/*
Minetest
Copyright (C) 2014-2018 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
Copyright (C) 2015-2018 paramat

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/

#include "mg_decoration.h"
#include "mg_schematic.h"
#include "mapgen.h"
#include "noise.h"
#include "map.h"
#include "log.h"
#include "util/numeric.h"
#include <algorithm>
#include <vector>


FlagDesc flagdesc_deco[] = {
	{"place_center_x",  DECO_PLACE_CENTER_X},
	{"place_center_y",  DECO_PLACE_CENTER_Y},
	{"place_center_z",  DECO_PLACE_CENTER_Z},
	{"force_placement", DECO_FORCE_PLACEMENT},
	{"liquid_surface",  DECO_LIQUID_SURFACE},
	{"all_floors",      DECO_ALL_FLOORS},
	{"all_ceilings",    DECO_ALL_CEILINGS},
	{NULL,              0}
};


///////////////////////////////////////////////////////////////////////////////


DecorationManager::DecorationManager(IGameDef *gamedef) :
	ObjDefManager(gamedef, OBJDEF_DECORATION)
{
}


size_t DecorationManager::placeAllDecos(Mapgen *mg, u32 blockseed,
	v3s16 nmin, v3s16 nmax)
{
	size_t nplaced = 0;

	for (size_t i = 0; i != m_objects.size(); i++) {
		Decoration *deco = (Decoration *)m_objects[i];
		if (!deco)
			continue;

		nplaced += deco->placeDeco(mg, blockseed, nmin, nmax);
		blockseed++;
	}

	return nplaced;
}


///////////////////////////////////////////////////////////////////////////////


void Decoration::resolveNodeNames()
{
	getIdsFromNrBacklog(&c_place_on);
	getIdsFromNrBacklog(&c_spawnby);
}


bool Decoration::canPlaceDecoration(MMVManip *vm, v3s16 p)
{
	// Check if the decoration can be placed on this node
	u32 vi = vm->m_area.index(p);
	if (!CONTAINS(c_place_on, vm->m_data[vi].getContent()))
		return false;

	// Don't continue if there are no spawnby constraints
	if (nspawnby == -1)
		return true;

	int nneighs = 0;
	static const v3s16 dirs[16] = {
		v3s16( 0, 0,  1),
		v3s16( 0, 0, -1),
		v3s16( 1, 0,  0),
		v3s16(-1, 0,  0),
		v3s16( 1, 0,  1),
		v3s16(-1, 0,  1),
		v3s16(-1, 0, -1),
		v3s16( 1, 0, -1),

		v3s16( 0, 1,  1),
		v3s16( 0, 1, -1),
		v3s16( 1, 1,  0),
		v3s16(-1, 1,  0),
		v3s16( 1, 1,  1),
		v3s16(-1, 1,  1),
		v3s16(-1, 1, -1),
		v3s16( 1, 1, -1)
	};

	// Check these 16 neighbouring nodes for enough spawnby nodes
	for (size_t i = 0; i != ARRLEN(dirs); i++) {
		u32 index = vm->m_area.index(p + dirs[i]);
		if (!vm->m_area.contains(index))
			continue;

		if (CONTAINS(c_spawnby, vm->m_data[index].getContent()))
			nneighs++;
	}

	if (nneighs < nspawnby)
		return false;

	return true;
}


size_t Decoration::placeDeco(Mapgen *mg, u32 blockseed, v3s16 nmin, v3s16 nmax)
{
	PcgRandom ps(blockseed + 53);
	int carea_size = nmax.X - nmin.X + 1;

	// Divide area into parts
	// If chunksize is changed it may no longer be divisable by sidelen
	if (carea_size % sidelen)
		sidelen = carea_size;

	s16 divlen = carea_size / sidelen;
	int area = sidelen * sidelen;

	for (s16 z0 = 0; z0 < divlen; z0++)
	for (s16 x0 = 0; x0 < divlen; x0++) {
		v2s16 p2d_center( // Center position of part of division
			nmin.X + sidelen / 2 + sidelen * x0,
			nmin.Z + sidelen / 2 + sidelen * z0
		);
		v2s16 p2d_min( // Minimum edge of part of division
			nmin.X + sidelen * x0,
			nmin.Z + sidelen * z0
		);
		v2s16 p2d_max( // Maximum edge of part of division
			nmin.X + sidelen + sidelen * x0 - 1,
			nmin.Z + sidelen + sidelen * z0 - 1
		);

