extends SceneTree

const BattleSceneScript := preload("res://scripts/scenes/battle_scene.gd")

const CAMPAIGN_PATH := "res://data/campaign/campaign.json"
const SCENARIO_ID := "001_yellow_turbans"
const SCENARIO_PATH := "res://data/scenarios/001_yellow_turbans.json"
const CONVERSATION_ID := "northern_woods_cache"
const BRANCH_SCENARIO_ID := "003_xingyang_ambush"
const BRANCH_SCENARIO_PATH := "res://data/scenarios/003_xingyang_ambush.json"
const WUCHAO_SCENARIO_ID := "013_wuchao_raid"
const WUCHAO_SCENARIO_PATH := "res://data/scenarios/013_wuchao_raid.json"
const SAVE_PATH := "user://campaign_save.json"
const MANUAL_SAVE_PATH := "user://campaign_manual_save.json"


func _init() -> void:
	var save_backup := _backup_user_file(SAVE_PATH)
	var manual_backup := _backup_user_file(MANUAL_SAVE_PATH)
	var failures: Array[String] = []

	_check_claim_updates_campaign_and_battle(failures)
	_check_shop_and_armory_preserve_claim(failures)
	_check_manual_checkpoint_reverts_claim(failures)
	_check_completed_replay_cannot_claim(failures)
	_check_conditional_camp_conversations(failures)
	_check_wuchao_branch_camp_conversations(failures)

	if not _restore_user_file(SAVE_PATH, save_backup):
		failures.append("could not restore automatic campaign save")
	if not _restore_user_file(MANUAL_SAVE_PATH, manual_backup):
		failures.append("could not restore manual campaign save")

	if failures.is_empty():
		print("camp conversation rewards smoke ok")
		quit(0)
		return

	for failure in failures:
		push_error(failure)
	quit(1)


func _check_claim_updates_campaign_and_battle(failures: Array[String]) -> void:
	var scene = _new_prebattle_scene(failures, "claim update")
	if scene == null:
		return
	var conversation: Dictionary = scene._camp_conversation_by_id(CONVERSATION_ID)
	if not _check_cache_conversation(failures, conversation):
		scene.free()
		return

	var before := int(scene.campaign_state.get_inventory_snapshot().get("bean", 0))
	if not scene._format_camp_conversation_button_text(conversation).contains("available"):
		failures.append("camp conversation button should show available before claim")
	scene._apply_camp_conversation_effects(conversation)

	var campaign_after := int(scene.campaign_state.get_inventory_snapshot().get("bean", 0))
	var battle_after := int(scene.state.get_inventory_snapshot().get("bean", 0))
	if campaign_after != before + 1:
		failures.append("camp conversation should add one Bean to campaign inventory")
	if battle_after != before + 1:
		failures.append("camp conversation should refresh loaded battle inventory")
	if not scene.campaign_state.has_claimed_camp_conversation_effects(SCENARIO_ID, CONVERSATION_ID):
		failures.append("camp conversation claim should be saved in campaign ledger")
	if not scene._format_camp_conversation_button_text(conversation).contains("claimed"):
		failures.append("camp conversation button should show claimed after claim")

	scene._apply_camp_conversation_effects(conversation)
	var duplicate_after := int(scene.campaign_state.get_inventory_snapshot().get("bean", 0))
	if duplicate_after != campaign_after:
		failures.append("camp conversation should not duplicate rewards")
	scene.free()


func _check_shop_and_armory_preserve_claim(failures: Array[String]) -> void:
	var scene = _new_prebattle_scene(failures, "shop and armory preservation")
	if scene == null:
		return
	var conversation: Dictionary = scene._camp_conversation_by_id(CONVERSATION_ID)
	if not _check_cache_conversation(failures, conversation):
		scene.free()
		return
	scene._apply_camp_conversation_effects(conversation)
	var claimed_beans := int(scene.campaign_state.get_inventory_snapshot().get("bean", 0))

	scene.campaign_state.gold = 1000
	var antidote: Dictionary = scene.state.get_item_def("antidote")
	var price := int(antidote.get("price", 0))
	if price <= 0 or not scene.campaign_state.try_buy_item("antidote", price, SCENARIO_ID, scene.state.get_shop_stock_limit("antidote")):
		failures.append("shop purchase after camp claim should save")
	else:
		scene.state.set_inventory_snapshot(scene.campaign_state.get_inventory_snapshot())
		var after_buy := int(scene.campaign_state.get_inventory_snapshot().get("bean", 0))
		if after_buy != claimed_beans:
			failures.append("shop purchase should preserve camp-claimed Bean")

