// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.

using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading;

namespace osu.Game.Rulesets.Objects
{
    public static class SliderEventGenerator
    {
        /// <summary>
        /// Historically, slider's final tick (aka the place where the slider would receive a final judgement) was offset by -36 ms. Originally this was
        /// done to workaround a technical detail (unimportant), but over the years it has become an expectation of players that you don't need to hold
        /// until the true end of the slider. This very small amount of leniency makes it easier to jump away from fast sliders to the next hit object.
        ///
        /// After discussion on how this should be handled going forward, players have unanimously stated that this lenience should remain in some way.
        /// These days, this is implemented in the drawable implementation of Slider in the osu! ruleset.
        ///
        /// We need to keep the <see cref="SliderEventType.LegacyLastTick"/> *only* for osu!catch conversion, which relies on it to generate tiny ticks
        /// correctly.
        /// </summary>
        public const double TAIL_LENIENCY = -36;

        public static IEnumerable<SliderEventDescriptor> Generate(double startTime, double spanDuration, double velocity, double tickDistance, double totalDistance, int spanCount,
                                                                  CancellationToken cancellationToken = default)
        {
            // A very lenient maximum length of a slider for ticks to be generated.
            // This exists for edge cases such as /b/1573664 where the beatmap has been edited by the user, and should never be reached in normal usage.
            const double max_length = 100000;

            double length = Math.Min(max_length, totalDistance);
            tickDistance = Math.Clamp(tickDistance, 0, length);

            double minDistanceFromEnd = velocity * 10;

            yield return new SliderEventDescriptor
            {
                Type = SliderEventType.Head,
                SpanIndex = 0,
                SpanStartTime = startTime,
                Time = startTime,
                PathProgress = 0,
            };

            for (int span = 0; span < spanCount; span++)
            {
                cancellationToken.ThrowIfCancellationRequested();

                double spanStartTime = startTime + span * spanDuration;
                bool reversed = span % 2 == 1;

                if (tickDistance != 0)
                {
                    var ticks = generateTicks(span, spanStartTime, spanDuration, reversed, length, tickDistance, minDistanceFromEnd, cancellationToken);

                    if (reversed)
                    {
                        // For repeat spans, ticks are returned in reverse-StartTime order, which is undesirable for some rulesets
                        ticks = ticks.Reverse();
                    }

                    foreach (var e in ticks)
                        yield return e;
                }

                if (span < spanCount - 1)
                {
                    yield return new SliderEventDescriptor
                    {
                        Type = SliderEventType.Repeat,
                        SpanIndex = span,
                        SpanStartTime = startTime + span * spanDuration,
                        Time = spanStartTime + spanDuration,
                        PathProgress = (span + 1) % 2,
                    };
                }
            }

            double totalDuration = spanCount * spanDuration;

            // Okay, I'll level with you. I made a mistake. It was 2007.
            // Times were simpler. osu! was but in its infancy and sliders were a new concept.
            // A hack was made, which has unfortunately lived through until this day.
            //
            // This legacy tick is used for some calculations and judgements where audio output is not required.
            // Generally we are keeping this around just for difficulty compatibility.
            // Optimistically we do not want to ever use this for anything user-facing going forwards.

            int finalSpanIndex = spanCount - 1;
            double finalSpanStartTime = startTime + finalSpanIndex * spanDuration;

            // Note that `finalSpanStartTime + spanDuration ≈ startTime + totalDuration`, but we write it like this to match floating point precision
            // of stable.
            //
            // So thinking about this in a saner way, the time of the LegacyLastTick is
            //
            // `slider.StartTime + max(slider.Duration / 2, slider.Duration - 36)`
            //
            // As a slider gets shorter than 72 ms, the leniency offered falls below the 36 ms `TAIL_LENIENCY` constant.
            double legacyLastTickTime = Math.Max(startTime + totalDuration / 2, (finalSpanStartTime + spanDuration) + TAIL_LENIENCY);
            double legacyLastTickProgress = (legacyLastTickTime - finalSpanStartTime) / spanDuration;

            if (spanCount % 2 == 0) legacyLastTickProgress = 1 - legacyLastTickProgress;

            yield return new SliderEventDescriptor
            {
                Type = SliderEventType.LegacyLastTick,
                SpanIndex = finalSpanIndex,
                SpanStartTime = finalSpanStartTime,
                Time = legacyLastTickTime,
                PathProgress = legacyLastTickProgress,
            };

            yield return new SliderEventDescriptor
            {
                Type = SliderEventType.Tail,
                SpanIndex = finalSpanIndex,
                SpanStartTime = startTime + (spanCount - 1) * spanDuration,
                Time = startTime + totalDuration,
                PathProgress = spanCount % 2,
            };
        }

        /// <summary>
        /// Generates the ticks for a span of the slider.
        /// </summary>
        /// <param name="spanIndex">The span index.</param>
        /// <param name="spanStartTime">The start time of the span.</param>
        /// <param name="spanDuration">The duration of the span.</param>
        /// <param name="reversed">Whether the span is reversed.</param>
        /// <param name="length">The length of the path.</param>
        /// <param name="tickDistance">The distance between each tick.</param>
        /// <param name="minDistanceFromEnd">The distance from the end of the path at which ticks are not allowed to be added.</param>
        /// <param name="cancellationToken">The cancellation token.</param>
        /// <returns>A <see cref="SliderEventDescriptor"/> for each tick. If <paramref name="reversed"/> is true, the ticks will be returned in reverse-StartTime order.</returns>
        private static IEnumerable<SliderEventDescriptor> generateTicks(int spanIndex, double spanStartTime, double spanDuration, bool reversed, double length, double tickDistance,
                                                                        double minDistanceFromEnd, CancellationToken cancellationToken = default)
        {
            for (double d = tickDistance; d <= length; d += tickDistance)
            {
                cancellationToken.ThrowIfCancellationRequested();

                if (d >= length - minDistanceFromEnd)
                    break;

                // Always generate ticks from the start of the path rather than the span to ensure that ticks in repeat spans are positioned identically to those in non-repeat spans
                double pathProgress = d / length;
                double timeProgress = reversed ? 1 - pathProgress : pathProgress;

                yield return new SliderEventDescriptor
                {
                    Type = SliderEventType.Tick,
                    SpanIndex = spanIndex,
                    SpanStartTime = spanStartTime,
                    Time = spanStartTime + timeProgress * spanDuration,
                    PathProgress = pathProgress,
                };
            }
        }
    }

    /// <summary>
    /// Describes a point in time on a slider given special meaning.
    /// Should be used by rulesets to visualise the slider.
    /// </summary>
    public struct SliderEventDescriptor
    {
        /// <summary>
        /// The type of event.
        /// </summary>
        public SliderEventType Type;

        /// <summary>
        /// The time of this event.
        /// </summary>
        public double Time;

        /// <summary>
        /// The zero-based index of the span. In the case of repeat sliders, this will increase after each <see cref="SliderEventType.Repeat"/>.
        /// </summary>
        public int SpanIndex;

        /// <summary>
        /// The time at which the contained <see cref="SpanIndex"/> begins.
        /// </summary>
        public double SpanStartTime;

        /// <summary>
        /// The progress along the slider's <see cref="SliderPath"/> at which this event occurs.
        /// </summary>
        public double PathProgress;
    }

    public enum SliderEventType
    {
        Tick,

        /// <summary>
        /// Occurs just before the tail. See <see cref="SliderEventGenerator.TAIL_LENIENCY"/>.
        /// Should generally be ignored.
        /// </summary>
        LegacyLastTick,
        Head,
        Tail,
        Repeat
    }
}
