--[[=begin

gui/companion-order
===================
A script to issue orders for companions. Select companions with lower case chars, issue orders with upper
case. Must be in look or talk mode to issue command on tile.

.. image:: /docs/images/companion-order.png

* move - orders selected companions to move to location. If companions are following they will move no more than 3 tiles from you.
* equip - try to equip items on the ground.
* pick-up - try to take items into hand (also wield)
* unequip - remove and drop equipment
* unwield - drop held items
* wait - temporarily remove from party
* follow - rejoin the party after "wait"
* leave - remove from party (can be rejoined by talking)

=end]]

local gui = require 'gui'
local dlg = require 'gui.dialogs'
local args={...}
local is_cheat=(#args>0 and args[1]=="-c")
local cursor=xyz2pos(df.global.cursor.x,df.global.cursor.y,df.global.cursor.z)
local permited_equips={}

permited_equips[df.item_backpackst]="UPPERBODY"
permited_equips[df.item_quiverst]="UPPERBODY"
permited_equips[df.item_flaskst]="UPPERBODY"
permited_equips[df.item_armorst]="UPPERBODY"
permited_equips[df.item_shoesst]="STANCE"
permited_equips[df.item_glovesst]="GRASP"
permited_equips[df.item_helmst]="HEAD"
permited_equips[df.item_pantsst]="LOWERBODY"
function DoesHaveSubtype(item)
    if df.item_backpackst:is_instance(item) or df.item_flaskst:is_instance(item) or df.item_quiverst:is_instance(item) then
        return false
    end
    return true
end
function CheckCursor(p)
    if p.x==-30000 then
        dlg.showMessage(
                'Companion orders',
                'You must have a cursor on some tile!', COLOR_LIGHTRED
            )
        return false
    end
    return true
end
function getxyz() -- this will return pointers x,y and z coordinates.
    local x=df.global.cursor.x
    local y=df.global.cursor.y
    local z=df.global.cursor.z
    return x,y,z -- return the coords
end

function GetCaste(race_id,caste_id)
    local race=df.creature_raw.find(race_id)
    return race.caste[caste_id]
end

function EnumBodyEquipable(race_id,caste_id)
    local caste=GetCaste(race_id,caste_id)
    local bps=caste.body_info.body_parts
    local ret={}
    for k,v in pairs(bps) do
        ret[k]={bp=v,layers={[0]={size=0,permit=0},[1]={size=0,permit=0},[2]={size=0,permit=0},[3]={size=0,permit=0} } }
    end
    return ret
end
function ReadCurrentEquiped(body_equip,unit)
    for k,v in pairs(unit.inventory) do
        if v.mode==2 then
            local bpid=v.body_part_id
            if DoesHaveSubtype(v.item) then
                local sb=v.item.subtype.props
                local trg=body_equip[bpid]
                local trg_layer=trg.layers[sb.layer]

                if trg_layer.permit==0 then
                    trg_layer.permit=sb.layer_permit
                else
                    if trg_layer.permit>sb.layer_permit then
                        trg_layer.permit=sb.layer_permit
                    end
                end
                trg_layer.size=trg_layer.size+sb.layer_size
            end
        end
    end
end
function LayeringPermits(body_part,item)
    if not DoesHaveSubtype(item) then
        return true
    end
    local sb=item.subtype.props
    local trg_layer=body_part.layers[sb.layer]
    if math.min(trg_layer.permit ,sb.layer_permit)<trg_layer.size+sb.layer_size then
        return true
    end
    return false
end
function AddLayering(body_part,item)
    if not DoesHaveSubtype(item) then
        return
    end
    local sb=item.subtype.props
    local trg_layer=body_part.layers[sb.layer]
    trg_layer.permit=math.min(trg_layer.permit,sb.layer_permit)
    trg_layer.size=trg_layer.size+sb.layer_size
end
function AddIfFits(body_equip,unit,item)
    --TODO shaped items

    local need_flag
    for k,v in pairs(permited_equips) do
        if k:is_instance(item) then
            need_flag=v
            break
        end
    end
    if need_flag==nil then
        return false
    end


    for k,bp in pairs(body_equip) do
        local handedness_ok=true
        if df.item_glovesst:is_instance(item) then
            if bp.bp.flags["LEFT"]~=item.handedness[1] then
                handedness_ok=false
            end
        end
        if bp.bp.flags[need_flag] and LayeringPermits(bp,item) and handedness_ok then
            if dfhack.items.moveToInventory(item,unit,2,k) then
                AddLayering(bp,item)
                return true
            end
        end
    end
    return false
end
function EnumGrasps(race_id,caste_id)
    local caste=GetCaste(race_id,caste_id)
    local bps=caste.body_info.body_parts
    local ret={}
    for k,v in pairs(bps) do
        if v.flags.GRASP then
            --table.insert(ret,{k,v})
            ret[k]={v}
        end
    end
    return ret
end
function EnumEmptyGrasps(unit)
    local grasps=EnumGrasps(unit.race,unit.caste)
    local ret={}
    for k,v in pairs(unit.inventory) do
        if grasps[v.body_part_id] and v.mode==1 then
            grasps[v.body_part_id][2]=true
        end
    end
    for k,v in pairs(grasps) do
        if not v[2] then
            table.insert(ret,k)
        end
    end
    return ret
end