	if not scene.campaign_state.try_save_prebattle_loadout(scene.state.get_player_roster_snapshot(), scene.state.get_inventory_snapshot()):
		failures.append("armory save after camp claim should save")
	else:
		var after_armory := int(scene.campaign_state.get_inventory_snapshot().get("bean", 0))
		if after_armory != claimed_beans:
			failures.append("armory save should preserve camp-claimed Bean")
		if not scene.campaign_state.has_claimed_camp_conversation_effects(SCENARIO_ID, CONVERSATION_ID):
			failures.append("armory save should preserve camp claim ledger")
	scene.free()


func _check_manual_checkpoint_reverts_claim(failures: Array[String]) -> void:
	var scene = _new_prebattle_scene(failures, "manual checkpoint")
	if scene == null:
		return
	if not scene.campaign_state.save_manual_game():
		failures.append("manual checkpoint before camp claim should save")
		scene.free()
		return
	var conversation: Dictionary = scene._camp_conversation_by_id(CONVERSATION_ID)
	scene._apply_camp_conversation_effects(conversation)
	if int(scene.campaign_state.get_inventory_snapshot().get("bean", 0)) != 1:
		failures.append("camp claim should add Bean before manual restore")
	if not scene.campaign_state.load_manual_game():
		failures.append("manual checkpoint should load after camp claim")
	else:
		if int(scene.campaign_state.get_inventory_snapshot().get("bean", 0)) != 0:
			failures.append("loading older manual checkpoint should revert camp reward inventory")
		if scene.campaign_state.has_claimed_camp_conversation_effects(SCENARIO_ID, CONVERSATION_ID):
			failures.append("loading older manual checkpoint should revert camp claim ledger")
	scene.free()


func _check_completed_replay_cannot_claim(failures: Array[String]) -> void:
	var scene = _new_prebattle_scene(failures, "completed replay")
	if scene == null:
		return
	scene.campaign_state.completed_scenarios.append(SCENARIO_ID)
	var conversation: Dictionary = scene._camp_conversation_by_id(CONVERSATION_ID)
	scene._apply_camp_conversation_effects(conversation)
	if int(scene.campaign_state.get_inventory_snapshot().get("bean", 0)) != 0:
		failures.append("completed replay should not claim camp supplies")
	if scene.campaign_state.has_claimed_camp_conversation_effects(SCENARIO_ID, CONVERSATION_ID):
		failures.append("completed replay should not write camp claim ledger")
	scene.free()


func _check_conditional_camp_conversations(failures: Array[String]) -> void:
	var no_flags_scene = _new_prebattle_scene_for(failures, "conditional camp no flags", BRANCH_SCENARIO_ID, BRANCH_SCENARIO_PATH)
	if no_flags_scene != null:
		if no_flags_scene._camp_conversation_by_id("xingyang_war_council").is_empty():
			failures.append("Xingyang should expose ungated war council conversation")
		if not no_flags_scene._camp_conversation_by_id("xingyang_forced_march").is_empty():
			failures.append("pursuit camp conversation should be hidden without pursuit flag")
		if not no_flags_scene._camp_conversation_by_id("xingyang_scout_screen").is_empty():
			failures.append("regroup camp conversation should be hidden without regroup flag")
		no_flags_scene.free()

	var pursuit_scene = _new_prebattle_scene_for(
		failures,
		"conditional camp pursuit",
		BRANCH_SCENARIO_ID,
		BRANCH_SCENARIO_PATH,
		{"pursued_dong_zhuo": true}
	)
	if pursuit_scene != null:
		if pursuit_scene._camp_conversation_by_id("xingyang_forced_march").is_empty():
			failures.append("pursuit flag should expose forced march conversation")
		if pursuit_scene._camp_conversation_by_id("xingyang_hasty_stores").is_empty():
			failures.append("pursuit flag should expose hasty stores conversation")
		if not pursuit_scene._camp_conversation_by_id("xingyang_scout_screen").is_empty():
			failures.append("pursuit flag should not expose regroup scout conversation")
		var hasty_stores: Dictionary = pursuit_scene._camp_conversation_by_id("xingyang_hasty_stores")
		var before_wine := int(pursuit_scene.campaign_state.get_inventory_snapshot().get("wine", 0))
		pursuit_scene._apply_camp_conversation_effects(hasty_stores)
		if int(pursuit_scene.campaign_state.get_inventory_snapshot().get("wine", 0)) != before_wine + 1:
			failures.append("pursuit hasty stores should add Wine to campaign inventory")
		if int(pursuit_scene.state.get_inventory_snapshot().get("wine", 0)) != before_wine + 1:
			failures.append("pursuit hasty stores should refresh battle Wine inventory")
		pursuit_scene.free()

