#include "Bases.h"
#include "GameCommander.h"
#include "MapTools.h"
#include "OpponentModel.h"
#include "UnitUtil.h"

using namespace UAlbertaBot;

GameCommander::GameCommander() 
	: the(The::Root())
	, _combatCommander(CombatCommander::Instance())
	, _initialScoutTime(0)
	, _surrenderTime(0)
    , _myHighWaterSupply(0)
{
}

void GameCommander::update()
{
	_timerManager.startTimer(TimerManager::Total);

	// populate the unit vectors we will pass into various managers
	handleUnitAssignments();

	// Decide whether to give up early. Implements config option SurrenderWhenHopeIsLost.
	if (!_surrenderTime && surrenderMonkey())
	{
		_surrenderTime = BWAPI::Broodwar->getFrameCount();
		GameMessage("gg");
	}
	if (_surrenderTime)
	{
		if (BWAPI::Broodwar->getFrameCount() - _surrenderTime >= 36)  // 36 frames = 1.5 game seconds
		{
			BWAPI::Broodwar->leaveGame();
		}
		_timerManager.stopTimer(TimerManager::Total);
		return;
	}

	// -- Managers that gather inforation. --

	_timerManager.startTimer(TimerManager::InformationManager);
	Bases::Instance().update();
	InformationManager::Instance().update();
	_timerManager.stopTimer(TimerManager::InformationManager);

	_timerManager.startTimer(TimerManager::MapGrid);
	the.update();
	MapGrid::Instance().update();
	_timerManager.stopTimer(TimerManager::MapGrid);

	_timerManager.startTimer(TimerManager::OpponentModel);
	OpponentModel::Instance().update();
	_timerManager.stopTimer(TimerManager::OpponentModel);

	// -- Managers that act on information. --

	_timerManager.startTimer(TimerManager::Search);
	BOSSManager::Instance().update(35 - _timerManager.getMilliseconds());
	_timerManager.stopTimer(TimerManager::Search);

	_timerManager.startTimer(TimerManager::Worker);
	WorkerManager::Instance().update();
	_timerManager.stopTimer(TimerManager::Worker);

	_timerManager.startTimer(TimerManager::Production);
	ProductionManager::Instance().update();
	_timerManager.stopTimer(TimerManager::Production);

	_timerManager.startTimer(TimerManager::Building);
	BuildingManager::Instance().update();
	_timerManager.stopTimer(TimerManager::Building);

	_timerManager.startTimer(TimerManager::Combat);
	_combatCommander.update(_combatUnits);
	_timerManager.stopTimer(TimerManager::Combat);

	_timerManager.startTimer(TimerManager::Scout);
    ScoutManager::Instance().update();
	_timerManager.stopTimer(TimerManager::Scout);

	// Execute micro commands gathered above. Do this at the end of the frame.
	_timerManager.startTimer(TimerManager::Micro);
	the.micro.update();
	_timerManager.stopTimer(TimerManager::Micro);

	_timerManager.stopTimer(TimerManager::Total);

	drawDebugInterface();
}

void GameCommander::onEnd(bool isWinner)
{
	OpponentModel::Instance().setWin(isWinner);
	OpponentModel::Instance().write();

	// Clean up any data structures that may otherwise not be unwound in the correct order.
	// This fixes an end-of-game bug diagnosed by Bruce Nielsen.
	_combatCommander.onEnd();
}

void GameCommander::drawDebugInterface()
{
	InformationManager::Instance().drawExtendedInterface();
	InformationManager::Instance().drawUnitInformation(425,30);
	Bases::Instance().drawBaseInfo();
	Bases::Instance().drawBaseOwnership(575, 30);
	BuildingManager::Instance().drawBuildingInformation(200, 50);
	BuildingPlacer::Instance().drawReservedTiles();
	ProductionManager::Instance().drawProductionInformation(30, 60);
	BOSSManager::Instance().drawSearchInformation(490, 100);
    BOSSManager::Instance().drawStateInformation(250, 0);
	MapTools::Instance().drawHomeDistances();
    
	_combatCommander.drawSquadInformation(170, 70);
	_combatCommander.drawCombatSimInformation();
	_timerManager.drawModuleTimers(490, 215);
    drawGameInformation(4, 1);

	drawUnitOrders();
	
