#include <stdlib.h>
#include <dolphin/dolphin.h>
#include <furi.h>
#include <gui/canvas_i.h>
#include "defines.h"
#include "common/ui.h"
#include "solitaire_icons.h"
#include <notification/notification.h>
#include <notification/notification_messages.h>
void init(GameState* game_state);
const NotificationSequence sequence_fail = {
    &message_vibro_on,
    &message_note_c4,
    &message_delay_10,
    &message_vibro_off,
    &message_sound_off,
    &message_delay_10,

    &message_vibro_on,
    &message_note_a3,
    &message_delay_10,
    &message_vibro_off,
    &message_sound_off,
    NULL,
};
int8_t columns[7][3] = {
    {1, 1, 25},
    {19, 1, 25},
    {37, 1, 25},
    {55, 1, 25},
    {73, 1, 25},
    {91, 1, 25},
    {109, 1, 25},
};

bool can_place_card(Card where, Card what) {
    FURI_LOG_D(
        APP_NAME,
        "TESTING pip %i, letter %i with pip %i, letter %i",
        where.pip,
        where.character,
        what.pip,
        what.character);
    bool a_black = where.pip == 0 || where.pip == 3;
    bool b_black = what.pip == 0 || what.pip == 3;
    if(a_black == b_black) return false;

    int8_t a_letter = (int8_t)where.character;
    int8_t b_letter = (int8_t)what.character;
    if(a_letter == 12) a_letter = -1;
    if(b_letter == 12) b_letter = -1;

    return (a_letter - 1) == b_letter;
}

static void draw_scene(Canvas* const canvas, const GameState* game_state) {
    int deckIndex = game_state->deck.index;
    if(game_state->dragging_deck) deckIndex--;

    if((game_state->deck.index < (game_state->deck.card_count - 1) ||
        game_state->deck.index == -1) &&
       game_state->deck.card_count > 0) {
        draw_card_back_at(columns[0][0], columns[0][1], canvas);
        if(game_state->selectRow == 0 && game_state->selectColumn == 0) {
            draw_rounded_box(
                canvas,
                columns[0][0] + 1,
                columns[0][1] + 1,
                CARD_WIDTH - 2,
                CARD_HEIGHT - 2,
                Inverse);
        }
    } else
        draw_card_space(
            columns[0][0],
            columns[0][1],
            game_state->selectRow == 0 && game_state->selectColumn == 0,
            canvas);
    //deck side
    if(deckIndex >= 0) {
        Card c = game_state->deck.cards[deckIndex];
        draw_card_at_colored(
            columns[1][0],
            columns[1][1],
            c.pip,
            c.character,
            game_state->selectRow == 0 && game_state->selectColumn == 1,
            canvas);
    } else
        draw_card_space(
            columns[1][0],
            columns[1][1],
            game_state->selectRow == 0 && game_state->selectColumn == 1,
            canvas);

    for(uint8_t i = 0; i < 4; i++) {
        Card current = game_state->top_cards[i];
        bool selected = game_state->selectRow == 0 && game_state->selectColumn == (i + 3);
        if(current.disabled) {
            draw_card_space(columns[i + 3][0], columns[i + 3][1], selected, canvas);
        } else {
            draw_card_at(
                columns[i + 3][0], columns[i + 3][1], current.pip, current.character, canvas);
            if(selected) {
                draw_rounded_box(
                    canvas, columns[i + 3][0], columns[i + 3][1], CARD_WIDTH, CARD_HEIGHT, Inverse);
            }
        }
    }

    for(uint8_t i = 0; i < 7; i++) {
        bool selected = game_state->selectRow == 1 && game_state->selectColumn == i;
        int8_t index = (game_state->bottom_columns[i].index - 1 - game_state->selected_card);
        if(index < 0) index = 0;
        draw_hand_column(
            game_state->bottom_columns[i],
            columns[i][0],
            columns[i][2],
            selected ? index : -1,
            canvas);
    }

    int8_t pos[2] = {
        columns[game_state->selectColumn][0],
        columns[game_state->selectColumn][game_state->selectRow + 1]};

