use super::{
    generate_voronoi_spawn_regions, remove_unreachable_areas_returning_most_distant, spawner, Map, MapBuilder,
    Position, TileType, SHOW_MAPGEN,
};
use bracket_lib::prelude::*;
use specs::prelude::*;
use std::collections::HashMap;

pub struct MazeBuilder {
    map: Map,
    starting_position: Position,
    id: i32,
    history: Vec<Map>,
    noise_areas: HashMap<i32, Vec<usize>>,
}

impl MapBuilder for MazeBuilder {
    fn build_map(&mut self, rng: &mut RandomNumberGenerator) {
        return self.build(rng);
    }
    fn spawn_entities(&mut self, ecs: &mut World) {
        for area in self.noise_areas.iter() {
            spawner::spawn_region(ecs, area.1, self.id);
        }
    }
    //  Getters
    fn get_map(&mut self) -> Map {
        return self.map.clone();
    }
    fn get_starting_pos(&mut self) -> Position {
        return self.starting_position.clone();
    }
    // Mapgen visualisation stuff
    fn get_snapshot_history(&self) -> Vec<Map> {
        return self.history.clone();
    }
    fn take_snapshot(&mut self) {
        if SHOW_MAPGEN {
            let mut snapshot = self.map.clone();
            for v in snapshot.revealed_tiles.iter_mut() {
                *v = true;
            }
            self.history.push(snapshot);
        }
    }
}

impl MazeBuilder {
    pub fn new(new_id: i32) -> MazeBuilder {
        MazeBuilder {
            map: Map::new(new_id),
            starting_position: Position { x: 0, y: 0 },
            id: new_id,
            history: Vec::new(),
            noise_areas: HashMap::new(),
        }
    }

    #[allow(clippy::map_entry)]
    fn build(&mut self, rng: &mut RandomNumberGenerator) {
        // Find a starting point; start at the middle and walk left until we find an open tile
        self.starting_position = Position { x: self.map.width / 2, y: self.map.height / 2 };
        let mut start_idx = self.map.xy_idx(self.starting_position.x, self.starting_position.y);
        while self.map.tiles[start_idx] != TileType::Floor {
            self.starting_position.x -= 1;
            start_idx = self.map.xy_idx(self.starting_position.x, self.starting_position.y);
        }
        self.take_snapshot();
        // Find all tiles we can reach from the starting point
        let exit_tile = remove_unreachable_areas_returning_most_distant(&mut self.map, start_idx);
        self.take_snapshot();
        // Place the stairs
        self.map.tiles[exit_tile] = TileType::DownStair;
        self.take_snapshot();

        // Now we build a noise map for use in spawning entities later
        self.noise_areas = generate_voronoi_spawn_regions(&self.map, rng);
    }
}
