#include "core/resources/resource_cache.hpp"

#include <SDL3/SDL.h>

#include <algorithm>  // Para find_if
#include <cstdlib>    // Para exit, size_t
#include <fstream>    // Para ifstream, istreambuf_iterator
#include <iostream>   // Para basic_ostream, operator<<, endl, cout
#include <stdexcept>  // Para runtime_error
#include <utility>

#include "core/audio/jail_audio.hpp"           // Para JA_DeleteMusic, JA_DeleteSound, JA_Loa...
#include "core/rendering/screen.hpp"           // Para Screen
#include "core/rendering/text.hpp"             // Para Text, loadTextFile
#include "core/resources/resource_helper.hpp"  // Para Helper
#include "core/resources/resource_list.hpp"    // Para List, List::Type
#include "game/defaults.hpp"                   // Para Defaults namespace
#include "game/gameplay/room.hpp"              // Para RoomData, loadRoomFile, loadRoomTileFile
#include "game/gameplay/room_format.hpp"       // Para RoomFormat::loadFromString
#include "game/options.hpp"                    // Para Options, OptionsGame, options
#include "utils/defines.hpp"                   // Para WINDOW_CAPTION
#include "utils/utils.hpp"                     // Para getFileName, printWithDots, PaletteColor
#include "version.h"                           // Para Version::GIT_HASH
struct JA_Music_t;                             // lines 17-17
struct JA_Sound_t;                             // lines 18-18

namespace Resource {

    // [SINGLETON] Hay que definir las variables estáticas, desde el .h sólo la hemos declarado
    Cache* Cache::cache = nullptr;

    // [SINGLETON] Crearemos el objeto cache con esta función estática
    void Cache::init(LoadingMode mode) { Cache::cache = new Cache(mode); }

    // [SINGLETON] Destruiremos el objeto cache con esta función estática
    void Cache::destroy() { delete Cache::cache; }

    // [SINGLETON] Con este método obtenemos el objeto cache y podemos trabajar con él
    auto Cache::get() -> Cache* { return Cache::cache; }

    // Constructor
    Cache::Cache(LoadingMode mode)
        : loading_mode_(mode),
          loading_text_(Screen::get()->getText()) {
        load();
    }

    // Vacia todos los vectores de recursos
    void Cache::clear() {
        clearSounds();
        clearMusics();
        surfaces_.clear();
        palettes_.clear();
        text_files_.clear();
        texts_.clear();
        animations_.clear();
    }

    // Carga todos los recursos
    void Cache::load() {
        // Nota: el overlay de debug (RenderInfo) se inicializa después de esta carga,
        // por lo que updateZoomFactor() se llamará correctamente en RenderInfo::init().
        if (loading_mode_ == LoadingMode::EAGER) {
            calculateTotal();
            Screen::get()->setBorderColor(0);
            std::cout << "\n** LOADING RESOURCES" << '\n';
            loadSounds();
            loadMusics();
            loadSurfaces();
            loadPalettes();
            loadTextFiles();
            loadAnimations();
            loadRooms();
            createText();
            std::cout << "\n** RESOURCES LOADED" << '\n';
        } else {
            std::cout << "\n** LAZY LOADING MODE **\n";
            initLazyStubs();
            createText();  // Carga fuentes bajo demanda a través de los getters lazy
            std::cout << "\n** RESOURCE STUBS READY" << '\n';
        }
    }

    // Recarga todos los recursos
    void Cache::reload() {
        clear();
        load();
    }

    // Obtiene el sonido a partir de un nombre
    auto Cache::getSound(const std::string& name) -> JA_Sound_t* {
        auto it = std::ranges::find_if(sounds_, [&name](const auto& s) -> bool { return s.name == name; });

        if (it != sounds_.end()) {
            if (loading_mode_ == LoadingMode::LAZY && it->sound == nullptr) {
                loadSoundByName(name);
            }
            return it->sound;
        }

        std::cerr << "Error: Sonido no encontrado " << name << '\n';
        throw std::runtime_error("Sonido no encontrado: " + name);
    }

