local settings = minetest.settings
local debug = settings:get_bool("goblins_debug",false)
local announce_spawning = settings:get_bool("goblins_announce_spawning",false)
local S = minetest.get_translator("goblins")
local function print_s(input) print(goblins.strip_escapes(input)) end

function goblins.list_smash(...)
    local args = ...
    --print ("smashing "..dump(args))
    local output = {}
    local indexpos = 1
    if #args >1 then
        for a=1, #args do
            --print ("..processing: "..dump(args[a]))
            for i=1, #args[a] do
                --print ("...adding item: "..dump(args[a][i]))
                output[indexpos] = args[a][i]
                indexpos = indexpos+1
            end
        end
    end
    if output and type(output) == "table" then
        --print("SUCCESS!\n"..dump(output))
    return output
    else
        --print("ERROR in list_smash:\n"..dump(output))
    end
end

function goblins.timer(target, timer_name, timeout)
    local start = os.time()
    local t_name = timer_name
    if not t_name then t_name = default end
    if target and minetest.is_player(target) then
        local player = target
        local meta = player:get_meta()
        local timer = "timer_" .. t_name
        if not meta:get_int(timer) then
            meta:set_int(timer, start)
        elseif meta:get_int(timer) and os.time() >
            (meta:get_int(timer) + timeout) then
            meta:set_int(timer, 0)
            return timeout
        end
    end
end

goblins.gob_name_parts = {
    list_a = "Ach Adz Ak Ark Az Balg Bilg Blid Blig Blok Blot Bolg Boor Bot Bug Burk Chu Dokh Drik Driz Drub Duf Flug Gaw Gad Gag Gah Gak Gar Gat Gaz Ghag Ghak Ghor Git Glag Glak Glat Glig Gliz Glok Gnat Gog Grak Grat Guk Hig Irk Kak Kav Khad Krig Lag Lak Lig Likk Loz Luk Lun Mak Maz Miz Mog Mub Mur Nad Nag Naz Nilg Nikk Nogg Nok Nukk Nur Pog Rag Rak Rat Rok Ronk Rot Shrig Shuk Skrag Skug Slai Slig Slog Sna Snag Snark Snat Snig Snik Snit Sog Spik Stogg Tog Unk Urf Vark Vog Yad Yagg Yak Yark Yarp Yig Yip Zat Zib Zit Ziz Zob Zord",
    list_b = "ach adz ak ark awg az balg bilg blid blig blok blot bolg bot bug burk bus dokh drik driz duf ffy flug g ga gad gag gah gak gar gat gaz ghag ghak git glag glak glat glig gliz glok gnat gog grak grat gub guk hig irk kak khad krig lag lak lig likk loz luk mak maz miz mub murch nad nag naz nilg nikk nogg nok nukk og plus rag rak rat rkus rok shrig shuk skrag skug slai slig slog sna snag snark snat snig snik snit sog spik stogg thus tog un urf us vark yad yagg yak yark yarp yig yip zat zib zit ziz",
    list_opt = "ah ay e ee gah ghy y ya"
}
-- need to find more goblinly-sounding words than these..
goblins.words_desc = {
    tool_adj = S(
        "bent broken crusty dirty dull favorite gnarly grubbly happy moldy pointy ragged rusty sick sharp slimy trusty"),
    motiv_adj = S("quickly quietly slowly stealthily"),
    verbs = S("eats drinks hears moves feels smells sees")
}
local gob_name_parts = goblins.gob_name_parts

--- This can build all the mobs in our mod.
-- @gob_types is a table with the key used to build the subtype with values that are unique to that subtype
-- @goblin_template is the table with all params that a mob type would have defined
function goblins.generate(gob_types, goblin_template)
    for k, v in pairs(gob_types) do
        -- we need to get a fresh template to modify for every type or we get some carryover values:-P
        local g_template = table.copy(goblin_template)
        -- g_type should be different every time so no need to freshen
        local g_type = v
        for x, y in pairs(g_type) do
            -- print_s("found template modifiers " ..dump(x).." = "..dump(y))
             --print("k:"..dump(k).."x: "..dump(x).." y: "..dump(y).." v:"..dump(v))
            --if x == "description" then gob_types[k].name = y end
            --print("name is"..gob_types[k].name.." with description "..dump(y))

