#include <simple-go/simple-go.h>

go_board* create_board(go_coordinate size)
{
	go_board* board = malloc_die(sizeof(*board));
	board->field_array = malloc_die(size*size*sizeof(*board->field_array));
	for(go_coordinate i = 0; i < size*size; i++)
	{
		board->field_array[i] = EMPTY;
	}
	board->size = size;

	return board;
}

void delete_board(go_board* board)
{
	free(board->field_array);
	free(board);
}

game_state* create_game(go_coordinate size, float komi)
{
	game_state* game = malloc_die(sizeof(*game));
	game->board = create_board(size);
	game->black_turn = true;
	game->komi = komi;
	game->white_captured = 0;
	game->black_captured = 0;

	return game;
}

void delete_game(game_state* game)
{
	delete_board(game->board);
	free(game);
}

bool check_bounds(const go_board* board, go_coordinate y, go_coordinate x)
{
	if(y < board->size && x < board->size)
		return true;
	else
		return false;
}

void kill_group(game_state* game, const go_board* overlay)
{
	go_board* board = game->board;
	double* captured = NULL;
	for(go_coordinate y = 0; y < board->size; y++)
	{
		for(go_coordinate x = 0; x < board->size; x++)
		{
			if(get_board_at(overlay, y, x) == GROUP)
			{
				if(!captured)
					captured = get_board_at(board, y, x) == BLACK ? &game->white_captured : &game->black_captured;
				set_board_at(board, y, x, EMPTY);
				(*captured)++;
			}
		}
	}
}

void print_board(const go_board* board)
{
	for(go_coordinate y = 0; y < board->size; y++)
	{
		for(go_coordinate x = 0; x < board->size; x++)
		{
			putchar(get_board_at(board,y,x));
			putchar(' ');
		}
		putchar('\n');
	}
}

char* board_to_string(const go_board* board)
{
	size_t str_size = (board->size*2+6)*(board->size+2)+2;
	char* ret = calloc(str_size+1,1);
	unsigned int index = 0;
	unsigned int board_index = 0;
	ret[index++] = '\n';

	for(unsigned int i = 0; i < board->size+2; i++)
	{
		if(i == 0 || i == board->size+1)
		{
			ret[index++] = ' ';
			ret[index++] = ' ';
			ret[index++] = ' ';

			char current_char = 'A';
			for(unsigned int j = 0; j < board->size; j++)
			{
				ret[index++] = (char)(current_char == 'I' ? current_char++, current_char++ : current_char++);
				ret[index++] = ' ';
			}

			ret[index++] = ' ';
			ret[index++] = ' ';
		} else {
			index += (unsigned int)sprintf(ret+index, "%2u", (unsigned int)(board->size+1-i));
			ret[index++] = ' ';
			for(unsigned int j = 0; j < board->size; j++)
			{
				ret[index++] = board->field_array[board_index++];
				ret[index++] = ' ';
			}
			index += (unsigned int)sprintf(ret+index, "%-2u", (unsigned int)(board->size+1-i));
		}
		ret[index++] = '\n';
	}

	return ret;
}


bool group_attachable(const game_state* game, go_coordinate y, go_coordinate x)
{
	go_board* friendly_group = create_board(game->board->size);
	find_group(game->board, friendly_group, y, x);
	if(count_liberties(game->board, friendly_group) > 1)
	{
		delete_board(friendly_group);
		return true;
	} else {
		delete_board(friendly_group);
		return false;
	}
}

bool group_killable(game_state* game, go_coordinate y, go_coordinate x)
{
	go_board* enemy_group = create_board(game->board->size);
	find_group(game->board, enemy_group, y, x);
	if(count_liberties(game->board, enemy_group) <= 1)
	{
		kill_group(game, enemy_group);
		delete_board(enemy_group);
		return true;
	} else {
		delete_board(enemy_group);
		return false;
	}
}

bool play_at(game_state* game, go_coordinate y, go_coordinate x, go_symbol color)
{
	//check out-of-bounds
	if(!check_bounds(game->board, y, x))
		return false;