	// draw position of mouse cursor
	if (Config::Debug::DrawMouseCursorInfo)
	{
		int mouseX = BWAPI::Broodwar->getMousePosition().x + BWAPI::Broodwar->getScreenPosition().x;
		int mouseY = BWAPI::Broodwar->getMousePosition().y + BWAPI::Broodwar->getScreenPosition().y;
		BWAPI::Broodwar->drawTextMap(mouseX + 20, mouseY, " %d %d", mouseX, mouseY);
	}
}

void GameCommander::drawGameInformation(int x, int y)
{
	if (!Config::Debug::DrawGameInfo)
	{
		return;
	}

	const OpponentModel::OpponentSummary & summary = OpponentModel::Instance().getSummary();
	BWAPI::Broodwar->drawTextScreen(x, y, "%c%s %cv %c%s %c%d-%d",
		BWAPI::Broodwar->self()->getTextColor(), BWAPI::Broodwar->self()->getName().c_str(),
		white,
        BWAPI::Broodwar->enemy()->getTextColor(), BWAPI::Broodwar->enemy()->getName().c_str(),
		white, summary.totalWins, summary.totalGames - summary.totalWins);
	y += 12;
	
	const std::string & openingGroup = StrategyManager::Instance().getOpeningGroup();
	const auto openingInfoIt = summary.openingInfo.find(Config::Strategy::StrategyName);
	const int wins = openingInfoIt == summary.openingInfo.end() ? 0 : openingInfoIt->second.sameWins + openingInfoIt->second.otherWins;
	const int games = openingInfoIt == summary.openingInfo.end() ? 0 : openingInfoIt->second.sameGames + openingInfoIt->second.otherGames;
	bool gasSteal = OpponentModel::Instance().getRecommendGasSteal() || ScoutManager::Instance().wantGasSteal();
	BWAPI::Broodwar->drawTextScreen(x, y, "\x03%s%s%s%s %c%d-%d",
		Config::Strategy::StrategyName.c_str(),
		openingGroup != "" ? (" (" + openingGroup + ")").c_str() : "",
		gasSteal ? " + steal gas" : "",
		Config::Strategy::FoundEnemySpecificStrategy ? " - enemy specific" : "",
		white, wins, games - wins);
	BWAPI::Broodwar->setTextSize();
	y += 12;

	std::string expect;
	std::string enemyPlanString;
	if (OpponentModel::Instance().getEnemyPlan() == OpeningPlan::Unknown &&
		OpponentModel::Instance().getExpectedEnemyPlan() != OpeningPlan::Unknown)
	{
		if (OpponentModel::Instance().getEnemySingleStrategy())
		{
			expect = "surely ";
		}
		else
		{
			expect = "expect ";
		}
		enemyPlanString = OpponentModel::Instance().getExpectedEnemyPlanString();
	}
	else
	{
		enemyPlanString = OpponentModel::Instance().getEnemyPlanString();
	}
	BWAPI::Broodwar->drawTextScreen(x, y, "%cOpp Plan %c%s%c%s", white, orange, expect.c_str(), yellow, enemyPlanString.c_str());
	y += 12;

	std::string island = "";
	if (Bases::Instance().isIslandStart())
	{
		island = " (island)";
	}
	BWAPI::Broodwar->drawTextScreen(x, y, "%c%s%c%s", yellow, BWAPI::Broodwar->mapFileName().c_str(), orange, island.c_str());
	BWAPI::Broodwar->setTextSize();
	y += 12;

	int frame = BWAPI::Broodwar->getFrameCount();
	BWAPI::Broodwar->drawTextScreen(x, y, "\x04%d %2u:%02u mean %.1fms max %.1fms",
		frame,
		int(frame / (23.8 * 60)),
		int(frame / 23.8) % 60,
		_timerManager.getMeanMilliseconds(),
		_timerManager.getMaxMilliseconds());

	/*
	// latency display
	y += 12;
	BWAPI::Broodwar->drawTextScreen(x + 50, y, "\x04%d max %d",
		BWAPI::Broodwar->getRemainingLatencyFrames(),
		BWAPI::Broodwar->getLatencyFrames());
	*/
}

void GameCommander::drawUnitOrders()
{
	if (!Config::Debug::DrawUnitOrders)
	{
		return;
	}

	for (const auto unit : BWAPI::Broodwar->getAllUnits())
	{
		if (!unit->getPosition().isValid())
		{
			continue;
		}