            g_template[x] = g_type[x]
        end
        print_s("Assembling the " .. g_template.description .. ":")
        if g_template.lore then print_s("  " .. g_template.lore) end
        if g_template.additional_properties and
            g_template.additional_properties.goblin_tools then
            -- print("found in template:" .. dump(g_template.goblin_tool))
            goblins.tool_gen(g_template.additional_properties.goblin_tools)
        end
        -- print_s("resulting template: " ..dump(g_template))
        goblins:register_mob("goblins:goblin_" .. k, g_template)
        if minetest.get_modpath("mcl_mobs") then
           goblins:register_egg("goblins:goblin_" .. k,
                              S("@1  Egg", g_template.description), "#020",
                              "#484", 0)
        else
            goblins:register_egg("goblins:goblin_" .. k,
                              S("@1  Egg", g_template.description),
                              "default_mossycobble.png", 1)
        end

        g_template.spawning.name = "goblins:goblin_" .. k -- spawn in the name of the key!
         --print("def.name: "..g_template.spawning.name)
            goblins:spawn(g_template.spawning)

        if g_template.additional_properties then
            for x, y in pairs(g_template.additional_properties) do
                minetest.registered_entities["goblins:goblin_" .. k][x] = y
            end
        end
        --print(dump(minetest.registered_entities["goblins:goblin_"..k]))
        g_template = {}
    end
end

--- Our mobs, territories, etc can have randomly generated names.
-- @name_parts is the name parts table: {list_a = "foo bar baz"}
-- @rules are the list table key names in order of how they will be chosen
-- "-" and "\'" are rules that can be used to add a hyphen or apostrophe respectively
function goblins.generate_name(name_parts, rules)
    -- print_s("generating name")
    local name_arrays = {}
    local r_parts = {}
    local generated_name = ""
    for k, v in pairs(name_parts) do
        --  name_arrays.k = mysplit(v)
        name_arrays.k = string.split(v, " ")
        -- print_s(dump(name_arrays.k))
        r_parts[k] = k
        r_parts[k] = name_arrays.k[math.random(1, #name_arrays.k)]
    end
    -- local r_parts.k = name_arrays.k[math.random(1,#name_arrays.k)] did not work
    -- print_s(name_a)
    if r_parts.list_opt and math.random() <= 0.5 then r_parts.list_opt = "" end
    -- print_s(r_parts.list_a..r_parts.list_b..r_parts.list_opt)
    if rules then
        -- print_s(dump(rules))
        local gen_name = ""
        for i, v in ipairs(rules) do
            if v == "-" then
                gen_name = gen_name .. "-"
            elseif v == "\'" then
                gen_name = gen_name .. "\'"
            else
                gen_name = gen_name .. r_parts[v]
            end
        end
        generated_name = gen_name
        -- print_s(dump(generated_name))
        return generated_name
    else
        generated_name = r_parts.list_a .. r_parts.list_b .. r_parts.list_opt
        return generated_name
    end
end

local function territory_list_update(player_name, territory_name)
    local known_territories = {}
    local recorded = false
    local player = minetest.get_player_by_name(player_name)
    local meta = player:get_meta()
    known_territories = minetest.deserialize(meta:get_string("territory_list"))
    if type(known_territories) == table then
        for k, v in known_territories do
            if territory_name == v then recorded = true end
        end
    else
        known_territories = {}
        -- known_territories[1] = territory_name
    end
    if not recorded then
        table.insert(known_territories, territory_name)
        meta:set_string("territory_list", minetest.serialize(known_territories))
    end
    goblins.update_hud(player)
end

--- This will store the name of a player that learns the mobs territory in the mobs table.
function goblins.secret_territory(self, player_name, tell)
    local pname = player_name
    -- self.nametag = self.secret_name.." of "..self.secret_territory.name
    if not self.secret_territory_told then
        self.secret_territory_told = {ix = os.time()}
    end
    if self.secret_territory_told[pname] then return self.secret_territory end
    if not self.secret_territory_told[pname] and tell then
        minetest.chat_send_player(pname,
                                  S(
                                      "   You have learned the secret territory name of @1!!",
                                      dump(self.secret_territory.name)))
        self.secret_territory_told[pname] = os.time()
        ---self.nametag = self.secret_name.." of "..self.secret_territory.name
        ---player could also receive some kind of functional token for this territory
        territory_list_update(pname, self.secret_territory.name)
        return self.secret_territory
    end
    if debug then
        for k, v in pairs(self.secret_territory_told) do
            print_s(
                self.secret_name .. " revealed secret territories to: " .. k ..
                    " " .. v)
        end
    end
end

