# ###################################################
# 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
# ###################################################

import hashlib

from horizons.constants import TIER
from horizons.i18n import _lazy

class IngameType(type):
	"""Class that is used to create Ingame-Type-Classes from yaml data.
	@param id: building or unit type id
	@param yaml_data: a dict containing all the data read from yaml files

	Note this creates class types, NOT instances.
	These types are created at the beginning of a session
	and are later used to create instances, when buildings are built.
	The __new__() function uses quite some python magic to construct the new class.

	TUTORIAL:
	Check out the __new__() function if you feel you're pretty good with python and
	are interested in how it all works. Otherwise, continue to the __init__() function.
	"""

	# Base package to import from, must end with the '.', the package is appended
	basepackage = 'horizons.world.building.'
	# Class name for the type.__new__ constructor
	classstring = 'Type[{id}]'

	def __new__(self, id, yaml_data):
		class_package, class_name = yaml_data['baseclass'].split('.', 1)

		@classmethod
		def load(cls, session, db, worldid):
			self = cls.__new__(cls)
			self.session = session
			super(cls, self).load(db, worldid)
			return self

		module = __import__(str(self.basepackage+class_package), [], [], [str(class_name)])
		return type.__new__(self, self.classstring.format(id=id),
			(getattr(module, class_name),),
			{'load': load, 'class_package': str(class_package), 'class_name': str(class_name)})

	def _strip_translation_marks(self, string):
		"""Converts object translation `string` to translated object for in-game display.

		Object properties supposed to be translated are recognized by the
		(subsequently stripped) leading `_ `.
		If `string` is supposed to be translated, returns lazy translation object of `string`.
		If `string` is not supposed to be translated, returns `string` unchanged.
		If `string` is None (not defined or empty in yaml), returns empty unicode.
		"""
		if not string:
			return u''
		if string.startswith("_ "):
			return _lazy(string[2:])
		else:
			return string

	def __init__(self, id, yaml_data):
		self.id = id
		# self._name is always some default name
		# self._level_specific_names is optional and contains a dict like this: { level_id : name }
		# (with entries for all tiers in which it is active)
		name_data = yaml_data['name']
		start_tier = yaml_data.get('settler_level', TIER.NATURE) # first tier where object is available
		if isinstance(name_data, dict): # { level_id : name }
			# fill up dict (fall down to highest tier which has a name specified
			self._level_specific_names = {}
			for lvl in xrange(start_tier, TIER.CURRENT_MAX + 1):
				name = name_data.get(lvl)
				if name is None:
					name = self._level_specific_names.get(lvl - 1)
					assert name is not None, "Error in object file:\n" + \
					"'name' attribute needs to at least describe tier %s. " + \
					"Found:\n%s" % (name_data, start_tier)
					self._level_specific_names[lvl] = name
				else:
					self._level_specific_names[lvl] = self._strip_translation_marks(name)

			self._name = self._level_specific_names[start_tier] # default name: lowest available
		else: # assume just one string
			self._name = self._strip_translation_marks( name_data )
		self.radius = yaml_data['radius']
		self.component_templates = yaml_data['components']
		self.action_sets = yaml_data['actionsets']
		self.baseclass = yaml_data['baseclass'] # mostly only for debug
		self._real_object = None # wrapped by _fife_object

		self._parse_component_templates()

		# TODO: move this to the producer component as soon as there is support for class attributes there
		self.additional_provided_resources = yaml_data.get('additional_provided_resources', [])

		"""TUTORIAL: Now you know the basic attributes each type has.
		Further attributes specific to buildings and units can be found in
		horizons/world/{building,units}/__init__.py
		which contains the unit and building specific attributes and loading.

		By now you should know the basic constructs used in UH, so we feel
		comfortable stopping the tutorial here. Be sure to join our IRC
		channel and idle around there, ask us if you're stuck and so on.

		You'll find tasks for getting into the code in our issue tracker at
		https://github.com/unknown-horizons/unknown-horizons/issues
		Especially look for issues with the 'starter' label attached!

		Other relevant parts of the code you might be interested in are:
		* commands: horizons/commands. Abstracts all user interactions.
		* scheduler: horizons/scheduler.py. Manages ingame time.
		* extscheduler: horizons/extscheduler.py. Manages wall clock time.
		* scenario: horizons/scenario. Condition-action system for scenarios
		* automatic tests: tests/. Contains unit tests, gui tests and game (system) tests
		* networking: horizons/network. Sending stuff over the wire
		* concreteobject: horizons/world/concreteobject.py. Things with graphical representations
		* gui: horizons/gui. The ugly parts. IngameGui and Gui, tabs and widgets.
		* production: horizons/world/production
		** Producer: producer component, manages everything
		** ProductionLine: keeps data about the different production lines.
		** Production: the alive version of the production line. Used when a building
		               actually produces something, stores progress and the like.
		* engine: horizons/engine. Direct interface to fife.
		* ai: horizons/ai/aiplayer. Way too big to describe here.
		"""

	def _parse_component_templates(self):
		"""Prepares misc data in self.component_templates"""
		producer = [ comp for comp in self.component_templates if
		             isinstance(comp, dict) and comp.iterkeys().next() == 'ProducerComponent' ]
		if producer:
			# we want to support string production line ids, the code should still only see integers
			# therefore we do a deterministic string -> int conversion here

			producer_data = producer[0]['ProducerComponent']
			original_data = producer_data['productionlines']

			new_data = {}

			for old_key, v in original_data.iteritems():
				if isinstance(old_key, int):
					new_key = old_key
				else:
					# hash the string
					new_key = int(hashlib.sha1(old_key).hexdigest(), 16)
					# crop to integer. this might not be necessary, however the legacy code operated
					# on this data type, so problems might occur, also with respect to performance.
					# in principle, strings and longs should also be supported, but for the sake of
					# safety, we use ints.
					new_key = int( new_key % 2**31 ) # this ensures it's an integer on all reasonable platforms
				if new_key in new_data:
					raise Exception('Error: production line id conflict. Please change "%s" to anything else for "%s"' % (old_key, self.name))
				new_data[new_key] = v

			producer_data['productionlines'] = new_data


	@property
	def _fife_object(self):
		if self._real_object is None:
			self._loadObject()
		return self._real_object

	def _loadObject(self):
		"""Inits self._real_object"""
		raise NotImplementedError

	@property
	def name(self):
		return self._name
