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-- Handles singleton logic

mod = ...
connect = require "connect"
lobby = require "lobby"
joined = require "joined"
party = require "party"
char = require "char"
import Character from char
import Enemy from char
import Party from party
player = require "player"
import RemotePlayer from player
import LocalPlayer from player
main = require "main"
room = require "room"
import Room from room
import LobbyRoom from room
ui = require "ui"
ability = require "ability_reg"

class Server
	new:() =>
		@server = true
		@client = false
		am.eval_js(connect)
		am.eval_js(lobby)
		@lobby_id = am.eval_js("GLOBAL.lobby_id")
		@game_state = "lobby" --lobby, room_entry, room_players, room_battle_animate, victory, camp_entry, camp_players_animate, defeat, done
		@game_state_extra = 0
		@players = {} --[peer_id] = tbl
		@set_actions = {} --[peer_id] = "name"
		@player_party = nil -- the party, created at campaign start
		@host = nil --who is the lobby host, with the power to start the game?
		@enemy_party = nil -- The enemy party
		@updates = {}
		@dead_players = {} --[peer_id] = true
		@cr = 1
	player_joined:(msg)=>	
		peer = msg.peer
		@players[peer] = RemotePlayer(peer,nil,char.classes.Tumbler)
		am.eval_js(string.format("GLOBAL.broadcast(%q)",am.to_json({msg:"info_player_joined",uname:peer,class:"Tumbler"})))
		if @host == nil
			@host = peer
	request_class_change:(msg)=>
		if @game_state == "lobby"
			if @players[msg.peer]
				@players[msg.peer]\set_class(char.classes[msg.class])
			else
				@players[msg.peer] = RemotePlayer(msg.peer,nil,char.classes[msg.class])
			am.eval_js(string.format("GLOBAL.send_message(%q,%q)",msg.peer,am.to_json({msg: "confirm_class_change", class: msg.class})))
			am.eval_js(string.format("GLOBAL.broadcast(%q)",am.to_json({msg:"info_class_change",uname:msg.peer,class:msg.class})))
		else
			am.eval_js(string.format("GLOBAL.send_message(%q,%q)",msg.peer,am.to_json({msg: "deny_class_change", class:@players[msg.peer].class})))
	request_campaign_start:(msg)=>
		if msg.peer == @host and @game_state == "lobby"
			@player_party = Party!
			--Set everyone's position, hp, ect.
			for _, chartbl in pairs(@players)
				chartbl.position = chartbl.class.default_position
				chartbl.hp = chartbl.class.default_hp
				@player_party\add_member(chartbl)
			@campaign_start!
			am.eval_js(string.format("GLOBAL.broadcast(%q)",am.to_json({msg:"info_campaign_start",time_ref:@player_start_time})))
	campaign_start: =>
			@game_state = "room_entry"
			@player_start_time = am.eval_js("new Date().getTime()")
			room = Room.generate(@cr)
			@room = room
			@enemy_party = @generate_enemies!
			@enemy_party\set_room(room)
			@player_party\set_room(room)
			am.eval_js(string.format("GLOBAL.broadcast(%q)",am.to_json({
				msg: "info_enemy_party",
				data: @enemy_party\serialize!
			})))
			room\distribute_party(@player_party,@enemy_party)
			am.eval_js(string.format("GLOBAL.broadcast(%q)",am.to_json({msg:"info_room",data:room\serialize!,time_ref:@player_start_time})))
			@game_state = "room_players"

