/*****************************************************************************
 * Copyright (c) 2014-2026 OpenRCT2 developers
 *
 * For a complete list of all authors, please refer to contributors.md
 * Interested in contributing? Visit https://github.com/OpenRCT2/OpenRCT2
 *
 * OpenRCT2 is licensed under the GNU General Public License version 3.
 *****************************************************************************/

#include "StaffHireNewAction.h"

#include "../../Cheats.h"
#include "../../Context.h"
#include "../../Diagnostic.h"
#include "../../GameState.h"
#include "../../core/MemoryStream.h"
#include "../../drawing/Drawing.h"
#include "../../entity/EntityList.h"
#include "../../entity/EntityRegistry.h"
#include "../../entity/Staff.h"
#include "../../localisation/StringIds.h"
#include "../../management/Finance.h"
#include "../../object/ObjectManager.h"
#include "../../object/PeepAnimationsObject.h"
#include "../../ride/Ride.h"
#include "../../scenario/Scenario.h"
#include "../../ui/WindowManager.h"
#include "../../world/Entrance.h"
#include "../../world/Map.h"
#include "../../world/Park.h"

#include <set>

namespace OpenRCT2::GameActions
{
    StaffHireNewAction::StaffHireNewAction(
        bool autoPosition, StaffType staffType, ObjectEntryIndex costumeIndex, uint32_t staffOrders)
        : _autoPosition(autoPosition)
        , _staffType(static_cast<uint8_t>(staffType))
        , _costumeIndex(costumeIndex)
        , _staffOrders(staffOrders)
    {
    }

    void StaffHireNewAction::AcceptParameters(GameActionParameterVisitor& visitor)
    {
        visitor.Visit("autoPosition", _autoPosition);
        visitor.Visit("staffType", _staffType);
        visitor.Visit("costumeIndex", _costumeIndex);
        visitor.Visit("staffOrders", _staffOrders);
    }

    uint16_t StaffHireNewAction::GetActionFlags() const
    {
        return GameAction::GetActionFlags() | Flags::AllowWhilePaused;
    }

    void StaffHireNewAction::Serialise(DataSerialiser& stream)
    {
        GameAction::Serialise(stream);

        stream << DS_TAG(_autoPosition) << DS_TAG(_staffType) << DS_TAG(_costumeIndex) << DS_TAG(_staffOrders);
    }

    Result StaffHireNewAction::Query(GameState_t& gameState, Park::ParkData& park) const
    {
        return QueryExecute(gameState, park, false);
    }

    Result StaffHireNewAction::Execute(GameState_t& gameState, Park::ParkData& park) const
    {
        return QueryExecute(gameState, park, true);
    }

    Result StaffHireNewAction::QueryExecute(GameState_t& gameState, Park::ParkData& park, bool execute) const
    {
        auto res = Result();
        res.expenditure = ExpenditureType::wages;

        if (_staffType >= static_cast<uint8_t>(StaffType::count))
        {
            LOG_ERROR("Invalid staff type %u", static_cast<uint32_t>(_staffType));
            return Result(Status::invalidParameters, STR_CANT_HIRE_NEW_STAFF, STR_ERR_VALUE_OUT_OF_RANGE);
        }

        if (gameState.entities.GetNumFreeEntities() < 400)
        {
            return Result(Status::noFreeElements, STR_CANT_HIRE_NEW_STAFF, STR_TOO_MANY_PEOPLE_IN_GAME);
        }

        if (_staffType == static_cast<uint8_t>(StaffType::entertainer))
        {
            auto costumes = findAllPeepAnimationsIndexesForType(AnimationPeepType::entertainer);
            if (std::find(costumes.begin(), costumes.end(), _costumeIndex) == costumes.end())
            {
                LOG_ERROR("Unavailable entertainer costume %u", static_cast<uint32_t>(_costumeIndex));
                return Result(Status::invalidParameters, STR_CANT_HIRE_NEW_STAFF, STR_ERR_VALUE_OUT_OF_RANGE);
            }
        }

        Staff* newPeep = gameState.entities.CreateEntity<Staff>();
        if (newPeep == nullptr)
        {
            // Too many peeps exist already.
            return Result(Status::noFreeElements, STR_CANT_HIRE_NEW_STAFF, STR_TOO_MANY_PEOPLE_IN_GAME);
        }

        if (execute == false)
        {
            // In query we just want to see if we can obtain a sprite slot.
            gameState.entities.EntityRemove(newPeep);

            res.setData(StaffHireNewActionResult{ EntityId::GetNull() });
        }
        else
        {
            newPeep->WindowInvalidateFlags = 0;
            newPeep->Action = PeepActionType::walking;
            newPeep->SpecialSprite = 0;
            newPeep->AnimationImageIdOffset = 0;
            newPeep->WalkingAnimationFrameNum = 0;
            newPeep->AnimationType = PeepAnimationType::walking;
            newPeep->PathCheckOptimisation = 0;
            newPeep->PeepFlags = 0;
            newPeep->StaffLawnsMown = 0;
            newPeep->StaffGardensWatered = 0;
            newPeep->StaffLitterSwept = 0;
            newPeep->StaffBinsEmptied = 0;
            newPeep->StaffOrders = _staffOrders;

