-- dependencies
local Event = require 'utils.event'
local Game = require 'utils.game'
local Global = require 'utils.global'
local Toast = require 'features.gui.toast'
local ForceControl = require 'features.force_control'
local ScoreTracker = require 'utils.score_tracker'
local Retailer = require 'features.retailer'
local Gui = require 'utils.gui'
local Utils = require 'utils.core'
local Color = require 'resources.color_presets'
local floor = math.floor
local log = math.log
local max = math.max
local insert = table.insert
local pairs = pairs
local add_experience = ForceControl.add_experience
local add_experience_percentage = ForceControl.add_experience_percentage
local remove_experience_percentage = ForceControl.remove_experience_percentage
local print_player_floating_text_position = Game.print_player_floating_text_position
local get_force_data = ForceControl.get_force_data
local set_item = Retailer.set_item
local disable_item = Retailer.disable_item
local enable_item = Retailer.enable_item
local experience_lost_name = 'experience-lost'

-- this
local Experience = {}

local mining_efficiency = {
    active_modifier = 0,
    research_modifier = 0,
    level_modifier = 0
}

local inventory_slots = {
    active_modifier = 0,
    research_modifier = 0,
    level_modifier = 0
}

local health_bonus = {
    active_modifier = 0,
    research_modifier = 0,
    level_modifier = 0
}

Global.register(
    {
        mining_efficiency = mining_efficiency,
        inventory_slots = inventory_slots,
        health_bonus = health_bonus
    },
    function(tbl)
        mining_efficiency = tbl.mining_efficiency
        inventory_slots = tbl.inventory_slots
        health_bonus = tbl.health_bonus
    end
)

local config

local gain_xp_color = Color.light_sky_blue
local lose_xp_color = Color.red
local unlocked_color = Color.black
local locked_color = Color.gray
local table_column_layout = {type = 'table', column_count = 3}

local level_up_formula = (function(level_reached)
    local difficulty_scale = floor(config.difficulty_scale)
    local level_fine_tune = floor(config.xp_fine_tune)
    local start_value = (floor(config.first_lvl_xp))
    local precision = (floor(config.cost_precision))
    local function formula(level)
        return (floor((1.15 ^ (level * 0.1)) + difficulty_scale * (level) ^ 3 + level_fine_tune * (level) ^ 2 + start_value * (level) - difficulty_scale * (level) - level_fine_tune * (level)))
    end
    local value = formula(level_reached + 1)
    local lower_value = formula(level_reached)
    value = value - (value % (10 ^ (floor(log(value, 10)) - precision)))
    if lower_value == 0 then
        return value - lower_value
    end
    lower_value = lower_value - (lower_value % (10 ^ (floor(log(lower_value, 10)) - precision)))
    return value - lower_value
end)

local level_table = {}
---Get experience requirement for a given level
---Primarily used for the Experience GUI to display total experience required to unlock a specific item
---@param level number a number specifying the level
---@return number required total experience to reach supplied level
local function calculate_level_xp(level)
    if level_table[level] == nil then
        local value
        if level == 1 then
            value = level_up_formula(level - 1)
        else
            value = level_up_formula(level - 1) + calculate_level_xp(level - 1)
        end
        insert(level_table, level, value)
    end
    return level_table[level]
end
---Get a percentage of required experience between a level and the next level
---@param level number a number specifying the current level
---@return number a percentage of the required experience to level up from one level to the other
local function percentage_of_level_req(level, percentage)
    return level_up_formula(level) * percentage
end

---Updates the market contents based on the current level.
---@param force LuaForce the force which the unlocking requirement should be based of
function Experience.update_market_contents(force)
    local current_level = get_force_data(force).current_level
    local force_name = force.name
    for _, prototype in pairs(config.unlockables) do
        local prototype_level = prototype.level
        if current_level < prototype_level then
            disable_item(force_name, prototype.name, {'diggy.market_disabled', prototype_level})
        else
            enable_item(force_name, prototype.name)
        end
    end
end

