#include "Core.h"
#include "Console.h"
#include "Debug.h"
#include "Export.h"
#include "PluginManager.h"

#include <map>

// DF data structure definition headers
#include "DataDefs.h"

#include "modules/Items.h"
#include "modules/Maps.h"
#include "modules/Materials.h"
#include "modules/Persistence.h"
#include "modules/Units.h"
#include "modules/World.h"
#include "modules/Translation.h"

#include "df/item.h"
#include "df/item_actual.h"
#include "df/item_crafted.h"
#include "df/item_constructed.h"
#include "df/item_armorst.h"
#include "df/item_glovesst.h"
#include "df/item_shoesst.h"
#include "df/item_helmst.h"
#include "df/item_pantsst.h"
#include "df/itemdef_armorst.h"
#include "df/itemdef_glovesst.h"
#include "df/itemdef_shoesst.h"
#include "df/itemdef_helmst.h"
#include "df/itemdef_pantsst.h"
#include "df/manager_order.h"
#include "df/creature_raw.h"
#include "df/world.h"

using std::endl;
using std::string;
using std::vector;
using std::map;

using namespace DFHack;
using namespace DFHack::Items;
using namespace DFHack::Units;
using namespace df::enums;


DFHACK_PLUGIN("autoclothing");
REQUIRE_GLOBAL(world);

// Only run if this is enabled
DFHACK_PLUGIN_IS_ENABLED(autoclothing_enabled);

// logging levels can be dynamically controlled with the `debugfilter` command.
namespace DFHack {
    // for configuration-related logging
    DBG_DECLARE(autoclothing, report, DebugCategory::LINFO);
    // for logging during the periodic scan
    DBG_DECLARE(autoclothing, cycle, DebugCategory::LINFO);
}

static const string CONFIG_KEY = string(plugin_name) + "/config";
enum ConfigValues {
    CONFIG_IS_ENABLED = 0,
};

//static int get_config_val(PersistentDataItem& c, int index) {
//    if (!c.isValid())
//        return -1;
//    return c.ival(index);
//}
//static bool get_config_bool(PersistentDataItem& c, int index) {
//    return get_config_val(c, index) == 1;
//}
static void set_config_val(PersistentDataItem& c, int index, int value) {
    if (c.isValid())
        c.ival(index) = value;
}
static void set_config_bool(PersistentDataItem& c, int index, bool value) {
    set_config_val(c, index, value ? 1 : 0);
}

// Here go all the command declarations...
// mostly to allow having the mandatory stuff on top of the file and commands on the bottom
struct ClothingRequirement;
command_result autoclothing(color_ostream &out, vector <string> & parameters);
static void init_state(color_ostream &out);
static void save_state(color_ostream &out);
static void cleanup_state(color_ostream &out);
static void do_autoclothing();
static bool validateMaterialCategory(ClothingRequirement * requirement);
static bool setItem(string name, ClothingRequirement* requirement);
static void generate_report(color_ostream& out);
static bool isAvailableItem(df::item* item);

enum match_strictness
{
    STRICT_PERMISSIVE,
    STRICT_TYPE,
    STRICT_MATERIAL
};

match_strictness strictnessSetting = STRICT_PERMISSIVE;

vector<ClothingRequirement>clothingOrders;

struct ClothingRequirement
{
    df::job_type jobType;
    df::item_type itemType;
    int16_t item_subtype;
    df::job_material_category material_category;
    int16_t needed_per_citizen;
    map<int16_t, int32_t> total_needed_per_race;

    bool matches(ClothingRequirement * b)
    {
        if (b->jobType != this->jobType)
            return false;
        if (b->itemType != this->itemType)
            return false;
        if (b->item_subtype != this->item_subtype)
            return false;
        if (b->material_category.whole != this->material_category.whole)
            return false;
        return true;
    }

    string Serialize()
    {
        std::stringstream stream;
        stream << ENUM_KEY_STR(job_type, jobType) << " ";
        stream << ENUM_KEY_STR(item_type,itemType) << " ";
        stream << item_subtype << " ";
        stream << material_category.whole << " ";
        stream << needed_per_citizen;
        return stream.str();
    }

