using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using System.Threading;
using Content.Server.GameObjects.Components.Chemistry;
using Content.Shared.Chemistry;
using Content.Shared.GameObjects.Components.Movement;
using Content.Shared.GameObjects.EntitySystems;
using Content.Shared.Maps;
using Content.Shared.Physics;
using Content.Shared.Utility;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Player;
using Robust.Shared.Random;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;

namespace Content.Server.GameObjects.Components.Fluids
{
    /// <summary>
    /// Puddle on a floor
    /// </summary>
    [RegisterComponent]
    public class PuddleComponent : Component, IExamine, IMapInit
    {
        // Current design: Something calls the SpillHelper.Spill, that will either
        // A) Add to an existing puddle at the location (normalised to tile-center) or
        // B) add a new one
        // From this every time a puddle is spilt on it will try and overflow to its neighbours if possible,
        // and also update its appearance based on volume level (opacity) and chemistry color
        // Small puddles will evaporate after a set delay

        // TODO: 'leaves fluidtracks', probably in a separate component for stuff like gibb chunks?;

        // based on behaviour (e.g. someone being punched vs slashed with a sword would have different blood sprite)
        // to check for low volumes for evaporation or whatever

        [Dependency] private readonly IMapManager _mapManager = default!;
        [Dependency] private readonly IRobustRandom _random = default!;
        public override string Name => "Puddle";

        private CancellationTokenSource? _evaporationToken;
        [DataField("evaporate_threshold")]
        private ReagentUnit _evaporateThreshold = ReagentUnit.New(20); // How few <Solution Quantity> we can hold prior to self-destructing
        public ReagentUnit EvaporateThreshold
        {
            get => _evaporateThreshold;
            set => _evaporateThreshold = value;
        }
        private ReagentUnit _slipThreshold = ReagentUnit.New(3);
        public ReagentUnit SlipThreshold
        {
            get => _slipThreshold;
            set => _slipThreshold = value;
        }

        /// <summary>
        ///     The time that it will take this puddle to evaporate, in seconds.
        /// </summary>
        [DataField("evaporate_time")]
        public float EvaporateTime { get; private set; } = 5f;

        [DataField("spill_sound")]
        private string _spillSound = "/Audio/Effects/Fluids/splat.ogg";

        /// <summary>
        /// Whether or not this puddle is currently overflowing onto its neighbors
        /// </summary>
        private bool _overflown;

        private SpriteComponent _spriteComponent = default!;

        public ReagentUnit MaxVolume
        {
            get => _contents.MaxVolume;
            set => _contents.MaxVolume = value;
        }

        [ViewVariables]
        public ReagentUnit CurrentVolume => _contents.CurrentVolume;

        // Volume at which the fluid will try to spill to adjacent components
        // Currently a random number, potentially change
        public ReagentUnit OverflowVolume => _overflowVolume;
        [ViewVariables]
        [DataField("overflow_volume")]
        private ReagentUnit _overflowVolume = ReagentUnit.New(20);
        private ReagentUnit OverflowLeft => CurrentVolume - OverflowVolume;

        private SolutionContainerComponent _contents = default!;
        public bool EmptyHolder => _contents.ReagentList.Count == 0;
        [DataField("variants")]
        private int _spriteVariants = 1;
        // Whether the underlying solution color should be used
        [DataField("recolor")]
        private bool _recolor = default;

        [DataField("state")]
        private string _spriteState = "puddle";

        private bool Slippery => Owner.TryGetComponent(out SlipperyComponent? slippery) && slippery.Slippery;

        public override void Initialize()
        {
            base.Initialize();

            _contents = Owner.EnsureComponentWarn<SolutionContainerComponent>();

            // Smaller than 1m^3 for now but realistically this shouldn't be hit
            MaxVolume = ReagentUnit.New(1000);

            // Random sprite state set server-side so it's consistent across all clients
            _spriteComponent = Owner.EnsureComponent<SpriteComponent>();

            var randomVariant = _random.Next(0, _spriteVariants - 1);

            if (_spriteComponent.BaseRSIPath != null)
            {
                _spriteComponent.LayerSetState(0, $"{_spriteState}-{randomVariant}");
            }