            // We search for the first available Id for a given staff type
            std::set<uint32_t> usedStaffIds;

            for (auto searchPeep : EntityList<Staff>())
            {
                if (static_cast<uint8_t>(searchPeep->AssignedStaffType) != _staffType)
                    continue;

                usedStaffIds.insert(searchPeep->PeepId);
            }

            uint32_t newStaffId = 1;
            while (usedStaffIds.find(newStaffId) != usedStaffIds.end())
            {
                newStaffId++;
            }

            newPeep->PeepId = newStaffId;
            newPeep->AssignedStaffType = static_cast<StaffType>(_staffType);

            auto animPeepType = AnimationPeepType(static_cast<uint8_t>(_staffType) + 1);
            ObjectEntryIndex animObjectIndex = _costumeIndex;
            if (animPeepType != AnimationPeepType::entertainer)
                animObjectIndex = findPeepAnimationsIndexForType(animPeepType);

            newPeep->Name = nullptr;
            newPeep->AnimationObjectIndex = animObjectIndex;
            newPeep->AnimationGroup = PeepAnimationGroup::normal;

            auto& objManager = GetContext()->GetObjectManager();
            auto* animObj = objManager.GetLoadedObject<PeepAnimationsObject>(animObjectIndex);

            newPeep->PeepFlags &= ~PEEP_FLAGS_SLOW_WALK;
            if (animObj->IsSlowWalking(PeepAnimationGroup::normal))
                newPeep->PeepFlags |= PEEP_FLAGS_SLOW_WALK;

            const auto& spriteBounds = animObj->GetSpriteBounds(newPeep->AnimationGroup);
            newPeep->SpriteData.Width = spriteBounds.spriteWidth;
            newPeep->SpriteData.HeightMin = spriteBounds.spriteHeightNegative;
            newPeep->SpriteData.HeightMax = spriteBounds.spriteHeightPositive;

            if (_autoPosition)
            {
                AutoPositionNewStaff(gameState, park, newPeep);
            }
            else
            {
                // NOTE: This state is required for the window to act.
                newPeep->State = PeepState::picked;

                // INVESTIGATE: x and y are LOCATION_NULL at this point.
                newPeep->MoveTo(newPeep->GetLocation());
            }

            // Staff uses this
            newPeep->SetHireDate(GetDate().GetMonthsElapsed());
            newPeep->PathfindGoal.x = 0xFF;
            newPeep->PathfindGoal.y = 0xFF;
            newPeep->PathfindGoal.z = 0xFF;
            newPeep->PathfindGoal.direction = kInvalidDirection;

            auto colour = StaffGetColour(static_cast<StaffType>(_staffType));
            newPeep->TshirtColour = colour;
            newPeep->TrousersColour = colour;

            // Staff energy determines their walking speed
            switch (gameState.cheats.selectedStaffSpeed)
            {
                case StaffSpeedCheat::None:
                    newPeep->Energy = kCheatsStaffNormalSpeed;
                    newPeep->EnergyTarget = kCheatsStaffNormalSpeed;
                    break;

                case StaffSpeedCheat::Frozen:
                    newPeep->Energy = kCheatsStaffFreezeSpeed;
                    newPeep->EnergyTarget = kCheatsStaffFreezeSpeed;
                    break;

                case StaffSpeedCheat::Fast:
                    newPeep->Energy = kCheatsStaffFastSpeed;
                    newPeep->EnergyTarget = kCheatsStaffFastSpeed;
                    break;
            }

            newPeep->StaffMowingTimeout = 0;
            newPeep->PatrolInfo = nullptr;

            res.setData(StaffHireNewActionResult{ newPeep->Id });
        }

        return res;
    }

    void StaffHireNewAction::AutoPositionNewStaff(GameState_t& gameState, Park::ParkData& park, Peep* newPeep) const
    {
        // Find a location to place new staff member
        newPeep->State = PeepState::falling;

        uint32_t count = 0;
        PathElement* guest_tile = nullptr;

        // Count number of walking guests
        {
            for (auto guest : EntityList<Guest>())
            {
                if (guest->State == PeepState::walking)
                {
                    // Check the walking guest's tile. Only count them if they're on a path tile.
                    guest_tile = MapGetPathElementAt(TileCoordsXYZ{ guest->NextLoc });
                    if (guest_tile != nullptr)
                        ++count;
                }
            }
        }

        CoordsXYZ newLocation{};
        if (count > 0)
        {
            // Place staff at a random guest
            uint32_t rand = ScenarioRandMax(count);
            Guest* chosenGuest = nullptr;

            for (auto guest : EntityList<Guest>())
            {
                if (guest->State == PeepState::walking)
                {
                    guest_tile = MapGetPathElementAt(TileCoordsXYZ{ guest->NextLoc });
                    if (guest_tile != nullptr)
                    {
                        if (rand == 0)
                        {
                            chosenGuest = guest;
                            break;
                        }
                        --rand;
                    }
                }
            }

            if (chosenGuest != nullptr)
            {
                newLocation = chosenGuest->GetLocation();
            }
            else
            {
                // User must pick a location
                newPeep->State = PeepState::picked;
                newLocation = newPeep->GetLocation();
            }
        }
        else
        {
            // No walking guests; pick random park entrance
            if (!park.entrances.empty())
            {
                auto rand = ScenarioRandMax(static_cast<uint32_t>(park.entrances.size()));
                const auto& entrance = park.entrances[rand];
                auto dir = entrance.direction;
                newLocation = entrance;
                // TODO: Replace with CoordsDirectionDelta
                newLocation.x += 16 + ((dir & 1) == 0 ? ((dir & 2) ? 32 : -32) : 0);
                newLocation.y += 16 + ((dir & 1) == 1 ? ((dir & 2) ? -32 : 32) : 0);
            }
            else
            {
                // User must pick a location
                newPeep->State = PeepState::picked;
                newLocation = newPeep->GetLocation();
            }
        }

        newPeep->MoveTo(newLocation + CoordsXYZ{ 0, 0, 16 });
    }
} // namespace OpenRCT2::GameActions