    void Deserialize(string s)
    {
        std::stringstream stream(s);
        string loadedJob;
        stream >> loadedJob;
        FOR_ENUM_ITEMS(job_type, job)
        {
            if (ENUM_KEY_STR(job_type, job) == loadedJob)
            {
                jobType = job;
                break;
            }
        }
        string loadedItem;
        stream >> loadedItem;
        FOR_ENUM_ITEMS(item_type, item)
        {
            if (ENUM_KEY_STR(item_type, item) == loadedItem)
            {
                itemType = item;
                break;
            }
        }
        stream >> item_subtype;
        stream >> material_category.whole;
        stream >> needed_per_citizen;
    }

    bool SetFromParameters(color_ostream &out, vector <string> & parameters)
    {
        if (!set_bitfield_field(&material_category, parameters[0], 1))
        {
            out << "Unrecognized material type: " << parameters[0] << endl;
        }
        if (!setItem(parameters[1], this))
        {
            out << "Unrecognized item name or token: " << parameters[1] << endl;
            return false;
        }
        if (!validateMaterialCategory(this))
        {
            out << parameters[0] << " is not a valid material category for " << parameters[1] << endl;
            return false;
        }
        return true;
    }

    string ToReadableLabel()
    {
        std::stringstream stream;
        stream << bitfield_to_string(material_category) << " ";
        string adjective = "";
        string name = "";
        switch (itemType)
        {
        case df::enums::item_type::ARMOR:
            adjective = world->raws.itemdefs.armor[item_subtype]->adjective;
            name = world->raws.itemdefs.armor[item_subtype]->name;
            break;
        case df::enums::item_type::SHOES:
            adjective = world->raws.itemdefs.shoes[item_subtype]->adjective;
            name = world->raws.itemdefs.shoes[item_subtype]->name;
            break;
        case df::enums::item_type::HELM:
            adjective = world->raws.itemdefs.helms[item_subtype]->adjective;
            name = world->raws.itemdefs.helms[item_subtype]->name;
            break;
        case df::enums::item_type::GLOVES:
            adjective = world->raws.itemdefs.gloves[item_subtype]->adjective;
            name = world->raws.itemdefs.gloves[item_subtype]->name;
            break;
        case df::enums::item_type::PANTS:
            adjective = world->raws.itemdefs.pants[item_subtype]->adjective;
            name = world->raws.itemdefs.pants[item_subtype]->name;
            break;
        default:
            break;
        }
        if (!adjective.empty())
            stream << adjective << " ";
        stream << name << " ";
        stream << needed_per_citizen;

        return stream.str();
    }
};


// Mandatory init function. If you have some global state, create it here.
DFhackCExport command_result plugin_init(color_ostream &out, vector <PluginCommand> &commands)
{
    // Fill the command list with your commands.
    commands.push_back(PluginCommand(
        "autoclothing",
        "Automatically manage clothing work orders",
        autoclothing));
    return CR_OK;
}

// This is called right before the plugin library is removed from memory.
DFhackCExport command_result plugin_shutdown(color_ostream &out)
{
    // You *MUST* kill all threads you created before this returns.
    // If everything fails, just return CR_FAILURE. Your plugin will be
    // in a zombie state, but things won't crash.
    cleanup_state(out);

    return CR_OK;
}

// Called to notify the plugin about important state changes.
// Invoked with DF suspended, and always before the matching plugin_onupdate.
// More event codes may be added in the future.

DFhackCExport command_result plugin_onstatechange(color_ostream &out, state_change_event event)
{
    switch (event) {
    case SC_WORLD_LOADED:
        init_state(out);
        break;
    case SC_WORLD_UNLOADED:
        cleanup_state(out);
        break;
    default:
        break;
    }
    return CR_OK;
}


DFhackCExport command_result plugin_enable(color_ostream& out, bool enable) {
    if (!Core::getInstance().isWorldLoaded()) {
        out.printerr("Cannot enable %s without a loaded world.\n", plugin_name);
        return CR_FAILURE;
    }

    if (enable != autoclothing_enabled) {
        auto enabled = World::GetPersistentData("autoclothing/enabled");
        autoclothing_enabled = enable;
        DEBUG(report, out).print("%s from the API; persisting\n",
            autoclothing_enabled ? "enabled" : "disabled");
        set_config_bool(enabled, CONFIG_IS_ENABLED, autoclothing_enabled);
        if (enable)
            do_autoclothing();
    }
    else {
        DEBUG(report, out).print("%s from the API, but already %s; no action\n",
            autoclothing_enabled ? "enabled" : "disabled",
            autoclothing_enabled ? "enabled" : "disabled");
    }
    return CR_OK;
}

// Whatever you put here will be done in each game step. Don't abuse it.
// It's optional, so you can just comment it out like this if you don't need it.