            // UpdateAppearance should get called soon after this so shouldn't need to call Dirty() here

            UpdateStatus();
        }

        void IMapInit.MapInit()
        {
            var robustRandom = IoCManager.Resolve<IRobustRandom>();
            _spriteComponent.Rotation = Angle.FromDegrees(robustRandom.Next(0, 359));
        }

        void IExamine.Examine(FormattedMessage message, bool inDetailsRange)
        {
            if(Slippery)
            {
                message.AddText(Loc.GetString("It looks slippery."));
            }
        }

        /// <summary>
        ///     Whether adding this solution to this puddle would overflow.
        /// </summary>
        /// <param name="solution"></param>
        /// <returns></returns>
        public bool WouldOverflow(Solution solution)
        {
            return (CurrentVolume + solution.TotalVolume > _overflowVolume);
        }

        // Flow rate should probably be controlled globally so this is it for now
        internal bool TryAddSolution(Solution solution, bool sound = true, bool checkForEvaporate = true, bool checkForOverflow = true)
        {
            if (solution.TotalVolume == 0)
            {
                return false;
            }
            var result = _contents.TryAddSolution(solution);
            if (!result)
            {
                return false;
            }

            UpdateStatus();

            if (checkForOverflow)
            {
                CheckOverflow();
            }

            if (checkForEvaporate)
            {
                CheckEvaporate();
            }

            UpdateAppearance();
            if (!sound)
            {
                return true;
            }

            SoundSystem.Play(Filter.Pvs(Owner), _spillSound, Owner.Transform.Coordinates);
            return true;
        }

        internal Solution SplitSolution(ReagentUnit quantity)
        {
            var split = _contents.SplitSolution(quantity);
            CheckEvaporate();
            UpdateAppearance();
            return split;
        }

        public void CheckEvaporate()
        {
            if (CurrentVolume == 0)
            {
                Owner.Delete();
            }
        }

        public void Evaporate()
        {
            _contents.SplitSolution(ReagentUnit.Min(ReagentUnit.New(1), _contents.CurrentVolume));
            if (CurrentVolume == 0)
            {
                Owner.Delete();
            }
            else
            {
                UpdateStatus();
            }
        }

        public void UpdateStatus()
        {
            _evaporationToken?.Cancel();
            if(Owner.Deleted) return;

            UpdateAppearance();
            UpdateSlip();

            if (_evaporateThreshold == ReagentUnit.New(-1) || CurrentVolume > _evaporateThreshold)
            {
                return;
            }

            _evaporationToken = new CancellationTokenSource();

            // KYS to evaporate
            Owner.SpawnTimer(TimeSpan.FromSeconds(EvaporateTime), Evaporate, _evaporationToken.Token);
        }

        private void UpdateSlip()
        {
            if ((_slipThreshold == ReagentUnit.New(-1) || CurrentVolume < _slipThreshold) &&
                Owner.TryGetComponent(out SlipperyComponent? oldSlippery))
            {
                oldSlippery.Slippery = false;
            }
            else if (CurrentVolume >= _slipThreshold)
            {
                var newSlippery = Owner.EnsureComponent<SlipperyComponent>();
                newSlippery.Slippery = true;
            }
        }

        private void UpdateAppearance()
        {
            if (Owner.Deleted || EmptyHolder)
            {
                return;
            }
            // Opacity based on level of fullness to overflow
            // Hard-cap lower bound for visibility reasons
            var volumeScale = (CurrentVolume.Float() / OverflowVolume.Float()) * 0.75f + 0.25f;
            var cappedScale = Math.Min(1.0f, volumeScale);
            // Color based on the underlying solutioncomponent
            Color newColor;
            if (_recolor)
            {
                newColor = _contents.Color.WithAlpha(cappedScale);
            }
            else
            {
                newColor = _spriteComponent.Color.WithAlpha(cappedScale);
            }

            _spriteComponent.Color = newColor;