--- This will store the name of a player that learns the mobs name in the mobs table.
function goblins.secret_name(self, player_name, tell)
    -- self.nametag = self.secret_name
    local pname = player_name
    if not self.secret_name_told then
        self.secret_name_told = {[self.secret_name] = os.time()}
    end
    if self.secret_name_told[pname] then return self.secret_name end
    if not self.secret_name_told[pname] and tell then
        -- The goblin is willing to share something special!
        minetest.chat_send_player(pname, S(
                                      "   You have learned the secret name of @1!!",
                                      self.secret_name))
        self.secret_name_told[pname] = os.time()
        -- self.nametag = self.secret_name
        return self.secret_name
    end
    if debug then

        for k, v in pairs(self.secret_name_told) do
            print_s(
                self.secret_name .. " revealed secret name to: " .. k .. " " ..
                    v)
        end

    end
end

------------
-- Announce Spawn ...summon it with care, for the floods shall come!
-----------
-- Purely for debugging or curiosity it can be enabled at the top of this page
function goblins.announce_spawn(self)
    if announce_spawning == true then
        local pos = vector.round(self.object:get_pos())
        if not pos then return end
        if self.secret_name then
            print_s(self.name:split(":")[2] .. ", " .. self.secret_name ..
                        " spawned at: " .. minetest.pos_to_string(pos))
        else
            print_s(self.name:split(":")[2] .. " spawned at: " ..
                        minetest.pos_to_string(pos))
        end
        -- goblins.territory(pos)
        if self.secret_territory then
            if self.secret_name then
                print_s(self.secret_name .. " dwells in " ..
                            self.secret_territory["name"] .. " at " ..
                            self.secret_territory["vol"] .. "!\n")
            else
                print_s("A nameless creature inhabits" ..
                            self.secret_territory["name"] .. " at " ..
                            self.secret_territory["vol"] .. "!\n")
            end
        else
            local territory = {goblins.territory(pos)}
            if self.secret_name then
                print_s(territory[1] .. " at " .. territory[2] ..
                            " festers with the lurking form of " ..
                            self.secret_name .. "\n")
            else
                print_s(territory[1] .. " at " .. territory[2] ..
                            " becomses the domain of a nameless one\n")
            end
        end
    end
end

-----
-- CREATE TERRITORIES
-----
-- Get the Minimum of a Chunk https://forum.minetest.net/viewtopic.php?p=351592#p351592
-- by duane » Sun Jul 14, 2019 00:20 and
-- by TalkLounge » Sun Jul 14, 2019 11:39

local function mapgen_min_max(pos)
    pos = vector.round(pos)
    local chunksize = tonumber(type(minetest.settings) ~= "nil" and
                                   minetest.settings:get("chunksize") or
                                   minetest.setting_get("chunksize")) or 5
    local chunk_offset = math.floor(chunksize / 2) * 16
    local csize = vector.new(chunksize * 16, chunksize * 16, chunksize * 16)
    local chunk = vector.floor(vector.divide(vector.add(pos, chunk_offset),
                                             csize))
    local minp = vector.add(vector.multiply(chunk, 80), -chunk_offset)
    local maxp = vector.add(minp, (chunksize * 16) - 1)
    return minp, maxp
end

-- refer to https://rubenwardy.com/minetest_modding_book/en/map/storage.html

function goblins.territory_test(pos, territories)

    local db_test = minetest.serialize({fieldtest = "initialized"})
    print_s("\nBEGIN EXISTING LIST--------\n" ..
                dump(goblins.db_read("territories")) .. "\n ------END LIST\n")
end -- test

-- Provides a way to take a chunks position and use it a base for storing information in a mod.
-- it is dependant on the mapgen_min_max function above as well the goblins.db functions for storage.
-- @opt_data is just for adding information to this territories storage it expects a table
function goblins.territory(pos, opt_data)
    -- this should be called on spawn but before a goblin gets its secret name
    -- a handy chunk name key generator, should create a unique name for every chunk
    local function cat_pos(chunk)
        return
            "Xa" .. chunk[1].x .. "_Ya" .. chunk[1].y .. "_Za" .. chunk[1].z ..
                "_x_Xb" .. chunk[2].x .. "_Yb" .. chunk[2].y .. "_Zb" ..
                chunk[2].z
    end
    -- get list of known territories and thier chunks or
    local existing_territories = {}
    existing_territories = goblins.db_read("territories")
    local minp_maxp = {mapgen_min_max(pos)}
    local this_territory = {}
    local volume_cat_pos = cat_pos(minp_maxp)
    -- print_s(dump(volume_cat_pos).." cat paws!")
    if debug then
        print_s("\n----Known territories")
        for k, v in pairs(existing_territories) do
            print_s(dump(k) .. " is known as " ..
                        dump(existing_territories[k].name))
        end
        print_s("----End Known territories\n")
    end

