/**
 * Implements the Re-sleeving mechanic for BitNode-10.
 * This allows the player to purchase and "use" new sleeves at VitaLife.
 * These new sleeves come with different starting experience and Augmentations
 * The cost of these new sleeves scales based on the exp and Augs.
 *
 * Note that this is different from the "Sleeve mechanic". The "Sleeve" mechanic
 * provides new sleeves, essentially clones. This Re-sleeving mechanic lets
 * the player purchase a new body with pre-existing Augmentations and experience
 *
 * As of right now, this feature is only available in BitNode 10
 */
import { Resleeve } from "./Resleeve";
import { IPlayer } from "../IPlayer";

import { Augmentation } from "../../Augmentation/Augmentation";
import { Augmentations } from "../../Augmentation/Augmentations";
import { IPlayerOwnedAugmentation, PlayerOwnedAugmentation } from "../../Augmentation/PlayerOwnedAugmentation";
import { AugmentationNames } from "../../Augmentation/data/AugmentationNames";

import { getRandomInt } from "../../../utils/helpers/getRandomInt";

// Executes the actual re-sleeve when one is purchased
export function purchaseResleeve(r: Resleeve, p: IPlayer): boolean {
  const cost: number = r.getCost();
  if (!p.canAfford(cost)) {
    return false;
  }
  p.loseMoney(cost);

  // Set the player's exp
  p.hacking_exp = r.hacking_exp;
  p.strength_exp = r.strength_exp;
  p.defense_exp = r.defense_exp;
  p.dexterity_exp = r.dexterity_exp;
  p.agility_exp = r.agility_exp;
  p.charisma_exp = r.charisma_exp;

  // Reset Augmentation "owned" data
  for (const augKey in Augmentations) {
    Augmentations[augKey].owned = false;
  }

  // Clear all of the player's augmentations, except the NeuroFlux Governor
  // which is kept
  for (let i = p.augmentations.length - 1; i >= 0; --i) {
    if (p.augmentations[i].name !== AugmentationNames.NeuroFluxGovernor) {
      p.augmentations.splice(i, 1);
    } else {
      // NeuroFlux Governor
      Augmentations[AugmentationNames.NeuroFluxGovernor].owned = true;
    }
  }

  for (let i = 0; i < r.augmentations.length; ++i) {
    p.augmentations.push(new PlayerOwnedAugmentation(r.augmentations[i].name));
    Augmentations[r.augmentations[i].name].owned = true;
  }

  // The player's purchased Augmentations should remain the same, but any purchased
  // Augmentations that are given by the resleeve should be removed so there are no duplicates
  for (let i = p.queuedAugmentations.length - 1; i >= 0; --i) {
    const name: string = p.queuedAugmentations[i].name;

    if (
      p.augmentations.filter((e: IPlayerOwnedAugmentation) => {
        return e.name !== AugmentationNames.NeuroFluxGovernor && e.name === name;
      }).length >= 1
    ) {
      p.queuedAugmentations.splice(i, 1);
    }
  }

  p.reapplyAllAugmentations(true);
  p.reapplyAllSourceFiles(); //Multipliers get reset, so have to re-process source files too
  return true;
}

// Creates all of the Re-sleeves that will be available for purchase at VitaLife
export function generateResleeves(): Resleeve[] {
  const NumResleeves = 40; // Total number of Resleeves to generate

  const ret: Resleeve[] = [];
  for (let i = 0; i < NumResleeves; ++i) {
    // i will be a number indicating how "powerful" the Re-sleeve should be
    const r: Resleeve = new Resleeve();

    // Generate experience
    const expMult: number = 5 * i + 1;
    r.hacking_exp = expMult * getRandomInt(1000, 5000);
    r.strength_exp = expMult * getRandomInt(1000, 5000);
    r.defense_exp = expMult * getRandomInt(1000, 5000);
    r.dexterity_exp = expMult * getRandomInt(1000, 5000);
    r.agility_exp = expMult * getRandomInt(1000, 5000);
    r.charisma_exp = expMult * getRandomInt(1000, 5000);

    // Generate Augs
    // Augmentation prequisites will be ignored for this
    const baseNumAugs: number = Math.max(2, Math.ceil((i + 3) / 2));
    const numAugs: number = getRandomInt(baseNumAugs, baseNumAugs + 2);
    const augKeys: string[] = Object.keys(Augmentations);
    for (let a = 0; a < numAugs; ++a) {
      // Get a random aug
      const randIndex: number = getRandomInt(0, augKeys.length - 1);
      const randKey: string = augKeys[randIndex];

      // Forbidden augmentations
      if (randKey === AugmentationNames.TheRedPill || randKey === AugmentationNames.NeuroFluxGovernor) {
        continue;
      }

      const randAug: Augmentation | null = Augmentations[randKey];
      if (randAug === null) throw new Error(`null augmentation: ${randKey}`);
      r.augmentations.push({ name: randAug.name, level: 1 });
      r.applyAugmentation(Augmentations[randKey]);
      r.updateStatLevels();

      // Remove Augmentation so that there are no duplicates
      augKeys.splice(randIndex, 1);
    }

    ret.push(r);
  }

  return ret;
}