    /*     draw_icon_clip(canvas, &I_card_graphics, pos[0] + CARD_HALF_WIDTH, pos[1] + CARD_HALF_HEIGHT, 30, 5, 5, 5,
                        Filled);*/

    if(game_state->dragging_hand.index > 0) {
        draw_hand_column(
            game_state->dragging_hand,
            pos[0] + CARD_HALF_WIDTH + 3,
            pos[1] + CARD_HALF_HEIGHT + 3,
            -1,
            canvas);
    }
}

static void draw_animation(Canvas* const canvas, const GameState* game_state) {
    if(!game_state->animation.started) {
        draw_scene(canvas, game_state);
    } else {
        clone_buffer(game_state->animation.buffer, get_buffer(canvas));

        draw_card_at(
            (int8_t)game_state->animation.x,
            (int8_t)game_state->animation.y,
            game_state->animation.card.pip,
            game_state->animation.card.character,
            canvas);
    }

    clone_buffer(get_buffer(canvas), game_state->animation.buffer);
}

static void render_callback(Canvas* const canvas, void* ctx) {
    furi_assert(ctx);
    const GameState* game_state = ctx;
    furi_mutex_acquire(game_state->mutex, FuriWaitForever);

    switch(game_state->state) {
    case GameStateAnimate:
        draw_animation(canvas, game_state);
        break;
    case GameStateStart:
        canvas_draw_icon(canvas, 0, 0, &I_solitaire_main);
        break;
    case GameStatePlay:
        draw_scene(canvas, game_state);
        break;
    default:
        break;
    }

    furi_mutex_release(game_state->mutex);
}

void remove_drag(GameState* game_state) {
    if(game_state->dragging_deck) {
        remove_from_deck(game_state->deck.index, &(game_state->deck));
        game_state->dragging_deck = false;
    } else if(game_state->dragging_column < 7) {
        game_state->dragging_column = 8;
    }
    game_state->dragging_hand.index = 0;
}

bool handleInput(GameState* game_state) {
    Hand currentHand = game_state->bottom_columns[game_state->selectColumn];
    switch(game_state->input) {
    case InputKeyUp:
        if(game_state->selectRow > 0) {
            int first = first_non_flipped_card(currentHand);
            first = currentHand.index - first;
            if((first - 1) > game_state->selected_card && game_state->dragging_hand.index == 0 &&
               !game_state->longPress) {
                game_state->selected_card++;
            } else {
                game_state->selectRow--;
                game_state->selected_card = 0;
            }
        }
        break;
    case InputKeyDown:
        if(game_state->selectRow < 1) {
            game_state->selectRow++;
            game_state->selected_card = 0;
        } else {
            if(game_state->selected_card > 0) {
                if(game_state->longPress)
                    game_state->selected_card = 0;
                else
                    game_state->selected_card--;
            }
        }
        break;
    case InputKeyRight:
        if(game_state->selectColumn < 6) {
            game_state->selectColumn++;
            game_state->selected_card = 0;
        }
        break;
    case InputKeyLeft:
        if(game_state->selectColumn > 0) {
            game_state->selectColumn--;
            game_state->selected_card = 0;
        }
        break;
    case InputKeyOk:
        return true;
        break;
    default:
        break;
    }
    if(game_state->selectRow == 0 && game_state->selectColumn == 2) {
        if(game_state->input == InputKeyRight)
            game_state->selectColumn++;
        else
            game_state->selectColumn--;
    }
    if(game_state->dragging_hand.index > 0) game_state->selected_card = 0;
    return false;
}

bool place_on_top(Card* where, Card what) {
    if(where->disabled && what.character == 12) {
        where->disabled = what.disabled;
        where->pip = what.pip;
        where->character = what.character;
        return true;
    } else if(where->pip == what.pip) {
        int8_t a_letter = (int8_t)where->character;
        int8_t b_letter = (int8_t)what.character;
        if(a_letter == 12) a_letter = -1;
        if(b_letter == 12) b_letter = -1;