function GetBackpack(unit)
    for k,v in pairs(unit.inventory) do

        if df.item_backpackst:is_instance(v.item) then
            return v.item
        end
    end
end
function AddBackpackItems(backpack,items)
    if backpack then
        local bitems=dfhack.items.getContainedItems(backpack)
        for k,v in pairs(bitems) do
            table.insert(items,v)
        end
    end
end
function GetItemsAtPos(pos)
    local ret={}
    for k,v in pairs(df.global.world.items.all) do
        if v.flags.on_ground and v.pos.x==pos.x and v.pos.y==pos.y and v.pos.z==pos.z then
            table.insert(ret,v)
        end
    end
    return ret
end
function isAnyOfEquipable(item)
    for k,v in pairs(permited_equips) do
        if k:is_instance(item) then
            return true
        end
    end
    return false
end
function FilterByEquipable(items)
    local ret={}
    for k,v in pairs(items) do
        if isAnyOfEquipable(v) then
            table.insert(ret,v)
        end
    end
    return ret
end
function FilterBySize(items,race_id) --TODO add logic for compatible races
    local ret={}
    for k,v in pairs(items) do
        if v.maker_race==race_id then
            table.insert(ret,v)
        end
    end
    return ret
end
--local companions=??
local orders={
{name="move",f=function (unit_list,pos)
    if not CheckCursor(pos) then
        return false
    end
    for k,v in pairs(unit_list) do
        v.path.dest:assign(pos)
    end

    return true
end},
{name="equip",f=function (unit_list)
    --search in inventory(hands/backpack/ground) and equip everything
    --lot's of stuff to think: layering, which item goes where, which goes first, which body parts are missing, body sizes etc...
    --dfhack.items.moveToInventory(item,unit,use_mode,body_part)
    for k,unit in pairs(unit_list) do
        local items=GetItemsAtPos(unit.pos)
        --todo make a table join function or sth... submit it to the lua list!
        AddBackpackItems(GetBackpack(unit),items)
        items=FilterByEquipable(items)
        FilterBySize(items,unit.race)
        local body_parts=EnumBodyEquipable(unit.race,unit.caste)
        ReadCurrentEquiped(body_parts,unit)
        for it_num,item in pairs(items) do
            AddIfFits(body_parts,unit,item)
        end
    end
end},
{name="pick-up",f=function (unit_list)
    --pick everything up (first into hands (if empty) then backpack (if have and has space?))
    for k,v in pairs(unit_list) do
        local items=GetItemsAtPos(v.pos)
        local grasps=EnumEmptyGrasps(v)
        -- TODO sort with weapon/shield on top of list!
        --add to grasps, then add to backpack (sanely? i.e. weapons/shields into hands then stuff)
        --or add to backpack if have, only then check grasps (faster equiping)
        while #grasps >0 and #items>0 do
            if(dfhack.items.moveToInventory(items[#items],v,1,grasps[#grasps])) then
                table.remove(grasps)
            end
            table.remove(items)
        end
        local backpack=GetBackpack(v)
        if backpack then
            while #items>0 do
                dfhack.items.moveToContainer(items[#items],backpack)
                table.remove(items)
            end
        end
    end
    return true
end},
{name="unequip",f=function (unit_list)
    --remove and drop all the stuff (todo maybe a gui too?)
    for k,v in pairs(unit_list) do
        while #v.inventory ~=0 do
            dfhack.items.moveToGround(v.inventory[0].item,v.pos)
        end
    end
    return true
end},
{name="unwield",f=function (unit_list)

    for k,v in pairs(unit_list) do
        local wep_count=0
        for _,it in pairs(v.inventory) do
            if it.mode==1 then
                wep_count=wep_count+1
            end
        end
        for i=1,wep_count do
            for _,it in pairs(v.inventory) do
                if it.mode==1 then
                    dfhack.items.moveToGround(it.item,v.pos)
                    break
                end
            end
        end
    end
    return true
end},
--[=[
{name="roam not working :<",f=function (unit_list,pos,dist) --does not work
    if not CheckCursor(pos) then
        return false
    end
    dist=dist or 5
    for k,v in pairs(unit_list) do
        v.idle_area:assign(pos)
        v.idle_area_threshold=dist
    end
    return true
end},
--]=]
{name="wait",f=function (unit_list)
    for k,v in pairs(unit_list) do
        v.relations.group_leader_id=-1
    end
    return true
end},
{name="follow",f=function (unit_list)
    local adv=df.global.world.units.active[0]
    for k,v in pairs(unit_list) do
        v.relations.group_leader_id=adv.id
    end
    return true
end},
{name="leave",f=function (unit_list)
    local adv=df.global.world.units.active[0]
    local t_nem=dfhack.units.getNemesis(adv)
    for k,v in pairs(unit_list) do

