// • ▌ ▄ ·.  ▄▄▄·  ▄▄ • ▪   ▄▄· ▄▄▄▄·  ▄▄▄·  ▐▄▄▄  ▄▄▄ .
// ·██ ▐███▪▐█ ▀█ ▐█ ▀ ▪██ ▐█ ▌▪▐█ ▀█▪▐█ ▀█ •█▌ ▐█▐▌·
// ▐█ ▌▐▌▐█·▄█▀▀█ ▄█ ▀█▄▐█·██ ▄▄▐█▀▀█▄▄█▀▀█ ▐█▐ ▐▌▐▀▀▀
// ██ ██▌▐█▌▐█ ▪▐▌▐█▄▪▐█▐█▌▐███▌██▄▪▐█▐█ ▪▐▌██▐ █▌▐█▄▄▌
// ▀▀  █▪▀▀▀ ▀  ▀ ·▀▀▀▀ ▀▀▀·▀▀▀ ·▀▀▀▀  ▀  ▀ ▀▀  █▪ ▀▀▀
//      Magicbane Emulator Project © 2013 - 2022
//                www.magicbane.com


package engine.net.client.msg;

import engine.exception.SerializationException;
import engine.gameManager.BuildingManager;
import engine.mbEnums;
import engine.mbEnums.GameObjectType;
import engine.mbEnums.ProtectionState;
import engine.net.AbstractConnection;
import engine.net.ByteBufferReader;
import engine.net.ByteBufferWriter;
import engine.net.client.Protocol;
import engine.objects.Building;
import engine.objects.City;
import engine.objects.Zone;
import org.pmw.tinylog.Logger;

import java.util.HashSet;
import java.util.Set;

public class CityAssetMsg extends ClientNetMsg {

    Set<Building> allCityAssets;
    Set<Building> canProtectAssets;
    private int type;
    private int buildingID;
    private int size;
    private int pad = 0;

    /**
     * This constructor is used by NetMsgFactory. It attempts to deserialize the
     * ByteBuffer into a message. If a BufferUnderflow occurs (based on reading
     * past the limit) then this constructor Throws that Exception to the
     * caller.
     */
    public CityAssetMsg(AbstractConnection origin, ByteBufferReader reader) {
        super(Protocol.CITYASSET, origin, reader);
    }

    public CityAssetMsg() {
        super(Protocol.CITYASSET);
    }

    /**
     * Deserializes the subclass specific items from the supplied NetMsgReader.
     */
    @Override
    protected void _deserialize(ByteBufferReader reader) {
        this.type = reader.getInt();
        reader.getInt();
        this.buildingID = reader.getInt();
        reader.getInt();

    }

    @Override
    protected int getPowerOfTwoBufferSize() {
        // Larger size for historically larger opcodes
        return (12);
    }


    // Precache and configure this message before we serialize it

    public void configure() {

        Building tol;
        Zone zone;
        City city;

        canProtectAssets = new HashSet<>();

        tol = BuildingManager.getBuildingFromCache(this.buildingID);

        if (tol == null) {
            Logger.debug("TOL is null");
            return;
        }

        zone = tol.getParentZone();

        if (zone == null) {
            Logger.debug("Zone is null");
            return;
        }

        city = City.getCity(zone.playerCityUUID);

        if (city == null) {
            Logger.debug("Failed to load city data for Tree of life.");
            return;
        }

        allCityAssets = zone.zoneBuildingSet;

        for (Building building : allCityAssets) {

            if (building.getBlueprint() == null)
                continue;

            // Protected assets do not show up on list

            if (building.assetIsProtected() == true)
                continue;

            if (building.getProtectionState() == ProtectionState.PENDING)
                continue;

            // Shouldn't need this but just in case

            if (building.getBlueprint().isWallPiece())
                continue;

            if (building.getBlueprint().getBuildingGroup().equals(mbEnums.BuildingGroup.TOL))
                continue;

            if (building.getBlueprint().getBuildingGroup().equals(mbEnums.BuildingGroup.BANESTONE))
                continue;

            if (building.getBlueprint().getBuildingGroup().equals(mbEnums.BuildingGroup.SHRINE))
                continue;

            if (!city.isLocationOnCityGrid(building.getLoc()))
                continue;

            canProtectAssets.add(building);

        }

    }

    /**
     * Serializes the subclass specific items to the supplied NetMsgWriter.
     */
    @Override
    protected void _serialize(ByteBufferWriter writer) throws SerializationException {

        String buildingName;

        writer.putInt(0);
        writer.putInt(0);

        writer.putInt(GameObjectType.Building.ordinal());
        writer.putInt(this.buildingID);

        writer.putInt(canProtectAssets.size());

        for (Building cityBuilding : canProtectAssets) {

            buildingName = cityBuilding.getName();

            if (buildingName.isEmpty() && cityBuilding.getBlueprint() != null) {
                buildingName = cityBuilding.getBlueprint().getName();
            }

            writer.putInt(cityBuilding.getObjectType().ordinal());
            writer.putInt(cityBuilding.getObjectUUID());

            writer.putString(buildingName);
            writer.putString(cityBuilding.getGuild().getName());
            writer.putInt(20);//  \/ Temp \/
            writer.putInt(cityBuilding.getRank());

            if (cityBuilding.getBlueprint() != null) {
                writer.putInt(cityBuilding.getBlueprint().getIcon());
            } else {
                writer.putInt(0);
            }
            writer.putInt(7);  //TODO identify these Guild tags??
            writer.putInt(17);
            writer.putInt(14);
            writer.putInt(14);
            writer.putInt(98);// /\ Temp /\

        }
    }

    public int getPad() {
        return pad;
    }

    public void setPad(int value) {
        this.pad = value;
    }

    public int getType() {
        return type;
    }

    public void setType(int type) {
        this.type = type;
    }

    public int getSize() {
        return size;
    }

    public void setSize(int size) {
        this.size = size;
    }

    public int getBuildingID() {
        return buildingID;
    }

    public void setBuildingID(int buildingID) {
        this.buildingID = buildingID;
    }

}