import { Vector3 } from '../math/Vector3.js';
import { Logger } from '../core/Logger.js';
import { SteeringBehavior } from './SteeringBehavior';
import { AlignmentBehavior } from './behaviors/AlignmentBehavior';
import { ArriveBehavior } from './behaviors/ArriveBehavior';
import { CohesionBehavior } from './behaviors/CohesionBehavior';
import { EvadeBehavior } from './behaviors/EvadeBehavior';
import { FleeBehavior } from './behaviors/FleeBehavior';
import { FollowPathBehavior } from './behaviors/FollowPathBehavior';
import { InterposeBehavior } from './behaviors/InterposeBehavior';
import { ObstacleAvoidanceBehavior } from './behaviors/ObstacleAvoidanceBehavior';
import { OffsetPursuitBehavior } from './behaviors/OffsetPursuitBehavior';
import { PursuitBehavior } from './behaviors/PursuitBehavior';
import { SeekBehavior } from './behaviors/SeekBehavior';
import { SeparationBehavior } from './behaviors/SeparationBehavior';
import { WanderBehavior } from './behaviors/WanderBehavior';

const force = new Vector3();

/**
* This class is responsible for managing the steering of a single vehicle. The steering manager
* can manage multiple steering behaviors and combine their produced force into a single one used
* by the vehicle.
*
* @author {@link https://github.com/Mugen87|Mugen87}
*/
class SteeringManager {

	/**
	* Constructs a new steering manager.
	*
	* @param {Vehicle} vehicle - The vehicle that owns this steering manager.
	*/
	constructor( vehicle ) {

		/**
		* The vehicle that owns this steering manager.
		* @type {Vehicle}
		*/
		this.vehicle = vehicle;

		/**
		* A list of all steering behaviors.
		* @type {Array<SteeringBehavior>}
		* @readonly
		*/
		this.behaviors = new Array();

		this._steeringForce = new Vector3(); // the calculated steering force per simulation step
		this._typesMap = new Map(); // used for deserialization of custom behaviors

	}

	/**
	* Adds the given steering behavior to this steering manager.
	*
	* @param {SteeringBehavior} behavior - The steering behavior to add.
	* @return {SteeringManager} A reference to this steering manager.
	*/
	add( behavior ) {

		this.behaviors.push( behavior );

		return this;

	}

	/**
	* Removes the given steering behavior from this steering manager.
	*
	* @param {SteeringBehavior} behavior - The steering behavior to remove.
	* @return {SteeringManager} A reference to this steering manager.
	*/
	remove( behavior ) {

		const index = this.behaviors.indexOf( behavior );
		this.behaviors.splice( index, 1 );

		return this;

	}

	/**
	* Clears the internal state of this steering manager.
	*
	* @return {SteeringManager} A reference to this steering manager.
	*/
	clear() {

		this.behaviors.length = 0;

		return this;

	}

	/**
	* Calculates the steering forces for all active steering behaviors and
	* combines it into a single result force. This method is called in
	* {@link Vehicle#update}.
	*
	* @param {Number} delta - The time delta.
	* @param {Vector3} result - The force/result vector.
	* @return {Vector3} The force/result vector.
	*/
	calculate( delta, result ) {

		this._calculateByOrder( delta );

		return result.copy( this._steeringForce );

	}

	// this method calculates how much of its max steering force the vehicle has
	// left to apply and then applies that amount of the force to add

	_accumulate( forceToAdd ) {

		// calculate how much steering force the vehicle has used so far

		const magnitudeSoFar = this._steeringForce.length();

		// calculate how much steering force remains to be used by this vehicle

		const magnitudeRemaining = this.vehicle.maxForce - magnitudeSoFar;

		// return false if there is no more force left to use

		if ( magnitudeRemaining <= 0 ) return false;

		// calculate the magnitude of the force we want to add

		const magnitudeToAdd = forceToAdd.length();

		// restrict the magnitude of forceToAdd, so we don't exceed the max force of the vehicle

		if ( magnitudeToAdd > magnitudeRemaining ) {

			forceToAdd.normalize().multiplyScalar( magnitudeRemaining );

		}

		// add force

		this._steeringForce.add( forceToAdd );

		return true;

	}

	_calculateByOrder( delta ) {

		const behaviors = this.behaviors;

		// reset steering force

		this._steeringForce.set( 0, 0, 0 );