    // Obtiene la música a partir de un nombre
    auto Cache::getMusic(const std::string& name) -> JA_Music_t* {
        auto it = std::ranges::find_if(musics_, [&name](const auto& m) -> bool { return m.name == name; });

        if (it != musics_.end()) {
            if (loading_mode_ == LoadingMode::LAZY && it->music == nullptr) {
                loadMusicByName(name);
            }
            return it->music;
        }

        std::cerr << "Error: Música no encontrada " << name << '\n';
        throw std::runtime_error("Música no encontrada: " + name);
    }

    // Obtiene la surface a partir de un nombre
    auto Cache::getSurface(const std::string& name) -> std::shared_ptr<Surface> {
        auto it = std::ranges::find_if(surfaces_, [&name](const auto& t) -> bool { return t.name == name; });

        if (it != surfaces_.end()) {
            if (loading_mode_ == LoadingMode::LAZY && it->surface == nullptr) {
                loadSurfaceByName(name);
            }
            return it->surface;
        }

        std::cerr << "Error: Imagen no encontrada " << name << '\n';
        throw std::runtime_error("Imagen no encontrada: " + name);
    }

    // Obtiene la paleta a partir de un nombre
    auto Cache::getPalette(const std::string& name) -> Palette {
        auto it = std::ranges::find_if(palettes_, [&name](const auto& t) -> bool { return t.name == name; });

        if (it != palettes_.end()) {
            if (loading_mode_ == LoadingMode::LAZY && !it->loaded) {
                loadPaletteByName(name);
            }
            return it->palette;
        }

        std::cerr << "Error: Paleta no encontrada " << name << '\n';
        throw std::runtime_error("Paleta no encontrada: " + name);
    }

    // Obtiene el fichero de texto a partir de un nombre
    auto Cache::getTextFile(const std::string& name) -> std::shared_ptr<Text::File> {
        auto it = std::ranges::find_if(text_files_, [&name](const auto& t) -> bool { return t.name == name; });

        if (it != text_files_.end()) {
            if (loading_mode_ == LoadingMode::LAZY && it->text_file == nullptr) {
                loadTextFileByName(name);
            }
            return it->text_file;
        }

        std::cerr << "Error: TextFile no encontrado " << name << '\n';
        throw std::runtime_error("TextFile no encontrado: " + name);
    }

    // Obtiene el objeto de texto a partir de un nombre
    auto Cache::getText(const std::string& name) -> std::shared_ptr<Text> {
        auto it = std::ranges::find_if(texts_, [&name](const auto& t) -> bool { return t.name == name; });

        if (it != texts_.end()) {
            return it->text;
        }

        std::cerr << "Error: Text no encontrado " << name << '\n';
        throw std::runtime_error("Texto no encontrado: " + name);
    }

    // Obtiene los datos de animación parseados a partir de un nombre
    auto Cache::getAnimationData(const std::string& name) -> const AnimationResource& {
        auto it = std::ranges::find_if(animations_, [&name](const auto& a) -> bool { return a.name == name; });

        if (it != animations_.end()) {
            if (loading_mode_ == LoadingMode::LAZY && it->yaml_data.empty()) {
                loadAnimationByName(name);
            }
            return *it;
        }

        std::cerr << "Error: Animación no encontrada " << name << '\n';
        throw std::runtime_error("Animación no encontrada: " + name);
    }

    // Obtiene la habitación a partir de un nombre
    auto Cache::getRoom(const std::string& name) -> std::shared_ptr<Room::Data> {
        auto it = std::ranges::find_if(rooms_, [&name](const auto& r) -> bool { return r.name == name; });

        if (it != rooms_.end()) {
            if (loading_mode_ == LoadingMode::LAZY && it->room == nullptr) {
                loadRoomByName(name);
            }
            return it->room;
        }

        std::cerr << "Error: Habitación no encontrada " << name << '\n';
        throw std::runtime_error("Habitación no encontrada: " + name);
    }

