using System;

using Svelto.ECS;
using RobocraftX.Common;
using Unity.Mathematics;

using GamecraftModdingAPI.Blocks;
using GamecraftModdingAPI.Utility;

namespace GamecraftModdingAPI
{
    public class Block
    {
        private static readonly PlacementEngine PlacementEngine = new PlacementEngine();
        private static readonly MovementEngine MovementEngine = new MovementEngine();
        private static readonly RotationEngine RotationEngine = new RotationEngine();
        private static readonly RemovalEngine RemovalEngine = new RemovalEngine();
        private static readonly BlockEngine BlockEngine = new BlockEngine();

        /// <summary>
        /// Place a new block at the given position. If scaled, position means the center of the block. The default block size is 0.2 in terms of position.
        /// Place blocks next to each other to connect them.
        /// The placed block will be a complete block with a placement grid and collision which will be saved along with the game.
        /// </summary>
        /// <param name="block">The block's type</param>
        /// <param name="color">The block's color</param>
        /// <param name="darkness">The block color's darkness (0-9) - 0 is default color</param>
        /// <param name="position">The block's position in the grid - default block size is 0.2</param>
        /// <param name="rotation">The block's rotation in degrees</param>
        /// <param name="uscale">The block's uniform scale - default scale is 1 (with 0.2 width)</param>
        /// <param name="scale">The block's non-uniform scale - 0 means <paramref name="uscale"/> is used</param>
        /// <param name="player">The player who placed the block</param>
        /// <returns>The placed block or null if failed</returns>
        public static Block PlaceNew(BlockIDs block, float3 position,
            float3 rotation = default, BlockColors color = BlockColors.Default, byte darkness = 0,
            int uscale = 1, float3 scale = default, Player player = null)
        {
            if (PlacementEngine.IsInGame && GameState.IsBuildMode())
            {
                try
                {
                    return new Block(PlacementEngine.PlaceBlock(block, color, darkness,
                        position, uscale, scale, player, rotation));
                }
                catch (Exception e)
                {
                    Logging.MetaDebugLog(e);
                }
            }

            return null;
        }

        /// <summary>
        /// Returns the most recently placed block.
        /// </summary>
        /// <returns>The block object</returns>
        public static Block GetLastPlacedBlock()
        {
            return new Block(BlockIdentifiers.LatestBlockID);
        }

        public Block(EGID id)
        {
            Id = id;
        }

        public Block(uint id)
        {
            Id = new EGID(id, CommonExclusiveGroups.OWNED_BLOCKS_GROUP);
        }
        
        public EGID Id { get; }

        /// <summary>
        /// The block's current position.
        /// </summary>
        public float3 Position
        {
            get => MovementEngine.GetPosition(Id.entityID);
            set => MovementEngine.MoveBlock(Id.entityID, value);
        }

        /// <summary>
        /// The block's current rotation in degrees.
        /// </summary>
        public float3 Rotation
        {
            get => RotationEngine.GetRotation(Id.entityID);
            set => RotationEngine.RotateBlock(Id.entityID, value);
        }

        /// <summary>
        /// The block's type (ID). Changing from or to a functional part may crash the game.
        /// </summary>
        public BlockIDs Type
        {
            get => (BlockIDs) BlockEngine.GetBlockInfo<DBEntityStruct>(Id).DBID;
            set
            {
                BlockEngine.GetBlockInfo<DBEntityStruct>(Id).DBID = (uint) value;
                uint prefabId = PrefabsID.GetPrefabId((uint) value, 0);
                BlockEngine.GetBlockInfo<GFXPrefabEntityStructGPUI>(Id).prefabID = prefabId;
                BlockEngine.GetBlockInfo<PhysicsPrefabEntityStruct>(Id) = new PhysicsPrefabEntityStruct(prefabId);
            }
        }

        public BlockColors Color
        {
            get => (BlockColors) (BlockEngine.GetBlockInfo<ColourParameterEntityStruct>(Id).indexInPalette % 10);
            set
            {
                ref var color = ref BlockEngine.GetBlockInfo<ColourParameterEntityStruct>(Id);
                color.indexInPalette = (byte) (color.indexInPalette / 10 * 10 + value);
                color.needsUpdate = true;
            }
        }

        public byte ColorDarkness
        {
            get => (byte) (BlockEngine.GetBlockInfo<ColourParameterEntityStruct>(Id).indexInPalette / 10);
            set
            {
                ref var color = ref BlockEngine.GetBlockInfo<ColourParameterEntityStruct>(Id);
                color.indexInPalette = (byte) (10 * (byte) value + color.indexInPalette % 10);
                color.needsUpdate = true;
            }
        }

        /// <summary>
        /// Returns an array of blocks that are connected to this one.
        /// </summary>
        public Block[] GetConnectedCubes() => BlockEngine.GetConnectedBlocks(Id.entityID);

        /// <summary>
        /// Removes this block.
        /// </summary>
        /// <returns>True if the block exists and could be removed.</returns>
        public bool Remove() => RemovalEngine.RemoveBlock(Id);

        public override string ToString()
        {
            return $"{nameof(Id)}: {Id}, {nameof(Position)}: {Position}, {nameof(Rotation)}: {Rotation}";
        }

        public static void Init()
        {
            GameEngineManager.AddGameEngine(PlacementEngine);
            GameEngineManager.AddGameEngine(MovementEngine);
            GameEngineManager.AddGameEngine(RotationEngine);
            GameEngineManager.AddGameEngine(RemovalEngine);
            GameEngineManager.AddGameEngine(BlockEngine);
        }
    }
}