		// calculate for each behavior the respective force

		for ( let i = 0, l = behaviors.length; i < l; i ++ ) {

			const behavior = behaviors[ i ];

			if ( behavior.active === true ) {

				force.set( 0, 0, 0 );

				behavior.calculate( this.vehicle, force, delta );

				force.multiplyScalar( behavior.weight );

				if ( this._accumulate( force ) === false ) return;

			}

		}

	}

	/**
	* Transforms this instance into a JSON object.
	*
	* @return {Object} The JSON object.
	*/
	toJSON() {

		const data = {
			type: 'SteeringManager',
			behaviors: new Array()
		};

		const behaviors = this.behaviors;

		for ( let i = 0, l = behaviors.length; i < l; i ++ ) {

			const behavior = behaviors[ i ];
			data.behaviors.push( behavior.toJSON() );

		}

		return data;

	}

	/**
	* Restores this instance from the given JSON object.
	*
	* @param {Object} json - The JSON object.
	* @return {SteeringManager} A reference to this steering manager.
	*/
	fromJSON( json ) {

		this.clear();

		const behaviorsJSON = json.behaviors;

		for ( let i = 0, l = behaviorsJSON.length; i < l; i ++ ) {

			const behaviorJSON = behaviorsJSON[ i ];
			const type = behaviorJSON.type;

			let behavior;

			switch ( type ) {

				case 'SteeringBehavior':
					behavior = new SteeringBehavior().fromJSON( behaviorJSON );
					break;

				case 'AlignmentBehavior':
					behavior = new AlignmentBehavior().fromJSON( behaviorJSON );
					break;

				case 'ArriveBehavior':
					behavior = new ArriveBehavior().fromJSON( behaviorJSON );
					break;

				case 'CohesionBehavior':
					behavior = new CohesionBehavior().fromJSON( behaviorJSON );
					break;

				case 'EvadeBehavior':
					behavior = new EvadeBehavior().fromJSON( behaviorJSON );
					break;

				case 'FleeBehavior':
					behavior = new FleeBehavior().fromJSON( behaviorJSON );
					break;

				case 'FollowPathBehavior':
					behavior = new FollowPathBehavior().fromJSON( behaviorJSON );
					break;

				case 'InterposeBehavior':
					behavior = new InterposeBehavior().fromJSON( behaviorJSON );
					break;

				case 'ObstacleAvoidanceBehavior':
					behavior = new ObstacleAvoidanceBehavior().fromJSON( behaviorJSON );
					break;

				case 'OffsetPursuitBehavior':
					behavior = new OffsetPursuitBehavior().fromJSON( behaviorJSON );
					break;

				case 'PursuitBehavior':
					behavior = new PursuitBehavior().fromJSON( behaviorJSON );
					break;

				case 'SeekBehavior':
					behavior = new SeekBehavior().fromJSON( behaviorJSON );
					break;

				case 'SeparationBehavior':
					behavior = new SeparationBehavior().fromJSON( behaviorJSON );
					break;

				case 'WanderBehavior':
					behavior = new WanderBehavior().fromJSON( behaviorJSON );
					break;

				default:

					// handle custom type

					const ctor = this._typesMap.get( type );

					if ( ctor !== undefined ) {

						behavior = new ctor().fromJSON( behaviorJSON );

					} else {

						Logger.warn( 'YUKA.SteeringManager: Unsupported steering behavior type:', type );
						continue;

					}

			}

			this.add( behavior );

		}

		return this;

	}

	/**
	 * Registers a custom type for deserialization. When calling {@link SteeringManager#fromJSON}
	 * the steering manager is able to pick the correct constructor in order to create custom
	 * steering behavior.
	 *
	 * @param {String} type - The name of the behavior type.
	 * @param {Function} constructor - The constructor function.
	 * @return {SteeringManager} A reference to this steering manager.
	 */
	registerType( type, constructor ) {

		this._typesMap.set( type, constructor );

		return this;

	}

	/**
	* Restores UUIDs with references to GameEntity objects.
	*
	* @param {Map<String,GameEntity>} entities - Maps game entities to UUIDs.
	* @return {SteeringManager} A reference to this steering manager.
	*/
	resolveReferences( entities ) {

		const behaviors = this.behaviors;

		for ( let i = 0, l = behaviors.length; i < l; i ++ ) {

			const behavior = behaviors[ i ];
			behavior.resolveReferences( entities );


		}

		return this;

	}

}

export { SteeringManager };