#include "CoinSystemScript.h"
#include "CoinPool.h"
#include "api/CircleCollider.h"
#include "api/Metadata.h"
#include "api/Sprite.h"
#include "api/Transform.h"
#include <random>
#include "iostream"

using namespace crepe;
using namespace std;

std::vector<CoinData> CoinSystemScript::coin_locations;

void CoinSystemScript::init() {
	engine.seed(rd());
}

void CoinSystemScript::add_location(const crepe::vec2& location){
	coin_locations.push_back(CoinData(location));
}

float CoinSystemScript::preset_1(const vec2 & begin_position){
	vec2 top = {begin_position.x, begin_position.y - (this->ROW_OFFSET_1)};
	vec2 bottom = {begin_position.x, begin_position.y + (this->ROW_OFFSET_1)};

	// Add locations for the top row
	for (int i = 0; i < COLUM_AMOUNT_1; ++i) {
		add_location(top);
		top.x += this->COLUM_OFFSET_1;
	}

	// Add locations for the bottom row
	bottom.x +=this->COLUM_OFFSET_1 * COLUM_AMOUNT_1;
	for (int i = 0; i < COLUM_AMOUNT_1; ++i) {
		add_location(bottom);
		bottom.x += this->COLUM_OFFSET_1;
	}

	// Add locations for the next set of the top row
	top.x += this->COLUM_OFFSET_1 * COLUM_AMOUNT_1;
	for (int i = 0; i < COLUM_AMOUNT_1; ++i) {
		add_location(top);
		top.x += this->COLUM_OFFSET_1;
	}

	// Add locations for the next set of the bottom row
	bottom.x +=this->COLUM_OFFSET_1 * COLUM_AMOUNT_1;
	for (int i = 0; i < COLUM_AMOUNT_1; ++i) {
		add_location(bottom);
		bottom.x += this->COLUM_OFFSET_1;
	}

	return bottom.x-begin_position.x;
}

float CoinSystemScript::preset_2(const vec2 & begin_position){
	vec2 top = {begin_position.x+this->COLUM_OFFSET_2, begin_position.y - this->ROW_OFFSET_2};
	vec2 middle = begin_position;
	vec2 bottom = {begin_position.x+this->COLUM_OFFSET_2, begin_position.y + this->ROW_OFFSET_2};

	// Add locations for the next set of the bottom row
	for (int i = 0; i < COLUM_AMOUNT_2-2; ++i) {
		add_location(bottom);
		bottom.x += this->COLUM_OFFSET_2;
	}

	// Add locations for the next set of the middle row
	for (int i = 0; i < COLUM_AMOUNT_2; ++i) {
		add_location(middle);
		middle.x += this->COLUM_OFFSET_2;
	}

	// Add locations for the next set of the top row
	for (int i = 0; i < COLUM_AMOUNT_2-2; ++i) {
		add_location(top);
		top.x += this->COLUM_OFFSET_2;
	}

	return middle.x-begin_position.x;
}

float CoinSystemScript::preset_3(const vec2 & begin_position){
	vec2 location = {begin_position.x, begin_position.y - (this->ROW_OFFSET_3)};


	// Add locations for the top row
	for (int i = 0; i < COLUM_AMOUNT_3; ++i) {
		add_location(location);
		location.x += this->COLUM_OFFSET_3;
	}

	// Add locations for the bottom row
	location.y +=this->ROW_OFFSET_3;
	location.x += this->COLUM_OFFSET_3;
	for (int i = 0; i < COLUM_AMOUNT_3; ++i) {
		add_location(location);
		location.x += this->COLUM_OFFSET_3;
	}

	// Add locations for the next set of the top row
	location.y +=this->ROW_OFFSET_3;
	location.x += this->COLUM_OFFSET_3;
	for (int i = 0; i < COLUM_AMOUNT_3; ++i) {
		add_location(location);
		location.x += this->COLUM_OFFSET_3;
	}

	return location.x-begin_position.x;
}

float CoinSystemScript::preset_4(const vec2 & begin_position){
	vec2 location = {begin_position.x, begin_position.y + (this->ROW_OFFSET_4)};


	// Add locations for the top row
	for (int i = 0; i < COLUM_AMOUNT_4; ++i) {
		add_location(location);
		location.x += this->COLUM_OFFSET_4;
	}

	// Add locations for the bottom row
	location.y -=this->ROW_OFFSET_4;
	location.x += this->COLUM_OFFSET_4;
	for (int i = 0; i < COLUM_AMOUNT_4; ++i) {
		add_location(location);
		location.x += this->COLUM_OFFSET_4;
	}

