#pragma once

#include <Common.h>
#include "BuildOrderQueue.h"
#include "BuildingManager.h"
#include "StrategyManager.h"
#include "BOSSManager.h"
#include "BuildOrder.h"

namespace UAlbertaBot
{

enum class ExtractorTrick { None, Start, ExtractorOrdered, DroneOrdered };

class ProductionManager
{
    ProductionManager();
    
    BuildOrderQueue     _queue;
    BWAPI::TilePosition _predictedTilePosition;
    bool                _assignedWorkerForThisBuilding;
    bool                _haveLocationForThisBuilding;
	int					_delayBuildingPredictionUntilFrame;
	bool				_outOfBook;                      // production queue is beyond the opening book
	int					_targetGasAmount;                // for "go gas until <n>"; set to 0 if no target
	ExtractorTrick		_extractorTrickState;
	Building *			_extractorTrickBuilding;         // set depending on the extractor trick state
    
    BWAPI::Unit         getClosestUnitToPosition(const BWAPI::Unitset & units,BWAPI::Position closestTo);
	BWAPI::Unit         getFarthestUnitFromPosition(const BWAPI::Unitset & units, BWAPI::Position farthest);
	BWAPI::Unit         getClosestLarvaToPosition(BWAPI::Position closestTo);
	BWAPI::Unit         selectUnitOfType(BWAPI::UnitType type, BWAPI::Position closestTo = BWAPI::Position(0, 0));
	
	void				executeCommand(MacroAct act);
    bool                meetsReservedResources(MacroAct type);
    void                create(BWAPI::Unit producer,BuildOrderItem & item);
    void                manageBuildOrderQueue();
    bool                canMakeNow(BWAPI::Unit producer,MacroAct t);
    void                predictWorkerMovement(const Building & b);

    int                 getFreeMinerals() const;
    int                 getFreeGas() const;

	void				doExtractorTrick();

	BWAPI::Unit getProducer(MacroAct t, BWAPI::Position closestTo = BWAPI::Positions::None);

public:

    static ProductionManager &	Instance();

    void	drawQueueInformation(std::map<BWAPI::UnitType,int> & numUnits,int x,int y,int index);
	void	setBuildOrder(const BuildOrder & buildOrder);
	void	update();
	void	onUnitMorph(BWAPI::Unit unit);
	void	onUnitDestroy(BWAPI::Unit unit);
	void	drawProductionInformation(int x, int y);
	void	queueGasSteal();
	void	startExtractorTrick();

	void	goOutOfBook();
	bool	isOutOfBook() const { return _outOfBook; };
};


class CompareWhenStarted
{

public:

    CompareWhenStarted() {}

    // the sorting operator
    bool operator() (BWAPI::Unit u1,BWAPI::Unit u2)
    {
        int startedU1 = BWAPI::Broodwar->getFrameCount() - (u1->getType().buildTime() - u1->getRemainingBuildTime());
        int startedU2 = BWAPI::Broodwar->getFrameCount() - (u2->getType().buildTime() - u2->getRemainingBuildTime());
        return startedU1 > startedU2;
    }
};

}