#ifdef _DEBUG
    // Recarga una habitación desde disco (para el editor de mapas)
    // Lee directamente del filesystem (no del resource pack) para obtener los cambios del editor
    void Cache::reloadRoom(const std::string& name) {
        auto file_path = List::get()->get(name);
        if (file_path.empty()) {
            std::cerr << "reloadRoom: Cannot resolve path for " << name << '\n';
            return;
        }

        // Leer directamente del filesystem (evita el resource pack que tiene datos antiguos)
        std::ifstream file(file_path);
        if (!file.is_open()) {
            std::cerr << "reloadRoom: Cannot open " << file_path << '\n';
            return;
        }
        std::string content((std::istreambuf_iterator<char>(file)), std::istreambuf_iterator<char>());
        file.close();

        // Parsear y actualizar el cache
        auto it = std::ranges::find_if(rooms_, [&name](const auto& r) -> bool { return r.name == name; });
        if (it != rooms_.end()) {
            *(it->room) = RoomFormat::loadFromString(content, name);
            std::cout << "reloadRoom: " << name << " reloaded from filesystem\n";
        }
    }
#endif

    // Obtiene todas las habitaciones
    auto Cache::getRooms() -> std::vector<RoomResource>& {
        if (loading_mode_ == LoadingMode::LAZY) {
            for (const auto& r : rooms_) {
                if (r.room == nullptr) { loadRoomByName(r.name); }
            }
        }
        return rooms_;
    }

    // Helper para lanzar errores de carga con formato consistente
    [[noreturn]] void Cache::throwLoadError(const std::string& asset_type, const std::string& file_path, const std::exception& e) {
        std::cerr << "\n[ ERROR ] Failed to load " << asset_type << ": " << getFileName(file_path) << '\n';
        std::cerr << "[ ERROR ] Path: " << file_path << '\n';
        std::cerr << "[ ERROR ] Reason: " << e.what() << '\n';
        std::cerr << "[ ERROR ] Check config/assets.yaml configuration\n";
        // cppcheck-suppress rethrowNoCurrentException -- helper [[noreturn]] invocado desde dentro de un catch; cppcheck no puede ver que el rethrow es válido a través de la llamada.
        throw;
    }

    // Carga los sonidos
    void Cache::loadSounds() {
        std::cout << "\n>> SOUND FILES" << '\n';
        auto list = List::get()->getListByType(List::Type::SOUND);
        sounds_.clear();

        for (const auto& l : list) {
            try {
                auto name = getFileName(l);
                JA_Sound_t* sound = nullptr;

                // Try loading from resource pack first
                auto audio_data = Helper::loadFile(l);
                if (!audio_data.empty()) {
                    sound = JA_LoadSound(audio_data.data(), static_cast<Uint32>(audio_data.size()));
                }

                // Fallback to file path if memory loading failed
                if (sound == nullptr) {
                    sound = JA_LoadSound(l.c_str());
                }

                if (sound == nullptr) {
                    throw std::runtime_error("Failed to decode audio file");
                }

                sounds_.emplace_back(SoundResource{.name = name, .sound = sound});
                printWithDots("Sound : ", name, "[ LOADED ]");
                updateLoadingProgress();
            } catch (const std::exception& e) {
                throwLoadError("SOUND", l, e);
            }
        }
    }

    // Carga las musicas
    void Cache::loadMusics() {
        std::cout << "\n>> MUSIC FILES" << '\n';
        auto list = List::get()->getListByType(List::Type::MUSIC);
        musics_.clear();

        for (const auto& l : list) {
            try {
                auto name = getFileName(l);
                JA_Music_t* music = nullptr;

                // Try loading from resource pack first
                auto audio_data = Helper::loadFile(l);
                if (!audio_data.empty()) {
                    music = JA_LoadMusic(audio_data.data(), static_cast<Uint32>(audio_data.size()));
                }

