-- | Handle atomic commands on the server, after they are executed
-- to change server 'State' and before they are sent to clients.
module Game.LambdaHack.Server.HandleAtomicM
  ( cmdAtomicSemSer
#ifdef EXPOSE_INTERNAL
    -- * Internal operations
  , invalidateArenas, updateSclear, updateSlit
  , invalidateLucidLid, invalidateLucidAid
  , actorHasShine, itemAffectsShineRadius, itemAffectsPerRadius
  , addPerActor, addPerActorAny, deletePerActor, deletePerActorAny
  , invalidatePerActor, reconsiderPerActor, invalidatePerLid
#endif
  ) where

import Prelude ()

import Game.LambdaHack.Common.Prelude

import qualified Data.EnumMap.Strict as EM
import qualified Data.EnumSet as ES

import           Game.LambdaHack.Atomic
import           Game.LambdaHack.Common.Actor
import           Game.LambdaHack.Common.ActorState
import           Game.LambdaHack.Common.Item
import qualified Game.LambdaHack.Common.Kind as Kind
import           Game.LambdaHack.Common.Level
import           Game.LambdaHack.Common.Misc
import           Game.LambdaHack.Common.MonadStateRead
import           Game.LambdaHack.Common.Point
import qualified Game.LambdaHack.Common.PointArray as PointArray
import           Game.LambdaHack.Common.State
import qualified Game.LambdaHack.Common.Tile as Tile
import           Game.LambdaHack.Content.TileKind (TileKind)
import           Game.LambdaHack.Server.Fov
import           Game.LambdaHack.Server.MonadServer
import           Game.LambdaHack.Server.State