		std::string extra = "";
		if (unit->getType() == BWAPI::UnitTypes::Zerg_Egg ||
			unit->getType() == BWAPI::UnitTypes::Zerg_Cocoon ||
			unit->getType().isBuilding() && !unit->isCompleted())
		{
			extra = unit->getBuildType().getName();
		}
		else if (unit->isTraining() && !unit->getTrainingQueue().empty())
		{
			extra = unit->getTrainingQueue()[0].getName();
		}
		else if (unit->getType() == BWAPI::UnitTypes::Terran_Siege_Tank_Tank_Mode ||
			unit->getType() == BWAPI::UnitTypes::Terran_Siege_Tank_Siege_Mode)
		{
			extra = unit->getType().getName();
		}
		else if (unit->isResearching())
		{
			extra = unit->getTech().getName();
		}
		else if (unit->isUpgrading())
		{
			extra = unit->getUpgrade().getName();
		}

		int x = unit->getPosition().x - 8;
		int y = unit->getPosition().y - 2;
		if (extra != "")
		{
			BWAPI::Broodwar->drawTextMap(x, y, "%c%s", yellow, extra.c_str());
		}
		if (unit->getOrder() != BWAPI::Orders::Nothing)
		{
			BWAPI::Broodwar->drawTextMap(x, y + 10, "%c%d %c%s", white, unit->getID(), cyan, unit->getOrder().getName().c_str());
		}
	}
}

// assigns units to various managers
void GameCommander::handleUnitAssignments()
{
	_validUnits.clear();
    _combatUnits.clear();
	// Don't clear the scout units.

	// filter our units for those which are valid and usable
	setValidUnits();

	// set each type of unit
	setScoutUnits();
	setCombatUnits();
}

bool GameCommander::isAssigned(BWAPI::Unit unit) const
{
	return _combatUnits.contains(unit) || _scoutUnits.contains(unit);
}

// validates units as usable for distribution to various managers
void GameCommander::setValidUnits()
{
	for (BWAPI::Unit unit : BWAPI::Broodwar->self()->getUnits())
	{
		if (UnitUtil::IsValidUnit(unit))
		{	
			_validUnits.insert(unit);

            /*
            // TODO testing
            static bool firstTime1 = false;
            if (!firstTime1 && unit->getType() == BWAPI::UnitTypes::Zerg_Zergling)
            {
                BWAPI::Broodwar->printf("unit timing %d", BWAPI::Broodwar->getFrameCount());
                firstTime1 = true;
            }
            */
		}
        else
        {
            /*
            static bool firstTime2 = false;
            if (!firstTime2 && unit->getType() == BWAPI::UnitTypes::Zerg_Hatchery && !unit->isCompleted())
            {
                BWAPI::Broodwar->printf("hatchery timing %d", BWAPI::Broodwar->getFrameCount());
                firstTime2 = true;
            }
            */
        }
	}
}

void GameCommander::setScoutUnits()
{
	// If we're zerg, assign the first overlord to scout.
	if (BWAPI::Broodwar->getFrameCount() == 0 &&
		BWAPI::Broodwar->self()->getRace() == BWAPI::Races::Zerg)
	{
		for (const auto unit : BWAPI::Broodwar->self()->getUnits())
		{
			if (unit->getType() == BWAPI::UnitTypes::Zerg_Overlord)
			{
				ScoutManager::Instance().setOverlordScout(unit);
				assignUnit(unit, _scoutUnits);
				break;
			}
		}
	}

    // Send a scout worker if we haven't yet and should.
	if (!_initialScoutTime)
    {
		if (ScoutManager::Instance().shouldScout() && !Bases::Instance().isIslandStart())
		{
			BWAPI::Unit workerScout = getAnyFreeWorker();

			// If we find a worker, make it the scout unit.
			if (workerScout)
			{
				ScoutManager::Instance().setWorkerScout(workerScout);
				assignUnit(workerScout, _scoutUnits);
                _initialScoutTime = BWAPI::Broodwar->getFrameCount();
			}
		}
    }
}

// Set combat units to be passed to CombatCommander.
void GameCommander::setCombatUnits()
{
	for (BWAPI::Unit unit : _validUnits)
	{
		if (!isAssigned(unit) && (UnitUtil::IsCombatUnit(unit) || unit->getType().isWorker()))		
		{	
			assignUnit(unit, _combatUnits);
		}
	}
}

