#include "core/system/director.hpp"

#include <SDL3/SDL.h>
#include <sys/stat.h>  // Para mkdir, stat, S_IRWXU
#include <unistd.h>    // Para getuid

#include <cerrno>    // Para errno, EEXIST, EACCES, ENAMETOO...
#include <cstdio>    // Para printf, perror
#include <cstdlib>   // Para exit, EXIT_FAILURE, srand
#include <iostream>  // Para basic_ostream, operator<<, cout
#include <memory>    // Para make_unique, unique_ptr
#include <string>    // Para operator+, allocator, char_traits

#include "core/audio/audio.hpp"                // Para Audio
#include "core/input/input.hpp"                // Para Input, InputAction
#include "core/rendering/screen.hpp"           // Para Screen
#include "core/resources/resource_cache.hpp"   // Para Resource
#include "core/resources/resource_helper.hpp"  // Para ResourceHelper
#include "core/resources/resource_list.hpp"    // Para Asset, AssetType
#include "core/resources/resource_loader.hpp"  // Para ResourceLoader
#ifdef _DEBUG
#include "core/system/debug.hpp"  // Para Debug
#endif
#include "game/gameplay/cheevos.hpp"       // Para Cheevos
#include "game/options.hpp"                // Para Options, options, OptionsVideo
#include "game/scene_manager.hpp"          // Para SceneManager
#include "game/scenes/credits.hpp"         // Para Credits
#include "game/scenes/ending.hpp"          // Para Ending
#include "game/scenes/ending2.hpp"         // Para Ending2
#include "game/scenes/game.hpp"            // Para Game, GameMode
#include "game/scenes/game_over.hpp"       // Para GameOver
#include "game/scenes/loading_screen.hpp"  // Para LoadingScreen
#include "game/scenes/logo.hpp"            // Para Logo
#include "game/scenes/title.hpp"           // Para Title
#include "game/ui/notifier.hpp"            // Para Notifier
#include "utils/defines.hpp"               // Para WINDOW_CAPTION

#ifndef _WIN32
#include <pwd.h>
#endif

// Constructor
Director::Director(std::vector<std::string> const& args) {
    std::cout << "Game start" << '\n';

    // Crea e inicializa las opciones del programa
    Options::init();

    // Comprueba los parametros del programa
    executable_path_ = getPath(checkProgramArguments(args));

    // Crea la carpeta del sistema donde guardar datos
    createSystemFolder("jailgames");
    createSystemFolder("jailgames/jaildoctors_dilemma");

    // Determinar el prefijo de ruta según la plataforma
#ifdef MACOS_BUNDLE
    const std::string PREFIX = "/../Resources";
#else
    const std::string PREFIX;
#endif

    // Preparar ruta al pack (en macOS bundle está en Contents/Resources/)
    std::string pack_path = executable_path_ + PREFIX + "/resources.pack";

#ifdef RELEASE_BUILD
    // ============================================================
    // RELEASE BUILD: Pack-first architecture
    // ============================================================
    std::cout << "\n** RELEASE MODE: Pack-first initialization\n";

    // 1. Initialize resource pack system (required, no fallback)
    std::cout << "Initializing resource pack: " << pack_path << '\n';
    if (!Resource::Helper::initializeResourceSystem(pack_path, false)) {
        std::cerr << "ERROR: Failed to load resources.pack (required in release builds)\n";
        exit(EXIT_FAILURE);
    }

    // 2. Validate pack integrity
    std::cout << "Validating pack integrity..." << '\n';
    if (!Resource::Loader::get().validatePack()) {
        std::cerr << "ERROR: Pack validation failed\n";
        exit(EXIT_FAILURE);
    }

    // 3. Load assets.yaml from pack
    std::cout << "Loading assets configuration from pack..." << '\n';
    std::string assets_config = Resource::Loader::get().loadAssetsConfig();
    if (assets_config.empty()) {
        std::cerr << "ERROR: Failed to load assets.yaml from pack\n";
        exit(EXIT_FAILURE);
    }

    // 4. Initialize Asset system with config from pack
    // NOTE: In release, don't use executable_path or PREFIX - paths in pack are relative
    // Pass empty string to avoid issues when running from different directories
    Resource::List::init("");                                                  // Empty executable_path in release
    Resource::List::get()->loadFromString(assets_config, "", system_folder_);  // Empty PREFIX for pack
    std::cout << "Asset system initialized from pack\n";

