#!/usr/bin/env python
from enum import Enum, auto
from math import sqrt
from random import choice, randint
from typing import List

from dungeonbattle.display.texturepack import TexturePack


class Map:
    """
    Object that represents a Map with its width, height
    and the whole tiles, with their custom properties.
    """
    width: int
    height: int
    start_y: int
    start_x: int
    tiles: List[List["Tile"]]
    entities: List["Entity"]
    # coordinates of the point that should be
    # on the topleft corner of the screen
    currentx: int
    currenty: int

    def __init__(self, width: int, height: int, tiles: list,
                 start_y: int, start_x: int):
        self.width = width
        self.height = height
        self.start_y = start_y
        self.start_x = start_x
        self.tiles = tiles
        self.entities = []

    def add_entity(self, entity: "Entity") -> None:
        """
        Register a new entity in the map.
        """
        self.entities.append(entity)
        entity.map = self

    def remove_entity(self, entity: "Entity") -> None:
        """
        Unregister an entity from the map.
        """
        self.entities.remove(entity)

    def is_free(self, y: int, x: int) -> bool:
        """
        Indicates that the case at the coordinates (y, x) is empty.
        """
        return 0 <= y < self.height and 0 <= x < self.width and \
            self.tiles[y][x].can_walk() and \
            not any(entity.x == x and entity.y == y for entity in self.entities)

    @staticmethod
    def load(filename: str) -> "Map":
        """
        Read a file that contains the content of a map, and build a Map object.
        """
        with open(filename, "r") as f:
            file = f.read()
        return Map.load_from_string(file)

    @staticmethod
    def load_from_string(content: str) -> "Map":
        """
        Load a map represented by its characters and build a Map object.
        """
        lines = content.split("\n")
        first_line = lines[0]
        start_y, start_x = map(int, first_line.split(" "))
        lines = [line for line in lines[1:] if line]
        height = len(lines)
        width = len(lines[0])
        tiles = [[Tile.from_ascii_char(c)
                  for x, c in enumerate(line)] for y, line in enumerate(lines)]

        return Map(width, height, tiles, start_y, start_x)

    def draw_string(self, pack: TexturePack) -> str:
        """
        Draw the current map as a string object that can be rendered
        in the window.
        """
        return "\n".join("".join(tile.char(pack) for tile in line)
                         for line in self.tiles)

    def spawn_random_entities(self, count: int) -> None:
        """
        Put randomly {count} hedgehogs on the map, where it is available.
        """
        for _ in range(count):
            y, x = 0, 0
            while True:
                y, x = randint(0, self.height - 1), randint(0, self.width - 1)
                tile = self.tiles[y][x]
                if tile.can_walk():
                    break
            entity = choice(Entity.get_all_entity_classes())()
            entity.move(y, x)
            self.add_entity(entity)

    def tick(self) -> None:
        """
        Trigger all entity events.
        """
        for entity in self.entities:
            entity.act(self)


class Tile(Enum):
    EMPTY = auto()
    WALL = auto()
    FLOOR = auto()

    @classmethod
    def from_ascii_char(cls, ch: str) -> "Tile":
        for tile in Tile:
            if tile.char(TexturePack.ASCII_PACK) == ch:
                return tile
        raise ValueError(ch)

    def char(self, pack: TexturePack) -> str:
        return getattr(pack, self.name)

    def is_wall(self) -> bool:
        return self == Tile.WALL

    def can_walk(self) -> bool:
        """
        Check if an entity (player or not) can move in this tile.
        """
        return not self.is_wall() and self != Tile.EMPTY


class Entity:
    y: int
    x: int
    name: str
    map: Map

    def __init__(self):
        self.y = 0
        self.x = 0

    def check_move(self, y: int, x: int, move_if_possible: bool = False)\
            -> bool:
        free = self.map.is_free(y, x)
        if free and move_if_possible:
            self.move(y, x)
        return free

    def move(self, y: int, x: int) -> bool:
        self.y = y
        self.x = x
        return True

    def move_up(self, force: bool = False) -> bool:
        return self.move(self.y - 1, self.x) if force else \
            self.check_move(self.y - 1, self.x, True)

    def move_down(self, force: bool = False) -> bool:
        return self.move(self.y + 1, self.x) if force else \
            self.check_move(self.y + 1, self.x, True)

    def move_left(self, force: bool = False) -> bool:
        return self.move(self.y, self.x - 1) if force else \
            self.check_move(self.y, self.x - 1, True)

    def move_right(self, force: bool = False) -> bool:
        return self.move(self.y, self.x + 1) if force else \
            self.check_move(self.y, self.x + 1, True)

    def act(self, m: Map) -> None:
        """
        Define the action of the entity that is ran each tick.
        By default, does nothing.
        """
        pass

    def distance_squared(self, other: "Entity") -> int:
        """
        Get the square of the distance to another entity.
        Useful to check distances since square root takes time.
        """
        return (self.y - other.y) ** 2 + (self.x - other.x) ** 2

    def distance(self, other: "Entity") -> float:
        """
        Get the cartesian distance to another entity.
        """
        return sqrt(self.distance_squared(other))

    def is_fighting_entity(self) -> bool:
        return isinstance(self, FightingEntity)

    def is_item(self) -> bool:
        from dungeonbattle.entities.items import Item
        return isinstance(self, Item)

    @staticmethod
    def get_all_entity_classes():
        from dungeonbattle.entities.items import Heart, Bomb
        from dungeonbattle.entities.monsters import Beaver, Hedgehog, \
            Rabbit, TeddyBear
        return [Beaver, Bomb, Heart, Hedgehog, Rabbit, TeddyBear]


class FightingEntity(Entity):
    maxhealth: int
    health: int
    strength: int
    dead: bool
    intelligence: int
    charisma: int
    dexterity: int
    constitution: int
    level: int

    def __init__(self):
        super().__init__()
        self.health = self.maxhealth
        self.dead = False

    def hit(self, opponent: "FightingEntity") -> None:
        opponent.take_damage(self, self.strength)

    def take_damage(self, attacker: "Entity", amount: int) -> None:
        self.health -= amount
        if self.health <= 0:
            self.die()

    def die(self) -> None:
        self.dead = True
        self.map.remove_entity(self)