package com.openosrs.client.api;

import com.openosrs.client.core.ClientCore;
import com.openosrs.client.engine.GameEngine;
import com.openosrs.client.api.types.Position;
import com.openosrs.client.api.types.NPC;
import com.openosrs.client.api.types.GameObject;
import com.openosrs.client.api.types.Item;
import com.openosrs.client.api.types.GroundItem;
import org.slf4j.Logger;
import org.slf4j.LoggerFactory;

import java.util.concurrent.CompletableFuture;

/**
 * InteractionAPI - Handles player interactions with the game world.
 *
 * This API module provides methods for:
 * - Movement and pathfinding
 * - NPC interactions
 * - Object interactions
 * - Item usage and manipulation
 * - Chat and communication
 */
public class InteractionAPI {
    private static final Logger logger = LoggerFactory.getLogger(InteractionAPI.class);

    private final ClientCore clientCore;
    private final GameEngine gameEngine;

    public InteractionAPI(ClientCore clientCore, GameEngine gameEngine) {
        this.clientCore = clientCore;
        this.gameEngine = gameEngine;
    }

    /**
     * Walk to a specific position.
     */
    public CompletableFuture<Boolean> walkTo(Position position) {
        if (position == null) {
            return CompletableFuture.completedFuture(false);
        }

        logger.debug("Walking to position: {}", position);

        return CompletableFuture.supplyAsync(() -> {
            try {
                // TODO: Integrate with actual game engine walking logic
                // For now, this is a stub that simulates walking

                Position currentPos = clientCore.getPlayerState().getPosition();
                if (currentPos == null) {
                    logger.warn("Cannot walk - player position unknown");
                    return false;
                }

                double distance = currentPos.distanceTo(position);
                if (distance == 0) {
                    logger.debug("Already at target position");
                    return true;
                }

                // Simulate walking time based on distance
                int walkTime = (int) (distance * 100); // 100ms per tile roughly
                Thread.sleep(Math.min(walkTime, 5000)); // Cap at 5 seconds

                // TODO: Actually send walk packet to server and update player position
                logger.debug("Walk completed to {}", position);
                return true;

            } catch (InterruptedException e) {
                Thread.currentThread().interrupt();
                logger.warn("Walk interrupted");
                return false;
            } catch (Exception e) {
                logger.error("Error during walk", e);
                return false;
            }
        });
    }

    /**
     * Run to a specific position.
     */
    public CompletableFuture<Boolean> runTo(Position position) {
        if (position == null) {
            return CompletableFuture.completedFuture(false);
        }

        logger.debug("Running to position: {}", position);

        return CompletableFuture.supplyAsync(() -> {
            try {
                // TODO: Enable run mode if not already enabled
                // Then use walking logic but faster

                Position currentPos = clientCore.getPlayerState().getPosition();
                if (currentPos == null) {
                    logger.warn("Cannot run - player position unknown");
                    return false;
                }

                double distance = currentPos.distanceTo(position);
                if (distance == 0) {
                    logger.debug("Already at target position");
                    return true;
                }

                // Simulate running time (faster than walking)
                int runTime = (int) (distance * 60); // 60ms per tile roughly
                Thread.sleep(Math.min(runTime, 3000)); // Cap at 3 seconds

                // TODO: Actually send run packet to server and update player position
                logger.debug("Run completed to {}", position);
                return true;

            } catch (InterruptedException e) {
                Thread.currentThread().interrupt();
                logger.warn("Run interrupted");
                return false;
            } catch (Exception e) {
                logger.error("Error during run", e);
                return false;
            }
        });
    }

    /**
     * Interact with an NPC.
     */
    public CompletableFuture<Boolean> interactWithNPC(NPC npc, String action) {
        if (npc == null || action == null) {
            return CompletableFuture.completedFuture(false);
        }

        logger.debug("Interacting with NPC {} using action: {}", npc.getName(), action);

        return CompletableFuture.supplyAsync(() -> {
            try {
                // TODO: Check if NPC is in range
                // TODO: Send interaction packet to server
                // TODO: Handle interaction response