                // Fallback to file path if memory loading failed
                if (music == nullptr) {
                    music = JA_LoadMusic(l.c_str());
                }

                if (music == nullptr) {
                    throw std::runtime_error("Failed to decode music file");
                }

                musics_.emplace_back(MusicResource{.name = name, .music = music});
                printWithDots("Music : ", name, "[ LOADED ]");
                updateLoadingProgress(1);
            } catch (const std::exception& e) {
                throwLoadError("MUSIC", l, e);
            }
        }
    }

    // Carga las texturas
    void Cache::loadSurfaces() {
        std::cout << "\n>> SURFACES" << '\n';
        auto list = List::get()->getListByType(List::Type::BITMAP);
        surfaces_.clear();

        for (const auto& l : list) {
            try {
                auto name = getFileName(l);
                surfaces_.emplace_back(SurfaceResource{.name = name, .surface = std::make_shared<Surface>(l)});
                surfaces_.back().surface->setTransparentColor(0);
                updateLoadingProgress();
            } catch (const std::exception& e) {
                throwLoadError("BITMAP", l, e);
            }
        }

        // Reconfigura el color transparente de las surfaces de tilesets de zona.
        // Los tilesets del juego usan el índice 16 como transparente (las surfaces
        // arrancan con 0 por defecto; los tilesets lo marcan a 16).
        getSurface("neighborhood.gif")->setTransparentColor(16);
        getSurface("cave.gif")->setTransparentColor(16);
    }

    // Carga las paletas
    void Cache::loadPalettes() {
        std::cout << "\n>> PALETTES" << '\n';
        auto list = List::get()->getListByType(List::Type::PALETTE);
        palettes_.clear();

        for (const auto& l : list) {
            try {
                auto name = getFileName(l);
                palettes_.emplace_back(ResourcePalette{.name = name, .palette = readPalFile(l)});
                updateLoadingProgress();
            } catch (const std::exception& e) {
                throwLoadError("PALETTE", l, e);
            }
        }
    }

    // Carga los ficheros de texto
    void Cache::loadTextFiles() {
        std::cout << "\n>> TEXT FILES" << '\n';
        auto list = List::get()->getListByType(List::Type::FONT);
        text_files_.clear();

        for (const auto& l : list) {
            try {
                auto name = getFileName(l);
                text_files_.emplace_back(TextFileResource{.name = name, .text_file = Text::loadTextFile(l)});
                updateLoadingProgress();
            } catch (const std::exception& e) {
                throwLoadError("FONT", l, e);
            }
        }
    }

    // Carga las animaciones
    void Cache::loadAnimations() {
        std::cout << "\n>> ANIMATIONS" << '\n';
        auto list = List::get()->getListByType(List::Type::ANIMATION);
        animations_.clear();

        for (const auto& l : list) {
            try {
                auto name = getFileName(l);

                // Cargar bytes del archivo YAML sin parsear (carga lazy)
                auto yaml_bytes = Helper::loadFile(l);

                if (yaml_bytes.empty()) {
                    throw std::runtime_error("File is empty or could not be loaded");
                }

                animations_.emplace_back(AnimationResource{.name = name, .yaml_data = yaml_bytes});
                printWithDots("Animation : ", name, "[ LOADED ]");
                updateLoadingProgress();
            } catch (const std::exception& e) {
                throwLoadError("ANIMATION", l, e);
            }
        }
    }

    // Carga las habitaciones desde archivos YAML
    void Cache::loadRooms() {
        std::cout << "\n>> ROOMS" << '\n';
        auto list = List::get()->getListByType(List::Type::ROOM);
        rooms_.clear();

        for (const auto& l : list) {
            try {
                auto name = getFileName(l);
                rooms_.emplace_back(RoomResource{.name = name, .room = std::make_shared<Room::Data>(Room::loadYAML(l))});
                printWithDots("Room : ", name, "[ LOADED ]");
                updateLoadingProgress();
            } catch (const std::exception& e) {
                throwLoadError("ROOM", l, e);
            }
        }
    }

