/* eslint-disable react-hooks/exhaustive-deps */
import React, { useCallback, useEffect, useMemo, useState } from 'react'
import { getCookie } from 'cookies-next'
import { useSnapshot } from 'valtio'

import { AxiosResponse } from 'axios'
import debounce from 'lodash.debounce'

import Alert from '~components/Alert'
import JobSection from '~components/JobSection'
import CharacterUnit from '~components/CharacterUnit'
import CharacterConflictModal from '~components/CharacterConflictModal'

import type { JobSkillObject, SearchableObject } from '~types'

import api from '~utils/api'
import { appState } from '~utils/appState'

import './index.scss'

// Props
interface Props {
  new: boolean
  characters?: GridCharacter[]
  createParty: () => Promise<AxiosResponse<any, any>>
  pushHistory?: (path: string) => void
}

const CharacterGrid = (props: Props) => {
  // Constants
  const numCharacters: number = 5

  // Cookies
  const cookie = getCookie('account')
  const accountData: AccountCookie = cookie
    ? JSON.parse(cookie as string)
    : null

  // Set up state for view management
  const { party, grid } = useSnapshot(appState)
  const [slug, setSlug] = useState()
  const [modalOpen, setModalOpen] = useState(false)

  // Set up state for conflict management
  const [incoming, setIncoming] = useState<Character>()
  const [conflicts, setConflicts] = useState<GridCharacter[]>([])
  const [position, setPosition] = useState(0)

  // Set up state for data
  const [job, setJob] = useState<Job | undefined>()
  const [jobSkills, setJobSkills] = useState<JobSkillObject>({
    0: undefined,
    1: undefined,
    2: undefined,
    3: undefined,
  })
  const [errorMessage, setErrorMessage] = useState('')

  // Create a temporary state to store previous character uncap values
  const [previousUncapValues, setPreviousUncapValues] = useState<{
    [key: number]: number | undefined
  }>({})

  // Set the editable flag only on first load
  useEffect(() => {
    // If user is logged in and matches
    if (
      (accountData && party.user && accountData.userId === party.user.id) ||
      props.new
    )
      appState.party.editable = true
    else appState.party.editable = false
  }, [props.new, accountData, party])

  useEffect(() => {
    setJob(appState.party.job)
    setJobSkills(appState.party.jobSkills)
  }, [appState])

  // Initialize an array of current uncap values for each characters
  useEffect(() => {
    let initialPreviousUncapValues: { [key: number]: number } = {}
    Object.values(appState.grid.characters).map((o) => {
      o ? (initialPreviousUncapValues[o.position] = o.uncap_level) : 0
    })
    setPreviousUncapValues(initialPreviousUncapValues)
  }, [appState.grid.characters])

  // Methods: Adding an object from search
  function receiveCharacterFromSearch(
    object: SearchableObject,
    position: number
  ) {
    const character = object as Character

    if (!party.id) {
      props.createParty().then((response) => {
        const party = response.data.party
        appState.party.id = party.id
        setSlug(party.shortcode)

        if (props.pushHistory) props.pushHistory(`/p/${party.shortcode}`)
        saveCharacter(party.id, character, position)
          .then((response) => storeGridCharacter(response.data))
          .catch((error) => console.error(error))
      })
    } else {
      if (party.editable)
        saveCharacter(party.id, character, position)
          .then((response) => handleCharacterResponse(response.data))
          .catch((error) => console.error(error))
    }
  }

  async function handleCharacterResponse(data: any) {
    if (data.hasOwnProperty('conflicts')) {
      setIncoming(data.incoming)
      setConflicts(data.conflicts)
      setPosition(data.position)
      setModalOpen(true)
    } else {
      storeGridCharacter(data)
    }
  }

  async function saveCharacter(
    partyId: string,
    character: Character,
    position: number
  ) {
    return await api.endpoints.characters.create({
      character: {
        party_id: partyId,
        character_id: character.id,
        position: position,
        uncap_level: characterUncapLevel(character),
      },
    })
  }

  function storeGridCharacter(gridCharacter: GridCharacter) {
    appState.grid.characters[gridCharacter.position] = gridCharacter
  }

  async function resolveConflict() {
    if (incoming && conflicts.length > 0) {
      await api
        .resolveConflict({
          object: 'characters',
          incoming: incoming.id,
          conflicting: conflicts.map((c) => c.id),
          position: position,
        })
        .then((response) => {
          // Store new character in state
          storeGridCharacter(response.data)

