/**
 * Extend the base Actor entity by defining a custom roll data structure which is ideal for the Simple system.
 * @extends {Actor}
 */

import { RdDUtility } from "./rdd-utility.js";

export class RdDActor extends Actor {

  /* -------------------------------------------- */
  /**
   * Override the create() function to provide additional RdD functionality.
   *
   * This overrided create() function adds initial items 
   * Namely: Basic skills, money, 
   *
   * @param {Object} data        Barebones actor data which this function adds onto.
   * @param {Object} options     (Unused) Additional options which customize the creation workflow.
   *
   */
  static async create(data, options) {
    // If the created actor has items (only applicable to duplicated actors) bypass the new actor creation logic
    if (data.items) {
      return super.create(data, options);
    }
    super.create(data, options);
  }
  
  /* -------------------------------------------- */
  
  prepareData() {
    super.prepareData();

    const actorData = this.data;
    const data = actorData.data;
    const flags = actorData.flags;

    // Make separate methods for each Actor type (character, npc, etc.) to keep
    // things organized.
    if (actorData.type === 'personnage') this._prepareCharacterData(actorData);
  }

  /**
   * Prepare Character type specific data
   */
  _prepareCharacterData(actorData) {
    // Initialize empty items
    RdDUtility.computeCarac(actorData.data);
  }
  
  /* -------------------------------------------- */
  performRoll( html, rollData ) {
    let myroll = new Roll("d100");
    myroll.roll();
    let quality = "Echec";
    let tache = 0;
    //console.log(">>> ROLL", rollData.selectedCarac.label, rollData.rollTarget.score, myroll.total );
    let result =  myroll.total;
    if (result <= rollData.rollTarget.part) {
      quality = "Réussite Particulière!";
      tache = 4;  
    } else if (result <= (rollData.rollTarget.score /2) ) {
      quality = "Réussite Significative";
      tache = 2;
    } else if (result <= (rollData.rollTarget.score) ) {
      quality = "Réussite Normale";
      tache = 1;
    } else if (result < (rollData.rollTarget.epart) ) {
      quality = "Echec Normal";
      tache = 0;
    } else if (result < (rollData.rollTarget.etotal) ) {
      quality = "Echec Particulier";
      tache = -2;      
    } else if (result >= (rollData.rollTarget.etotal) ) {
      quality = "Echec Total";
      tache = -4;
    }
    
    let chatOptions = { "content":  "<strong>Test : " + rollData.selectedCarac.label + " / " + rollData.competence.name + "</strong><br>Modificateur : " + rollData.bmValue + " - " + 
                                    rollData.selectedCarac.value + " / " + rollData.finalLevelStr + "<br><strong>Résutat : </strong>" +  myroll.total + "<br>" +
                                    "<strong>" + quality + "</strong><br>Points de taches : " + tache ,
                        "title":  "Test"
                      }
    ChatMessage.create( chatOptions );
  }
  
  /* -------------------------------------------- */  
  updateCarac( caracName, caracValue )  
  {
    let data = this.data.data;
    data.carac[caracName].value = caracValue; // Force update ?
    RdDUtility.computeCarac( data );
  }

  /* -------------------------------------------- */  
  rollCompetence( compName ) {
      
    let compItem = RdDUtility.findCompetence( this.data.items, compName);
    let rollData = { 
        "competence": compItem, 
        "carac": this.data.data.carac,
        "bonusmalusTable": CONFIG.RDD.bonusmalus,
        "bmValue": 0,
        "finalLevel": 0
      }
    CONFIG.currentRollData = rollData;
    renderTemplate('systems/foundryvtt-reve-de-dragon/templates/dialog-competence.html', rollData).then(dlg =>
      {
        new Dialog(
        {
          title: "Test de compétence",
          content: dlg,
          buttons:
          {
            rollButton:
            {
              label: "Lancer",
              callback: html => this.performRoll(html, rollData)
            }
          },
          default: "rollButton"
        }, {
         classes: ["rdddialog"],
         width: 600,
         height: 320
        } ).render(true);
      });      
  }

  /* -------------------------------------------- */  
  /** @override */
  getRollData() {
    const data = super.getRollData();
    const shorthand = game.settings.get("foundryvtt-reve-de-dragon", "macroShorthand");

    // Re-map all attributes onto the base roll data
    if ( !!shorthand ) {
      for ( let [k, v] of Object.entries(data.attributes) ) {
        if ( !(k in data) ) data[k] = v.value;
      }
      delete data.attributes;
    }

    // Map all items data using their slugified names
    data.items = this.data.items.reduce((obj, i) => {
      let key = i.name.slugify({strict: true});
      let itemData = duplicate(i.data);
      if ( !!shorthand ) {
        for ( let [k, v] of Object.entries(itemData.attributes) ) {
          if ( !(k in itemData) ) itemData[k] = v.value;
        }
        delete itemData["attributes"];
      }
      obj[key] = itemData;
      return obj;
    }, {});
    return data;
  }
}