#ifndef ESS_H
#define ESS_H

/*************************************************************************/
/*  ess.h                                                                */
/*************************************************************************/
/*                         This file is part of:                         */
/*                          PANDEMONIUM ENGINE                           */
/*             https://github.com/Relintai/pandemonium_engine            */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar.                              */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
/*                                                                       */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the       */
/* "Software"), to deal in the Software without restriction, including   */
/* without limitation the rights to use, copy, modify, merge, publish,   */
/* distribute, sublicense, and/or sell copies of the Software, and to    */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions:                                             */
/*                                                                       */
/* The above copyright notice and this permission notice shall be        */
/* included in all copies or substantial portions of the Software.       */
/*                                                                       */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
/*************************************************************************/

#include "core/bind/core_bind.h"
#include "core/config/engine.h"
#include "core/object/object.h"
#include "core/object/resource.h"
#include "core/string/ustring.h"

#include "scene/main/node.h"

#include "../defines.h"
#include "modules/modules_enabled.gen.h"

class ESSResourceDB;
class ESSEntitySpawner;
class EntityCreateInfo;
class ESSMaterialCache;

class ESS : public Object {
	GDCLASS(ESS, Object);

public:
	static ESS *get_singleton();

	bool get_use_spell_points() const;
	void set_use_spell_points(const bool value);

	bool get_scale_spells_by_default() const;
	void set_scale_spells_by_default(const bool value);

	bool get_automatic_load() const;
	void set_automatic_load(const bool load);

	bool get_load_folders() const;
	void set_load_folders(const bool load);

	bool get_use_class_xp() const;
	void set_use_class_xp(const bool value);

	bool get_allow_class_spell_learning() const;
	void set_allow_class_spell_learning(const bool value);

	bool get_allow_class_recipe_learning() const;
	void set_allow_class_recipe_learning(const bool value);

	int get_auto_learn_spells() const;
	void set_auto_learn_spells(const int value);

	Ref<ESSResourceDB> get_resource_db();
	void set_resource_db(const Ref<ESSResourceDB> &resource_db);

	ESSEntitySpawner *get_entity_spawner();
	void set_entity_spawner(ESSEntitySpawner *spawner);
	void set_entity_spawner_bind(Node *spawner);

	String get_resource_db_path();
	void set_resource_db_path(const String &path);

	void request_entity_spawn(Ref<EntityCreateInfo> info);
	void request_entity_spawn_deferred(Ref<EntityCreateInfo> info);

	void load_resource_db();
	Ref<Resource> load_resource(const String &path, const String &type_hint = "");

	void load_all();

	//Stats
	String stat_get_string() const;
	void stat_set_string(const String &stat_enum_string);

	int stat_get_id(const StringName &name) const;
	StringName stat_get_name(const int id) const;

	int stat_get_property_id(const StringName &name) const;
	StringName stat_get_property_name(const int id) const;
	bool stat_is_property(const StringName &name) const;

	int stat_get_count() const;

	PoolStringArray stats_get() const;
	void stats_set(const PoolStringArray &array);

	int stat_get_main_stat_count() const;
	void stat_set_main_stat_count(const int index);

	//Equipslots
	String equip_slot_get_string() const;
	void equip_slot_set_string(const String &equip_slot_enum_string);

	int equip_slot_get_id(const StringName &name) const;
	StringName equip_slot_get_name(const int id) const;

	int equip_slot_get_property_id(const StringName &name) const;
	StringName equip_slot_get_property_name(const int id) const;
	bool equip_slot_is_property(const StringName &name) const;

	int equip_slot_get_count() const;

	PoolStringArray equip_slots_get() const;
	void equip_slots_set(const PoolStringArray &array);

	//Skeletons
	String entity_types_get() const;
	void entity_types_set(const String &value);

	String skeletons_bones_index_get(const int index) const;
	int skeletons_bones_count();

	PoolStringArray skeletons_bones_get() const;
	void skeletons_bones_set(const PoolStringArray &value);

	String skeletons_bone_attachment_index_get(const int index) const;
	int skeletons_bone_attachments_count();

	PoolStringArray skeletons_bone_attachment_points_get() const;
	void skeletons_bone_attachment_points_set(const PoolStringArray &value);