#else
    // ============================================================
    // DEVELOPMENT BUILD: Filesystem-first architecture
    // ============================================================
    std::cout << "\n** DEVELOPMENT MODE: Filesystem-first initialization\n";

    // 1. Initialize Asset system from filesystem
    Resource::List::init(executable_path_);

    // 2. Load asset configuration from disk
    // Note: Asset verification happens during Resource::Cache::load()
    setFileList();

    // 3. Initialize resource pack system (optional, with fallback)
    std::cout << "Initializing resource pack (development mode): " << pack_path << '\n';
    Resource::Helper::initializeResourceSystem(pack_path, true);

#endif

    // Configura la ruta y carga las opciones desde un fichero
    Options::setConfigFile(Resource::List::get()->get("config.yaml"));
    Options::loadFromFile();

    // Inicializa JailAudio
    Audio::init();

    // Crea los objetos
    Screen::init();

    // Initialize resources (works for both release and development)
    Resource::Cache::init();
    Notifier::init("", "8bithud");
    Screen::get()->setNotificationsEnabled(true);

    // Special handling for gamecontrollerdb.txt - SDL needs filesystem path
#ifdef RELEASE_BUILD
    // In release, construct the path manually (not from Asset which has empty executable_path)
    std::string gamecontroller_db = executable_path_ + PREFIX + "/gamecontrollerdb.txt";
    Input::init(gamecontroller_db);
#else
    // In development, use Asset as normal
    Input::init(Resource::List::get()->get("gamecontrollerdb.txt"));  // Carga configuración de controles
#endif

    // Aplica las teclas y botones del gamepad configurados desde Options
    Input::get()->applyKeyboardBindingsFromOptions();
    Input::get()->applyGamepadBindingsFromOptions();

#ifdef _DEBUG
    Debug::init();
#endif

    // Special handling for cheevos.bin - also needs filesystem path
#ifdef RELEASE_BUILD
    std::string cheevos_path = system_folder_ + "/cheevos.bin";
    Cheevos::init(cheevos_path);
#else
    Cheevos::init(Resource::List::get()->get("cheevos.bin"));
#endif
}

Director::~Director() {
    // Guarda las opciones a un fichero
    Options::saveToFile();

    // Destruye los singletones
    Cheevos::destroy();
#ifdef _DEBUG
    Debug::destroy();
#endif
    Input::destroy();
    Notifier::destroy();
    Resource::Cache::destroy();
    Resource::Helper::shutdownResourceSystem();  // Shutdown resource pack system
    Audio::destroy();
    Screen::destroy();
    Resource::List::destroy();

    SDL_Quit();

    std::cout << "\nBye!" << '\n';
}

// Comprueba los parametros del programa
auto Director::checkProgramArguments(std::vector<std::string> const& args) -> std::string {
    // Iterar sobre los argumentos del programa (saltando args[0] que es el ejecutable)
    for (std::size_t i = 1; i < args.size(); ++i) {
        const std::string& argument = args[i];

        if (argument == "--console") {
            Options::console = true;
        } else if (argument == "--infiniteLives") {
            Options::cheats.infinite_lives = Options::Cheat::State::ENABLED;
        } else if (argument == "--invincible") {
            Options::cheats.invincible = Options::Cheat::State::ENABLED;
        } else if (argument == "--jailEnabled") {
            Options::cheats.jail_is_open = Options::Cheat::State::ENABLED;
        } else if (argument == "--altSkin") {
            Options::cheats.alternate_skin = Options::Cheat::State::ENABLED;
        }
    }

    return args[0];
}

// Crea la carpeta del sistema donde guardar datos
void Director::createSystemFolder(const std::string& folder) {
#ifdef _WIN32
    system_folder_ = std::string(getenv("APPDATA")) + "/" + folder;
#elif __APPLE__
    struct passwd* pw = getpwuid(getuid());
    const char* homedir = pw->pw_dir;
    system_folder_ = std::string(homedir) + "/Library/Application Support" + "/" + folder;
#elif __linux__
    struct passwd* pw = getpwuid(getuid());
    const char* homedir = pw->pw_dir;
    system_folder_ = std::string(homedir) + "/.config/" + folder;