		bool cover = false;
		// Amount of decorations
		float nval = (flags & DECO_USE_NOISE) ?
			NoisePerlin2D(&np, p2d_center.X, p2d_center.Y, mapseed) :
			fill_ratio;
		u32 deco_count = 0;

		if (nval >= 10.0f) {
			// Complete coverage. Disable random placement to avoid
			// redundant multiple placements at one position.
			cover = true;
			deco_count = area;
		} else {
			float deco_count_f = (float)area * nval;
			if (deco_count_f >= 1.0f) {
				deco_count = deco_count_f;
			} else if (deco_count_f > 0.0f) {
				// For very low density calculate a chance for 1 decoration
				if (ps.range(1000) <= deco_count_f * 1000.0f)
					deco_count = 1;
			}
		}

		s16 x = p2d_min.X - 1;
		s16 z = p2d_min.Y;

		for (u32 i = 0; i < deco_count; i++) {
			if (!cover) {
				x = ps.range(p2d_min.X, p2d_max.X);
				z = ps.range(p2d_min.Y, p2d_max.Y);
			} else {
				x++;
				if (x == p2d_max.X + 1) {
					z++;
					x = p2d_min.X;
				}
			}
			int mapindex = carea_size * (z - nmin.Z) + (x - nmin.X);

			if ((flags & DECO_ALL_FLOORS) ||
					(flags & DECO_ALL_CEILINGS)) {
				// All-surfaces decorations
				// Check biome of column
				if (mg->biomemap && !biomes.empty()) {
					std::unordered_set<u8>::const_iterator iter =
						biomes.find(mg->biomemap[mapindex]);
					if (iter == biomes.end())
						continue;
				}

				// Get all floors and ceilings in node column
				u16 size = (nmax.Y - nmin.Y + 1) / 2;
				std::vector<s16> floors;
				std::vector<s16> ceilings;
				floors.reserve(size);
				ceilings.reserve(size);

				mg->getSurfaces(v2s16(x, z), nmin.Y, nmax.Y, floors, ceilings);

				if (flags & DECO_ALL_FLOORS) {
					// Floor decorations
					for (const s16 y : floors) {
						if (y < y_min || y > y_max)
							continue;

						v3s16 pos(x, y, z);
						if (generate(mg->vm, &ps, pos, false))
							mg->gennotify.addEvent(
									GENNOTIFY_DECORATION, pos, index);
					}
				}

				if (flags & DECO_ALL_CEILINGS) {
					// Ceiling decorations
					for (const s16 y : ceilings) {
						if (y < y_min || y > y_max)
							continue;

						v3s16 pos(x, y, z);
						if (generate(mg->vm, &ps, pos, true))
							mg->gennotify.addEvent(
									GENNOTIFY_DECORATION, pos, index);
					}
				}
			} else { // Heightmap decorations
				s16 y = -MAX_MAP_GENERATION_LIMIT;
				if (flags & DECO_LIQUID_SURFACE)
					y = mg->findLiquidSurface(v2s16(x, z), nmin.Y, nmax.Y);
				else if (mg->heightmap)
					y = mg->heightmap[mapindex];
				else
					y = mg->findGroundLevel(v2s16(x, z), nmin.Y, nmax.Y);

				if (y < y_min || y > y_max || y < nmin.Y || y > nmax.Y)
					continue;

				if (mg->biomemap && !biomes.empty()) {
					std::unordered_set<u8>::const_iterator iter =
						biomes.find(mg->biomemap[mapindex]);
					if (iter == biomes.end())
						continue;
				}

				v3s16 pos(x, y, z);
				if (generate(mg->vm, &ps, pos, false))
					mg->gennotify.addEvent(GENNOTIFY_DECORATION, pos, index);
			}
		}
	}

	return 0;
}


///////////////////////////////////////////////////////////////////////////////


void DecoSimple::resolveNodeNames()
{
	Decoration::resolveNodeNames();
	getIdsFromNrBacklog(&c_decos);
}


size_t DecoSimple::generate(MMVManip *vm, PcgRandom *pr, v3s16 p, bool ceiling)
{
	// Don't bother if there aren't any decorations to place
	if (c_decos.empty())
		return 0;

	if (!canPlaceDecoration(vm, p))
		return 0;