DFhackCExport command_result plugin_onupdate(color_ostream &out)
{
    if (!autoclothing_enabled)
        return CR_OK;

    if (!Maps::IsValid())
        return CR_OK;

    if (DFHack::World::ReadPauseState())
        return CR_OK;

    if ((world->frame_counter + 500) % 1200 != 0) // Check every day, but not the same day as other things
        return CR_OK;

    do_autoclothing();

    return CR_OK;
}

static bool setItemFromName(string name, ClothingRequirement* requirement)
{
#define SEARCH_ITEM_RAWS(rawType, job, item) \
for (auto& itemdef : world->raws.itemdefs.rawType) \
{ \
    string fullName = itemdef->adjective.empty() ? itemdef->name : itemdef->adjective + " " + itemdef->name; \
    if (fullName == name) \
    { \
        requirement->jobType = job_type::job; \
        requirement->itemType = item_type::item; \
        requirement->item_subtype = itemdef->subtype; \
        return true; \
    } \
}
    SEARCH_ITEM_RAWS(armor, MakeArmor, ARMOR);
    SEARCH_ITEM_RAWS(gloves, MakeGloves, GLOVES);
    SEARCH_ITEM_RAWS(shoes, MakeShoes, SHOES);
    SEARCH_ITEM_RAWS(helms, MakeHelm, HELM);
    SEARCH_ITEM_RAWS(pants, MakePants, PANTS);
    return false;
}

static bool setItemFromToken(string token, ClothingRequirement* requirement)
{
    ItemTypeInfo itemInfo;
    if (!itemInfo.find(token))
        return false;
    switch (itemInfo.type)
    {
    case item_type::ARMOR:
        requirement->jobType = job_type::MakeArmor;
        break;
    case item_type::GLOVES:
        requirement->jobType = job_type::MakeGloves;
        break;
    case item_type::SHOES:
        requirement->jobType = job_type::MakeShoes;
        break;
    case item_type::HELM:
        requirement->jobType = job_type::MakeHelm;
        break;
    case item_type::PANTS:
        requirement->jobType = job_type::MakePants;
        break;
    default:
        return false;
    }
    requirement->itemType = itemInfo.type;
    requirement->item_subtype = itemInfo.subtype;
    return true;
}

static bool setItem(string name, ClothingRequirement* requirement)
{
    if (setItemFromName(name, requirement))
        return true;
    if (setItemFromToken(name, requirement))
        return true;
    return false;
}

static bool armorFlagsMatch(BitArray<df::armor_general_flags> * flags, df::job_material_category * category)
{
    if (flags->is_set(df::armor_general_flags::SOFT) && category->bits.cloth)
        return true;
    if (flags->is_set(df::armor_general_flags::SOFT) && category->bits.yarn)
        return true;
    if (flags->is_set(df::armor_general_flags::SOFT) && category->bits.silk)
        return true;
    if (flags->is_set(df::armor_general_flags::BARRED) && category->bits.bone)
        return true;
    if (flags->is_set(df::armor_general_flags::SCALED) && category->bits.shell)
        return true;
    if (flags->is_set(df::armor_general_flags::LEATHER) && category->bits.leather)
        return true;
    return false;
}

