import math
from os import path

import zero_ad


game = zero_ad.ZeroAD("http://localhost:6000")
scriptdir = path.dirname(path.realpath(__file__))
with open(path.join(scriptdir, "..", "samples", "arcadia.json"), encoding="utf-8") as f:
    config = f.read()


def dist(p1, p2):
    return math.sqrt(sum(math.pow(x2 - x1, 2) for (x1, x2) in zip(p1, p2, strict=False)))


def center(units):
    sum_position = map(sum, zip(*(u.position() for u in units), strict=False))
    return [x / len(units) for x in sum_position]


def closest(units, position):
    dists = (dist(unit.position(), position) for unit in units)
    index = 0
    min_dist = next(dists)
    for i, d in enumerate(dists):
        if d < min_dist:
            index = i
            min_dist = d

    return units[index]


def test_construct():
    state = game.reset(config)
    female_citizens = state.units(owner=1, entity_type="female_citizen")
    house_tpl = "structures/spart/house"
    house_count = len(state.units(owner=1, entity_type=house_tpl))
    x = 680
    z = 640
    build_house = zero_ad.actions.construct(female_citizens, house_tpl, x, z, autocontinue=True)
    # Check that they start building the house
    state = game.step([build_house])
    while len(state.units(owner=1, entity_type=house_tpl)) == house_count:
        state = game.step()


def test_gather():
    state = game.reset(config)
    female_citizen = state.units(owner=1, entity_type="female_citizen")[0]
    state.units(owner=0, entity_type="tree")
    nearby_tree = closest(state.units(owner=0, entity_type="tree"), female_citizen.position())

    collect_wood = zero_ad.actions.gather([female_citizen], nearby_tree)
    state = game.step([collect_wood])
    while (
        game.evaluate(
            f"Engine.QueryInterface({female_citizen.id()}, "
            f"IID_ResourceGatherer).GetCarryingStatus().length"
        )
        == 0
    ):
        state = game.step()


def test_train():
    state = game.reset(config)
    civic_centers = state.units(owner=1, entity_type="civil_centre")
    spearman_type = "units/spart/infantry_spearman_b"
    spearman_count = len(state.units(owner=1, entity_type=spearman_type))
    train_spearmen = zero_ad.actions.train(civic_centers, spearman_type)

    state = game.step([train_spearmen])
    while len(state.units(owner=1, entity_type=spearman_type)) == spearman_count:
        state = game.step()


def test_walk():
    state = game.reset(config)
    female_citizens = state.units(owner=1, entity_type="female_citizen")
    x = 680
    z = 640
    initial_distance = dist(center(female_citizens), [x, z])

    walk = zero_ad.actions.walk(female_citizens, x, z)
    state = game.step([walk])
    distance = initial_distance
    while distance >= initial_distance:
        state = game.step()
        female_citizens = state.units(owner=1, entity_type="female_citizen")
        distance = dist(center(female_citizens), [x, z])


def test_attack():
    state = game.reset(config)
    unit = state.units(owner=1, entity_type="cavalry")[0]
    target = state.units(owner=2, entity_type="female_citizen")[0]
    initial_health_target = target.health()
    initial_health_unit = unit.health()

    state = game.step([zero_ad.actions.reveal_map()])

    attack = zero_ad.actions.attack([unit], target)
    state = game.step([attack])
    while (state.unit(target.id()).health() >= initial_health_target) and (
        state.unit(unit.id()).health() >= initial_health_unit
    ):
        state = game.step()


def test_chat():
    game.reset(config)
    chat = zero_ad.actions.chat("hello world!!")
    game.step([chat])