    void Cache::createText() {
        struct ResourceInfo {
            std::string key;           // Identificador del recurso
            std::string texture_file;  // Nombre del archivo de textura
            std::string text_file;     // Nombre del archivo de texto
        };

        std::cout << "\n>> CREATING TEXT_OBJECTS" << '\n';

        std::vector<ResourceInfo> resources = {
            {.key = "aseprite", .texture_file = "aseprite.gif", .text_file = "aseprite.fnt"},
            {.key = "gauntlet", .texture_file = "gauntlet.gif", .text_file = "gauntlet.fnt"},
            {.key = "smb2", .texture_file = "smb2.gif", .text_file = "smb2.fnt"},
            {.key = "subatomic", .texture_file = "subatomic.gif", .text_file = "subatomic.fnt"},
            {.key = "8bithud", .texture_file = "8bithud.gif", .text_file = "8bithud.fnt"}};

        for (const auto& res_info : resources) {
            texts_.emplace_back(TextResource{.name = res_info.key, .text = std::make_shared<Text>(getSurface(res_info.texture_file), getTextFile(res_info.text_file))});
            printWithDots("Text : ", res_info.key, "[  DONE  ]");
        }
    }

    // Vacía el vector de sonidos
    void Cache::clearSounds() {
        // Itera sobre el vector y libera los recursos asociados a cada JA_Sound_t
        for (auto& sound : sounds_) {
            if (sound.sound != nullptr) {
                JA_DeleteSound(sound.sound);
                sound.sound = nullptr;
            }
        }
        sounds_.clear();  // Limpia el vector después de liberar todos los recursos
    }

    // Vacía el vector de musicas
    void Cache::clearMusics() {
        // Itera sobre el vector y libera los recursos asociados a cada JA_Music_t
        for (auto& music : musics_) {
            if (music.music != nullptr) {
                JA_DeleteMusic(music.music);
                music.music = nullptr;
            }
        }
        musics_.clear();  // Limpia el vector después de liberar todos los recursos
    }

    // Calcula el numero de recursos para cargar
    void Cache::calculateTotal() {
        std::vector<List::Type> asset_types = {
            List::Type::SOUND,
            List::Type::MUSIC,
            List::Type::BITMAP,
            List::Type::PALETTE,
            List::Type::FONT,
            List::Type::ANIMATION,
            List::Type::ROOM};

        int total = 0;
        for (const auto& asset_type : asset_types) {
            auto list = List::get()->getListByType(asset_type);
            total += list.size();
        }

        count_ = ResourceCount{.total = total, .loaded = 0};
    }

    // Muestra el progreso de carga
    void Cache::renderProgress() {
        if (!Options::loading.show_progress) { return; }
        constexpr float X_PADDING = 60.0F;
        constexpr float Y_PADDING = 10.0F;
        constexpr float BAR_HEIGHT = 5.0F;

        const float BAR_POSITION = Options::game.height - BAR_HEIGHT - Y_PADDING;
        Screen::get()->start();
        Screen::get()->clearSurface(0);

        auto surface = Screen::get()->getRendererSurface();
        const auto LOADING_TEXT_COLOR = 15;
        const auto BAR_COLOR = 14;
        const int TEXT_HEIGHT = loading_text_->getCharacterSize();
        const int CENTER_X = Options::game.width / 2;
        const int CENTER_Y = Options::game.height / 2;

        // Draw APP_NAME centered above center
        const std::string APP_NAME = spaceBetweenLetters(Version::APP_NAME);
        loading_text_->writeColored(
            CENTER_X - (loading_text_->length(APP_NAME) / 2),
            CENTER_Y - TEXT_HEIGHT,
            APP_NAME,
            LOADING_TEXT_COLOR);

        // Draw VERSION centered below center
        const std::string VERSION_TEXT = "ver. " + std::string(Texts::VERSION) + " (" + std::string(Version::GIT_HASH) + ")";
        loading_text_->writeColored(
            CENTER_X - (loading_text_->length(VERSION_TEXT) / 2),
            CENTER_Y + TEXT_HEIGHT,
            VERSION_TEXT,
            LOADING_TEXT_COLOR);