    local territories_table = table.copy(existing_territories)
    -- print_s(dump(territories_table).."copied territories")
    -- print_s("\nTERRITORY TEST TABLE READ:\n" ..dump(goblins.db_read("territories")).."\n")
    if territories_table[volume_cat_pos] then
        local t_vol = volume_cat_pos
        local t_name = territories_table[volume_cat_pos]["name"]
        if opt_data then -- insert a table
            for k, v in pairs(opt_data) do
                -- if not territories_table[volume_cat_pos][k] -- this is tricky...
                territories_table[volume_cat_pos][k] = v
                local territories_table_ser = minetest.serialize(
                                                  territories_table)
                goblins.db:set_string("territories", territories_table_ser)

                goblins.debug(k .. " added to " ..
                                  territories_table[volume_cat_pos]["name"],
                              "territories")

                -- end
            end
            return t_name, t_vol
        end

        goblins.debug(dump(t_name) .. " at " .. dump(t_vol) ..
                          " is already known!", "territories")

        -- print_s(dump(territories_table[volume_cat_pos]).. "\n ---end details \n")
        return t_name, t_vol
    else
        -- generate a name for this territory
        local name_rules = {"list_a", "list_opt", "-", "list_b"}
        local territory_name = goblins.generate_name(gob_name_parts, name_rules)
        -- print_s(dump(territory_name).." is a name whispered among those who dwell here")
        -- set concatenated minp_maxp as the key for this territory and populate data
        -- print_s(dump(volume_cat_pos)))
        this_territory[(volume_cat_pos)] = {
            ["name"] = territory_name,
            ["flag"] = pos
        }

        goblins.debug("The territory of " ..
                          dump(this_territory[volume_cat_pos]["name"]) .. " at " ..
                          volume_cat_pos .. " will be recorded.", "territories")

        territories_table[volume_cat_pos] = this_territory[volume_cat_pos]
        -- print_s(dump(territories_table).. " is the new table \n")
        -- print_s("\nTERRITORY TESTING SERIALIZED WRITE:\n"..dump(this_territory_ser).."\n")
        -- prepare the territories_table for storage, unless we have something else to say..
        if opt_data then -- insert a table
            for k, v in pairs(opt_data) do
                -- if not territories_table[volume_cat_pos][k] -- this is tricky...
                territories_table[volume_cat_pos][k] = v
                local territories_table_ser = minetest.serialize(
                                                  territories_table)
                goblins.db:set_string("territories", territories_table_ser)

                goblins.debug(k .. " added to " ..
                                  territories_table[volume_cat_pos]["name"],
                              "territories")

                -- end
            end
            local t_name = territory_name
            local t_vol = volume_cat_pos
            return t_name, t_vol
        end
        local territories_table_ser = minetest.serialize(territories_table)
        goblins.db:set_string("territories", territories_table_ser)
        local t_name = territory_name
        local t_vol = volume_cat_pos
        return t_name, t_vol
    end
    -- print_s("\nTERRITORY TEST:\n"..dump(this_territory.name).."\n")
end

-- Express and optionally store the relationship between a mob and a player or another mob.
-- Will return all known relationships if nothing is defined.
-- @self will return only relations know to that mob
-- @target_name will return the table of the self.relations (mobs) relations to the target if
-- optional target_table is not defined.
-- @target_table will set the value of a mobs relation to the target.
-- THIS SCRIPT IS DEPENDANT on secret_name and secret_territory!
function goblins.relations(self, target_name, target_table)
    local existing_relations = {}
    if not goblins.db_read("relations") then
        print_s("relations DB not initialized from init.lua!!")
        return
    end
    -- let's get all the facts, this query may have to get more specific if its too big...
    existing_relations = goblins.db_read("relations")
    -- do we want to know something in particular?

    if self then
        local name = self.secret_name
        -- have we started keeping track of who we know?
        if not self["relations"] then
            self.relations = {ix = os.time()}

            goblins.debug("self table: " .. dump(self), "relations")

