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use std::cell::RefCell;

use crate::GameState;
use crate::eguictx::EguiCtx;
use crate::fleet::{Fleet, FleetsManager};
use crate::solar_system::{Kilometers, SolarSystem, SystemId};
use crate::solar_system::body::BodyId;


#[derive(Default, Clone)]
pub struct FleetWindowState
{
    pub open: bool,
    pub selected_system: Option<SystemId>,

    pub new_fleet_window: Option<NewFleetWindowState>
}

#[derive(Default, Clone)]
pub struct FleetWindowAction
{
    pub new_fleet: Option<NewFleet>
}

#[derive(Default, Clone)]
pub struct NewFleetWindowState
{
    pub open: bool,
    pub parent_system: SystemId,
    pub parent_body: BodyId,

    pub fleet_name: String,
    pub fleet_sma: Kilometers
}

#[derive(Default, Clone)]
pub struct NewFleet
{
    pub system: SystemId,
    pub orbiting: BodyId,
    pub name: String,
    pub sma: Kilometers
}

impl FleetWindowState
{
    pub fn paint(
        &mut self,
        game_state: &GameState,
        eguictx: &EguiCtx,
        focused_body: &Option<BodyId>)
    -> FleetWindowAction
    {
        let mut action = FleetWindowAction::default();

        let star_systems = game_state.solar_systems();
        let fleets_manager = game_state.fleets();

        let mut mgr_open = self.open;
        egui::Window::new("Fleet Manager")
            .open(&mut mgr_open)
            .show(eguictx.context(), |ui| {
            
            ui.horizontal(|ui| {
                self.paint_systems_list(
                    &mut action, 
                    ui, 
                    fleets_manager, 
                    star_systems, 
                    focused_body
                );
            });
        });

        match &mut self.new_fleet_window {
            Some(new_fleet_window) => {
                action.new_fleet = new_fleet_window.paint(game_state, eguictx);
                if action.new_fleet.is_some() || !new_fleet_window.open {
                    self.new_fleet_window = None;
                }
            }
            None => {}
        }

        self.open = mgr_open;
        action
    }

    fn paint_systems_list(
        &mut self,
        action: &mut FleetWindowAction,
        ui: &mut egui::Ui,
        fleets_manager: &FleetsManager,
        star_systems: &[SolarSystem],
        focused_body: &Option<BodyId>)
    -> egui::InnerResponse<()>
    {
        ui.vertical(|ui| {
            for system in star_systems {
                self.paint_fleet_list(fleets_manager, &system, ui);
            }

            if self.selected_system.is_none() { return; }
            if ui.button("New Fleet").clicked() {
                if self.new_fleet_window.is_none() {
                    self.new_fleet_window = Some(NewFleetWindowState::new(
                            self.selected_system.unwrap(),
                            focused_body.unwrap_or(0)
                            ));
                }
            }
        })
    }

    fn paint_fleet_list(
        &mut self,
        fleets_manager: &FleetsManager,
        star_system: &SolarSystem,
        ui: &mut egui::Ui)
    {
        let fleet_ids = star_system.fleets(fleets_manager);
        egui::collapsing_header::CollapsingState::load_with_default_open(
            ui.ctx(),
            ui.make_persistent_id(format!("fleet_window_star_{}", star_system.id())),
            true
            )
        .show_header(ui, |ui| {
            let selected = self.selected_system.is_some_and(|id| { id == star_system.id() });
            if ui.selectable_label(selected, star_system.name()).clicked() {
                self.selected_system = if !selected { Some(star_system.id()) } else { None };
            }
        })
        .body(|ui| {
            for id in fleet_ids {
                if let Some(fleet) = fleets_manager.entry(id) {
                    self.paint_fleet_entry(fleet, ui);
                }
            }
        });
    }

    fn paint_fleet_entry(
        &mut self,
        fleet: &Fleet,
        ui: &mut egui::Ui)
    {
        ui.label(fleet.name());
    }
} // FleetWindowAction

impl NewFleetWindowState
{
    pub fn new(
        parent_system: SystemId,
        parent_body: BodyId)
    -> Self {
        Self {
            open: true,
            parent_system: parent_system,
            parent_body: parent_body,
            ..Default::default()
        }
    }

    pub fn paint(
        &mut self,
        game_state: &GameState,
        eguictx: &EguiCtx)
    -> Option<NewFleet>
    {
        let solar_system = &game_state.solar_systems()[self.parent_system];
        let orbiting = solar_system.body(self.parent_body);

        match egui::Window::new("New Fleet")
        .collapsible(false)
        .open(&mut self.open)
        .show(eguictx.context(), |ui| {
            ui.vertical(|ui| {
                ui.horizontal(|ui| {
                    ui.label("Name: ");
                    ui.add(egui::TextEdit::singleline(&mut self.fleet_name));
                });
                ui.label(format!("Orbiting: {}", orbiting.name()));
                ui.horizontal(|ui| {
                    ui.label("SMA: ");
                    ui.add(egui::DragValue::new(&mut self.fleet_sma)
                        .range(orbiting.radius()..=f32::INFINITY)
                        .clamp_existing_to_range(true)
                        .suffix("km"));
                });
                if ui.button("Create").clicked() {
                    return Some(NewFleet {
                        system: self.parent_system,
                        orbiting: self.parent_body,
                        name: self.fleet_name.clone(),
                        sma: self.fleet_sma,
                    });
                }
                None
            }).inner
        }) {
            Some(resp) => {
                resp.inner?
            },
            None => None
        }
    }
}