	// Add locations for the next set of the top row
	location.y -=this->ROW_OFFSET_4;
	location.x += this->COLUM_OFFSET_4;
	for (int i = 0; i < COLUM_AMOUNT_4; ++i) {
		add_location(location);
		location.x += this->COLUM_OFFSET_4;
	}

	return location.x-begin_position.x;
}

float CoinSystemScript::preset_5(const vec2 & begin_position){
	vec2 location = {begin_position.x, begin_position.y-ROW_OFFSET_5/2};
	for (int i = 0; i < COLUM_AMOUNT_5; ++i){
		add_location(location);
		location.x += this->COLUM_OFFSET_5;
	}
	return location.x-begin_position.x;
}



void CoinSystemScript::frame_update(crepe::duration_t dt)
{
	this->despawn_coins();
	this->generate_locations();
	this->spawn_coins();	
}

void CoinSystemScript::despawn_coins() {
	// Get the current x-position of the CoinSystem's Transform component
	float position = this->get_component<Transform>().position.x;

	// Retrieve all active coin sprites tagged as "coin"
	RefVector<Sprite> coin_sprites = this->get_components_by_tag<Sprite>("coin");

	for (Sprite& coin_sprite : coin_sprites) {
		if (!coin_sprite.active) continue; // Skip inactive sprites

		// Retrieve the corresponding Transform, Metadata, and CircleCollider components
		Transform& coin_transform = this->get_components_by_id<Transform>(coin_sprite.game_object_id).front().get();
		Metadata& coin_metadata = this->get_components_by_id<Metadata>(coin_sprite.game_object_id).front().get();
		CircleCollider& coin_collider = this->get_components_by_id<CircleCollider>(coin_sprite.game_object_id).front().get();

		// Check if the coin is out of bounds based on DESPAWN_DISTANCE
		if (coin_transform.position.x < position - this->DESPAWN_DISTANCE) {
			// Find the coin in the coin_locations vector using its name
			auto it = std::find_if(
				coin_locations.begin(),
				coin_locations.end(),
				[&coin_metadata](const CoinData& data) {
						return data.name == coin_metadata.name;
				}
			);

			// If a match is found, erase it from coin_locations
			if (it != coin_locations.end()) {
				coin_locations.erase(it);
				coin_sprite.active = false;
				coin_collider.active = false;
			}
		}
	}
}

void CoinSystemScript::spawn_coins(){
	// Get the current x-position of the CoinSystem's Transform component
	float position = this->get_component<Transform>().position.x;

	// Iterate through the list of coin locations
	for (auto& coin : coin_locations) {
		// Skip this coin if it is already active
		if (coin.active)continue;
		// Skip this coin if it is not within the defined spawn area
		if (coin.start_location.x < this->SPAWN_DISTANCE + position || coin.start_location.x > this->SPAWN_AREA + this->SPAWN_DISTANCE + position) continue;
		
		// Retrieve all sprites tagged as "coin"
		RefVector<Sprite> coin_sprites = this->get_components_by_tag<Sprite>("coin");

		// Check for an available (inactive) coin sprite
		for (Sprite& coin_sprite : coin_sprites) {
			// Skip this sprite if it is already active
			if (coin_sprite.active) continue;

			// Found an available (inactive) coin sprite
			// Retrieve its associated components
			Transform & coin_transform = this->get_components_by_id<Transform>(coin_sprite.game_object_id).front().get();
			Metadata & coin_metadata = this->get_components_by_id<Metadata>(coin_sprite.game_object_id).front().get();
			CircleCollider & coin_collider = this->get_components_by_id<CircleCollider>(coin_sprite.game_object_id).front().get();
			
			// Assign data and set active
			coin.name = coin_metadata.name;
			coin.active = true;
			coin_sprite.active = true;
			coin_collider.active = true;
			coin_transform.position = coin.start_location;

			// Break out of the inner loop since we've assigned this coin to an available sprite	
			break;
		}
	}
}

void CoinSystemScript::generate_locations(){
	float position = this->get_component<Transform>().position.x;
	if(position + SPAWN_DISTANCE + SYSTEM_POSITION_OFFSET < this->system_position) return;

	std::discrete_distribution<int> dist(weights.begin(), weights.end());
	int selected_index = dist(engine);

	std::uniform_real_distribution<float> space_dist(SPAWN_SPACING_MIN, SPAWN_SPACING_MAX);
	float spacing = space_dist(engine);


	cout << "selected " << selected_index << std::endl;
	cout << "spacing " << spacing << std::endl;
	// Call the corresponding function and return the new x position
	this->system_position += functions[selected_index]({this->system_position,0});
	this->system_position += spacing;
}