	var regroup_scene = _new_prebattle_scene_for(
		failures,
		"conditional camp regroup",
		BRANCH_SCENARIO_ID,
		BRANCH_SCENARIO_PATH,
		{"regrouped_after_sishui": true}
	)
	if regroup_scene != null:
		if regroup_scene._camp_conversation_by_id("xingyang_scout_screen").is_empty():
			failures.append("regroup flag should expose scout screen conversation")
		if regroup_scene._camp_conversation_by_id("xingyang_sishui_supply_train").is_empty():
			failures.append("regroup flag should expose Sishui supply train conversation")
		if not regroup_scene._camp_conversation_by_id("xingyang_forced_march").is_empty():
			failures.append("regroup flag should not expose pursuit forced march conversation")
		var supply_train: Dictionary = regroup_scene._camp_conversation_by_id("xingyang_sishui_supply_train")
		var before_panacea := int(regroup_scene.campaign_state.get_inventory_snapshot().get("panacea", 0))
		regroup_scene._apply_camp_conversation_effects(supply_train)
		if int(regroup_scene.campaign_state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
			failures.append("regroup Sishui supply train should add Panacea to campaign inventory")
		if int(regroup_scene.state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
			failures.append("regroup Sishui supply train should refresh battle Panacea inventory")
		regroup_scene.free()


func _check_wuchao_branch_camp_conversations(failures: Array[String]) -> void:
	var base_scene = _new_prebattle_scene_for(failures, "Wuchao base camp", WUCHAO_SCENARIO_ID, WUCHAO_SCENARIO_PATH)
	if base_scene != null:
		if base_scene._camp_conversation_by_id("wuchao_night_raid_council").is_empty():
			failures.append("Wuchao should expose the night raid council conversation")
		if base_scene._camp_conversation_by_id("wuchao_guo_jia_empty_bowl").is_empty():
			failures.append("Wuchao should expose Guo Jia's officer conversation")
		if not base_scene._camp_conversation_by_id("wuchao_fast_raid_supplies").is_empty():
			failures.append("Wuchao fast raid supplies should be hidden without the prepared raid flag")
		if not base_scene._camp_conversation_by_id("wuchao_guandu_reserve_wagon").is_empty():
			failures.append("Wuchao reserve wagon should be hidden without the strengthened defense flag")
		var merchant: Dictionary = base_scene.state.get_shop_merchant()
		if str(merchant.get("name", "")) != "Wuchao Night Trader":
			failures.append("Wuchao shop merchant name should be present")
		var merchant_lines: Array = merchant.get("lines", [])
		if merchant_lines.size() < 2:
			failures.append("Wuchao shop merchant should expose flavor lines")
		if base_scene._format_talk_status_text(base_scene._camp_conversation_entries()) != "Camp conversations | 2 topics":
			failures.append("Wuchao base talk status should summarize two non-supply topics")
		base_scene.free()

	var raid_scene = _new_prebattle_scene_for(
		failures,
		"Wuchao prepared raid camp",
		WUCHAO_SCENARIO_ID,
		WUCHAO_SCENARIO_PATH,
		{"prepared_wuchao_raid": true}
	)
	if raid_scene != null:
		var fast_supplies: Dictionary = raid_scene._camp_conversation_by_id("wuchao_fast_raid_supplies")
		if fast_supplies.is_empty():
			failures.append("prepared raid flag should expose Wuchao fast supplies")
		if not raid_scene._camp_conversation_by_id("wuchao_guandu_reserve_wagon").is_empty():
			failures.append("prepared raid flag should not expose Wuchao reserve wagon")
		if not fast_supplies.is_empty():
			if raid_scene._format_talk_status_text(raid_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
				failures.append("Wuchao prepared raid talk status should show one ready supply")
			if not raid_scene._format_camp_conversation_button_text(fast_supplies).contains("Supply Bean"):
				failures.append("Wuchao fast supplies button should show Bean supply")
			var before_bean := int(raid_scene.campaign_state.get_inventory_snapshot().get("bean", 0))
			raid_scene._apply_camp_conversation_effects(fast_supplies)
			if int(raid_scene.campaign_state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
				failures.append("Wuchao fast supplies should add Bean to campaign inventory")
			if int(raid_scene.state.get_inventory_snapshot().get("bean", 0)) != before_bean + 1:
				failures.append("Wuchao fast supplies should refresh battle Bean inventory")
			if not raid_scene.campaign_state.has_claimed_camp_conversation_effects(WUCHAO_SCENARIO_ID, "wuchao_fast_raid_supplies"):
				failures.append("Wuchao fast supplies claim should be saved")
			if raid_scene._format_talk_status_text(raid_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 claimed":
				failures.append("Wuchao prepared raid talk status should show claimed supply after claim")
		raid_scene.free()