---Updates a forces manual mining speed modifier. By removing active modifiers and re-adding
---@param force LuaForce the force of which will be updated
---@param level_up number a level if updating as part of a level up (optional)
function Experience.update_mining_speed(force, level_up)
    local buff = config.buffs['mining_speed']
    if buff.max == nil or force.manual_mining_speed_modifier < buff.max then
        level_up = level_up ~= nil and level_up or 0
        if level_up > 0 and buff ~= nil then
            local level = get_force_data(force).current_level
            local adjusted_value = floor(max(buff.value, 24 * 0.9 ^ level))
            local value = (buff.double_level ~= nil and level_up % buff.double_level == 0) and adjusted_value * 2 or adjusted_value
            mining_efficiency.level_modifier = mining_efficiency.level_modifier + (value * 0.01)
        end
        -- remove the current buff
        local old_modifier = force.manual_mining_speed_modifier - mining_efficiency.active_modifier
        old_modifier = old_modifier >= 0 and old_modifier or 0
        -- update the active modifier
        mining_efficiency.active_modifier = mining_efficiency.research_modifier + mining_efficiency.level_modifier

        -- add the new active modifier to the non-buffed modifier
        force.manual_mining_speed_modifier = old_modifier + mining_efficiency.active_modifier
    end
end

---Updates a forces inventory slots. By removing active modifiers and re-adding
---@param force LuaForce the force of which will be updated
---@param level_up number a level if updating as part of a level up (optional)
function Experience.update_inventory_slots(force, level_up)
    local buff = config.buffs['inventory_slot']
    if buff.max == nil or force.character_inventory_slots_bonus < buff.max then
        level_up = level_up ~= nil and level_up or 0
        if level_up > 0 and buff ~= nil then
            local value = (buff.double_level ~= nil and level_up % buff.double_level == 0) and buff.value * 2 or buff.value
            inventory_slots.level_modifier = inventory_slots.level_modifier + value
        end

        -- remove the current buff
        local old_modifier = force.character_inventory_slots_bonus - inventory_slots.active_modifier
        old_modifier = old_modifier >= 0 and old_modifier or 0
        -- update the active modifier
        inventory_slots.active_modifier = inventory_slots.research_modifier + inventory_slots.level_modifier

        -- add the new active modifier to the non-buffed modifier
        force.character_inventory_slots_bonus = old_modifier + inventory_slots.active_modifier
    end
end

---Updates a forces health bonus. By removing active modifiers and re-adding
---@param force LuaForce the force of which will be updated
---@param level_up number a level if updating as part of a level up (optional)
function Experience.update_health_bonus(force, level_up)
    local buff = config.buffs['health_bonus']
    if buff.max == nil or force.character_health_bonus < buff.max then
        level_up = level_up ~= nil and level_up or 0
        if level_up > 0 and buff ~= nil then
            local value = (buff.double_level ~= nil and level_up % buff.double_level == 0) and buff.value * 2 or buff.value
            health_bonus.level_modifier = health_bonus.level_modifier + value
        end

        -- remove the current buff
        local old_modifier = force.character_health_bonus - health_bonus.active_modifier
        old_modifier = old_modifier >= 0 and old_modifier or 0
        -- update the active modifier
        health_bonus.active_modifier = health_bonus.research_modifier + health_bonus.level_modifier

        -- add the new active modifier to the non-buffed modifier
        force.character_health_bonus = old_modifier + health_bonus.active_modifier
    end
end

-- declaration of variables to prevent table look ups @see Experience.register
local sand_rock_xp
local rock_big_xp
local rock_huge_xp

---Awards experience when a rock has been mined (increases by 1 XP every 5th level)
---@param event LuaEvent
local function on_player_mined_entity(event)
    local entity = event.entity
    local name = entity.name
    local player_index = event.player_index
    local force = game.get_player(player_index).force
    local level = get_force_data(force).current_level
    local exp = 0
    if name == 'sand-rock-big' then
        exp = sand_rock_xp + floor(level / 5)
    elseif name == 'rock-big' then
        exp = rock_big_xp + floor(level / 5)
    elseif name == 'rock-huge' then
        exp = rock_huge_xp + floor(level / 5)
    end

    if exp == 0 then
        return
    end

    local text = {'', '[img=entity/' .. name .. '] ', {'diggy.float_xp_gained_mine', exp}}
    print_player_floating_text_position(player_index, text, gain_xp_color, 0, -0.5)
    add_experience(force, exp)
end