-- | Effect of atomic actions on server state is calculated
-- with the global state from after the command is executed
-- (except where the supplied @oldState@ is used).
cmdAtomicSemSer :: MonadServer m => State -> UpdAtomic -> m ()
cmdAtomicSemSer oldState cmd = case cmd of
  UpdCreateActor aid b _ -> do
    actorAspect <- getsState sactorAspect
    when (actorHasShine actorAspect aid) $ invalidateLucidLid $ blid b
    addPerActor aid b
  UpdDestroyActor aid b _ -> do
    let actorAspectOld = sactorAspect oldState
    when (actorHasShine actorAspectOld aid) $ invalidateLucidLid $ blid b
    deletePerActor actorAspectOld aid b
    modifyServer $ \ser ->
      ser {sactorTime = EM.adjust (EM.adjust (EM.delete aid) (blid b)) (bfid b)
                        (sactorTime ser)}
  UpdCreateItem iid _ _ (CFloor lid _) -> do
    discoAspect <- getsState sdiscoAspect
    when (itemAffectsShineRadius discoAspect iid []) $ invalidateLucidLid lid
  UpdCreateItem iid _ _ (CActor aid store) -> do
    discoAspect <- getsState sdiscoAspect
    when (itemAffectsShineRadius discoAspect iid [store]) $
      invalidateLucidAid aid
    when (store `elem` [CEqp, COrgan]) $
      when (itemAffectsPerRadius discoAspect iid) $ reconsiderPerActor aid
  UpdDestroyItem iid _ _ (CFloor lid _) -> do
    discoAspect <- getsState sdiscoAspect
    when (itemAffectsShineRadius discoAspect iid []) $ invalidateLucidLid lid
  UpdDestroyItem iid _ _ (CActor aid store) -> do
    discoAspect <- getsState sdiscoAspect
    when (itemAffectsShineRadius discoAspect iid [store]) $
      invalidateLucidAid aid
    when (store `elem` [CEqp, COrgan]) $
      when (itemAffectsPerRadius discoAspect iid) $ reconsiderPerActor aid
  UpdSpotActor aid b _ -> do
    -- On server, it does't affect aspects, but does affect lucid (Ascend).
    actorAspect <- getsState sactorAspect
    when (actorHasShine actorAspect aid) $ invalidateLucidLid $ blid b
    addPerActor aid b
  UpdLoseActor aid b _ -> do
    -- On server, it does't affect aspects, but does affect lucid (Ascend).
    let actorAspectOld = sactorAspect oldState
    when (actorHasShine actorAspectOld aid) $ invalidateLucidLid $ blid b
    deletePerActor actorAspectOld aid b
    modifyServer $ \ser ->
      ser {sactorTime = EM.adjust (EM.adjust (EM.delete aid) (blid b)) (bfid b)
                        (sactorTime ser)}
  UpdSpotItem _ iid _ _ (CFloor lid _) -> do
    discoAspect <- getsState sdiscoAspect
    when (itemAffectsShineRadius discoAspect iid []) $ invalidateLucidLid lid
  UpdSpotItem _ iid _ _ (CActor aid store) -> do
    discoAspect <- getsState sdiscoAspect
    when (itemAffectsShineRadius discoAspect iid [store]) $
      invalidateLucidAid aid
    when (store `elem` [CEqp, COrgan]) $
      when (itemAffectsPerRadius discoAspect iid) $ reconsiderPerActor aid
  UpdLoseItem _ iid _ _ (CFloor lid _) -> do
    discoAspect <- getsState sdiscoAspect
    when (itemAffectsShineRadius discoAspect iid []) $ invalidateLucidLid lid
  UpdLoseItem _ iid _ _ (CActor aid store) -> do
    discoAspect <- getsState sdiscoAspect
    when (itemAffectsShineRadius discoAspect iid [store]) $
      invalidateLucidAid aid
    when (store `elem` [CEqp, COrgan]) $
      when (itemAffectsPerRadius discoAspect iid) $ reconsiderPerActor aid
  UpdSpotItemBag (CFloor lid _) bag _ais -> do
    discoAspect <- getsState sdiscoAspect
    let iids = EM.keys bag
    when (any (\iid -> itemAffectsShineRadius discoAspect iid []) iids) $
      invalidateLucidLid lid
  UpdSpotItemBag (CActor aid store) bag _ais -> do
    discoAspect <- getsState sdiscoAspect
    let iids = EM.keys bag
    when (any (\iid -> itemAffectsShineRadius discoAspect iid [store]) iids) $
      invalidateLucidAid aid
    when (store `elem` [CEqp, COrgan]) $
      when (any (itemAffectsPerRadius discoAspect) iids) $
        reconsiderPerActor aid
  UpdLoseItemBag (CFloor lid _) bag _ais -> do
    discoAspect <- getsState sdiscoAspect
    let iids = EM.keys bag
    when (any (\iid -> itemAffectsShineRadius discoAspect iid []) iids) $
      invalidateLucidLid lid
  UpdLoseItemBag (CActor aid store) bag _ais -> do
    discoAspect <- getsState sdiscoAspect
    let iids = EM.keys bag
    when (any (\iid -> itemAffectsShineRadius discoAspect iid [store]) iids) $
      invalidateLucidAid aid
    when (store `elem` [CEqp, COrgan]) $
      when (any (itemAffectsPerRadius discoAspect) iids) $
        reconsiderPerActor aid
  UpdMoveActor aid _ _ -> do
    actorAspect <- getsState sactorAspect
    when (actorHasShine actorAspect aid) $ invalidateLucidAid aid
    invalidatePerActor aid
  UpdDisplaceActor aid1 aid2 -> do
    actorAspect <- getsState sactorAspect
    when (actorHasShine actorAspect aid1 || actorHasShine actorAspect aid2) $
      invalidateLucidAid aid1  -- the same lid as aid2
    invalidatePerActor aid1
    invalidatePerActor aid2
  UpdMoveItem iid _k aid s1 s2 -> do
    discoAspect <- getsState sdiscoAspect
    let itemAffectsPer = itemAffectsPerRadius discoAspect iid
        invalidatePer = when itemAffectsPer $ reconsiderPerActor aid
        itemAffectsShine = itemAffectsShineRadius discoAspect iid [s1, s2]
        invalidateLucid = when itemAffectsShine $ invalidateLucidAid aid
    case s1 of
      CEqp -> case s2 of
        COrgan -> return ()
        _ -> do
          invalidateLucid
          invalidatePer
      COrgan -> case s2 of
        CEqp -> return ()
        _ -> do
          invalidateLucid
          invalidatePer
      _ -> do
        invalidateLucid  -- from itemAffects, s2 provides light or s1 is CGround
        when (s2 `elem` [CEqp, COrgan]) invalidatePer
  UpdRefillCalm aid _ -> do
    AspectRecord{aSight} <- getsState $ getActorAspect aid
    body <- getsState $ getActorBody aid
    let oldBody = getActorBody aid oldState
        radiusOld = boundSightByCalm aSight (bcalm oldBody)
        radiusNew = boundSightByCalm aSight (bcalm body)
    when (radiusOld /= radiusNew) $ invalidatePerActor aid
  UpdLeadFaction{} -> invalidateArenas
  UpdRecordKill{} -> invalidateArenas
  UpdAlterTile lid pos fromTile toTile -> do
    clearChanged <- updateSclear lid pos fromTile toTile
    litChanged <- updateSlit lid pos fromTile toTile
    when (clearChanged || litChanged) $ invalidateLucidLid lid
    when clearChanged $ invalidatePerLid lid
  _ -> return ()