    {
        // Intenta crear ".config", per si no existeix
        std::string config_base_folder = std::string(homedir) + "/.config";
        int ret = mkdir(config_base_folder.c_str(), S_IRWXU);
        if (ret == -1 && errno != EEXIST) {
            printf("ERROR CREATING CONFIG BASE FOLDER.");
            exit(EXIT_FAILURE);
        }
    }
#endif

    struct stat st = {.st_dev = 0};
    if (stat(system_folder_.c_str(), &st) == -1) {
        errno = 0;
#ifdef _WIN32
        int ret = mkdir(system_folder_.c_str());
#else
        int ret = mkdir(system_folder_.c_str(), S_IRWXU);
#endif

        if (ret == -1) {
            switch (errno) {
                case EACCES:
                    printf("the parent directory does not allow write");
                    exit(EXIT_FAILURE);

                case EEXIST:
                    printf("pathname already exists");
                    exit(EXIT_FAILURE);

                case ENAMETOOLONG:
                    printf("pathname is too long");
                    exit(EXIT_FAILURE);

                default:
                    perror("mkdir");
                    exit(EXIT_FAILURE);
            }
        }
    }
}

// Carga la configuración de assets desde assets.yaml
void Director::setFileList() {
    // Determinar el prefijo de ruta según la plataforma
#ifdef MACOS_BUNDLE
    const std::string PREFIX = "/../Resources";
#else
    const std::string PREFIX;
#endif

    // Construir ruta al archivo de configuración de assets
    std::string config_path = executable_path_ + PREFIX + "/config/assets.yaml";

    // Cargar todos los assets desde el archivo de configuración
    // La verificación de existencia de archivos se realiza durante Resource::Cache::load()
    Resource::List::get()->loadFromFile(config_path, PREFIX, system_folder_);
}

// Ejecuta la seccion de juego con el logo
void Director::runLogo() {
    auto logo = std::make_unique<Logo>();
    logo->run();
}

// Ejecuta la seccion de juego de la pantalla de carga
void Director::runLoadingScreen() {
    auto loading_screen = std::make_unique<LoadingScreen>();
    loading_screen->run();
}

// Ejecuta la seccion de juego con el titulo y los menus
void Director::runTitle() {
    auto title = std::make_unique<Title>();
    title->run();
}

// Ejecuta la seccion de los creditos del juego
void Director::runCredits() {
    auto credits = std::make_unique<Credits>();
    credits->run();
}

// Ejecuta la seccion de la demo, donde se ven pantallas del juego
void Director::runDemo() {
    auto game = std::make_unique<Game>(Game::Mode::DEMO);
    game->run();
}

// Ejecuta la seccion del final del juego
void Director::runEnding() {
    auto ending = std::make_unique<Ending>();
    ending->run();
}

// Ejecuta la seccion del final del juego
void Director::runEnding2() {
    auto ending2 = std::make_unique<Ending2>();
    ending2->run();
}

// Ejecuta la seccion del final de la partida
void Director::runGameOver() {
    auto game_over = std::make_unique<GameOver>();
    game_over->run();
}

// Ejecuta la seccion de juego donde se juega
void Director::runGame() {
    Audio::get()->stopMusic();
    auto game = std::make_unique<Game>(Game::Mode::GAME);
    game->run();
}

auto Director::run() -> int {
    // Bucle principal
    while (SceneManager::current != SceneManager::Scene::QUIT) {
        switch (SceneManager::current) {
            case SceneManager::Scene::LOGO:
                runLogo();
                break;

            case SceneManager::Scene::LOADING_SCREEN:
                runLoadingScreen();
                break;

            case SceneManager::Scene::TITLE:
                runTitle();
                break;

            case SceneManager::Scene::CREDITS:
                runCredits();
                break;

            case SceneManager::Scene::DEMO:
                runDemo();
                break;

            case SceneManager::Scene::GAME:
                runGame();
                break;

            case SceneManager::Scene::GAME_OVER:
                runGameOver();
                break;

            case SceneManager::Scene::ENDING:
                runEnding();
                break;

            case SceneManager::Scene::ENDING2:
                runEnding2();
                break;

            default:
                break;
        }
    }

    return 0;
}