// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE

using System.Linq;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Mania.Judgements;
using osu.Game.Rulesets.Mania.Objects;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.UI;

namespace osu.Game.Rulesets.Mania.Scoring
{
    internal class ManiaScoreProcessor : ScoreProcessor<ManiaHitObject>
    {
        /// <summary>
        /// The hit HP multiplier at OD = 0.
        /// </summary>
        private const double hp_multiplier_min = 0.75;

        /// <summary>
        /// The hit HP multiplier at OD = 0.
        /// </summary>
        private const double hp_multiplier_mid = 0.85;

        /// <summary>
        /// The hit HP multiplier at OD = 0.
        /// </summary>
        private const double hp_multiplier_max = 1;

        /// <summary>
        /// The default BAD hit HP increase.
        /// </summary>
        private const double hp_increase_bad = 0.005;

        /// <summary>
        /// The default OK hit HP increase.
        /// </summary>
        private const double hp_increase_ok = 0.010;

        /// <summary>
        /// The default GOOD hit HP increase.
        /// </summary>
        private const double hp_increase_good = 0.035;

        /// <summary>
        /// The default tick hit HP increase.
        /// </summary>
        private const double hp_increase_tick = 0.040;

        /// <summary>
        /// The default GREAT hit HP increase.
        /// </summary>
        private const double hp_increase_great = 0.055;

        /// <summary>
        /// The default PERFECT hit HP increase.
        /// </summary>
        private const double hp_increase_perfect = 0.065;

        /// <summary>
        /// The MISS HP multiplier at OD = 0.
        /// </summary>
        private const double hp_multiplier_miss_min = 0.5;

        /// <summary>
        /// The MISS HP multiplier at OD = 5.
        /// </summary>
        private const double hp_multiplier_miss_mid = 0.75;

        /// <summary>
        /// The MISS HP multiplier at OD = 10.
        /// </summary>
        private const double hp_multiplier_miss_max = 1;

        /// <summary>
        /// The default MISS HP increase.
        /// </summary>
        private const double hp_increase_miss = -0.125;

        /// <summary>
        /// The MISS HP multiplier. This is multiplied to the miss hp increase.
        /// </summary>
        private double hpMissMultiplier = 1;

        /// <summary>
        /// The HIT HP multiplier. This is multiplied to hit hp increases.
        /// </summary>
        private double hpMultiplier = 1;

        public ManiaScoreProcessor()
        {
        }

        public ManiaScoreProcessor(RulesetContainer<ManiaHitObject> rulesetContainer)
            : base(rulesetContainer)
        {
        }

        protected override void SimulateAutoplay(Beatmap<ManiaHitObject> beatmap)
        {
            BeatmapDifficulty difficulty = beatmap.BeatmapInfo.Difficulty;
            hpMultiplier = BeatmapDifficulty.DifficultyRange(difficulty.DrainRate, hp_multiplier_min, hp_multiplier_mid, hp_multiplier_max);
            hpMissMultiplier = BeatmapDifficulty.DifficultyRange(difficulty.DrainRate, hp_multiplier_miss_min, hp_multiplier_miss_mid, hp_multiplier_miss_max);

            while (true)
            {
                foreach (var obj in beatmap.HitObjects)
                {
                    var holdNote = obj as HoldNote;

                    if (holdNote != null)
                    {
                        // Head
                        AddJudgement(new ManiaJudgement { Result = HitResult.Perfect });

                        // Ticks
                        int tickCount = holdNote.Ticks.Count();
                        for (int i = 0; i < tickCount; i++)
                            AddJudgement(new HoldNoteTickJudgement { Result = HitResult.Perfect });
                    }

                    AddJudgement(new ManiaJudgement { Result = HitResult.Perfect });
                }

                if (!HasFailed)
                    break;

                hpMultiplier *= 1.01;
                hpMissMultiplier *= 0.98;

                Reset(false);
            }
        }

        protected override void OnNewJudgement(Judgement judgement)
        {
            base.OnNewJudgement(judgement);

            bool isTick = judgement is HoldNoteTickJudgement;

            if (isTick)
            {
                if (judgement.IsHit)
                    Health.Value += hpMultiplier * hp_increase_tick;
            }
            else
            {
                switch (judgement.Result)
                {
                    case HitResult.Miss:
                        Health.Value += hpMissMultiplier * hp_increase_miss;
                        break;
                    case HitResult.Meh:
                        Health.Value += hpMultiplier * hp_increase_bad;
                        break;
                    case HitResult.Ok:
                        Health.Value += hpMultiplier * hp_increase_ok;
                        break;
                    case HitResult.Good:
                        Health.Value += hpMultiplier * hp_increase_good;
                        break;
                    case HitResult.Great:
                        Health.Value += hpMultiplier * hp_increase_great;
                        break;
                    case HitResult.Perfect:
                        Health.Value += hpMultiplier * hp_increase_perfect;
                        break;
                }
            }
        }
    }
}