	//check if field is empty
	if(get_board_at(game->board, y, x) != EMPTY)
		return false;

	bool can_place = false;

	go_symbol enemy = color == NO_FIELD ? (game->black_turn ? WHITE : BLACK) : (color == BLACK ? WHITE : BLACK);
	go_symbol friendly = color == NO_FIELD ? (game->black_turn ? BLACK : WHITE) : (color == BLACK ? BLACK : WHITE);

	go_symbol up = y == 0 ? NO_FIELD : get_board_at(game->board, y-1, x);
	go_symbol left = x == 0 ? NO_FIELD : get_board_at(game->board, y, x-1);
	go_symbol down = y == game->board->size-1 ? NO_FIELD : get_board_at(game->board, y+1, x);
	go_symbol right = x == game->board->size-1 ? NO_FIELD : get_board_at(game->board, y, x+1);

	//first check for group to kill, then for empty field, and last for group with liberties

	if(up == enemy && group_killable(game, y-1, x))
		can_place = true;
	else if(up == EMPTY)
		can_place = true;
	else if(up == friendly && group_attachable(game, y-1, x))
		can_place = true;

	if(left == enemy && group_killable(game, y, x-1))
		can_place = true;
	else if(left == EMPTY)
		can_place = true;
	else if(left == friendly && group_attachable(game, y, x-1))
		can_place = true;

	if(down == enemy && group_killable(game, y+1, x))
		can_place = true;
	else if(down == EMPTY)
		can_place = true;
	else if(down == friendly && group_attachable(game, y+1, x))
		can_place = true;

	if(right == enemy && group_killable(game, y, x+1))
		can_place = true;
	else if(right == EMPTY)
		can_place = true;
	else if(right == friendly && group_attachable(game, y, x+1))
		can_place = true;

	if(!can_place)
		return false;

	set_board_at(game->board, y, x, friendly);
	game->black_turn = !game->black_turn;
	return true;
}

go_symbol get_board_at(const go_board* board, go_coordinate y, go_coordinate x)
{
	if(check_bounds(board, y, x))
		return board->field_array[y*board->size+x];
	else
		return NO_FIELD;
}

void set_board_at(go_board* board, go_coordinate y, go_coordinate x, go_symbol item)
{
	if(check_bounds(board,y,x))
		board->field_array[y*board->size+x] = item;
}

void find_group(const go_board* board, go_board* overlay, go_coordinate y, go_coordinate x)
{
	assert(board->size == overlay->size);
	if(check_bounds(board, y, x))
	{
		set_board_at(overlay, y, x, GROUP);
		go_symbol field = get_board_at(board,y,x);

		if(get_board_at(board,y-1,x) == field && get_board_at(overlay,y-1,x) == EMPTY)
			find_group(board, overlay, y-1, x);

		if(get_board_at(board,y,x-1) == field && get_board_at(overlay,y,x-1) == EMPTY)
			find_group(board, overlay, y, x-1);

		if(get_board_at(board,y+1,x) == field && get_board_at(overlay,y+1,x) == EMPTY)
			find_group(board, overlay, y+1, x);

		if(get_board_at(board,y,x+1) == field && get_board_at(overlay,y,x+1) == EMPTY)
			find_group(board, overlay, y, x+1);
	}
}

go_symbol group_belongs(const go_board* board, const go_board* overlay)
{
	assert(board->size == overlay->size);

	go_symbol belongs = EMPTY;

	for(go_coordinate y = 0; y < board->size; y++)
	{
		for(go_coordinate x = 0; x < board->size; x++)
		{
			if(get_board_at(overlay, y, x) == GROUP)
			{
				go_symbol up = get_board_at(board,y-1,x);
				go_symbol left = get_board_at(board,y,x-1);
				go_symbol down = get_board_at(board,y+1,x);
				go_symbol right = get_board_at(board,y,x+1);

				if(up == WHITE || up == BLACK)
				{
					belongs = (belongs == EMPTY) ? up : (up != belongs ? NO_FIELD : up);
				}
				if(left == WHITE || left == BLACK)
				{
					belongs = (belongs == EMPTY) ? left : (left != belongs ? NO_FIELD : left);
				}
				if(down == WHITE || down == BLACK)
				{
					belongs = (belongs == EMPTY) ? down : (down != belongs ? NO_FIELD : down);
				}
				if(right == WHITE || right == BLACK)
				{
					belongs = (belongs == EMPTY) ? right : (right != belongs ? NO_FIELD : right);
				}
			}
		}
	}
	return belongs;
}