static bool validateMaterialCategory(ClothingRequirement * requirement)
{
    auto itemDef = getSubtypeDef(requirement->itemType, requirement->item_subtype);
    switch (requirement->itemType)
    {
    case item_type::ARMOR:
        if (STRICT_VIRTUAL_CAST_VAR(armor, df::itemdef_armorst, itemDef))
            return armorFlagsMatch(&armor->props.flags, &requirement->material_category);
    case item_type::GLOVES:
        if (STRICT_VIRTUAL_CAST_VAR(armor, df::itemdef_glovesst, itemDef))
            return armorFlagsMatch(&armor->props.flags, &requirement->material_category);
    case item_type::SHOES:
        if (STRICT_VIRTUAL_CAST_VAR(armor, df::itemdef_shoesst, itemDef))
            return armorFlagsMatch(&armor->props.flags, &requirement->material_category);
    case item_type::HELM:
        if (STRICT_VIRTUAL_CAST_VAR(armor, df::itemdef_helmst, itemDef))
            return armorFlagsMatch(&armor->props.flags, &requirement->material_category);
    case item_type::PANTS:
        if (STRICT_VIRTUAL_CAST_VAR(armor, df::itemdef_pantsst, itemDef))
            return armorFlagsMatch(&armor->props.flags, &requirement->material_category);
    default:
        return false;
    }
}



// A command! It sits around and looks pretty. And it's nice and friendly.
command_result autoclothing(color_ostream &out, vector <string> & parameters)
{
    // It's nice to print a help message you get invalid options
    // from the user instead of just acting strange.
    // This can be achieved by adding the extended help string to the
    // PluginCommand registration as show above, and then returning
    // CR_WRONG_USAGE from the function. The same string will also
    // be used by 'help your-command'.
    if (parameters.size() == 0)
    {
        CoreSuspender suspend;
        out << "Automatic clothing management is currently " << (autoclothing_enabled ? "enabled" : "disabled") << "." << endl;
        out << "Currently set " << clothingOrders.size() << " automatic clothing orders" << endl;
        for (size_t i = 0; i < clothingOrders.size(); i++)
        {
            out << clothingOrders[i].ToReadableLabel() << endl;
        }
        generate_report(out);
        return CR_OK;
    }
    ////Disabled until I have time to fully implement it.
    //else if (parameters[0] == "strictness")
    //{
    //    if (parameters.size() != 2)
    //    {
    //        out << "Wrong number of arguments." << endl;
    //        return CR_WRONG_USAGE;
    //    }
    //    if (parameters[1] == "permissive")
    //        strictnessSetting = STRICT_PERMISSIVE;
    //    else if (parameters[1] == "type")
    //        strictnessSetting = STRICT_TYPE;
    //    else if (parameters[1] == "material")
    //        strictnessSetting = STRICT_MATERIAL;
    //}
    else if (parameters.size() < 2 || parameters.size() > 3)
    {
        out << "Wrong number of arguments." << endl;
        return CR_WRONG_USAGE;
    }
    // Commands are called from threads other than the DF one.
    // Suspend this thread until DF has time for us. If you
    // use CoreSuspender, it'll automatically resume DF when
    // execution leaves the current scope.
    CoreSuspender suspend;


    // Create a new requirement from the available parameters.
    ClothingRequirement newRequirement;
    if (!newRequirement.SetFromParameters(out, parameters))
        return CR_WRONG_USAGE;
    //all checks are passed. Now we either show or set the amount.
    bool settingSize = false;
    bool matchedExisting = false;
    if (parameters.size() > 2)
    {
        try
        {
            newRequirement.needed_per_citizen = std::stoi(parameters[2]);
        }
        catch (const std::exception&)
        {
            out << parameters[2] << " is not a valid number." << endl;
            return CR_WRONG_USAGE;
        }
        settingSize = true;
    }

    for (size_t i = 0; i < clothingOrders.size(); i++)
    {
        if (!clothingOrders[i].matches(&newRequirement))
            continue;
        matchedExisting = true;
        if (settingSize)
        {
            if (newRequirement.needed_per_citizen == 0)
            {
                clothingOrders.erase(clothingOrders.begin() + i);
                out << "Unset " << parameters[0] << " " << parameters[1] << endl;
            }
            else
            {
                clothingOrders[i] = newRequirement;
                out << "Set " << parameters[0] << " " << parameters[1] << " to " << parameters[2] << endl;
            }
        }
        else
        {
            out << parameters[0] << " " << parameters[1] << " is set to " << clothingOrders[i].needed_per_citizen << endl;
        }
        break;
    }
    if (!matchedExisting)
    {
        if (settingSize)
        {
            if (newRequirement.needed_per_citizen == 0)
            {
                out << parameters[0] << " " << parameters[1] << " already unset." << endl;
            }
            else
            {
                clothingOrders.push_back(newRequirement);
                out << "Added order for " << parameters[0] << " " << parameters[1] << " to " << parameters[2] << endl;
            }
        }
        else
        {
            out << parameters[0] << " " << parameters[1] << " is not set." << endl;
        }
    }
    if (settingSize)
    {
        if (!autoclothing_enabled)
        {
            out << "Enabling automatic clothing management" << endl;
            autoclothing_enabled = true;
        }
        do_autoclothing();
    }
    save_state(out);