invalidateArenas :: MonadServer m => m ()
invalidateArenas = modifyServer $ \ser -> ser {svalidArenas = False}

updateSclear :: MonadServer m
             => LevelId -> Point -> Kind.Id TileKind -> Kind.Id TileKind
             -> m Bool
updateSclear lid pos fromTile toTile = do
  Kind.COps{coTileSpeedup} <- getsState scops
  let fromClear = Tile.isClear coTileSpeedup fromTile
      toClear = Tile.isClear coTileSpeedup toTile
  if fromClear == toClear then return False else do
    let f FovClear{fovClear} =
          FovClear $ fovClear PointArray.// [(pos, toClear)]
    modifyServer $ \ser ->
      ser {sfovClearLid = EM.adjust f lid $ sfovClearLid ser}
    return True

updateSlit :: MonadServer m
           => LevelId -> Point -> Kind.Id TileKind -> Kind.Id TileKind -> m Bool
updateSlit lid pos fromTile toTile = do
  Kind.COps{coTileSpeedup} <- getsState scops
  let fromLit = Tile.isLit coTileSpeedup fromTile
      toLit = Tile.isLit coTileSpeedup toTile
  if fromLit == toLit then return False else do
    let f (FovLit set) =
          FovLit $ if toLit then ES.insert pos set else ES.delete pos set
    modifyServer $ \ser -> ser {sfovLitLid = EM.adjust f lid $ sfovLitLid ser}
    return True

invalidateLucidLid :: MonadServer m => LevelId -> m ()
invalidateLucidLid lid =
  modifyServer $ \ser ->
    ser { sfovLucidLid = EM.insert lid FovInvalid $ sfovLucidLid ser
        , sperValidFid = EM.map (EM.insert lid False) $ sperValidFid ser }

invalidateLucidAid :: MonadServer m => ActorId -> m ()
invalidateLucidAid aid = do
  lid <- getsState $ blid . getActorBody aid
  invalidateLucidLid lid

actorHasShine :: ActorAspect -> ActorId -> Bool
actorHasShine actorAspect aid = case EM.lookup aid actorAspect of
  Just AspectRecord{aShine} -> aShine > 0
  Nothing -> error $ "" `showFailure` aid

