import { Grammar } from "./grammar.js";

const DEFAULT_FIND_OPTIONS = {
  mapper: it => it.name,
  preFilter: it => true,
  description: 'valeur',
  onMessage: m => ui.notifications.info(m)
}

/**
 * This class is intended as a placeholder for utility methods unrelated
 * to actual classes of the game system or of FoundryVTT
 */
export class Misc {
  static isFunction(v) {
    return v && {}.toString.call(v) === '[object Function]';
  }

  static upperFirst(text) {
    return text.charAt(0).toUpperCase() + text.slice(1);
  }

  static lowerFirst(text) {
    return text.charAt(0).toLowerCase() + text.slice(1);
  }

  static toSignedString(number) {
    const value = parseInt(number)
    const isPositiveNumber = value != NaN && value > 0;
    return isPositiveNumber ? "+" + number : number
  }

  static modulo(n, m) {
    return ((n % m) + m) % m;
  }

  static sum() {
    return (a, b) => Number(a) + Number(b);
  }

  static ascending(orderFunction = x => x) {
    return (a, b) => Misc.sortingBy(orderFunction(a), orderFunction(b));
  }

  static descending(orderFunction = x => x) {
    return (a, b) => Misc.sortingBy(orderFunction(b), orderFunction(a));
  }

  static sortingBy(a, b) {
    if (a > b) return 1;
    if (a < b) return -1;
    return 0;
  }

  static typeName(type, subType) {
    return subType ? game.i18n.localize(`TYPES.${type}.${subType}`)
      : '';
  }

  static arrayOrEmpty(items) {
    return items?.length ? items : [];
  }
  /**
   * Converts the value to an integer, or to 0 if undefined/null/not representing integer
   * @param {*} value value to convert to an integer using parseInt
   */
  static toInt(value) {
    const parsed = parseInt(value);
    return isNaN(parsed) ? 0 : parsed;
  }

  static keepDecimals(num, decimals) {
    if (decimals <= 0 || decimals > 6) return num;
    const power10n = Math.pow(10, parseInt(decimals));
    return Math.round(num * power10n) / power10n;
  }

  static getFractionHtml(diviseur) {
    if (!diviseur || diviseur <= 1) return undefined;
    switch (diviseur || 1) {
      case 2: return '&frac12;';
      case 4: return '&frac14;';
      default: return '1/' + diviseur;
    }
  }

  static indexLowercase(list) {
    const obj = {};
    const addToObj = (map, val) => {
      const key = Grammar.toLowerCaseNoAccent(val);
      if (key && !map[key]) map[key] = val
    }
    list.forEach(it => addToObj(obj, it))
    return obj;
  }

  static concat(lists) {
    return lists.reduce((a, b) => a.concat(b), []);
  }

  static classify(items, classifier = it => it.type) {
    let itemsBy = {}
    Misc.classifyInto(itemsBy, items, classifier)
    return itemsBy
  }

  static classifyFirst(items, classifier) {
    let itemsBy = {};
    for (const item of items) {
      const classification = classifier(item);
      if (!itemsBy[classification]) {
        itemsBy[classification] = item;
      }
    }
    return itemsBy;
  }

  static classifyInto(itemsBy, items, classifier = it => it.type) {
    for (const item of items) {
      const classification = classifier(item)
      let list = itemsBy[classification];
      if (!list) {
        list = []
        itemsBy[classification] = list
      }
      list.push(item)
    }
  }

  /**
   * @returns an array of incremental integers (including from / excluding to).
   *  if max<min, the array is decrementing integers 
   */
  static intArray(from, to) {
    if (from > to) {
      return Array.from(Array(from - to).keys()).map(i => from - i)
    }
    return Array.from(Array(to - from).keys()).map(i => from + i)
  }

  static distinct(array) {
    return [...new Set(array)];
  }

  static join(params, separator = '') {
    return (!params || params.length == 0) ? '' : params.reduce(Misc.joining(separator))
  }

  static joining(separator = '') {
    return (a, b) => a + separator + b;
  }

  static connectedGMOrUser(ownerId = undefined) {
    if (ownerId && game.user.id == ownerId) {
      return ownerId;
    }
    return Misc.firstConnectedGM()?.id ?? game.user.id;
  }

  static isRollModeHiddenToPlayer() {
    switch (game.settings.get("core", "rollMode")) {
      case CONST.DICE_ROLL_MODES.BLIND:
      case CONST.DICE_ROLL_MODES.SELF: return true;
    }
    return false
  }

  static getActiveUser(id) {
    return game.users.find(u => u.id == id && u.active);
  }

  static firstConnectedGM() {
    if (foundry.utils.isNewerVersion(game.release.version, '12.0')) {
      return game.users.activeGM
    }
    return game.users.find(u => u.isGM && u.active);
  }

  static connectedGMs() {
    return game.users.filter(u => u.isGM && u.active);
  }

