/*****************************************************************************
 * Copyright (c) 2014-2026 OpenRCT2 developers
 *
 * For a complete list of all authors, please refer to contributors.md
 * Interested in contributing? Visit https://github.com/OpenRCT2/OpenRCT2
 *
 * OpenRCT2 is licensed under the GNU General Public License version 3.
 *****************************************************************************/

#include "LargeSceneryPlaceAction.h"

#include "../../Diagnostic.h"
#include "../../GameState.h"
#include "../../OpenRCT2.h"
#include "../../core/Guard.hpp"
#include "../../management/Finance.h"
#include "../../object/LargeSceneryEntry.h"
#include "../../object/ObjectEntryManager.h"
#include "../../object/ObjectLimits.h"
#include "../../ride/Ride.h"
#include "../../ride/RideConstruction.h"
#include "../../world/Banner.h"
#include "../../world/ConstructionClearance.h"
#include "../../world/Footpath.h"
#include "../../world/Map.h"
#include "../../world/MapAnimation.h"
#include "../../world/QuarterTile.h"
#include "../../world/Wall.h"
#include "../../world/tile_element/LargeSceneryElement.h"
#include "../../world/tile_element/Slope.h"
#include "../../world/tile_element/SurfaceElement.h"

namespace OpenRCT2::GameActions
{
    LargeSceneryPlaceAction::LargeSceneryPlaceAction(
        const CoordsXYZD& loc, ObjectEntryIndex sceneryType, Drawing::Colour primaryColour, Drawing::Colour secondaryColour,
        Drawing::Colour tertiaryColour)
        : _loc(loc)
        , _sceneryType(sceneryType)
        , _primaryColour(primaryColour)
        , _secondaryColour(secondaryColour)
        , _tertiaryColour(tertiaryColour)
    {
    }

    void LargeSceneryPlaceAction::AcceptParameters(GameActionParameterVisitor& visitor)
    {
        visitor.Visit(_loc);
        visitor.Visit("object", _sceneryType);
        visitor.Visit("primaryColour", _primaryColour);
        visitor.Visit("secondaryColour", _secondaryColour);
        visitor.Visit("tertiaryColour", _tertiaryColour);
    }

    uint16_t LargeSceneryPlaceAction::GetActionFlags() const
    {
        return GameAction::GetActionFlags();
    }

    void LargeSceneryPlaceAction::Serialise(DataSerialiser& stream)
    {
        GameAction::Serialise(stream);

        stream << DS_TAG(_loc) << DS_TAG(_sceneryType) << DS_TAG(_primaryColour) << DS_TAG(_secondaryColour)
               << DS_TAG(_tertiaryColour);
    }

    Result LargeSceneryPlaceAction::Query(GameState_t& gameState, Park::ParkData& park) const
    {
        auto res = Result();
        res.errorTitle = STR_CANT_POSITION_THIS_HERE;
        res.expenditure = ExpenditureType::landscaping;
        int16_t surfaceHeight = TileElementHeight(_loc);
        res.position.x = _loc.x + 16;
        res.position.y = _loc.y + 16;
        res.position.z = surfaceHeight;

        auto resultData = LargeSceneryPlaceActionResult{};

        money64 supportsCost = 0;

        if (!Drawing::colourIsValid(_primaryColour))
        {
            LOG_ERROR("Invalid primary colour %u", _primaryColour);
            return Result(Status::invalidParameters, STR_CANT_POSITION_THIS_HERE, STR_ERR_INVALID_COLOUR);
        }
        if (!Drawing::colourIsValid(_secondaryColour))
        {
            LOG_ERROR("Invalid secondary colour %u", _secondaryColour);
            return Result(Status::invalidParameters, STR_CANT_POSITION_THIS_HERE, STR_ERR_INVALID_COLOUR);
        }
        if (!Drawing::colourIsValid(_tertiaryColour))
        {
            LOG_ERROR("Invalid tertiary colour %u", _tertiaryColour);
            return Result(Status::invalidParameters, STR_CANT_POSITION_THIS_HERE, STR_ERR_INVALID_COLOUR);
        }
        if (_sceneryType >= kMaxLargeSceneryObjects)
        {
            LOG_ERROR("Invalid sceneryType %u", _sceneryType);
            return Result(Status::invalidParameters, STR_CANT_POSITION_THIS_HERE, STR_ERR_VALUE_OUT_OF_RANGE);
        }

