use elseware::common::serverstate::{ClientId, ServerState};
use elseware::entity::gateway::{EntityGateway, InMemoryGateway};
use elseware::ship::ship::{ShipServerState, RecvShipPacket};
use elseware::entity::item;

use libpso::packet::ship::*;
use libpso::packet::messages::*;

#[path = "common.rs"]
mod common;
use common::*;

#[async_std::test]
async fn test_equip_unit_from_equip_menu() {
    let mut entity_gateway = InMemoryGateway::new();

    let (_user1, char1) = new_user_character(&mut entity_gateway, "a1", "a").await;

    entity_gateway.create_item(
        item::NewItemEntity {
            item: item::ItemDetail::Armor(
                item::armor::Armor{
                    armor: item::armor::ArmorType::Frame,
                    dfp: 0,
                    evp: 0,
                    slots: 4,
                    modifiers: Vec::new(),
                }),
            location: item::ItemLocation::Inventory {
                character_id: char1.id,
                slot: 0,
                equipped: true,
            }
        }).await.unwrap();

    entity_gateway.create_item(
        item::NewItemEntity {
            item: item::ItemDetail::Unit(
                item::unit::Unit{
                    unit: item::unit::UnitType::KnightPower,
                    modifier: None,
                    armor_slot: 0,
                }),
            location: item::ItemLocation::Inventory {
                character_id: char1.id,
                slot: 1,
                equipped: false,
            }
        }).await.unwrap();

    entity_gateway.create_item(
        item::NewItemEntity {
            item: item::ItemDetail::Unit(
                item::unit::Unit{
                    unit: item::unit::UnitType::KnightPower,
                    modifier: Some(item::unit::UnitModifier::Plus),
                    armor_slot: 0,
                }),
            location: item::ItemLocation::Inventory {
                character_id: char1.id,
                slot: 2,
                equipped: false,
            }
        }).await.unwrap();

    let mut ship = ShipServerState::builder()
        .gateway(entity_gateway.clone())
        .build();
    log_in_char(&mut ship, ClientId(1), "a1", "a").await;
    join_lobby(&mut ship, ClientId(1)).await;
    create_room(&mut ship, ClientId(1), "room", "").await;

    ship.handle(ClientId(1), &RecvShipPacket::Message(Message::new(GameMessage::PlayerEquipItem(PlayerEquipItem {
        client: 0,
        target: 0,
        item_id: 0x10001,
        sub_menu: 9,
        unknown1: 0,
    })))).await.unwrap().for_each(drop);

    // case when someone tries to send invalid submenu? submenu is 9-12 in normal gameplay
    ship.handle(ClientId(1), &RecvShipPacket::Message(Message::new(GameMessage::PlayerEquipItem(PlayerEquipItem {
        client: 0,
        target: 0,
        item_id: 0x10002,
        sub_menu: 14,
        unknown1: 0,
    })))).await.unwrap().for_each(drop);

    let items = entity_gateway.get_items_by_character(&char1.id).await.unwrap();
    let (unit1, unit2) = (&items[1], &items[2]);

    let unit1_equipped = match unit1.location {
        item::ItemLocation::Inventory{equipped, ..} => equipped,
        _ => false,
    };

    let unit2_equipped = match unit2.location {
        item::ItemLocation::Inventory{equipped, ..} => equipped,
        _ => false,
    };

    assert!({
        match unit1.item {
            item::ItemDetail::Unit(u) => {
                if u.armor_slot == 0 && unit1_equipped {
                    true
                } else {
                    false
                }
            },
            _ => false,
        }
    });

    assert!({
        match unit2.item {
            item::ItemDetail::Unit(u) => {
                if u.armor_slot == 1 && unit2_equipped {
                    true
                } else {
                    false
                }
            },
            _ => false,
        }
    });
}

#[async_std::test]
async fn test_unequip_armor_with_units() {
    let mut entity_gateway = InMemoryGateway::new();

    let (_user1, char1) = new_user_character(&mut entity_gateway, "a1", "a").await;

    entity_gateway.create_item(
        item::NewItemEntity {
            item: item::ItemDetail::Armor(
                item::armor::Armor{
                    armor: item::armor::ArmorType::Frame,
                    dfp: 0,
                    evp: 0,
                    slots: 4,
                    modifiers: Vec::new(),
                }),
            location: item::ItemLocation::Inventory {
                character_id: char1.id,
                slot: 0,
                equipped: true,
            }
        }).await;

    entity_gateway.create_item(
        item::NewItemEntity {
            item: item::ItemDetail::Unit(
                item::unit::Unit{
                    unit: item::unit::UnitType::KnightPower,
                    modifier: None,
                    armor_slot: 0,
                }),
            location: item::ItemLocation::Inventory {
                character_id: char1.id,
                slot: 1,
                equipped: true,
            }
        }).await.unwrap();