// Release the zerg scouting overlord for other duty.
void GameCommander::releaseOverlord(BWAPI::Unit overlord)
{
	_scoutUnits.erase(overlord);
}

void GameCommander::onUnitShow(BWAPI::Unit unit)			
{ 
	InformationManager::Instance().onUnitShow(unit); 
	WorkerManager::Instance().onUnitShow(unit);
}

void GameCommander::onUnitHide(BWAPI::Unit unit)			
{ 
	InformationManager::Instance().onUnitHide(unit); 
}

void GameCommander::onUnitCreate(BWAPI::Unit unit)		
{ 
	InformationManager::Instance().onUnitCreate(unit); 
}

void GameCommander::onUnitComplete(BWAPI::Unit unit)
{
	InformationManager::Instance().onUnitComplete(unit);
}

void GameCommander::onUnitRenegade(BWAPI::Unit unit)		
{ 
	InformationManager::Instance().onUnitRenegade(unit); 
}

void GameCommander::onUnitDestroy(BWAPI::Unit unit)		
{ 	
	ProductionManager::Instance().onUnitDestroy(unit);
	WorkerManager::Instance().onUnitDestroy(unit);
	InformationManager::Instance().onUnitDestroy(unit); 
}

void GameCommander::onUnitMorph(BWAPI::Unit unit)		
{ 
	InformationManager::Instance().onUnitMorph(unit);
	WorkerManager::Instance().onUnitMorph(unit);
}

// Used only to choose a worker to scout.
BWAPI::Unit GameCommander::getAnyFreeWorker()
{
	for (const auto unit : _validUnits)
	{
		if (unit->getType().isWorker() &&
			!isAssigned(unit) &&
			WorkerManager::Instance().isFree(unit) &&
			!unit->isCarryingMinerals() &&
			!unit->isCarryingGas() &&
			unit->getOrder() != BWAPI::Orders::MiningMinerals)
		{
			return unit;
		}
	}

	return nullptr;
}

void GameCommander::assignUnit(BWAPI::Unit unit, BWAPI::Unitset & set)
{
    if (_scoutUnits.contains(unit)) { _scoutUnits.erase(unit); }
    else if (_combatUnits.contains(unit)) { _combatUnits.erase(unit); }

    set.insert(unit);
}

// Decide whether to give up early. See config option SurrenderWhenHopeIsLost.
// This depends on _validUnits, so call it after handleUnitAssignments().
// Giving up early is important in testing, to save time. In a serious tournament,
// it's a question of taste.
bool GameCommander::surrenderMonkey()
{
	if (!Config::Strategy::SurrenderWhenHopeIsLost)
	{
		return false;
	}

	// Only check once every five seconds. No hurry to give up.
	if (BWAPI::Broodwar->getFrameCount() % (5 * 24) != 0)
	{
		return false;
	}

    // Don't surrender right at the start.
    if (BWAPI::Broodwar->getFrameCount() < 24 * 60)
    {
        return false;
    }

    // We are playing against a human. Surrender earlier to reduce frustration.
    if (Config::Strategy::HumanOpponent)
    {
        int mySupply = BWAPI::Broodwar->self()->supplyUsed();
        PlayerSnapshot enemySnap(BWAPI::Broodwar->enemy());
        int knownEnemySupply = enemySnap.getSupply();

        // BWAPI::Broodwar->printf("supply %d < %d vs enemy %d", mySupply, _myHighWaterSupply, knownEnemySupply);

        if (mySupply > _myHighWaterSupply)
        {
            _myHighWaterSupply = mySupply;
            return false;
        }

        // Surrender if the enemy is way ahead AND we have been hurt.
        // We don't check that we were RECENTLY hurt.
        return mySupply < knownEnemySupply / 2 && mySupply < _myHighWaterSupply / 2;
    }

    // We assume we are playing against another bot.
    // The only reason to gg is to save time, so be conservative.
	// Surrender if all conditions are met:
	// 1. We don't have the cash to make a worker.
	// 2. We have no completed unit that can attack. (We may have incomplete units.)
	// 3. The enemy has at least one visible unit that can destroy buildings.
	// Terran does not float buildings, so we check whether the enemy can attack ground.

	// 1. Our cash.
	if (BWAPI::Broodwar->self()->minerals() >= 50)
	{
		return false;
	}

	// 2. Our units.
	for (BWAPI::Unit unit : _validUnits)
	{
		if (unit->canAttack())
		{
			return false;
		}
	}

	// 3. Enemy units.
	bool safe = true;
    for (BWAPI::Unit unit : BWAPI::Broodwar->enemy()->getUnits())
	{
		if (unit->isVisible() && UnitUtil::CanAttackGround(unit))
		{
			safe = false;
			break;
		}
	}
	if (safe)
	{
		return false;
	}

	// Surrender monkey says surrender!
	return true;
}

GameCommander & GameCommander::Instance()
{
	static GameCommander instance;
	return instance;
}