    // Give control back to DF.
    return CR_OK;
}

static void find_needed_clothing_items()
{
    for (auto& unit : world->units.active)
    {
        //obviously we don't care about illegal aliens.
        if (!isCitizen(unit))
            continue;

        //now check each clothing order to see what the unit might be missing.
        for (auto& clothingOrder : clothingOrders)
        {
            int alreadyOwnedAmount = 0;

            //looping through the items first, then clothing order might be a little faster, but this way is cleaner.
            for (auto ownedItem : unit->owned_items)
            {
                auto item = findItemByID(ownedItem);

                if (!item)
                {
                    DEBUG(cycle).print("autoclothing: Invalid inventory item ID: %d\n", ownedItem);
                    continue;
                }

                if (item->getType() != clothingOrder.itemType)
                    continue;
                if (item->getSubtype() != clothingOrder.item_subtype)
                    continue;

                MaterialInfo matInfo;
                matInfo.decode(item);

                if (!matInfo.matches(clothingOrder.material_category))
                    continue;

                alreadyOwnedAmount++;
            }
            int neededAmount = clothingOrder.needed_per_citizen - alreadyOwnedAmount;

            if (neededAmount <= 0)
                continue;

            //technically, there's some leeway in sizes, but only caring about exact sizes is simpler.
            clothingOrder.total_needed_per_race[unit->race] += neededAmount;
        }
    }
}

static void remove_available_clothing()
{
    for (auto& item : world->items.all)
    {
        //skip any owned items.
        if (getOwner(item))
            continue;

        //again, for each item, find if any clothing order matches
        for (auto& clothingOrder : clothingOrders)
        {
            if (item->getType() != clothingOrder.itemType)
                continue;
            if (item->getSubtype() != clothingOrder.item_subtype)
                continue;

            MaterialInfo matInfo;
            matInfo.decode(item);

            if (!matInfo.matches(clothingOrder.material_category))
                continue;

            clothingOrder.total_needed_per_race[item->getMakerRace()] --;
        }
    }
}

static void add_clothing_orders()
{
    for (auto& clothingOrder : clothingOrders)
    {
        for (auto& orderNeeded : clothingOrder.total_needed_per_race)
        {
            auto race = orderNeeded.first;
            auto amount = orderNeeded.second;
            orderNeeded.second = 0; //once we get what we need, set it back to zero so we don't add it to further counts.
            //Previous operations can easily make this negative. That jus means we have more than we need already.
            if (amount <= 0)
                continue;

            bool orderExistedAlready = false;
            for (auto& managerOrder : world->manager_orders)
            {
                //Annoyingly, the manager orders store the job type for clothing orders, and actual item type is left at -1;
                if (managerOrder->job_type != clothingOrder.jobType)
                    continue;
                if (managerOrder->item_subtype != clothingOrder.item_subtype)
                    continue;
                if (managerOrder->hist_figure_id != race)
                    continue;

                //We found a work order, that means we don't need to make a new one.
                orderExistedAlready = true;
                amount -= managerOrder->amount_left;
                if (amount > 0)
                {
                    managerOrder->amount_left += amount;
                    managerOrder->amount_total += amount;
                }
            }
            //if it wasn't there, we need to make a new one.
            if (!orderExistedAlready)
            {
                df::manager_order * newOrder = new df::manager_order();

                newOrder->id = world->manager_order_next_id;
                world->manager_order_next_id++;
                newOrder->job_type = clothingOrder.jobType;
                newOrder->item_subtype = clothingOrder.item_subtype;
                newOrder->hist_figure_id = race;
                newOrder->material_category = clothingOrder.material_category;
                newOrder->amount_left = amount;
                newOrder->amount_total = amount;
                world->manager_orders.push_back(newOrder);
            }
        }
    }
}

static void do_autoclothing()
{
    if (clothingOrders.size() == 0)
        return;