        // Draw progress bar border
        const float WIRED_BAR_WIDTH = Options::game.width - (X_PADDING * 2);
        SDL_FRect rect_wired = {.x = X_PADDING, .y = BAR_POSITION, .w = WIRED_BAR_WIDTH, .h = BAR_HEIGHT};
        surface->drawRectBorder(&rect_wired, BAR_COLOR);

        // Draw progress bar fill
        const float FULL_BAR_WIDTH = WIRED_BAR_WIDTH * count_.getPercentage();
        SDL_FRect rect_full = {.x = X_PADDING, .y = BAR_POSITION, .w = FULL_BAR_WIDTH, .h = BAR_HEIGHT};
        surface->fillRect(&rect_full, BAR_COLOR);

        Screen::get()->render();
    }

    // Comprueba los eventos de la pantalla de carga
    void Cache::checkEvents() {
        SDL_Event event;
        while (SDL_PollEvent(&event)) {
            switch (event.type) {
                case SDL_EVENT_QUIT:
                    exit(0);
                    break;
                case SDL_EVENT_KEY_DOWN:
                    if (event.key.key == SDLK_ESCAPE) {
                        exit(0);
                    }
                    break;
                default:
                    break;
            }
        }
    }

    // Actualiza el progreso de carga
    void Cache::updateLoadingProgress(int steps) {
        count_.add(1);
        if (count_.loaded % steps == 0 || count_.loaded == count_.total) {
            renderProgress();
        }
        checkEvents();
    }

    // --- Modo lazy: stubs y cargadores bajo demanda ---------------------------

    // Rellena los vectores de recursos con entradas name-only (sin contenido)
    void Cache::initLazyStubs() {
        sounds_.clear();
        musics_.clear();
        surfaces_.clear();
        palettes_.clear();
        text_files_.clear();
        animations_.clear();
        rooms_.clear();

        for (const auto& l : List::get()->getListByType(List::Type::SOUND)) {
            sounds_.emplace_back(SoundResource{.name = getFileName(l), .sound = nullptr});
        }
        for (const auto& l : List::get()->getListByType(List::Type::MUSIC)) {
            musics_.emplace_back(MusicResource{.name = getFileName(l), .music = nullptr});
        }
        for (const auto& l : List::get()->getListByType(List::Type::BITMAP)) {
            surfaces_.emplace_back(SurfaceResource{.name = getFileName(l), .surface = nullptr});
        }
        for (const auto& l : List::get()->getListByType(List::Type::PALETTE)) {
            palettes_.emplace_back(ResourcePalette{.name = getFileName(l)});
        }
        for (const auto& l : List::get()->getListByType(List::Type::FONT)) {
            text_files_.emplace_back(TextFileResource{.name = getFileName(l), .text_file = nullptr});
        }
        for (const auto& l : List::get()->getListByType(List::Type::ANIMATION)) {
            animations_.emplace_back(AnimationResource{.name = getFileName(l), .yaml_data = {}});
        }
        for (const auto& l : List::get()->getListByType(List::Type::ROOM)) {
            rooms_.emplace_back(RoomResource{.name = getFileName(l), .room = nullptr});
        }
    }

    void Cache::loadSoundByName(const std::string& name) {
        auto it = std::ranges::find_if(sounds_, [&name](const auto& s) { return s.name == name; });
        if (it == sounds_.end()) { return; }
        auto path = List::get()->get(name);
        try {
            auto bytes = Helper::loadFile(path);
            JA_Sound_t* sound = nullptr;
            if (!bytes.empty()) { sound = JA_LoadSound(bytes.data(), static_cast<Uint32>(bytes.size())); }
            if (sound == nullptr) { sound = JA_LoadSound(path.c_str()); }
            if (sound == nullptr) { throw std::runtime_error("Failed to decode audio file"); }
            it->sound = sound;
            std::cout << "[lazy] Sound loaded: " << name << '\n';
        } catch (const std::exception& e) {
            throwLoadError("SOUND", path, e);
        }
    }