go_coordinate group_size(go_board* group)
{
	go_coordinate sum = 0;
	for(go_coordinate y = 0; y < group->size; y++)
	{
		for(go_coordinate x = 0; x < group->size; x++)
		{
			if(get_board_at(group, y, x) == GROUP)
				++sum;
		}
	}
	return sum;
}

go_coordinate count_liberties(const go_board* board, const go_board* overlay)
{
	assert(board->size == overlay->size);

	go_board* tmpoverlay = create_board(board->size);
	memcpy(tmpoverlay->field_array, overlay->field_array, board->size*board->size);

	go_coordinate liberties = 0;

	for(go_coordinate y = 0; y < board->size; y++)
	{
		for(go_coordinate x = 0; x < board->size; x++)
		{
			if(get_board_at(overlay, y, x) == GROUP)
			{
				if(get_board_at(board,y-1,x) == EMPTY && get_board_at(tmpoverlay,y-1,x) != COUNTED)
				{
					liberties++;
					set_board_at(tmpoverlay,y-1,x,COUNTED);
				}
				if(get_board_at(board,y,x-1) == EMPTY && get_board_at(tmpoverlay,y,x-1) != COUNTED)
				{
					liberties++;
					set_board_at(tmpoverlay,y,x-1,COUNTED);
				}
				if(get_board_at(board,y+1,x) == EMPTY && get_board_at(tmpoverlay,y+1,x) != COUNTED)
				{
					liberties++;
					set_board_at(tmpoverlay,y+1,x,COUNTED);
				}
				if(get_board_at(board,y,x+1) == EMPTY && get_board_at(tmpoverlay,y,x+1) != COUNTED)
				{
					liberties++;
					set_board_at(tmpoverlay,y,x+1,COUNTED);
				}

			}
		}
	}

	delete_board(tmpoverlay);

	return liberties;
}

void delete_board_wrapper(void* board)
{
	delete_board(board);
}

go_score* score_game(const game_state* game)
{
	go_score* ret = malloc_die(sizeof(*ret));

	if(!new_vector_adv(&ret->white_groups, VECTOR_DEFAULT_SIZE, delete_board_wrapper))
	{
		perror("malloc");
		exit(EXIT_FAILURE);
	}
	if(!new_vector_adv(&ret->black_groups, VECTOR_DEFAULT_SIZE, delete_board_wrapper))
	{
		perror("malloc");
		exit(EXIT_FAILURE);
	}

	ret->white_points = game->white_captured + game->komi;
	ret->black_points = game->black_captured;

	go_board* board = game->board;
	go_board* current;
	go_symbol belongs;

	for(go_coordinate y = 0; y < board->size; y++)
	{
		for(go_coordinate x = 0; x < board->size; x++)
		{
			//if field is empty
			if(get_board_at(board, y, x) == EMPTY)
			{
				//check if field is already counted
				for(go_coordinate i = 0; i < ret->white_groups.length; i++)
				{
					current = vector_at(&ret->white_groups, i);
					if(get_board_at(current, y, x) == GROUP)
						goto next_loop;
				}
				for(go_coordinate i = 0; i < ret->black_groups.length; i++)
				{
					current = vector_at(&ret->black_groups, i);
					if(get_board_at(current, y, x) == GROUP)
						goto next_loop;
				}

				go_board* overlay = create_board(board->size);
				find_group(board, overlay, y, x);

				//check if field belongs to a group
				if((belongs = group_belongs(board, overlay)) == WHITE)
				{
					vector_push(&ret->white_groups, overlay);
					ret->white_points += (double)group_size(overlay);
				} else if(belongs == BLACK) {
					vector_push(&ret->black_groups, overlay);
					ret->black_points += (double)group_size(overlay);
				} else {
					delete_board(overlay);
				}
			next_loop:;
			}
		}
	}

	return ret;
}

void delete_score(go_score* score)
{
	delete_vector(&score->white_groups);
	delete_vector(&score->black_groups);
	free(score);
}