itemAffectsShineRadius :: DiscoveryAspect -> ItemId -> [CStore] -> Bool
itemAffectsShineRadius discoAspect iid stores =
  (null stores || not (null $ intersect stores [CEqp, COrgan, CGround]))
  && case EM.lookup iid discoAspect of
    Just AspectRecord{aShine} -> aShine /= 0
    Nothing -> error $ "" `showFailure` iid

itemAffectsPerRadius :: DiscoveryAspect -> ItemId -> Bool
itemAffectsPerRadius discoAspect iid =
  case EM.lookup iid discoAspect of
    Just AspectRecord{aSight, aSmell, aNocto} ->
      aSight /= 0 || aSmell /= 0 || aNocto /= 0
    Nothing -> error $ "" `showFailure` iid

addPerActor :: MonadServer m => ActorId -> Actor -> m ()
addPerActor aid b = do
  AspectRecord{..} <- getsState $ getActorAspect aid
  unless (aSight <= 0 && aNocto <= 0 && aSmell <= 0) $ addPerActorAny aid b

addPerActorAny :: MonadServer m => ActorId -> Actor -> m ()
addPerActorAny aid b = do
  let fid = bfid b
      lid = blid b
      f PerceptionCache{perActor} = PerceptionCache
        { ptotal = FovInvalid
        , perActor = EM.insert aid FovInvalid perActor }
  modifyServer $ \ser ->
    ser { sperCacheFid = EM.adjust (EM.adjust f lid) fid $ sperCacheFid ser
        , sperValidFid = EM.adjust (EM.insert lid False) fid
                         $ sperValidFid ser }

deletePerActor :: MonadServer m => ActorAspect -> ActorId -> Actor -> m ()
deletePerActor actorAspectOld aid b = do
  let AspectRecord{..} = actorAspectOld EM.! aid
  unless (aSight <= 0 && aNocto <= 0 && aSmell <= 0) $ deletePerActorAny aid b

deletePerActorAny :: MonadServer m => ActorId -> Actor -> m ()
deletePerActorAny aid b = do
  let fid = bfid b
      lid = blid b
      f PerceptionCache{perActor} = PerceptionCache
        { ptotal = FovInvalid
        , perActor = EM.delete aid perActor }
  modifyServer $ \ser ->
    ser { sperCacheFid = EM.adjust (EM.adjust f lid) fid $ sperCacheFid ser
        , sperValidFid = EM.adjust (EM.insert lid False) fid
                         $ sperValidFid ser }

invalidatePerActor :: MonadServer m => ActorId -> m ()
invalidatePerActor aid = do
  AspectRecord{..} <- getsState $ getActorAspect aid
  unless (aSight <= 0 && aNocto <= 0 && aSmell <= 0) $ do
    b <- getsState $ getActorBody aid
    addPerActorAny aid b

reconsiderPerActor :: MonadServer m => ActorId -> m ()
reconsiderPerActor aid = do
  b <- getsState $ getActorBody aid
  AspectRecord{..} <- getsState $ getActorAspect aid
  if aSight <= 0 && aNocto <= 0 && aSmell <= 0
  then do
    perCacheFid <- getsServer sperCacheFid
    when (EM.member aid $ perActor ((perCacheFid EM.! bfid b) EM.! blid b)) $
      deletePerActorAny aid b
  else addPerActorAny aid b

invalidatePerLid :: MonadServer m => LevelId -> m ()
invalidatePerLid lid = do
  let f pc@PerceptionCache{perActor}
        | EM.null perActor = pc
        | otherwise = PerceptionCache
          { ptotal = FovInvalid
          , perActor = EM.map (const FovInvalid) perActor }
  modifyServer $ \ser ->
    let perCacheFidNew = EM.map (EM.adjust f lid) $ sperCacheFid ser
        g fid valid |
          ptotal ((perCacheFidNew EM.! fid) EM.! lid) == FovInvalid =
          EM.insert lid False valid
        g _ valid = valid
    in ser { sperCacheFid = perCacheFidNew
           , sperValidFid = EM.mapWithKey g $ sperValidFid ser }