---Awards experience when a research has finished, based on ingredient cost of research
---@param event LuaEvent
local function on_research_finished(event)
    local research = event.research
    local force = research.force
    local exp
    if research.research_unit_count_formula ~= nil then
        local force_data = get_force_data(force)
        exp = percentage_of_level_req(force_data.current_level, config.XP['infinity-research'])
    else
        local award_xp = 0
        for _, ingredient in pairs(research.research_unit_ingredients) do
            local name = ingredient.name
            local reward = config.XP[name]
            award_xp = award_xp + reward
        end
        exp = award_xp * research.research_unit_count
    end
    local text = {'', '[img=item/automation-science-pack] ', {'diggy.float_xp_gained_research', exp}}
    for _, p in pairs(game.connected_players) do
        local player_index = p.index
        print_player_floating_text_position(player_index, text, gain_xp_color, -1, -0.5)
    end
    add_experience(force, exp)

    local current_modifier = mining_efficiency.research_modifier
    local new_modifier = force.mining_drill_productivity_bonus * config.mining_speed_productivity_multiplier * 0.5

    if (current_modifier == new_modifier) then
        -- something else was researched
        return
    end

    mining_efficiency.research_modifier = new_modifier
    inventory_slots.research_modifier = force.mining_drill_productivity_bonus * 50 -- 1 per level

    Experience.update_inventory_slots(force, 0)
    Experience.update_mining_speed(force, 0)
    Experience.update_health_bonus(force, 0)
end

---Awards experience when a rocket has been launched based on percentage of total experience
---@param event LuaEvent
local function on_rocket_launched(event)
    local force = event.rocket.force

    local exp = add_experience_percentage(force, config.XP['rocket_launch'], nil, config.XP['rocket_launch_max'])
    local text = {'', '[img=item/satellite] ', {'diggy.float_xp_gained_rocket', exp}}
    for _, p in pairs(game.connected_players) do
        local player_index = p.index
        print_player_floating_text_position(player_index, text, gain_xp_color, -1, -0.5)
    end
end

---Awards experience when a player kills an enemy, based on type of enemy
---@param event LuaEvent
local function on_entity_died(event)
    local entity = event.entity
    local force = event.force
    local cause = event.cause
    local entity_name = entity.name

    --For bot mining and turrets
    if not cause or not cause.valid or cause.type ~= 'character' then
        local exp = 0
        local floating_text_position

        -- stuff killed by the player force, but not the player
        if force and force.name == 'player' then
            if cause and (cause.name == 'artillery-turret' or cause.name == 'gun-turret' or cause.name == 'laser-turret' or cause.name == 'flamethrower-turret') then
                exp = config.XP['enemy_killed'] * (config.alien_experience_modifiers[entity_name] or 1)
                floating_text_position = cause.position
            else
                local level = get_force_data(force).current_level
                if entity_name == 'sand-rock-big' then
                    exp = floor((sand_rock_xp + level * 0.2) * 0.5)
                elseif entity_name == 'rock-big' then
                    exp = floor((rock_big_xp + level * 0.2) * 0.5)
                elseif entity_name == 'rock-huge' then
                    exp = floor((rock_huge_xp + level * 0.2) * 0.5)
                end
                floating_text_position = entity.position
            end
        end

        if exp > 0 then
            Game.print_floating_text(entity.surface, floating_text_position, {'', '[img=entity/' .. entity_name .. '] ', {'diggy.float_xp_gained_kill', exp}}, gain_xp_color)
            add_experience(force, exp)
        end

        return
    end

    if entity.force.name ~= 'enemy' then
        return
    end

    local exp = config.XP['enemy_killed'] * (config.alien_experience_modifiers[entity.name] or 1)
    print_player_floating_text_position(cause.player.index, {'', '[img=entity/' .. entity_name .. '] ', {'diggy.float_xp_gained_kill', exp}}, gain_xp_color, -1, -0.5)
    add_experience(force, exp)
end

---Deducts experience when a player respawns, based on a percentage of total experience
---@param event LuaEvent
local function on_player_respawned(event)
    local player = game.get_player(event.player_index)
    local exp = remove_experience_percentage(player.force, config.XP['death-penalty'], 50)
    local text = {'', '[img=entity.character]', {'diggy.float_xp_drain', exp}}
    game.print({'diggy.player_drained_xp', player.name, exp}, lose_xp_color)
    for _, p in pairs(game.connected_players) do
        print_player_floating_text_position(p.index, text, lose_xp_color, -1, -0.5)
    end
    ScoreTracker.change_for_global(experience_lost_name, exp)
end

local function redraw_title(data)
    local force_data = get_force_data('player')
    data.frame.caption = {'diggy.gui_total_xp', Utils.comma_value(force_data.total_experience)}
end

local function apply_heading_style(style, width)
    style.font = 'default-bold'
    style.width = width
end

local function redraw_heading(data, header)
    local head_condition = (header == 1)
    local frame = (head_condition) and data.experience_list_heading or data.buff_list_heading
    local header_caption = (head_condition) and {'diggy.gui_reward_item'} or {'diggy.gui_reward_buff'}
    Gui.clear(frame)