	request_player_list:(msg)=>
		player_ser = {}
		for peerid, player in pairs(@players)
			player_ser[peerid] = player\serialize!
		am.eval_js(string.format("GLOBAL.broadcast(%q)",am.to_json({msg:"respond_player_list", data:player_ser})))
	set_action: (msg)=>
		if @game_state == "room_players"
			if not @dead_players[msg.peer]
				@set_actions[msg.peer] = ability[msg.action]
	update:() =>
		msg = am.eval_js("GLOBAL.get_message()")
		if msg != nil
			if msg.msg == "data"
				info = am.parse_json(msg.data)
				info.peer = msg.peer -- server messages have an extra "peer" field that the client didn't add.
				if @[info.msg]
					@[info.msg](@,info)
				else
					print("Failed to find server message handler:",msg,"no handler",info.msg)
			else
				print("Msg was nil")
		--actual game loop
		if @game_state == "room_players"
			if am.eval_js("new Date().getTime()") > @player_start_time + 6000
				--Generate some random actions from npcs
				npc_actions = {}
				used_actions = {}
				party_index = {}
				character_index = {}
				for uname, npc in pairs(@enemy_party.members)
					npc_actions[uname] = npc\select_action!
					table.insert(used_actions, npc_actions[uname])
					party_index[npc_actions[uname]] = @enemy_party
					character_index[npc_actions[uname]] = npc
				total_actions = {}
				for k,v in pairs(npc_actions)
					total_actions[k] = v.__name
				for k,v in pairs(@set_actions)
					total_actions[k] = v.__name
					table.insert(used_actions, v)
					party_index[v] = @player_party
					character_index[v] = @player_party\member(k)
				--Lock in actions, and send it back out (500 ms)
				table.sort(used_actions, (a,b) ->
					a.speed < b.speed
				)
				-- actually do the actions
				for k,v in ipairs(used_actions)
					tchar = character_index[v]
					v.__class.use(@,party_index[v],tchar)
				am.eval_js(string.format("GLOBAL.broadcast(%q)",am.to_json({
					msg:"info_actions",
					data: total_actions
				})))
				--sort by speed and apply
				@game_state = "room_battle_animate"
				@set_actions = {}
		if @game_state == "room_battle_animate" --only exists for 1 tick, calc dammge, check if room is done, check if we're defeated, ect.
			@calculate_damage
			@player_start_time = am.eval_js("new Date().getTime()")+500 --500 ms for animations
			@game_state = "room_players"
			am.eval_js(string.format("GLOBAL.broadcast(%q)",am.to_json({
				msg:"info_timeref",
				time_ref:@player_start_time
			})))
			dead_characters = {}
			for uname, char in pairs(@player_party.members)
				if char.data.hp <= 0
					table.insert(dead_characters,uname)
					char\die!
					@player_party\remove_member(char)
					@dead_players[uname] = true
			for uname, char in pairs(@enemy_party.members)
				if char.data.hp <= 0
					table.insert(dead_characters,uname)
					char\die!
					@enemy_party\remove_member(char)
			am.eval_js(string.format("GLOBAL.broadcast(%q)",am.to_json({
				msg:"info_deaths",
				data:dead_characters
			})))
			if @player_party\nmembers! == 0
				@game_state = "defeat"
			elseif @enemy_party\nmembers! == 0
				am.eval_js(string.format("GLOBAL.broadcast(%q)",am.to_json({
					msg:"info_loot"
					time_ref:@player_start_time
					--Don't actually do loot, just go to the next room
				})))
				@player_start_time = am.eval_js("new Date().getTime()")
				@game_state = "victory"
		if @game_state == "defeat"
			am.eval_js(string.format("GLOBAL.broadcast(%q)",am.to_json({
				msg:"info_defeat"
			})))
			@game_state = "done"
		if @game_state == "victory"
			if am.eval_js("new Date().getTime()") > @player_start_time + 6000 -- a few seconds for victory! (and animations)
				@cr += 1
				@campaign_start!
	
	calculate_dammage:() =>
		print("calculating dammage...")

	generate_enemies:() =>
		enemies = {}
		tcr = @cr
		possible_enemies = {}
		for k,v in pairs(char.enemies)
			table.insert(possible_enemies,v)
		enemy_party = Party!
		while tcr > 0 and #possible_enemies > 0
			filtered_enemies = {}
			for _, enemy in pairs(possible_enemies)
				if enemy.cr <= tcr
					table.insert(filtered_enemies,enemy)
			table.shuffle(filtered_enemies)
			rng_enemy = table.remove(filtered_enemies)
			tcr = tcr - rng_enemy.cr
			enemy_party\add_member(Enemy(nil,rng_enemy))
		enemy_party