            -- create an entry for ourselves with our territory as the value
            if self.secret_name and self.secret_territory then
                self.relations[name] = self.secret_territory.name
                existing_relations[name] = self.relations

                goblins.debug("self table updated: " .. dump(self.relations) ..
                                  "\n", "relations")

                goblins.debug("adding mob to relations table: " ..
                                  dump(existing_relations[self]) .. "\n",
                              "relations")

                goblins.db_write("relations", existing_relations)
            end
        end
        -- do we just want to know how we feel about the target?
        if target_name and not target_table then
            -- do we even know the target? If not, initialize relationship root for target
            if not self.relations[target_name] then
                self.relations[target_name] = {ix = os.time()}
                existing_relations[name] = self.relations
                goblins.db_write("relations", existing_relations)
            end
            return self.relations[target_name]
        end
        -- we have something to say about the target!
        if target_name and target_table then
            -- mob adds it to their entity..
            for k, v in pairs(target_table) do
                self.relations[target_name][k] = v
            end

            existing_relations[name] = self.relations
            -- we add or modify this relationship in the mod storage "relations"

            -- existing_relations[name][target_name] = target_value
            -- print_s(dump(existing_relations))
            goblins.db_write("relations", existing_relations)

            goblins.debug(
                "updated self table: " .. dump(self.relations) .. "\n",
                "relations")

            return existing_relations[target_name]
        end
    end
    -- we dont have a target just dump everything known about everone

    goblins.debug("all relations" .. dump(existing_relations) .. "\n",
                  "relations")

    return existing_relations
end

--- Returns the status of a players relation throughout a territory
-- will initialize any new relation if required
-- at some point to support an array of relations to return
function goblins.relations_territory(self, player_name, rel_name)
    local pname = player_name
    local relations = goblins.relations(self)
    local t_relation = 0
    -- initialize tables if necessary
    if not self["relations"] then self.relations = {ix = os.time()} end
    if not self.relations[pname] then goblins.relations(self, pname) end
    if not self.relations[pname][rel_name] then
        self.relations[pname][rel_name] = 0
    end
    -- be sure that relations have been started with player before using this!

    goblins.debug("Individual mob trade relations: ", "trade relations")

    for m_name, prop in pairs(relations) do
        if self.secret_territory.name == relations[m_name][m_name] and
            relations[m_name][pname] and relations[m_name][pname][rel_name] then
            -- add up the trade relations between the player and all goblins in this goblins territory
            t_relation = t_relation + relations[m_name][pname][rel_name]

            goblins.debug(S("@1 = @2", m_name,
                            relations[m_name][pname][rel_name]),
                          "trade relations")

        end
    end

    goblins.debug("this mob's relation are " ..
                      dump(relations[self.secret_name]), "trade relations")
    goblins.debug(S("@1 territory @2 relation score = @3",
                    self.secret_territory.name, rel_name, t_relation),
                  "trade relations")

    return t_relation
end

function goblins.player_relations_territory(player, territory) end

-- custom particle effects adapted from mobs_redo by tenplus1
local function effect(
    pos, amount, texture, min_size, max_size, radius, gravity, glow, fall, minexptime, maxexptime
)
    
    radius = radius or 2
    min_size = min_size or 0.5
    max_size = max_size or 1
    gravity = gravity or -10
    glow = glow or 0
    minexptime = minexptime or 0.1
    maxexptime = maxexptime or 1
    texture = texture.name -- for 5.4 compat until I can check version changes

    if fall == true then
        fall = 0
    elseif fall == false then
        fall = radius
    else
        fall = -radius
    end
    
    minetest.add_particlespawner({
        amount = amount,
        time = 0.25,
        minpos = pos,
        maxpos = pos,
        minvel = {x = -radius, y = fall, z = -radius},
        maxvel = {x = radius, y = radius, z = radius},
        minacc = {x = 0, y = gravity, z = 0},
        maxacc = {x = 0, y = gravity, z = 0},
        minexptime = 0.1,
        maxexptime = 1,
        minsize = min_size,
        maxsize = max_size,
        texture = texture,
        glow = glow
})
end

-- global function adapted from mobs_redo by tenplus1
function goblins:effect(
    pos, amount, texture, min_size, max_size, radius, gravity, glow, fall, minexptime, maxexptime)

    effect(pos, amount, texture, min_size, max_size, radius, gravity, glow, fall, minexptime, maxexptime)
end