    local heading_table = frame.add(table_column_layout)
    apply_heading_style(heading_table.add({type = 'label', caption = {'diggy.gui_requirement'}}).style, 100)
    apply_heading_style(heading_table.add({type = 'label'}).style, 25)
    apply_heading_style(heading_table.add({type = 'label', caption = header_caption}).style, 220)
end

local function redraw_progressbar(data)
    local force_data = get_force_data('player')
    local flow = data.experience_progressbars
    Gui.clear(flow)

    apply_heading_style(
        flow.add(
            {
                type = 'label',
                tooltip = {'diggy.gui_progress_tip', force_data.current_level, Utils.comma_value((force_data.total_experience - force_data.current_experience) + force_data.experience_level_up_cap), Utils.comma_value(force_data.experience_level_up_cap - force_data.current_experience)},
                name = 'Diggy.Experience.Frame.Progress.Level',
                caption = {'diggy.gui_progress_caption'}
            }
        ).style
    )
    local level_progressbar = flow.add({type = 'progressbar', tooltip = {'diggy.gui_progress_bar', floor(force_data.experience_percentage * 100) * 0.01}})
    level_progressbar.style.width = 350
    level_progressbar.value = force_data.experience_percentage * 0.01
end

local function redraw_table(data)
    local experience_scroll_pane = data.experience_scroll_pane
    Gui.clear(experience_scroll_pane)

    redraw_progressbar(data)
    redraw_heading(data, 1)

    local last_level = 0
    local current_force_level = get_force_data('player').current_level

    for _, prototype in pairs(config.unlockables) do
        local current_item_level = prototype.level
        local first_item_for_level = current_item_level ~= last_level
        local color

        if current_force_level >= current_item_level then
            color = unlocked_color
        else
            color = locked_color
        end

        local list = experience_scroll_pane.add(table_column_layout)

        local level_caption = ''
        if first_item_for_level then
            level_caption = {'diggy.gui_tabel_level', current_item_level}
        end

        local level_column =
            list.add(
            {
                type = 'label',
                caption = level_caption,
                tooltip = {'diggy.gui_tabel_xp', Utils.comma_value(calculate_level_xp(current_item_level))}
            }
        )
        level_column.style.minimal_width = 100
        level_column.style.font_color = color

        local spacer =
            list.add(
            {
                type = 'flow'
            }
        )
        spacer.style.minimal_width = 25

        local item_column =
            list.add(
            {
                type = 'label',
                caption = '[img=item/' .. prototype.name .. '] | ' .. prototype.name
            }
        )
        item_column.style.minimal_width = 200
        item_column.style.font_color = color
        item_column.style.horizontal_align = 'left'

        last_level = current_item_level
    end
end

local function redraw_buff(data)
    local buff_scroll_pane = data.buff_scroll_pane
    Gui.clear(buff_scroll_pane)

    local all_levels_shown = false
    for name, effects in pairs(config.buffs) do
        local list = buff_scroll_pane.add(table_column_layout)
        list.style.horizontal_spacing = 16

        local level_caption = ''
        if not all_levels_shown then
            all_levels_shown = true
            level_caption = {'diggy.gui_buff_level'}
        end

        local level_label = list.add({type = 'label', caption = level_caption})
        level_label.style.minimal_width = 100
        level_label.style.font_color = unlocked_color

        local spacer =
            list.add(
            {
                type = 'flow'
            }
        )
        spacer.style.minimal_width = 25

        local buff_caption
        local effect_value = effects.value
        local effect_max = effects.max
        if name == 'mining_speed' then
            buff_caption = {'diggy.gui_buff_mining', effect_value, effect_max * 100}
        elseif name == 'inventory_slot' then
            buff_caption = {'diggy.gui_buff_inv', effect_value, effect_max}
        elseif name == 'health_bonus' then
            buff_caption = {'diggy.gui_buff_health', effect_value, effect_max}
        else
            buff_caption = {'diggy.gui_buff_other', effect_value, name}
        end

        local buffs_label = list.add({type = 'label', caption = buff_caption})
        buffs_label.style.minimal_width = 220
        buffs_label.style.font_color = unlocked_color
    end
end

function Experience.toggle(event)
    local player = event.player
    local frame = Gui.get_left_element(player, 'Diggy.Experience.Frame')

    if (frame and event.trigger == nil) then
        Gui.destroy(frame)
        local main_button = Gui.get_top_element(player, 'Diggy.Experience.Button')
        if main_button then
            main_button.toggled = false
        end
        return
    elseif (frame) then
        local data = Gui.get_data(frame)
        redraw_title(data)
        redraw_progressbar(data)
        redraw_table(data)
        return
    end