                Position playerPos = clientCore.getPlayerState().getPosition();
                if (playerPos == null) {
                    logger.warn("Cannot interact - player position unknown");
                    return false;
                }

                double distance = npc.distanceToPlayer(playerPos);
                if (distance > 5) {
                    logger.warn("NPC too far away for interaction: {} tiles", distance);
                    return false;
                }

                // Simulate interaction time
                Thread.sleep(600); // 1 game tick

                logger.debug("Interaction completed with NPC {}", npc.getName());
                return true;

            } catch (InterruptedException e) {
                Thread.currentThread().interrupt();
                logger.warn("NPC interaction interrupted");
                return false;
            } catch (Exception e) {
                logger.error("Error during NPC interaction", e);
                return false;
            }
        });
    }

    /**
     * Interact with a game object.
     */
    public CompletableFuture<Boolean> interactWithObject(GameObject object, String action) {
        if (object == null || action == null) {
            return CompletableFuture.completedFuture(false);
        }

        logger.debug("Interacting with object {} using action: {}", object.getName(), action);

        return CompletableFuture.supplyAsync(() -> {
            try {
                // TODO: Check if object is in range
                // TODO: Send interaction packet to server
                // TODO: Handle interaction response

                Position playerPos = clientCore.getPlayerState().getPosition();
                if (playerPos == null) {
                    logger.warn("Cannot interact - player position unknown");
                    return false;
                }

                if (!object.hasAction(action)) {
                    logger.warn("Object {} does not have action: {}", object.getName(), action);
                    return false;
                }

                double distance = object.distanceToPlayer(playerPos);
                if (distance > 5) {
                    logger.warn("Object too far away for interaction: {} tiles", distance);
                    return false;
                }

                // Simulate interaction time
                Thread.sleep(600); // 1 game tick

                logger.debug("Interaction completed with object {}", object.getName());
                return true;

            } catch (InterruptedException e) {
                Thread.currentThread().interrupt();
                logger.warn("Object interaction interrupted");
                return false;
            } catch (Exception e) {
                logger.error("Error during object interaction", e);
                return false;
            }
        });
    }

    /**
     * Pick up a ground item.
     */
    public CompletableFuture<Boolean> pickupItem(GroundItem item) {
        if (item == null) {
            return CompletableFuture.completedFuture(false);
        }

        logger.debug("Picking up ground item: {} x{}", item.getName(), item.getQuantity());

        return CompletableFuture.supplyAsync(() -> {
            try {
                // TODO: Check if item is in range
                // TODO: Check if inventory has space
                // TODO: Send pickup packet to server

                Position playerPos = clientCore.getPlayerState().getPosition();
                if (playerPos == null) {
                    logger.warn("Cannot pickup - player position unknown");
                    return false;
                }

                double distance = item.distanceToPlayer(playerPos);
                if (distance > 2) {
                    logger.warn("Item too far away for pickup: {} tiles", distance);
                    return false;
                }

                // Check inventory space
                if (clientCore.getInventoryState().isInventoryFull() && !item.getName().equals("Coins")) {
                    logger.warn("Inventory full - cannot pickup item");
                    return false;
                }

                // Simulate pickup time
                Thread.sleep(600); // 1 game tick

                logger.debug("Pickup completed for item {}", item.getName());
                return true;

            } catch (InterruptedException e) {
                Thread.currentThread().interrupt();
                logger.warn("Item pickup interrupted");
                return false;
            } catch (Exception e) {
                logger.error("Error during item pickup", e);
                return false;
            }
        });
    }

    /**
     * Use an inventory item.
     */
    public CompletableFuture<Boolean> useItem(int slot) {
        logger.debug("Using item in slot: {}", slot);

        return CompletableFuture.supplyAsync(() -> {
            try {
                // TODO: Validate slot
                // TODO: Send use item packet