    //first we look through all the units on the map to see who needs new clothes.
    find_needed_clothing_items();

    //Now we go through all the items in the map to see how many clothing items we have but aren't owned yet.
    remove_available_clothing();

    //Finally loop through the clothing orders to find ones that need more made.
    add_clothing_orders();
}

static void cleanup_state(color_ostream &out)
{
    clothingOrders.clear();
    autoclothing_enabled = false;
}

static void init_state(color_ostream &out)
{
    auto enabled = World::GetPersistentData("autoclothing/enabled");
    if (enabled.isValid() && enabled.ival(0) == 1)
    {
        out << "autoclothing enabled" << endl;
        autoclothing_enabled = true;
    }
    else
    {
        autoclothing_enabled = false;
    }

    // Parse constraints
    vector<PersistentDataItem> items;
    World::GetPersistentData(&items, "autoclothing/clothingItems");

    for (auto& item : items)
    {
        if (!item.isValid())
            continue;
        ClothingRequirement req;
        req.Deserialize(item.val());
        clothingOrders.push_back(req);
        out << "autoclothing added " << req.ToReadableLabel() << endl;
    }
}

static void save_state(color_ostream &out)
{
    auto enabled = World::GetPersistentData("autoclothing/enabled");
    if (!enabled.isValid())
        enabled = World::AddPersistentData("autoclothing/enabled");
    enabled.ival(0) = autoclothing_enabled;

    for (auto& order : clothingOrders)
    {
        auto orderSave = World::AddPersistentData("autoclothing/clothingItems");
        orderSave.val() = order.Serialize();
    }


    // Parse constraints
    vector<PersistentDataItem> items;
    World::GetPersistentData(&items, "autoclothing/clothingItems");

    for (size_t i = 0; i < items.size(); i++)
    {
        if (i < clothingOrders.size())
        {
            items[i].val() = clothingOrders[i].Serialize();
        }
        else
        {
            World::DeletePersistentData(items[i]);
        }
    }
    for (size_t i = items.size(); i < clothingOrders.size(); i++)
    {
        auto item = World::AddPersistentData("autoclothing/clothingItems");
        item.val() = clothingOrders[i].Serialize();
    }
}

static void list_unit_counts(color_ostream& out, map<int, int>& unitList)
{
    for (const auto& race : unitList)
    {
        if (race.second == 1)
            out << "    1 " << Units::getRaceReadableNameById(race.first) << endl;
        else
            out << "    " << race.second << " " << Units::getRaceNamePluralById(race.first) << endl;
    }
}

static bool isAvailableItem(df::item* item)
{
    static struct BadFlags {
        uint32_t whole;

        BadFlags() {
            df::item_flags flags;
#define F(x) flags.bits.x = true;
            F(in_job); F(hostile); F(in_building); F(encased);
            F(foreign); F(trader); F(owned); F(forbid);
            F(dump); F(on_fire); F(melt); F(hidden);

            F(garbage_collect); F(rotten); F(construction);
            F(in_chest); F(removed); F(spider_web);

            // F(artifact); -- TODO: should this be included?
#undef F
            whole = flags.whole;
        }
    } badFlags;

    if ((item->flags.whole & badFlags.whole) != 0)
        return false;

    if (item->getWear() > 1)
        return false;
    if (!item->isClothing())
        return false;
    return true;
}

