDocument& svgDomFor(const QString& skinName);

  inline NetworkGameType networkGameType() {return m_netGameType;}

  bool joinJabberGame(const QString& nick);

  void removeAllPlayers();

  void newGameNext();
  
  bool connectToServ();

Q_SIGNALS:
  void newJabberGame(const QString&, int, const QString&);
    
public Q_SLOTS:
  /** Reacts to the current state eventualy processing one queued event */
  GameState run();
  
  /**
    * This slot connects to a main signal of the KGame. It will be called
    * whenever a KGame property changes its value. This slot can then
    * used to build up the event distribution of your game, i.e. you react
    * here to all events generated by the game (NewGame, ...)
    * Which property is changed you best find out via the property id.
    * For example: if (prop-id() == myvariable.id()) ...
    *
    * @param prop - the property 
    * @param game - the game object (unused)
    */
  void slotPropertyChanged(KGamePropertyBase *prop,KGame * game);
  
  /**
    * This slot is called whenever a player joins the game.
    * @param player The player that joined the game.
    */
  void slotPlayerJoinedGame(KPlayer* player);
  
  /**
    * Called when data is received from the network.
    * @param msgid Identifies the message.
    * @param buffer Contains the data associated to this message.
    * @param receiver Id of the client destination of this message.
    * @param sender Id of the client sender of this message.
    */
  void slotNetworkData(int msgid, const QByteArray &buffer, 
          quint32 receiver, quint32 sender);
  
  /**
    * Called when a network client connects to this game.
    * @param clientid The id of the client connecting.
    * @param unused
    */
  void slotClientJoinedGame(quint32 clientid, KGame* me);
    
  /**
    * Called when the network connection to the server is broken.
    */
  void slotConnectionToServerBroken();
  
  /**
    * Called when the network connection to a client is broken.
    */
  void slotConnectionToClientBroken(KMessageIO *);

  Country* getDefCountry();

private Q_SLOTS:
  void displayGoals();
  
  
protected:
  friend class Ksirk::KGameWindow;
  
  /**
    * Main method of the KGame which has to be overwritten in our
    * class. It will receive all input a player makes, either via
    * network, via mouse or even a computer player.
    * @param msg - the datastream message containing the information
    * @param player - the player who did the input
    */
  bool playerInput(QDataStream &msg,KPlayer *player);

    
  /**
    * Random distribution of countries between players at beginning of game.
    * This is different than in the real board game where countries are chosen
    * one by one by each player. This is in order to quick up game beginning.
    */
  void firstCountriesDistribution();
  
  void setGoalFor(Player* player);
  
private:
  GameAutomaton(const GameAutomaton& /*ga*/) : KGame(), m_pixmapCache("GameAutomaton") {};

  void countriesDistribution();

  void sendCountries();
  
  bool joinNetworkGame();
    
  void changePlayerName(Player* player);
  
  void changePlayerNation(Player* player);
  
  bool startGame();

  void finalizePlayers();
  
  void activateNeededAIPlayers();

  void resetPlayersDistributionData();

  void actionNextPlayer();
  
  GameState m_state;
//   KGameProperty< GameState > m_state;
//     int m_stateId;
  
  Ksirk::KGameWindow *m_game;
  
  EventsListProperty m_events;
  
  static const char* GameStateNames[] ;
  
  static const char* KsirkMessagesIdsNames[] ;
  
  KGamePropertyQString m_skin;
  
  unsigned int m_networkPlayersNumber;
  
  int m_skinId;

  /** @brief The name of the current player */
  QString m_currentPlayer;

  /** @brief false until the current player has played something */

  bool m_currentPlayerPlayed;
//   int m_currentPlayerId;
  
  QMap< int, QString > m_nbArmiesIdsNamesCountriesMap;
  QMap< QString, int > m_namesNbArmiesIdsCountriesMap;
//   QMap< int, QString > m_nbAddedArmiesIdsNamesCountriesMap;
  QMap< QString, int > m_namesNbAddedArmiesIdsCountriesMap;

  quint32 m_choosedToRecycleNumber;
  
  QString m_savedPlayer;
  GameState m_savedState;
  
  QMap<quint32,QString> m_ids2msgs;
  QMap<QString,quint32> m_msgs2ids;
  
  QList< Goal* > m_goals;
  bool m_useGoals;
  
  quint32 m_nbPlayers;

  QList<int> m_choosedToRecycle;

  // tell us if the automatic attack is enabled
  bool m_attackAuto;

  // tell us if the automatic defense is enabled
  struct AutoDefenseStruct
  {
    AutoDefenseStruct() : value(false), firstCountry(0), secondCountry(0) {}
    AutoDefenseStruct(bool v) : value(v), firstCountry(0), secondCountry(0) {}
    bool isDefenseAuto(Country* first, Country* second)
    {
      if (firstCountry!=first || secondCountry!=second)
      {
        firstCountry = 0;
        secondCountry = 0;
        value = false;
      }
      return value;
    }
    bool value;
    Country* firstCountry;
    Country* secondCountry;
  };
  AutoDefenseStruct m_defenseAuto;

  // Save Defense country
  Country * defCountry;

  int m_port;
  
  bool m_startingGame;

  KPixmapCache m_pixmapCache;
  QMap<QString, QSvgRenderer*> m_renderers;
  QMap<QString, KGameSvgDocument> m_svgDoms;

  NetworkGameType m_netGameType;
};

QDataStream& operator>>(QDataStream& s, GameAutomaton::GameState& state);
  
} // closing namespace GameLogic
} // closing namespace Ksirk

#endif // KSIRK_GAMELOGIC_GAMEAUTOMATON_H