        v.relations.group_leader_id=-1
        local u_nem=dfhack.units.getNemesis(v)
        if u_nem then
            u_nem.group_leader_id=-1
        end
        if t_nem and u_nem then
            for k,v in pairs(t_nem.companions) do
                if v==u_nem.id then
                    t_nem.companions:erase(k)
                    break
                end
            end
        end
    end
    return true
end},

}
local cheats={
{name="Patch up",f=function (unit_list)
    local dft=require("plugins.dfusion.tools")
    for k,v in pairs(unit_list) do
        dft.healunit(v)
     end
    return true
end},
{name="Power up",f=function (unit_list)
    local dft=require("plugins.dfusion.tools")
    for k,d in pairs(unit_list) do
        dft.powerup(d)
    end
    return true
end},
{name="get in",f=function (unit_list,pos)
    if not CheckCursor(pos) then
        return false
    end
    adv=df.global.world.units.active[0]
    item=getItemsAtPos(getxyz())[1]
    print(item.id)
    for k,v in pairs(unit_list) do
        v.riding_item_id=item.id
        local ref=df.general_ref_unit_riderst:new()
        ref.unit_id=v.id
        item.general_refs:insert("#",ref)
    end
    return true
end},
}
--[[ todo: add cheats...]]--
function getCompanions(unit)
    unit=unit or df.global.world.units.active[0]
    local t_nem=dfhack.units.getNemesis(unit)
    if t_nem==nil then
        qerror("Invalid unit! No nemesis record")
    end
    local ret={}
    for k,v in pairs(t_nem.companions) do
        local u=df.nemesis_record.find(v)
        if u.unit then
            table.insert(ret,u.unit)
        end
    end
    return ret
end


CompanionUi=defclass(CompanionUi,gui.FramedScreen)
CompanionUi.ATTRS{
    frame_title = "Companions",
}
function CompanionUi:init(args)
    self.unit_list=args.unit_list
    self.selected={}
    for i=0,26 do
        self.selected[i]=true
    end
end
function CompanionUi:GetSelectedUnits()
    local ret={}
    for k,v in pairs(self.unit_list) do
        if self.selected[k] then
            table.insert(ret,v)
        end
    end
    return ret
end
function CompanionUi:onInput(keys)


    if keys.LEAVESCREEN then
        self:dismiss()
    elseif keys._STRING then
        local s=keys._STRING
        if s==string.byte('*') then
            local v=self.selected[1] or false
            for i=0,26 do

                self.selected[i]=not v
            end
        end
        if s>=string.byte('a') and s<=string.byte('z') then
            local idx=s-string.byte('a')+1
            if self.selected[idx] then
                self.selected[idx]=false
            else
                self.selected[idx]=true
            end
        end
        if s>=string.byte('A') and s<=string.byte('Z') then
            local idx=s-string.byte('A')+1
            if orders[idx] and orders[idx].f then
                if orders[idx].f(self:GetSelectedUnits(),cursor) then
                    self:dismiss()
                end
            end
            if is_cheat then
                idx=idx-#orders
                if cheats[idx] and cheats[idx].f then
                    if cheats[idx].f(self:GetSelectedUnits(),cursor) then
                        self:dismiss()
                    end
                end
            end
        end
    end
end
function CompanionUi:onRenderBody( dc)
    --list widget goes here...
    local char_a=string.byte('a')-1
    dc:newline(1):string("*. All")
    for k,v in ipairs(self.unit_list) do
        if self.selected[k] then
            dc:pen(COLOR_GREEN)
        else
            dc:pen(COLOR_GREY)
        end
        dc:newline(1):string(string.char(k+char_a)..". "):string(dfhack.TranslateName(v.name));
    end
    dc:pen(COLOR_GREY)
    local w,h=self:getWindowSize()
    local char_A=string.byte('A')-1
    for k,v in ipairs(orders) do
        dc:seek(w/2,k):string(string.char(k+char_A)..". "):string(v.name);
    end
    if is_cheat then
        for k,v in ipairs(cheats) do
            dc:seek(w/2,k+#orders):string(string.char(k+#orders+char_A)..". "):string(v.name);
        end
    end
end
local screen=CompanionUi{unit_list=getCompanions()}
screen:show()