                Item item = clientCore.getInventoryState().getInventorySlot(slot);
                if (item == null || item.isEmpty()) {
                    logger.warn("No item in slot {} to use", slot);
                    return false;
                }

                // Simulate use time
                Thread.sleep(600); // 1 game tick

                logger.debug("Used item: {}", item.getName());
                return true;

            } catch (InterruptedException e) {
                Thread.currentThread().interrupt();
                logger.warn("Item use interrupted");
                return false;
            } catch (Exception e) {
                logger.error("Error using item", e);
                return false;
            }
        });
    }

    /**
     * Use an item on another item.
     */
    public CompletableFuture<Boolean> useItemOnItem(int sourceSlot, int targetSlot) {
        logger.debug("Using item in slot {} on item in slot {}", sourceSlot, targetSlot);

        return CompletableFuture.supplyAsync(() -> {
            try {
                // TODO: Validate both slots
                // TODO: Send use item on item packet

                Item sourceItem = clientCore.getInventoryState().getInventorySlot(sourceSlot);
                Item targetItem = clientCore.getInventoryState().getInventorySlot(targetSlot);

                if (sourceItem == null || sourceItem.isEmpty()) {
                    logger.warn("No item in source slot {} to use", sourceSlot);
                    return false;
                }

                if (targetItem == null || targetItem.isEmpty()) {
                    logger.warn("No item in target slot {} to use on", targetSlot);
                    return false;
                }

                // Simulate combination time
                Thread.sleep(600); // 1 game tick

                logger.debug("Used {} on {}", sourceItem.getName(), targetItem.getName());
                return true;

            } catch (InterruptedException e) {
                Thread.currentThread().interrupt();
                logger.warn("Item combination interrupted");
                return false;
            } catch (Exception e) {
                logger.error("Error combining items", e);
                return false;
            }
        });
    }

    /**
     * Drop an inventory item.
     */
    public CompletableFuture<Boolean> dropItem(int slot) {
        logger.debug("Dropping item in slot: {}", slot);

        return CompletableFuture.supplyAsync(() -> {
            try {
                // TODO: Validate slot
                // TODO: Send drop item packet

                Item item = clientCore.getInventoryState().getInventorySlot(slot);
                if (item == null || item.isEmpty()) {
                    logger.warn("No item in slot {} to drop", slot);
                    return false;
                }

                // Simulate drop time
                Thread.sleep(600); // 1 game tick

                logger.debug("Dropped item: {}", item.getName());
                return true;

            } catch (InterruptedException e) {
                Thread.currentThread().interrupt();
                logger.warn("Item drop interrupted");
                return false;
            } catch (Exception e) {
                logger.error("Error dropping item", e);
                return false;
            }
        });
    }

    /**
     * Send a chat message.
     */
    public void sendChatMessage(String message) {
        if (message == null || message.trim().isEmpty()) {
            logger.warn("Cannot send empty chat message");
            return;
        }

        logger.debug("Sending chat message: {}", message);

        // TODO: Send chat packet to server
        // TODO: Handle chat message validation and formatting

        // For now, just log it
        logger.info("Chat: {}", message);
    }

    /**
     * Enable or disable run mode.
     */
    public CompletableFuture<Boolean> setRunMode(boolean enabled) {
        logger.debug("Setting run mode: {}", enabled);

        return CompletableFuture.supplyAsync(() -> {
            try {
                // TODO: Send run mode packet to server
                // TODO: Update player state

                Thread.sleep(100); // Small delay for packet

                logger.debug("Run mode set to: {}", enabled);
                return true;

            } catch (InterruptedException e) {
                Thread.currentThread().interrupt();
                logger.warn("Run mode change interrupted");
                return false;
            } catch (Exception e) {
                logger.error("Error changing run mode", e);
                return false;
            }
        });
    }
}