        auto* sceneryEntry = ObjectEntryManager::GetObjectEntry<LargeSceneryEntry>(_sceneryType);
        if (sceneryEntry == nullptr)
        {
            LOG_ERROR("Large scenery entry not found for sceneryType %u", _sceneryType);
            return Result(Status::invalidParameters, STR_CANT_POSITION_THIS_HERE, STR_UNKNOWN_OBJECT_TYPE);
        }

        const auto totalNumTiles = sceneryEntry->tiles.size();
        int16_t maxHeight = GetMaxSurfaceHeight(sceneryEntry->tiles);

        if (_loc.z != 0)
        {
            maxHeight = _loc.z;
        }

        res.position.z = maxHeight;

        if (sceneryEntry->scrolling_mode != kScrollingModeNone)
        {
            if (HasReachedBannerLimit())
            {
                LOG_ERROR("No free banners available");
                return Result(Status::invalidParameters, STR_CANT_POSITION_THIS_HERE, STR_TOO_MANY_BANNERS_IN_GAME);
            }
        }

        for (auto& tile : sceneryEntry->tiles)
        {
            auto curTile = CoordsXY{ tile.offset }.Rotate(_loc.direction);

            curTile.x += _loc.x;
            curTile.y += _loc.y;

            int32_t zLow = tile.offset.z + maxHeight;
            int32_t zHigh = tile.zClearance + zLow;

            QuarterTile quarterTile = QuarterTile{ tile.corners, 0 }.Rotate(_loc.direction);
            const auto isTree = sceneryEntry->flags.has(LargeSceneryFlag::isTree);
            auto canBuild = MapCanConstructWithClearAt(
                { curTile, zLow, zHigh }, MapPlaceSceneryClearFunc, quarterTile, GetFlags(), kTileSlopeFlat,
                CreateCrossingMode::none, isTree);
            if (canBuild.error != Status::ok)
            {
                canBuild.errorTitle = STR_CANT_POSITION_THIS_HERE;
                return canBuild;
            }

            supportsCost += canBuild.cost;

            const auto clearanceData = canBuild.getData<ConstructClearResult>();
            int32_t tempSceneryGroundFlags = clearanceData.GroundFlags & (ELEMENT_IS_ABOVE_GROUND | ELEMENT_IS_UNDERGROUND);
            if (!gameState.cheats.disableClearanceChecks)
            {
                if ((clearanceData.GroundFlags & ELEMENT_IS_UNDERWATER) || (clearanceData.GroundFlags & ELEMENT_IS_UNDERGROUND))
                {
                    return Result(Status::disallowed, STR_CANT_POSITION_THIS_HERE, STR_CANT_BUILD_THIS_UNDERWATER);
                }
                if (resultData.GroundFlags && !(resultData.GroundFlags & tempSceneryGroundFlags))
                {
                    return Result(
                        Status::disallowed, STR_CANT_POSITION_THIS_HERE, STR_CANT_BUILD_PARTLY_ABOVE_AND_PARTLY_BELOW_GROUND);
                }
            }

            resultData.GroundFlags = tempSceneryGroundFlags;

            if (!LocationValid(curTile) || MapIsEdge(curTile))
            {
                return Result(Status::disallowed, STR_CANT_POSITION_THIS_HERE, STR_OFF_EDGE_OF_MAP);
            }

            if (gLegacyScene != LegacyScene::scenarioEditor && !MapIsLocationOwned({ curTile, zLow })
                && !gameState.cheats.sandboxMode)
            {
                return Result(Status::disallowed, STR_CANT_POSITION_THIS_HERE, STR_LAND_NOT_OWNED_BY_PARK);
            }
        }

        if (!CheckMapCapacity(sceneryEntry->tiles, totalNumTiles))
        {
            LOG_ERROR("No free map elements available");
            return Result(Status::noFreeElements, STR_CANT_POSITION_THIS_HERE, STR_TILE_ELEMENT_LIMIT_REACHED);
        }