  /**
   * This helper method allows to get the docuument, for a single user (either first connected GM, or the owner
   * if there is no connected GMs), or else return undefined.
   * 
   * This allows for example update hooks that should apply modifications to actors to be called only for one
   * user (preventing the "User ... lacks permission to update Item" that was occuring on hooks when Item updates
   * were triggering other changes)
   * 
   * @param {*} document the Document with is potentially an Actor
   * @returns the actor if either the game.user is the first connected GM, or if the game.user is the owner
   *  and there is no connected GM
   */
  static documentIfResponsible(document) {
    if (Misc.isFirstConnectedGM() || (Misc.connectedGMs().length == 0 && Misc.isFirstOwnerPlayer(document))) {
      return document
    }
    return undefined
  }

  static isOwnerPlayer(document) {
    return document.testUserPermission && document.testUserPermission(game.user, CONST.DOCUMENT_OWNERSHIP_LEVELS.OWNER)
  }

  static isFirstOwnerPlayer(document) {
    if (!document.testUserPermission) {
      return false
    }
    return game.users.find(u => document.testUserPermission(u, CONST.DOCUMENT_OWNERSHIP_LEVELS.OWNER)) == game.user
  }

  /**
   * @returns true pour un seul utilisateur: le premier GM connecté par ordre d'id
   */
  static isFirstConnectedGM() {
    return game.user == Misc.firstConnectedGM();
  }
  
  static hasConnectedGM() {
    return Misc.firstConnectedGM();
  }

  static firstConnectedGMId() {
    return Misc.firstConnectedGM()?.id;
  }

  /* -------------------------------------------- */
  static findPlayer(name) {
    return Misc.findFirstLike(name, game.users, { description: 'joueur' });
  }

  /* -------------------------------------------- */
  static findActor(name, actors = game.actors) {
    return Misc.findFirstLike(name, actors, { description: 'acteur' });
  }

  /* -------------------------------------------- */
  static findFirstLike(value, elements, options = {}) {
    options = foundry.utils.mergeObject(DEFAULT_FIND_OPTIONS, options, { overwrite: true, inplace: false });
    const subset = this.findAllLike(value, elements, options);
    if (subset.length == 0) {
      console.log(`Aucune ${options.description} pour ${value}`);
      return undefined
    }
    if (subset.length == 1) {
      return subset[0]
    }
    let single = subset.find(it => Grammar.toLowerCaseNoAccent(options.mapper(it)) == Grammar.toLowerCaseNoAccent(value));
    if (!single) {
      single = subset[0];
      const choices = Misc.join(subset.map(it => options.mapper(it)), '<br>');
      options.onMessage(`Plusieurs choix de ${options.description}s possibles:<br>${choices}<br>Le premier sera choisi: ${options.mapper(single)}`);
    }
    return single;
  }

  static findAllLike(value, elements, options = {}) {
    options = foundry.utils.mergeObject(DEFAULT_FIND_OPTIONS, options, { overwrite: true, inplace: false });
    if (!value) {
      options.onMessage(`Pas de ${options.description} correspondant à une valeur vide`);
      return [];
    }
    value = Grammar.toLowerCaseNoAccent(value);
    const subset = elements.filter(options.preFilter)
      .filter(it => Grammar.toLowerCaseNoAccent(options.mapper(it))?.includes(value));
    if (subset.length == 0) {
      options.onMessage(`Pas de ${options.description} correspondant à ${value}`);
    }
    return subset;
  }

  static cssRotation(angle) {
    const rotation = `rotate(${angle}deg)`;
    return {
      'transform': rotation,
      '-ms-transform': rotation,
      '-moz-transform': rotation,
      '-webkit-transform': rotation,
      '-o-transform': rotation
    };
  }
}