#include "precompiled.h"

#include "EntityTemplateCollection.h"
#include "EntityTemplate.h"
#include "graphics/ObjectManager.h"
#include "graphics/Model.h"
#include "ps/CLogger.h"
#include "ps/VFSUtil.h"
#include "ps/Player.h"
#include "ps/Game.h"

#define LOG_CATEGORY "entity"

void CEntityTemplateCollection::LoadFile( const char* path )
{
    // Build the entity name -> filename mapping. This is done so that
    // the entity 'x' can be in units/x.xml, structures/x.xml, etc, and
    // we don't have to search every directory for x.xml.

    // Extract the filename out of the path+name+extension.
    // Equivalent to /.*\/(.*)\.xml/, but not as pretty. 
    CStrW tag = CStr(path).AfterLast("/").BeforeLast(".xml");
    m_templateFilenames[tag] = path;
}

static void LoadFileThunk( const char* path, const DirEnt* UNUSED(ent), void* context )
{
    CEntityTemplateCollection* this_ = (CEntityTemplateCollection*)context;
    this_->LoadFile(path);
}

int CEntityTemplateCollection::LoadTemplates()
{
    // List all files in entities/ and its subdirectories.
    THROW_ERR( vfs_dir_enum( "entities/", VFS_DIR_RECURSIVE, "*.xml",
        LoadFileThunk, this ) );

    /*// Load all the templates; this is necessary so that we can apply techs to them
    // (otherwise a tech can't affect the template of a unit that doesn't yet exist)
    for( TemplateFilenameMap::iterator it = m_templateFilenames.begin(); it != m_templateFilenames.end(); ++it )
    {
        // Load the no-player version of this template (used by techs for base values)
        GetTemplate( it->first, 0 );

        for( uint i=0; i<=g_Game->GetNumPlayers(); i++ )
        {
            // TODO: Load the template just once and clone it to get these player templates
            GetTemplate( it->first, g_Game->GetPlayer(i) );
        }
    }*/

    return 0;
}

CEntityTemplate* CEntityTemplateCollection::GetTemplate( const CStrW& name, CPlayer* player )
{
    // Find player ID
    int id = ( player == 0 ? NULL_PLAYER : player->GetPlayerID() );

    // Check whether this template has already been loaded
    TemplateMap::iterator it = m_templates[id].find( name );
    if( it != m_templates[id].end() )
        return( it->second );

    // Find the filename corresponding to this template
    TemplateFilenameMap::iterator filename_it = m_templateFilenames.find( name );
    if( filename_it == m_templateFilenames.end() )
        return( NULL );

    CStr path( filename_it->second );

    // Try to load to the entity
    CEntityTemplate* newTemplate = new CEntityTemplate( player );
    if( !newTemplate->LoadXml( path ) )
    {
        LOG(ERROR, LOG_CATEGORY, "CEntityTemplateCollection::GetTemplate(): Couldn't load template \"%s\"", path.c_str());
        delete newTemplate;
        return( NULL );
    }

    LOG(NORMAL, LOG_CATEGORY, "CEntityTemplateCollection::GetTemplate(): Loaded template \"%s\"", path.c_str());
    m_templates[id][name] = newTemplate;

    return newTemplate;
}

void CEntityTemplateCollection::GetEntityTemplateNames( std::vector<CStrW>& names )
{
    for( TemplateFilenameMap::iterator it = m_templateFilenames.begin(); it != m_templateFilenames.end(); ++it )
        if( ! (it->first.length() > 8 && it->first.Left(8) == L"template"))
            names.push_back( it->first );
}

void CEntityTemplateCollection::GetPlayerTemplates( CPlayer* player, std::vector<CEntityTemplate*>& dest )
{
    int id = ( player == 0 ? NULL_PLAYER : player->GetPlayerID() );

    for( TemplateMap::iterator it = m_templates[id].begin(); it != m_templates[id].end(); ++it )
    {
        dest.push_back( it->second );
    }
}

CEntityTemplateCollection::~CEntityTemplateCollection()
{
    for( int id = 0; id < PS_MAX_PLAYERS + 2; id++ )
        for( TemplateMap::iterator it = m_templates[id].begin(); it != m_templates[id].end(); ++it )
            delete( it->second );
}