        // Force ride construction to recheck area
        _currentTrackSelectionFlags.set(TrackSelectionFlag::recheck);

        res.cost = sceneryEntry->price + supportsCost;
        res.setData(std::move(resultData));

        return res;
    }

    Result LargeSceneryPlaceAction::Execute(GameState_t& gameState, Park::ParkData& park) const
    {
        auto res = Result();
        res.errorTitle = STR_CANT_POSITION_THIS_HERE;
        res.expenditure = ExpenditureType::landscaping;

        int16_t surfaceHeight = TileElementHeight(_loc);
        res.position.x = _loc.x + 16;
        res.position.y = _loc.y + 16;
        res.position.z = surfaceHeight;

        auto resultData = LargeSceneryPlaceActionResult{};

        money64 supportsCost = 0;

        auto* sceneryEntry = ObjectEntryManager::GetObjectEntry<LargeSceneryEntry>(_sceneryType);
        if (sceneryEntry == nullptr)
        {
            LOG_ERROR("Large scenery entry not found for sceneryType = %u", _sceneryType);
            return Result(Status::invalidParameters, STR_CANT_POSITION_THIS_HERE, STR_UNKNOWN_OBJECT_TYPE);
        }

        if (sceneryEntry->tiles.empty())
        {
            LOG_ERROR("Invalid large scenery object, sceneryType = %u", _sceneryType);
            return Result(Status::invalidParameters, STR_CANT_POSITION_THIS_HERE, kStringIdNone);
        }

        int16_t maxHeight = GetMaxSurfaceHeight(sceneryEntry->tiles);

        if (_loc.z != 0)
        {
            maxHeight = _loc.z;
        }

        res.position.z = maxHeight;

        // Allocate banner
        Banner* banner = nullptr;
        if (sceneryEntry->scrolling_mode != kScrollingModeNone)
        {
            banner = CreateBanner();
            if (banner == nullptr)
            {
                LOG_ERROR("No free banners available");
                return Result(Status::invalidParameters, STR_CANT_POSITION_THIS_HERE, STR_TOO_MANY_BANNERS_IN_GAME);
            }

            banner->text = {};
            banner->colour = Drawing::Colour::white;
            banner->textColour = Drawing::TextColour::white;
            banner->flags = { BannerFlag::isLargeScenery };
            banner->type = 0;
            banner->position = TileCoordsXY(_loc);

            RideId rideIndex = BannerGetClosestRideIndex({ _loc, maxHeight });
            if (!rideIndex.IsNull())
            {
                banner->rideIndex = rideIndex;
                banner->flags.set(BannerFlag::linkedToRide);
            }

            resultData.bannerId = banner->id;
        }

        for (auto& tile : sceneryEntry->tiles)
        {
            auto curTile = CoordsXY{ tile.offset }.Rotate(_loc.direction);

            curTile.x += _loc.x;
            curTile.y += _loc.y;

            int32_t zLow = tile.offset.z + maxHeight;
            int32_t zHigh = tile.zClearance + zLow;