        if(where->disabled && b_letter != -1) return false;

        if((a_letter + 1) == b_letter) {
            where->disabled = what.disabled;
            where->pip = what.pip;
            where->character = what.character;
            return true;
        }
    }
    return false;
}

void tick(GameState* game_state, NotificationApp* notification) {
    game_state->last_tick = furi_get_tick();
    uint8_t row = game_state->selectRow;
    uint8_t column = game_state->selectColumn;
    if(game_state->state != GameStatePlay && game_state->state != GameStateAnimate) return;
    bool wasAction = false;
    if(game_state->state == GameStatePlay) {
        if(game_state->top_cards[0].character == 11 && game_state->top_cards[1].character == 11 &&
           game_state->top_cards[2].character == 11 && game_state->top_cards[3].character == 11) {
            dolphin_deed(DolphinDeedPluginGameWin);
            game_state->state = GameStateAnimate;
            return;
        }
    }
    if(handleInput(game_state)) {
        if(game_state->state == GameStatePlay) {
            if(game_state->longPress && game_state->dragging_hand.index == 1) {
                for(uint8_t i = 0; i < 4; i++) {
                    if(place_on_top(
                           &(game_state->top_cards[i]), game_state->dragging_hand.cards[0])) {
                        remove_drag(game_state);
                        wasAction = true;
                        break;
                    }
                }
            } else {
                if(row == 0 && column == 0 && game_state->dragging_hand.index == 0) {
                    FURI_LOG_D(APP_NAME, "Drawing card");
                    game_state->deck.index++;
                    wasAction = true;
                    if(game_state->deck.index >= (game_state->deck.card_count))
                        game_state->deck.index = -1;
                }
                //pick/place from deck
                else if(row == 0 && column == 1) {
                    //place
                    if(game_state->dragging_deck) {
                        wasAction = true;
                        game_state->dragging_deck = false;
                        game_state->dragging_hand.index = 0;
                    }
                    //pick
                    else {
                        if(game_state->dragging_hand.index == 0 && game_state->deck.index >= 0) {
                            wasAction = true;
                            game_state->dragging_deck = true;
                            add_to_hand(
                                &(game_state->dragging_hand),
                                game_state->deck.cards[game_state->deck.index]);
                        }
                    }
                }
                //place on top row
                else if(row == 0 && game_state->dragging_hand.index == 1) {
                    column -= 3;
                    Card currCard = game_state->dragging_hand.cards[0];
                    wasAction = place_on_top(&(game_state->top_cards[column]), currCard);
                    if(wasAction) remove_drag(game_state);
                }
                //pick/place from bottom
                else if(row == 1) {
                    Hand* curr_hand = &(game_state->bottom_columns[column]);
                    //pick up
                    if(game_state->dragging_hand.index == 0) {
                        Card curr_card = curr_hand->cards[curr_hand->index - 1];
                        if(curr_card.flipped) {
                            curr_hand->cards[curr_hand->index - 1].flipped = false;
                            wasAction = true;
                        } else {
                            if(curr_hand->index > 0) {
                                extract_hand_region(
                                    curr_hand,
                                    &(game_state->dragging_hand),
                                    curr_hand->index - game_state->selected_card - 1);
                                game_state->selected_card = 0;
                                game_state->dragging_column = column;
                                wasAction = true;
                            }
                        }
                    }
                    //place
                    else {
                        Card first = game_state->dragging_hand.cards[0];
                        if(game_state->dragging_column == column ||
                           (curr_hand->index == 0 && first.character == 11) ||
                           can_place_card(curr_hand->cards[curr_hand->index - 1], first)) {
                            add_hand_region(curr_hand, &(game_state->dragging_hand));
                            remove_drag(game_state);
                            wasAction = true;
                        }
                    }
                }
            }