            _spriteComponent.Dirty();
        }

        /// <summary>
        /// Will overflow this entity to neighboring entities if required
        /// </summary>
        private void CheckOverflow()
        {
            if (CurrentVolume <= _overflowVolume || _overflown)
            {
                return;
            }

            var nextPuddles = new List<PuddleComponent>() {this};
            var overflownPuddles = new List<PuddleComponent>();

            while (OverflowLeft > ReagentUnit.Zero && nextPuddles.Count > 0)
            {
                foreach (var next in nextPuddles.ToArray())
                {
                    nextPuddles.Remove(next);

                    next._overflown = true;
                    overflownPuddles.Add(next);

                    var adjacentPuddles = next.GetAllAdjacentOverflow().ToArray();
                    if (OverflowLeft <= ReagentUnit.Epsilon * adjacentPuddles.Length)
                    {
                        break;
                    }

                    if (adjacentPuddles.Length == 0)
                    {
                        continue;
                    }

                    var numberOfAdjacent = ReagentUnit.New(adjacentPuddles.Length);
                    var overflowSplit = OverflowLeft / numberOfAdjacent;
                    foreach (var adjacent in adjacentPuddles)
                    {
                        var adjacentPuddle = adjacent();
                        var quantity = ReagentUnit.Min(overflowSplit, adjacentPuddle.OverflowVolume);
                        var spillAmount = _contents.SplitSolution(quantity);

                        adjacentPuddle.TryAddSolution(spillAmount, false, false, false);
                        nextPuddles.Add(adjacentPuddle);
                    }
                }
            }

            foreach (var puddle in overflownPuddles)
            {
                puddle._overflown = false;
            }
        }

        /// <summary>
        /// Tries to get an adjacent coordinate to overflow to, unless it is blocked by a wall on the
        /// same tile or the tile is empty
        /// </summary>
        /// <param name="direction">The direction to get the puddle from, respective to this one</param>
        /// <param name="puddle">The puddle that was found or is to be created, or null if there
        /// is a wall in the way</param>
        /// <returns>true if a puddle was found or created, false otherwise</returns>
        private bool TryGetAdjacentOverflow(Direction direction, [NotNullWhen(true)] out Func<PuddleComponent>? puddle)
        {
            puddle = default;

            // We're most likely in space, do nothing.
            if (!Owner.Transform.GridID.IsValid())
                return false;

            var mapGrid = _mapManager.GetGrid(Owner.Transform.GridID);
            var coords = Owner.Transform.Coordinates;

            if (!coords.Offset(direction).TryGetTileRef(out var tile))
            {
                return false;
            }

            // If space return early, let that spill go out into the void
            if (tile.Value.Tile.IsEmpty)
            {
                return false;
            }

            if (!Owner.Transform.Anchored)
                return false;

            foreach (var entity in mapGrid.GetInDir(coords, direction))
            {
                if (Owner.EntityManager.ComponentManager.TryGetComponent(entity, out IPhysBody? physics) &&
                    (physics.CollisionLayer & (int) CollisionGroup.Impassable) != 0)
                {
                    puddle = default;
                    return false;
                }

                if (Owner.EntityManager.ComponentManager.TryGetComponent(entity, out PuddleComponent? existingPuddle))
                {
                    if (existingPuddle._overflown)
                    {
                        return false;
                    }

                    puddle = () => existingPuddle;
                }
            }

            if (puddle == default)
            {
                puddle = () => Owner.EntityManager.SpawnEntity(Owner.Prototype?.ID, mapGrid.DirectionToGrid(coords, direction)).GetComponent<PuddleComponent>();
            }

            return true;
        }

        /// <summary>
        /// Finds or creates adjacent puddles in random directions from this one
        /// </summary>
        /// <returns>Enumerable of the puddles found or to be created</returns>
        private IEnumerable<Func<PuddleComponent>> GetAllAdjacentOverflow()
        {
            foreach (var direction in SharedDirectionExtensions.RandomDirections())
            {
                if (TryGetAdjacentOverflow(direction, out var puddle))
                {
                    yield return puddle;
                }
            }
        }
    }
}