            QuarterTile quarterTile = QuarterTile{ tile.corners, 0 }.Rotate(_loc.direction);
            const auto isTree = sceneryEntry->flags.has(LargeSceneryFlag::isTree);
            auto canBuild = MapCanConstructWithClearAt(
                { curTile, zLow, zHigh }, MapPlaceSceneryClearFunc, quarterTile, GetFlags(), kTileSlopeFlat,
                CreateCrossingMode::none, isTree);
            if (canBuild.error != Status::ok)
            {
                if (banner != nullptr)
                {
                    DeleteBanner(banner->id);
                }
                canBuild.errorTitle = STR_CANT_POSITION_THIS_HERE;
                return canBuild;
            }

            supportsCost += canBuild.cost;

            const auto clearanceData = canBuild.getData<ConstructClearResult>();
            resultData.GroundFlags = clearanceData.GroundFlags & (ELEMENT_IS_ABOVE_GROUND | ELEMENT_IS_UNDERGROUND);

            if (!GetFlags().has(CommandFlag::ghost))
            {
                FootpathRemoveLitter({ curTile, zLow });
                if (!gameState.cheats.disableClearanceChecks)
                {
                    WallRemoveAt({ curTile, zLow, zHigh });
                }
            }

            auto* newSceneryElement = TileElementInsert<LargeSceneryElement>(
                CoordsXYZ{ curTile.x, curTile.y, zLow }, quarterTile.GetBaseQuarterOccupied());
            Guard::Assert(newSceneryElement != nullptr);
            newSceneryElement->SetClearanceZ(zHigh);

            SetNewLargeSceneryElement(*newSceneryElement, tile.index);
            if (banner != nullptr)
            {
                newSceneryElement->SetBannerIndex(banner->id);
            }

            MapAnimations::MarkTileForInvalidation(TileCoordsXY(curTile));
            MapInvalidateTileFull(curTile);

            if (tile.index == 0)
            {
                resultData.firstTileHeight = zLow;
            }
        }

        // Force ride construction to recheck area
        _currentTrackSelectionFlags.set(TrackSelectionFlag::recheck);

        res.cost = sceneryEntry->price + supportsCost;
        res.setData(std::move(resultData));

        return res;
    }

    bool LargeSceneryPlaceAction::CheckMapCapacity(std::span<const LargeSceneryTile> tiles, size_t numTiles) const
    {
        for (auto& tile : tiles)
        {
            auto curTile = CoordsXY{ tile.offset }.Rotate(_loc.direction);

            curTile.x += _loc.x;
            curTile.y += _loc.y;
            if (!MapCheckCapacityAndReorganise(curTile, numTiles))
            {
                return false;
            }
        }
        return true;
    }

    int16_t LargeSceneryPlaceAction::GetMaxSurfaceHeight(std::span<const LargeSceneryTile> tiles) const
    {
        int16_t maxHeight = -1;
        for (auto& tile : tiles)
        {
            auto curTile = CoordsXY{ tile.offset }.Rotate(_loc.direction);

            curTile.x += _loc.x;
            curTile.y += _loc.y;

            if (!MapIsLocationValid(curTile))
            {
                continue;
            }

            auto* surfaceElement = MapGetSurfaceElementAt(curTile);
            if (surfaceElement == nullptr)
                continue;

            int32_t baseZ = surfaceElement->GetBaseZ();
            int32_t slope = surfaceElement->GetSlope();

            if ((slope & kTileSlopeRaisedCornersMask) != kTileSlopeFlat)
            {
                baseZ += kLandHeightStep;
                if (slope & kTileSlopeDiagonalFlag)
                {
                    baseZ += kLandHeightStep;
                }
            }

            if (baseZ > maxHeight)
            {
                maxHeight = baseZ;
            }
        }
        return maxHeight;
    }

    void LargeSceneryPlaceAction::SetNewLargeSceneryElement(LargeSceneryElement& sceneryElement, uint8_t tileNum) const
    {
        sceneryElement.SetDirection(_loc.direction);
        sceneryElement.SetEntryIndex(_sceneryType);
        sceneryElement.SetSequenceIndex(tileNum);
        sceneryElement.SetPrimaryColour(_primaryColour);
        sceneryElement.SetSecondaryColour(_secondaryColour);
        sceneryElement.SetTertiaryColour(_tertiaryColour);

        if (GetFlags().has(CommandFlag::ghost))
        {
            sceneryElement.SetGhost(true);
        }
    }
} // namespace OpenRCT2::GameActions