	// Check for placement outside the voxelmanip volume
	if (ceiling) {
		// Ceiling decorations
		// 'place offset y' is inverted
		if (p.Y - place_offset_y - std::max(deco_height, deco_height_max) <
				vm->m_area.MinEdge.Y)
			return 0;

		if (p.Y - 1 - place_offset_y > vm->m_area.MaxEdge.Y)
			return 0;

	} else { // Heightmap and floor decorations
		if (p.Y + place_offset_y + std::max(deco_height, deco_height_max) >
				vm->m_area.MaxEdge.Y)
			return 0;

		if (p.Y + 1 + place_offset_y < vm->m_area.MinEdge.Y)
			return 0;
	}

	content_t c_place = c_decos[pr->range(0, c_decos.size() - 1)];
	s16 height = (deco_height_max > 0) ?
		pr->range(deco_height, deco_height_max) : deco_height;
	u8 param2 = (deco_param2_max > 0) ?
		pr->range(deco_param2, deco_param2_max) : deco_param2;
	bool force_placement = (flags & DECO_FORCE_PLACEMENT);

	const v3s16 &em = vm->m_area.getExtent();
	u32 vi = vm->m_area.index(p);

	if (ceiling) {
		// Ceiling decorations
		// 'place offset y' is inverted
		VoxelArea::add_y(em, vi, -place_offset_y);

		for (int i = 0; i < height; i++) {
			VoxelArea::add_y(em, vi, -1);
			content_t c = vm->m_data[vi].getContent();
			if (c != CONTENT_AIR && c != CONTENT_IGNORE && !force_placement)
				break;

			vm->m_data[vi] = MapNode(c_place, 0, param2);
		}
	} else { // Heightmap and floor decorations
		VoxelArea::add_y(em, vi, place_offset_y);

		for (int i = 0; i < height; i++) {
			VoxelArea::add_y(em, vi, 1);
			content_t c = vm->m_data[vi].getContent();
			if (c != CONTENT_AIR && c != CONTENT_IGNORE && !force_placement)
				break;

			vm->m_data[vi] = MapNode(c_place, 0, param2);
		}
	}

	return 1;
}


///////////////////////////////////////////////////////////////////////////////


size_t DecoSchematic::generate(MMVManip *vm, PcgRandom *pr, v3s16 p, bool ceiling)
{
	// Schematic could have been unloaded but not the decoration
	// In this case generate() does nothing (but doesn't *fail*)
	if (schematic == NULL)
		return 0;

	if (!canPlaceDecoration(vm, p))
		return 0;

	if (flags & DECO_PLACE_CENTER_Y) {
		p.Y -= (schematic->size.Y - 1) / 2;
	} else {
		// Only apply 'place offset y' if not 'deco place center y'
		if (ceiling)
			// Shift down so that schematic top layer is level with ceiling
			// 'place offset y' is inverted
			p.Y -= (place_offset_y + schematic->size.Y - 1);
		else
			p.Y += place_offset_y;
	}

	// Check schematic top and base are in voxelmanip
	if (p.Y + schematic->size.Y - 1 > vm->m_area.MaxEdge.Y)
		return 0;

	if (p.Y < vm->m_area.MinEdge.Y)
		return 0;

	Rotation rot = (rotation == ROTATE_RAND) ?
		(Rotation)pr->range(ROTATE_0, ROTATE_270) : rotation;

	if (flags & DECO_PLACE_CENTER_X) {
		if (rot == ROTATE_0 || rot == ROTATE_180)
			p.X -= (schematic->size.X - 1) / 2;
		else
			p.Z -= (schematic->size.X - 1) / 2;
	}
	if (flags & DECO_PLACE_CENTER_Z) {
		if (rot == ROTATE_0 || rot == ROTATE_180)
			p.Z -= (schematic->size.Z - 1) / 2;
		else
			p.X -= (schematic->size.Z - 1) / 2;
	}

	bool force_placement = (flags & DECO_FORCE_PLACEMENT);

	schematic->blitToVManip(vm, p, rot, force_placement);

	return 1;
}