    void Cache::loadMusicByName(const std::string& name) {
        auto it = std::ranges::find_if(musics_, [&name](const auto& m) { return m.name == name; });
        if (it == musics_.end()) { return; }
        auto path = List::get()->get(name);
        try {
            auto bytes = Helper::loadFile(path);
            JA_Music_t* music = nullptr;
            if (!bytes.empty()) { music = JA_LoadMusic(bytes.data(), static_cast<Uint32>(bytes.size())); }
            if (music == nullptr) { music = JA_LoadMusic(path.c_str()); }
            if (music == nullptr) { throw std::runtime_error("Failed to decode music file"); }
            it->music = music;
            std::cout << "[lazy] Music loaded: " << name << '\n';
        } catch (const std::exception& e) {
            throwLoadError("MUSIC", path, e);
        }
    }

    void Cache::loadSurfaceByName(const std::string& name) {
        auto it = std::ranges::find_if(surfaces_, [&name](const auto& s) { return s.name == name; });
        if (it == surfaces_.end()) { return; }
        auto path = List::get()->get(name);
        try {
            it->surface = std::make_shared<Surface>(path);
            it->surface->setTransparentColor(0);
            // Superficies con color transparente específico (replica el ajuste de loadSurfaces)
            if (name == "loading_screen_color.gif" || name == "ending1.gif" || name == "ending2.gif" ||
                name == "ending3.gif" || name == "ending4.gif" || name == "ending5.gif") {
                it->surface->setTransparentColor();
            } else if (name == "standard.gif") {
                it->surface->setTransparentColor(16);
            }
            std::cout << "[lazy] Surface loaded: " << name << '\n';
        } catch (const std::exception& e) {
            throwLoadError("BITMAP", path, e);
        }
    }

    void Cache::loadPaletteByName(const std::string& name) {
        auto it = std::ranges::find_if(palettes_, [&name](const auto& p) { return p.name == name; });
        if (it == palettes_.end()) { return; }
        auto path = List::get()->get(name);
        try {
            it->palette = readPalFile(path);
            it->loaded = true;
            std::cout << "[lazy] Palette loaded: " << name << '\n';
        } catch (const std::exception& e) {
            throwLoadError("PALETTE", path, e);
        }
    }

    void Cache::loadTextFileByName(const std::string& name) {
        auto it = std::ranges::find_if(text_files_, [&name](const auto& t) { return t.name == name; });
        if (it == text_files_.end()) { return; }
        auto path = List::get()->get(name);
        try {
            it->text_file = Text::loadTextFile(path);
            std::cout << "[lazy] TextFile loaded: " << name << '\n';
        } catch (const std::exception& e) {
            throwLoadError("FONT", path, e);
        }
    }

    void Cache::loadAnimationByName(const std::string& name) {
        auto it = std::ranges::find_if(animations_, [&name](const auto& a) { return a.name == name; });
        if (it == animations_.end()) { return; }
        auto path = List::get()->get(name);
        try {
            auto bytes = Helper::loadFile(path);
            if (bytes.empty()) { throw std::runtime_error("File is empty or could not be loaded"); }
            it->yaml_data = bytes;
            std::cout << "[lazy] Animation loaded: " << name << '\n';
        } catch (const std::exception& e) {
            throwLoadError("ANIMATION", path, e);
        }
    }

    void Cache::loadRoomByName(const std::string& name) {
        auto it = std::ranges::find_if(rooms_, [&name](const auto& r) { return r.name == name; });
        if (it == rooms_.end()) { return; }
        auto path = List::get()->get(name);
        try {
            it->room = std::make_shared<Room::Data>(Room::loadYAML(path));
            std::cout << "[lazy] Room loaded: " << name << '\n';
        } catch (const std::exception& e) {
            throwLoadError("ROOM", path, e);
        }
    }

}  // namespace Resource