    frame = Gui.add_left_element(player, {name = 'Diggy.Experience.Frame', type = 'frame', direction = 'vertical'})

    local experience_progressbars = frame.add({type = 'flow', direction = 'vertical'})
    local experience_list_heading = frame.add({type = 'flow', direction = 'horizontal'})

    local experience_scroll_pane = frame.add({type = 'scroll-pane'})
    experience_scroll_pane.style.maximal_height = 300

    local buff_list_heading = frame.add({type = 'flow', direction = 'horizontal'})

    local buff_scroll_pane = frame.add({type = 'scroll-pane'})
    buff_scroll_pane.style.maximal_height = 100

    frame.add({type = 'button', name = 'Diggy.Experience.Button', caption = {'diggy.gui_close_btn'}})

    local data = {
        frame = frame,
        experience_progressbars = experience_progressbars,
        experience_list_heading = experience_list_heading,
        experience_scroll_pane = experience_scroll_pane,
        buff_list_heading = buff_list_heading,
        buff_scroll_pane = buff_scroll_pane
    }

    redraw_title(data)
    redraw_table(data)

    redraw_heading(data, 2)
    redraw_buff(data)

    Gui.set_data(frame, data)
end

local function on_player_created(event)
    local player= game.get_player(event.player_index)
    if not (player and player.valid) then
        return
    end

    Gui.add_top_element(player,
        {
            name = 'Diggy.Experience.Button',
            type = 'sprite-button',
            sprite = 'entity/market',
            tooltip = {'diggy.gui_experience_button_tip'},
            auto_toggle = true,
        }
    )
end

Gui.allow_player_to_toggle_top_element_visibility('Diggy.Experience.Button')

Gui.on_click('Diggy.Experience.Button', Experience.toggle)
Gui.on_custom_close(
    'Diggy.Experience.Frame',
    function(event)
        event.element.destroy()
    end
)

---Updates the experience progress gui for every player that has it open
local function update_gui()
    local players = game.connected_players
    for i = #players, 1, -1 do
        local p = players[i]
        local frame = Gui.get_left_element(p, 'Diggy.Experience.Frame')

        if frame and frame.valid then
            local data = {player = p, trigger = 'update_gui'}
            Experience.toggle(data)
        end
    end

    --Resets buffs if they have been set to 0
    local force = game.forces.player
    Experience.update_inventory_slots(force, 0)
    Experience.update_mining_speed(force, 0)
    Experience.update_health_bonus(force, 0)
end

function Experience.register(cfg)
    ScoreTracker.register(experience_lost_name, {'diggy.score_experience_lost'}, '[img=recipe.artillery-targeting-remote]')

    local global_to_show = global.config.score.global_to_show
    global_to_show[#global_to_show + 1] = experience_lost_name

    config = cfg

    --Adds the function on how to calculate level caps (When to level up)
    local ForceControlBuilder = ForceControl.register(level_up_formula)

    --Adds a function that'll be executed at every level up
    ForceControlBuilder.register_on_every_level(
        function(level_reached, force)
            Toast.toast_force(force, 10, {'diggy.toast_new_level', level_reached})
            Experience.update_inventory_slots(force, level_reached)
            Experience.update_mining_speed(force, level_reached)
            Experience.update_health_bonus(force, level_reached)
            Experience.update_market_contents(force)
        end
    )

    -- Events
    Event.add(defines.events.on_player_mined_entity, on_player_mined_entity)
    Event.add(defines.events.on_research_finished, on_research_finished)
    Event.add(defines.events.on_rocket_launched, on_rocket_launched)
    Event.add(defines.events.on_player_respawned, on_player_respawned)
    Event.add(defines.events.on_entity_died, on_entity_died)
    Event.add(defines.events.on_player_created, on_player_created)
    Event.on_nth_tick(61, update_gui)

    -- Prevents table lookup thousands of times
    sand_rock_xp = config.XP['sand-rock-big']
    rock_big_xp = config.XP['rock-big']
    rock_huge_xp = config.XP['rock-huge']
end

function Experience.on_init()
    --Adds the 'player' force to participate in the force control system.
    local force = game.forces.player
    ForceControl.register_force(force)

    local force_name = force.name
    for _, prototype in pairs(config.unlockables) do
        set_item(force_name, prototype)
    end

    Experience.update_market_contents(force)
end

return Experience