            if(!wasAction) {
                notification_message(notification, &sequence_fail);
            }
        }
    }
    if(game_state->state == GameStateAnimate) {
        if(game_state->animation.started && !game_state->longPress &&
           game_state->input == InputKeyOk) {
            init(game_state);
            game_state->state = GameStateStart;
        }

        game_state->animation.started = true;
        if(game_state->animation.x < -20 || game_state->animation.x > 128) {
            game_state->animation.deck++;
            if(game_state->animation.deck > 3) game_state->animation.deck = 0;
            int8_t cardIndex = 11 - game_state->animation.indexes[game_state->animation.deck];

            if(game_state->animation.indexes[0] == 13 && game_state->animation.indexes[1] == 13 &&
               game_state->animation.indexes[2] == 13 && game_state->animation.indexes[3] == 13) {
                init(game_state);
                game_state->state = GameStateStart;
                return;
            }

            if(cardIndex == -1) cardIndex = 12;
            game_state->animation.card = (Card){
                game_state->top_cards[game_state->animation.deck].pip, cardIndex, false, false};
            game_state->animation.indexes[game_state->animation.deck]++;
            game_state->animation.vx = -(rand() % 3 + 1) * (rand() % 2 == 1 ? 1 : -1);
            game_state->animation.vy = (rand() % 3 + 1);
            game_state->animation.x = columns[game_state->animation.deck + 3][0];
            game_state->animation.y = columns[game_state->animation.deck + 3][1];
        }
        game_state->animation.x += game_state->animation.vx;
        game_state->animation.y -= game_state->animation.vy;
        game_state->animation.vy -= 1;
        if(game_state->animation.vy < -10) game_state->animation.vy = -10;

        if(game_state->animation.y > 41) {
            game_state->animation.y = 41;
            game_state->animation.vy = -(game_state->animation.vy * 0.7f);
        }
    }
}

void init(GameState* game_state) {
    game_state->selectColumn = 0;
    game_state->selected_card = 0;
    game_state->selectRow = 0;
    generate_deck(&(game_state->deck), 1);
    shuffle_deck(&(game_state->deck));
    game_state->dragging_deck = false;
    game_state->animation.started = false;
    game_state->animation.deck = -1;
    game_state->animation.x = -21;
    game_state->state = GameStatePlay;
    game_state->dragging_column = 8;

    for(uint8_t i = 0; i < 7; i++) {
        free_hand(&(game_state->bottom_columns[i]));
        init_hand(&(game_state->bottom_columns[i]), 21);
        game_state->bottom_columns[i].index = 0;
        for(uint8_t j = 0; j <= i; j++) {
            Card cur = remove_from_deck(0, &(game_state->deck));
            cur.flipped = i != j;
            add_to_hand(&(game_state->bottom_columns[i]), cur);
        }
    }

    for(uint8_t i = 0; i < 4; i++) {
        game_state->animation.indexes[i] = 0;
        game_state->top_cards[i] = (Card){0, 0, true, false};
    }
    game_state->deck.index = -1;
}

void init_start(GameState* game_state) {
    game_state->input = InputKeyMAX;
    for(uint8_t i = 0; i < 7; i++) init_hand(&(game_state->bottom_columns[i]), 21);

    init_hand(&(game_state->dragging_hand), 13);
    game_state->animation.buffer = make_buffer();
}

static void input_callback(InputEvent* input_event, FuriMessageQueue* event_queue) {
    furi_assert(event_queue);
    AppEvent event = {.type = EventTypeKey, .input = *input_event};
    furi_message_queue_put(event_queue, &event, FuriWaitForever);
}

static void update_timer_callback(FuriMessageQueue* event_queue) {
    furi_assert(event_queue);
    AppEvent event = {.type = EventTypeTick};
    furi_message_queue_put(event_queue, &event, 0);
}