	//Other
	String model_visual_groups_get() const;
	void model_visual_groups_set(const String &value);

	String texture_layers_get() const;
	void texture_layers_set(const String &value);

	//Diminishing Returns
	String dminishing_return_categories_get() const;
	void dminishing_return_categories_set(const String &value);

	float dminishing_return_length_get() const;
	void dminishing_return_length_set(const float value);

	int dminishing_return_steps_get() const;
	void dminishing_return_steps_set(const int value);

	//Levels/XP
	int get_max_character_level() const;
	int get_max_class_level() const;

	int get_character_xp(int current_level);
	void set_character_xp(int current_level, int value);
	bool can_character_level_up(int current_level);

	PoolIntArray get_character_xp_data();
	void set_character_xp_data(const PoolIntArray &data);

	int get_class_xp(int current_level);
	void set_class_xp(int current_level, int value);
	bool can_class_level_up(int current_level);

	PoolIntArray get_class_xp_data();
	void set_class_xp_data(const PoolIntArray &data);

#ifdef MODULE_TEXTURE_PACKER_ENABLED
	int get_texture_flags() const;
	void set_texture_flags(const int flags);

	int get_max_atlas_size() const;
	void set_max_atlas_size(const int size);

	bool get_keep_original_atlases() const;
	void set_keep_original_atlases(const bool value);

	Color get_background_color() const;
	void set_background_color(const Color &color);

	int get_margin() const;
	void set_margin(const int margin);
#endif

	StringName get_default_ess_material_cache_class();
	void set_default_ess_material_cache_class(const StringName &cls_name);

	PoolStringArray material_paths_get() const;
	void material_paths_set(const PoolStringArray &array);

	void material_add(const Ref<Material> &value);
	Ref<Material> material_get(const int index);
	void material_set(const int index, const Ref<Material> &value);
	void material_remove(const int index);
	int material_get_num() const;
	void materials_clear();
	void materials_load();
	void ensure_materials_loaded();

	Vector<Variant> materials_get();
	void materials_set(const Vector<Variant> &materials);

	Ref<ESSMaterialCache> material_cache_get(const uint64_t key);
	void material_cache_unref(const uint64_t key);

	ESS();
	~ESS();

protected:
	static void _bind_methods();

private:
	bool _automatic_load;

	Ref<ESSResourceDB> _ess_resource_db;
	ESSEntitySpawner *_ess_entity_spawner;

	String _ess_resource_db_path;

	static ESS *instance;

	bool _use_spell_points;
	bool _scale_spells_by_default;
	bool _automatic_class_levelups;
	bool _use_global_class_level;
	bool _use_class_xp;
	bool _allow_class_spell_learning;
	bool _allow_class_recipe_learning;
	bool _auto_learn_spells;

	//Stats
	Vector<StringName> _stat_id_to_name;
	HashMap<StringName, int> _stat_name_to_id;

	Vector<StringName> _stat_id_to_property;
	HashMap<StringName, int> _stat_property_to_id;

	String _stat_enum_string;
	int _stat_main_stat_count;

	//Equipslots
	Vector<StringName> _equip_slot_id_to_name;
	HashMap<StringName, int> _equip_slot_name_to_id;

	Vector<StringName> _equip_slot_id_to_property;
	HashMap<StringName, int> _equip_slot_property_to_id;

	String _equip_slot_enum_string;

	//Entity Types
	String _entity_types;
	PoolStringArray _skeletons_bones;
	PoolStringArray _skeletons_bone_attachment_points;

	//Other
	String _model_visual_groups;
	String _texture_layers;

	//Diminishing Returns
	String _dminishing_return_categories;
	float _dminishing_return_length;
	int _dminishing_return_steps;

	//Levels/XP
	PoolIntArray _class_xps;
	PoolIntArray _character_xps;

	StringName _default_ess_material_cache_class;

	Mutex _material_cache_mutex;

	RBMap<uint64_t, Ref<ESSMaterialCache>> _material_cache;

#ifdef MODULE_TEXTURE_PACKER_ENABLED
	int _texture_flags;
	int _max_atlas_size;
	bool _keep_original_atlases;
	Color _background_color;
	int _margin;
#endif

	PoolStringArray _material_paths;
	Vector<Ref<Material>> _materials;
};

#endif