static void generate_report(color_ostream& out)
{
    map<int, int> fullUnitList;
    map<int, int> missingArmor;
    map<int, int> missingShoes;
    map<int, int> missingHelms;
    map<int, int> missingGloves;
    map<int, int> missingPants;
    for (df::unit* unit : world->units.active)
    {
        if (!Units::isCitizen(unit))
            continue;
        fullUnitList[unit->race]++;
        int numArmor = 0, numShoes = 0, numHelms = 0, numGloves = 0, numPants = 0;
        for (auto itemId : unit->owned_items)
        {
            auto item = Items::findItemByID(itemId);
            if (!item)
            {
                DEBUG(cycle, out).print("autoclothing: Invalid inventory item ID: %d\n", itemId);
                continue;
            }
            if (item->getWear() >= 1)
                continue;
            switch (item->getType())
            {
            case df::item_type::ARMOR:
                numArmor++;
                break;
            case df::item_type::SHOES:
                numShoes++;
                break;
            case df::item_type::HELM:
                numHelms++;
                break;
            case df::item_type::GLOVES:
                numGloves++;
                break;
            case df::item_type::PANTS:
                numPants++;
                break;
            default:
                break;
            }
        }
        if (numArmor == 0)
            missingArmor[unit->race]++;
        if (numShoes < 2)
            missingShoes[unit->race]++;
        if (numHelms == 0)
            missingHelms[unit->race]++;
        if (numGloves < 2)
            missingGloves[unit->race]++;
        if (numPants == 0)
            missingPants[unit->race]++;
        DEBUG(report,out) << Translation::TranslateName(Units::getVisibleName(unit)) << " has " << numArmor << " armor, " << numShoes << " shoes, " << numHelms << " helms, " << numGloves << " gloves, " << numPants << " pants" << endl;
    }
    if (missingArmor.size() + missingShoes.size() + missingHelms.size() + missingGloves.size() + missingPants.size() == 0)
    {
        out << "Everybody has a full set of clothes to wear, congrats!" << endl;
        return;
    }
    else
    {
        if (missingArmor.size())
        {
            out << "Following units need new bodywear:" << endl;
            list_unit_counts(out, missingArmor);
        }
        if (missingShoes.size())
        {
            out << "Following units need new shoes:" << endl;
            list_unit_counts(out, missingShoes);
        }
        if (missingHelms.size())
        {
            out << "Following units need new headwear:" << endl;
            list_unit_counts(out, missingHelms);
        }
        if (missingGloves.size())
        {
            out << "Following units need new handwear:" << endl;
            list_unit_counts(out, missingGloves);
        }
        if (missingPants.size())
        {
            out << "Following units need new legwear:" << endl;
            list_unit_counts(out, missingPants);
        }
    }
    map<int, int> availableArmor;
    for (auto armor : world->items.other.ARMOR)
    {
        if (!isAvailableItem(armor))
            continue;
        availableArmor[armor->maker_race]++;
    }
    if (availableArmor.size())
    {
        out << "We have available bodywear for:" << endl;
        list_unit_counts(out, availableArmor);
    }
    map<int, int> availableShoes;
    for (auto shoe : world->items.other.SHOES)
    {
        if (!isAvailableItem(shoe))
            continue;
        availableShoes[shoe->maker_race]++;
    }
    if (availableShoes.size())
    {
        out << "We have available footwear for:" << endl;
        list_unit_counts(out, availableShoes);
    }
    map<int, int> availableHelms;
    for (auto helm : world->items.other.HELM)
    {
        if (!isAvailableItem(helm))
            continue;
        availableHelms[helm->maker_race]++;
    }
    if (availableHelms.size())
    {
        out << "We have available headwear for:" << endl;
        list_unit_counts(out, availableHelms);
    }
    map<int, int> availableGloves;
    for (auto glove : world->items.other.HELM)
    {
        if (!isAvailableItem(glove))
            continue;
        availableGloves[glove->maker_race]++;
    }
    if (availableGloves.size())
    {
        out << "We have available handwear for:" << endl;
        list_unit_counts(out, availableGloves);
    }
    map<int, int> availablePants;
    for (auto pants : world->items.other.HELM)
    {
        if (!isAvailableItem(pants))
            continue;
        availablePants[pants->maker_race]++;
    }
    if (availablePants.size())
    {
        out << "We have available legwear for:" << endl;
        list_unit_counts(out, availablePants);
    }

}

/////////////////////////////////////////////////////
// Lua API
// TODO: implement Lua hooks to manipulate the persistent order configuration
//

static void autoclothing_doCycle(color_ostream& out) {
    DEBUG(report, out).print("entering autoclothing_doCycle\n");
    do_autoclothing();
}


DFHACK_PLUGIN_LUA_FUNCTIONS{
    DFHACK_LUA_FUNCTION(autoclothing_doCycle),
    DFHACK_LUA_END
};

DFHACK_PLUGIN_LUA_COMMANDS{
    DFHACK_LUA_END
};