    entity_gateway.create_item(
        item::NewItemEntity {
            item: item::ItemDetail::Unit(
                item::unit::Unit{
                    unit: item::unit::UnitType::KnightPower,
                    modifier: Some(item::unit::UnitModifier::Plus),
                    armor_slot: 1,
                }),
            location: item::ItemLocation::Inventory {
                character_id: char1.id,
                slot: 2,
                equipped: true,
            }
        }).await.unwrap();

    let mut ship = ShipServerState::builder()
        .gateway(entity_gateway.clone())
        .build();
    log_in_char(&mut ship, ClientId(1), "a1", "a").await;
    join_lobby(&mut ship, ClientId(1)).await;
    create_room(&mut ship, ClientId(1), "room", "").await;

    ship.handle(ClientId(1), &RecvShipPacket::Message(Message::new(GameMessage::PlayerUnequipItem(PlayerUnequipItem {
        client: 0,
        target: 0,
        item_id: 0x10000,
        unknown1: 0,
    })))).await.unwrap().for_each(drop);

    let items = entity_gateway.get_items_by_character(&char1.id).await.unwrap();
    let (armor, unit1, unit2) = (&items[0], &items[1], &items[2]);

    let armor_equipped = match armor.location {
        item::ItemLocation::Inventory{equipped, ..} => equipped,
        _ => true,
    };
    
    let unit1_equipped = match unit1.location {
        item::ItemLocation::Inventory{equipped, ..} => equipped,
        _ => true,
    };

    let unit2_equipped = match unit2.location {
        item::ItemLocation::Inventory{equipped, ..} => equipped,
        _ => true,
    };

    assert!(armor_equipped == false);
    assert!(unit1_equipped == false);
    assert!(unit2_equipped == false);
}

#[async_std::test]
async fn test_sort_items() {
    let mut entity_gateway = InMemoryGateway::new();

    let (_user1, char1) = new_user_character(&mut entity_gateway, "a1", "a").await;

    entity_gateway.create_item(
        item::NewItemEntity {
            item: item::ItemDetail::Armor(
                item::armor::Armor{
                    armor: item::armor::ArmorType::Frame,
                    dfp: 0,
                    evp: 0,
                    slots: 4,
                    modifiers: Vec::new(),
                }),
            location: item::ItemLocation::Inventory {
                character_id: char1.id,
                slot: 0,
                equipped: true,
            }
        }).await;

    entity_gateway.create_item(
        item::NewItemEntity {
            item: item::ItemDetail::Unit(
                item::unit::Unit{
                    unit: item::unit::UnitType::KnightPower,
                    modifier: None,
                    armor_slot: 0,
                }),
            location: item::ItemLocation::Inventory {
                character_id: char1.id,
                slot: 1,
                equipped: false,
            }
        }).await;

    entity_gateway.create_item(
        item::NewItemEntity {
            item: item::ItemDetail::Unit(
                item::unit::Unit{
                    unit: item::unit::UnitType::KnightPower,
                    modifier: Some(item::unit::UnitModifier::Plus),
                    armor_slot: 0,
                }),
            location: item::ItemLocation::Inventory {
                character_id: char1.id,
                slot: 2,
                equipped: false,
            }
        }).await;
    
    let mut ship = ShipServerState::builder()
        .gateway(entity_gateway.clone())
        .build();
    log_in_char(&mut ship, ClientId(1), "a1", "a").await;
    join_lobby(&mut ship, ClientId(1)).await;
    create_room(&mut ship, ClientId(1), "room", "").await;

    let old_items = entity_gateway.get_items_by_character(&char1.id).await.unwrap();
    assert!(old_items[0].item.item_type() == item::ItemType::Armor(item::armor::ArmorType::Frame));
    assert!(old_items[0].location == item::ItemLocation::Inventory{
        character_id: char1.id,
        slot: 0,
        equipped: true,
    });

    ship.handle(ClientId(1), &RecvShipPacket::Message(Message::new(GameMessage::SortItems(SortItems {
        client: 255,
        target: 255,
        item_ids: [0x10001u32, 0x10002, 0x10000, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 
        0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 
        0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF],
    })))).await.unwrap().for_each(drop);

    let items = entity_gateway.get_items_by_character(&char1.id).await.unwrap();
    assert!(items[0].item.item_type() == item::ItemType::Armor(item::armor::ArmorType::Frame));
    assert!(items[0].location == item::ItemLocation::Inventory{
        character_id: char1.id,
        slot: 2,
        equipped: true,
    });
}