class World
	new:() =>
		@client = true
		@server = false
		am.eval_js(connect)
		@players = {}
		@player_party = Party!
		@enemy_party = nil
		main.root("world_characters")\append(@player_party.node)
		@parties = {@player_party}
		@node = am.group!
		@node\append(@player_party.node)
		@node\action(coroutine.create(()->
			while true
				coroutine.yield!
		))
		@localplayer = nil
	join:(id) =>
		am.eval_js(joined)
		am.eval_js("CLIENT.join('" .. id .. "');")
	client_open:() =>
		am.eval_js("CLIENT.open")
	client_id:() =>
		am.eval_js("CLIENT.peer")
	confirm_class_change: (msg) =>
		@localplayer\set_class(char.classes[msg.class])
	deny_class_change: (msg) =>
		@localplayer\set_class(char.classes[msg.class])
	respond_player_list: (msg) =>
		for peerid, chardata in pairs(msg.data)
			if not @player_party\member(peerid)
				if peerid == am.eval_js("CLIENT.peer._id")
					@localplayer = Character.deserialize(chardata)
					@player_party\add_member(@localplayer)
					@localplayer\enter_room(@player_party.room)
				else
					newplayer = Character.deserialize(chardata)
					@player_party\add_member(newplayer)
					newplayer\enter_room(@player_party.room)
			else
				print("Do nothing...")
	info_class_change: (msg) =>
		if msg.uname == @localplayer.uname
			return
		if not @player_party\member(msg.uname)
			@player_party\add_member(Character.deserialize(msg.class))
		else
			@player_party\member(msg.uname)\set_class(char.classes[msg.class])
	info_player_joined: (msg) =>
		if msg.uname == am.eval_js("CLIENT.peer._id")
			if @localplayer != nil
				return
			@localplayer = LocalPlayer(msg.uname, {}, char.classes[msg.class])
			@player_party\add_member(@localplayer)
			@localplayer\enter_room(@player_party.room)
		elseif not @player_party\member(msg.uname)
			newplayer = RemotePlayer(msg.uname, nil, char.classes[msg.class])
			@player_party\add_member(newplayer)
			newplayer\enter_room(@player_party.room)
		else
			print("Do nothing")
	info_campaign_start: (msg) =>
		lobby_menu = require "lobby_menu"
		create_party_menu = require "create_party_menu"
		if create_party_menu.loaded
			create_party_menu.unload!
		if lobby_menu.loaded
			lobby_menu.unload!
		battle_menu = require "battle_menu"
		battle_menu.load!
		ui.fadeout!
		@time_ref = msg.time_ref
	info_room: (msg) =>
		@room = Room.deserialize(msg.data)
		@time_ref = msg.time_ref
		@set_room(@room)
		battle_menu = require "battle_menu"
		battle_menu.victory = false
		main.root\remove("infocard")
	info_timeref: (msg) =>
		main.root\remove("infocard")
		@time_ref = msg.time_ref
	info_enemy_party: (msg) =>
		if @enemy_party
			@node\remove(@enemy_party.rnode)
		@enemy_party = Party.deserialize(msg.data)
		@enemy_party\set_room(@room)
		if @room.__class != LobbyRoom
			@enemy_party\set_room(@room)
		battle_menu = require "battle_menu"
		battle_menu.victory = false
		main.root\remove("infocard")
		--@node\append(@enemy_party.node)
	info_defeat: (msg) =>
		battle_menu = require("battle_menu")
		defeat_menu = require("defeat_menu")
		table.insert(main.action_queue,{battle_menu.unload, {}})
		table.insert(main.action_queue,{defeat_menu.load,{}})
	info_loot: (msg) =>
		@time_ref = msg.time_ref
		battle_menu = require "battle_menu"
		battle_menu.victory = true
		main.root\remove("infocard")
	info_updates: (msg) =>
		for uname, updated in pairs(msg.data)
			tchar = @player_party\member(uname) or @enemy_party\member(uname)
			for k,v in pairs(updated)
				tchar.data[k] = v
	info_deaths: (msg) =>
		for _, uname in pairs(msg.data)
			if @player_party\member(uname)
				tchar = @player_party\member(uname)
				tchar\die!
				@player_party\remove_member(tchar)
			elseif @enemy_party\member(uname)
				tchar = @enemy_party\member(uname)
				tchar\die!
				@enemy_party\remove_member(tchar)
	info_actions: (msg) =>
		for uname, action_name in pairs(msg.data)
			action = ability[action_name]
			if @player_party\member(uname)
				action.use(@,@player_party,@player_party\member(uname))
				ui.battle_log(string.format("%s used %s",@player_party\member(uname).class.name,action.text))
			elseif @enemy_party\member(uname)
				action.use(@,@enemy_party,@enemy_party\member(uname))
				ui.battle_log(string.format("%s used %s",uname,action.text))
		main.root\remove("infocard")
	update: () =>
		msg = am.eval_js("CLIENT.get()")
		if msg != nil
			info = am.parse_json(msg)
			if @[info.msg]
				@[info.msg](@,info)
			else
				print("Failed to find client message handler", info)
	set_local: (player) =>
		@localplayer = player
		@player_party\add_member(player)
		@localplayer\enter_room(@player_party.room)
	set_room: (room) =>
		@room = room
		assert(@room, "cannot set a nil room")
		assert(@room.load, "rooms must have a .load")
		if @player_party.room
			@player_party.room\unload!
			--@node\remove(@player_party.room.node)
		@room\load!
		--@node\append(room.node)
		@player_party\set_room(room)
		if @enemy_party
			if @enemy_party.room
				@enemy_party.room\unload!
			@enemy_party\set_room(@room)
		--new_rat = Enemy(nil,char.enemies.Rat)
		if @enemy_party
			--@enemy_party\add_member(new_rat)
			--@enemy_party\set_room(room)
			@node\append(@enemy_party.rnode)
	load: () =>
		main.root("world_characters")\append(@node)


mod["World"] = World
mod["Server"] = Server
mod