	var defense_scene = _new_prebattle_scene_for(
		failures,
		"Wuchao strengthened defense camp",
		WUCHAO_SCENARIO_ID,
		WUCHAO_SCENARIO_PATH,
		{"strengthened_guandu_defense": true}
	)
	if defense_scene != null:
		var reserve_wagon: Dictionary = defense_scene._camp_conversation_by_id("wuchao_guandu_reserve_wagon")
		if reserve_wagon.is_empty():
			failures.append("strengthened defense flag should expose Wuchao reserve wagon")
		if not defense_scene._camp_conversation_by_id("wuchao_fast_raid_supplies").is_empty():
			failures.append("strengthened defense flag should not expose Wuchao fast supplies")
		if not reserve_wagon.is_empty():
			if defense_scene._format_talk_status_text(defense_scene._camp_conversation_entries()) != "Camp conversations | 3 topics | 1 supplies ready":
				failures.append("Wuchao strengthened defense talk status should show one ready supply")
			if not defense_scene._format_camp_conversation_button_text(reserve_wagon).contains("Supply Panacea"):
				failures.append("Wuchao reserve wagon button should show Panacea supply")
			var before_panacea := int(defense_scene.campaign_state.get_inventory_snapshot().get("panacea", 0))
			defense_scene._apply_camp_conversation_effects(reserve_wagon)
			if int(defense_scene.campaign_state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
				failures.append("Wuchao reserve wagon should add Panacea to campaign inventory")
			if int(defense_scene.state.get_inventory_snapshot().get("panacea", 0)) != before_panacea + 1:
				failures.append("Wuchao reserve wagon should refresh battle Panacea inventory")
			if not defense_scene.campaign_state.has_claimed_camp_conversation_effects(WUCHAO_SCENARIO_ID, "wuchao_guandu_reserve_wagon"):
				failures.append("Wuchao reserve wagon claim should be saved")
		defense_scene.free()


func _new_prebattle_scene(failures: Array[String], label: String):
	return _new_prebattle_scene_for(failures, label, SCENARIO_ID, SCENARIO_PATH)


func _new_prebattle_scene_for(failures: Array[String], label: String, scenario_id: String, scenario_path: String, flag_overrides := {}):
	var scene = BattleSceneScript.new()
	if not scene.campaign_state.load_campaign(CAMPAIGN_PATH):
		failures.append("%s could not load campaign data" % label)
		scene.free()
		return null
	scene.campaign_state.start_new(scenario_id)
	if typeof(flag_overrides) == TYPE_DICTIONARY:
		for flag_name in flag_overrides.keys():
			scene.campaign_state.flags[str(flag_name)] = flag_overrides[flag_name]
	scene.active_scenario_id = scenario_id
	if not scene.state.load_battle(
		scenario_path,
		scene.campaign_state.get_roster_overrides(),
		scene.campaign_state.get_inventory_snapshot(),
		scene.campaign_state.get_flags_snapshot(),
		scene.campaign_state.get_joined_officers_snapshot()
	):
		failures.append("%s could not load scenario" % label)
		scene.free()
		return null
	return scene


func _check_cache_conversation(failures: Array[String], conversation: Dictionary) -> bool:
	if conversation.is_empty():
		failures.append("could not find cache camp conversation")
		return false
	var effects: Array = conversation.get("effects", [])
	if effects.is_empty():
		failures.append("cache camp conversation should expose effects")
		return false
	var effect: Dictionary = effects[0]
	if str(effect.get("type", "")) != "grant_item":
		failures.append("cache camp conversation effect should be grant_item")
	if str(effect.get("item_id", "")) != "bean":
		failures.append("cache camp conversation should grant Bean")
	if int(effect.get("count", 0)) != 1:
		failures.append("cache camp conversation should grant one Bean")
	return true


func _backup_user_file(path: String) -> Dictionary:
	var exists := FileAccess.file_exists(path)
	return {
		"exists": exists,
		"content": FileAccess.get_file_as_string(path) if exists else ""
	}


func _restore_user_file(path: String, backup: Dictionary) -> bool:
	if bool(backup.get("exists", false)):
		var file := FileAccess.open(path, FileAccess.WRITE)
		if file == null:
			return false
		file.store_string(str(backup.get("content", "")))
		return true
	if FileAccess.file_exists(path):
		return DirAccess.remove_absolute(ProjectSettings.globalize_path(path)) == OK
	return true