int32_t solitaire_app(void* p) {
    UNUSED(p);
    int32_t return_code = 0;
    FuriMessageQueue* event_queue = furi_message_queue_alloc(8, sizeof(AppEvent));
    GameState* game_state = malloc(sizeof(GameState));
    init_start(game_state);
    set_card_graphics(&I_card_graphics);

    game_state->state = GameStateStart;

    game_state->processing = true;
    game_state->mutex = furi_mutex_alloc(FuriMutexTypeNormal);
    if(!game_state->mutex) {
        FURI_LOG_E(APP_NAME, "cannot create mutex\r\n");
        return_code = 255;
        goto free_and_exit;
    }
    NotificationApp* notification = furi_record_open(RECORD_NOTIFICATION);

    notification_message_block(notification, &sequence_display_backlight_enforce_on);

    ViewPort* view_port = view_port_alloc();
    view_port_draw_callback_set(view_port, render_callback, game_state);
    view_port_input_callback_set(view_port, input_callback, event_queue);

    FuriTimer* timer = furi_timer_alloc(update_timer_callback, FuriTimerTypePeriodic, event_queue);
    furi_timer_start(timer, furi_kernel_get_tick_frequency() / 30);

    Gui* gui = furi_record_open(RECORD_GUI);
    gui_add_view_port(gui, view_port, GuiLayerFullscreen);

    AppEvent event;

    // Call Dolphin deed on game start
    dolphin_deed(DolphinDeedPluginGameStart);

    for(bool processing = true; processing;) {
        FuriStatus event_status = furi_message_queue_get(event_queue, &event, 150);
        furi_mutex_acquire(game_state->mutex, FuriWaitForever);
        bool hadChange = false;
        if(event_status == FuriStatusOk) {
            if(event.type == EventTypeKey) {
                if(event.input.type == InputTypeLong) {
                    game_state->longPress = true;
                    switch(event.input.key) {
                    case InputKeyUp:
                    case InputKeyDown:
                    case InputKeyRight:
                    case InputKeyLeft:
                    case InputKeyOk:
                        game_state->input = event.input.key;
                        break;
                    case InputKeyBack:
                        processing = false;
                        return_code = 1;
                    default:
                        break;
                    }
                } else if(event.input.type == InputTypePress) {
                    game_state->longPress = false;
                    switch(event.input.key) {
                    case InputKeyUp:
                    case InputKeyDown:
                    case InputKeyRight:
                    case InputKeyLeft:
                    case InputKeyOk:
                        if(event.input.key == InputKeyOk && game_state->state == GameStateStart) {
                            game_state->state = GameStatePlay;
                            init(game_state);
                        } else {
                            hadChange = true;
                            game_state->input = event.input.key;
                        }
                        break;
                    case InputKeyBack:
                        init(game_state);
                        processing = false;
                        return_code = 1;
                        break;
                    default:
                        break;
                    }
                }
            } else if(event.type == EventTypeTick) {
                tick(game_state, notification);
                processing = game_state->processing;
                game_state->input = InputKeyMAX;
            }
        } else {
            //FURI_LOG_W(APP_NAME, "osMessageQueue: event timeout");
            // event timeout
        }
        if(hadChange || game_state->state == GameStateAnimate) view_port_update(view_port);
        furi_mutex_release(game_state->mutex);
    }

    notification_message_block(notification, &sequence_display_backlight_enforce_auto);
    furi_timer_free(timer);
    view_port_enabled_set(view_port, false);
    gui_remove_view_port(gui, view_port);
    furi_record_close(RECORD_GUI);
    furi_record_close(RECORD_NOTIFICATION);
    view_port_free(view_port);
    furi_mutex_free(game_state->mutex);

free_and_exit:
    free(game_state->animation.buffer);
    ui_cleanup();
    for(uint8_t i = 0; i < 7; i++) free_hand(&(game_state->bottom_columns[i]));

    free(game_state->deck.cards);
    free(game_state);
    furi_message_queue_free(event_queue);
    return return_code;
}