# ###################################################
# Copyright (C) 2008-2013 The Unknown Horizons Team
# team@unknown-horizons.org
# This file is part of Unknown Horizons.
#
# Unknown Horizons is free software; you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation; either version 2 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the
# Free Software Foundation, Inc.,
# 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
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from horizons.util.shapes.rect import Rect

class TerrainRequirement:
	LAND = 1 # buildings that must be entirely on flat land
	LAND_AND_COAST = 2 # buildings that have to be partially on the coast
	LAND_AND_COAST_NEAR_SEA = 3 # coastal buildings that have to be near the sea

class TerrainBuildabilityCache(object):
	"""
	Keep track of the locations where buildings of specific types can be built.

	An instance of this class is used to keep track of the buildability options given the
	terrain. (x, y) are in instance.cache[terrain_type][(width, height)] if and only if
	it is possible to place a building with the given terrain type restrictions and with
	the given size at the origin (x, y) given that other conditions are met. Basically it
	cares about the required terrain type of the building and not about the buildings on
	the island.

	Other than the terrain type dimension it acts like an immutable BinaryBuildabilityCache.
	"""

	sizes = [(1, 1), (2, 2), (2, 3), (2, 4), (3, 3), (4, 4), (6, 6)]
	sea_radius = 3

	def __init__(self, island):
		super(TerrainBuildabilityCache, self).__init__()
		self._island = island
		self._land = None
		self._coast = None
		self.land_or_coast = None # set((x, y), ...)
		self.cache = None # {terrain type: {(width, height): set((x, y), ...), ...}, ...}
		self.create_cache()

	def _init_land_and_coast(self):
		land = set()
		coast = set()

		for coords, tile in self._island.ground_map.iteritems():
			if 'constructible' in tile.classes:
				land.add(coords)
			elif 'coastline' in tile.classes:
				coast.add(coords)

		self._land = land
		self._coast = coast
		self.land_or_coast = land.union(coast)

	def _init_rows(self):
		# these dicts show whether there is a constructible and/or coastline tile in a row
		# of 2 or 3 tiles starting from the coords and going right
		# both are in the format {(x, y): (has land, has coast), ...}
		row2 = {}
		row3 = {}

		land = self._land
		coast = self._coast
		land_or_coast = self.land_or_coast

		for (x, y) in self.land_or_coast:
			if (x + 1, y) not in land_or_coast:
				continue

			has_land = (x, y) in land or (x + 1, y) in land
			has_coast = (x, y) in coast or (x + 1, y) in coast
			row2[(x, y)] = (has_land, has_coast)
			if (x + 2, y) not in land_or_coast:
				continue

			has_land = has_land or (x + 2, y) in land
			has_coast = has_coast or (x + 2, y) in coast
			row3[(x, y)] = (has_land, has_coast)

		self.row2 = row2
		self.row3 = row3

	def _init_squares(self):
		self._init_rows()
		row2 = self.row2
		row3 = self.row3

		sq2 = {}
		for coords in row2:
			coords2 = (coords[0], coords[1] + 1)
			if coords2 in row2:
				has_land = row2[coords][0] or row2[coords2][0]
				has_coast = row2[coords][1] or row2[coords2][1]
				sq2[coords] = (has_land, has_coast)

		sq3 = {}
		for coords in row3:
			coords2 = (coords[0], coords[1] + 1)
			coords3 = (coords[0], coords[1] + 2)
			if coords2 in row3 and coords3 in row3:
				has_land = row3[coords][0] or row3[coords2][0] or row3[coords3][0]
				has_coast = row3[coords][1] or row3[coords2][1] or row3[coords3][1]
				sq3[coords] = (has_land, has_coast)

		self.sq2 = sq2
		self.sq3 = sq3

	def create_cache(self):
		self._init_land_and_coast()

		land = {}
		land_and_coast = {}

		land[(1, 1)] = self._land
		for size in self.sizes:
			if size != (1, 1):
				land[size] = set()
				if size[0] != size[1]:
					land[(size[1], size[0])] = set()

		for size in [(2, 2), (3, 3)]:
			land_and_coast[size] = set()

		self._init_squares()

		sq2 = self.sq2
		for coords, (has_land, has_coast) in sq2.iteritems():
			x, y = coords
			if has_land and has_coast:
				# handle 2x2 coastal buildings
				land_and_coast[(2, 2)].add(coords)
			elif has_land and not has_coast:
				# handle 2x2, 2x3, and 2x4 land buildings
				land[(2, 2)].add(coords)

				if (x + 2, y) in sq2 and not sq2[(x + 2, y)][1]:
					land[(3, 2)].add(coords)
					land[(4, 2)].add(coords)
				elif (x + 1, y) in sq2 and not sq2[(x + 1, y)][1]:
					land[(3, 2)].add(coords)

				if (x, y + 2) in sq2 and not sq2[(x, y + 2)][1]:
					land[(2, 3)].add(coords)
					land[(2, 4)].add(coords)
				elif (x, y + 1) in sq2 and not sq2[(x, y + 1)][1]:
					land[(2, 3)].add(coords)

		sq3 = self.sq3
		for coords, (has_land, has_coast) in sq3.iteritems():
			x, y = coords
			if has_land and has_coast:
				# handle 3x3 coastal buildings
				land_and_coast[(3, 3)].add(coords)
			elif has_land and not has_coast:
				# handle other buildings that have both sides >= 3 (3x3, 4x4, 6x6)
				land[(3, 3)].add(coords)

				if (x, y + 3) in sq3 and not sq3[(x, y + 3)][1] and (x + 3, y) in sq3 \
					    and not sq3[(x + 3, y)][1] and (x + 3, y + 3) in sq3 and not sq3[(x + 3, y + 3)][1]:
					land[(4, 4)].add(coords)
					land[(6, 6)].add(coords)
				elif (x, y + 1) in sq3 and not sq3[(x, y + 1)][1] and (x + 1, y) in sq3 \
					    and not sq3[(x + 1, y)][1] and (x + 1, y + 1) in sq3 and not sq3[(x + 1, y + 1)][1]:
					land[(4, 4)].add(coords)

		self.cache = {}
		self.cache[TerrainRequirement.LAND] = land
		self.cache[TerrainRequirement.LAND_AND_COAST] = land_and_coast

	def create_sea_cache(self):
		# currently only 3x3 buildings can require nearby sea
		coast_set = self.cache[TerrainRequirement.LAND_AND_COAST][(3, 3)]
		near_sea = set()

		nearby_coords_list = []
		base_rect = Rect.init_from_topleft_and_size(0, 0, 3, 3)
		for coords in base_rect.get_radius_coordinates(self.sea_radius):
			nearby_coords_list.append(coords)

		world = self._island.session.world
		water_bodies = world.water_body
		sea_number = world.sea_number

		for bx, by in coast_set:
			for dx, dy in nearby_coords_list:
				coords = (bx + dx, by + dy)
				if coords in water_bodies and water_bodies[coords] == sea_number:
					near_sea.add((bx, by))
					break

		self.cache[TerrainRequirement.LAND_AND_COAST_NEAR_SEA] = {}
		self.cache[TerrainRequirement.LAND_AND_COAST_NEAR_SEA][(3, 3)] = near_sea

	def get_buildability_intersection(self, terrain_type, size, *other_cache_layers):
		result = self.cache[terrain_type][size]
		for cache_layer in other_cache_layers:
			result = result.intersection(cache_layer.cache[size])
		return result