          // Remove conflicting characters from state
          conflicts.forEach(
            (c) => (appState.grid.characters[c.position] = undefined)
          )

          // Reset conflict
          resetConflict()

          // Close modal
          setModalOpen(false)
        })
    }
  }

  function resetConflict() {
    setPosition(-1)
    setConflicts([])
    setIncoming(undefined)
  }

  // Methods: Saving job and job skills
  const saveJob = async function (job?: Job) {
    const payload = {
      party: {
        job_id: job ? job.id : -1,
      },
    }

    if (party.id && appState.party.editable) {
      const response = await api.updateJob({
        partyId: party.id,
        params: payload,
      })

      const newParty = response.data

      setJob(newParty.job)
      appState.party.job = newParty.job

      setJobSkills(newParty.job_skills)
      appState.party.jobSkills = newParty.job_skills
    }
  }

  const saveJobSkill = function (skill: JobSkill, position: number) {
    if (party.id && appState.party.editable) {
      const positionedKey = `skill${position}_id`

      let skillObject: {
        [key: string]: string | undefined
        skill0_id?: string
        skill1_id?: string
        skill2_id?: string
        skill3_id?: string
      } = {}

      const payload = {
        party: skillObject,
      }

      skillObject[positionedKey] = skill.id
      api
        .updateJobSkills({ partyId: party.id, params: payload })
        .then((response) => {
          // Update the current skills
          const newSkills = response.data.job_skills
          setJobSkills(newSkills)
          appState.party.jobSkills = newSkills
        })
        .catch((error) => {
          const data = error.response.data
          if (data.code == 'too_many_skills_of_type') {
            const message = `You can only add up to 2 ${
              data.skill_type === 'emp'
                ? data.skill_type.toUpperCase()
                : data.skill_type
            } skills to your party at once.`
            setErrorMessage(message)
          }
        })
    }
  }

  // Methods: Helpers
  function characterUncapLevel(character: Character) {
    let uncapLevel

    if (character.special) {
      uncapLevel = 3
      if (character.uncap.ulb) uncapLevel = 5
      else if (character.uncap.flb) uncapLevel = 4
    } else {
      uncapLevel = 4
      if (character.uncap.ulb) uncapLevel = 6
      else if (character.uncap.flb) uncapLevel = 5
    }

    return uncapLevel
  }

  // Methods: Updating uncap level
  // Note: Saves, but debouncing is not working properly
  async function saveUncap(id: string, position: number, uncapLevel: number) {
    storePreviousUncapValue(position)

    try {
      if (uncapLevel != previousUncapValues[position])
        await api.updateUncap('character', id, uncapLevel).then((response) => {
          storeGridCharacter(response.data)
        })
    } catch (error) {
      console.error(error)

      // Revert optimistic UI
      updateUncapLevel(position, previousUncapValues[position])

      // Remove optimistic key
      let newPreviousValues = { ...previousUncapValues }
      delete newPreviousValues[position]
      setPreviousUncapValues(newPreviousValues)
    }
  }

  function initiateUncapUpdate(
    id: string,
    position: number,
    uncapLevel: number
  ) {
    memoizeAction(id, position, uncapLevel)

    // Optimistically update UI
    updateUncapLevel(position, uncapLevel)
  }

  const memoizeAction = useCallback(
    (id: string, position: number, uncapLevel: number) => {
      debouncedAction(id, position, uncapLevel)
    },
    [props, previousUncapValues]
  )

  const debouncedAction = useMemo(
    () =>
      debounce((id, position, number) => {
        saveUncap(id, position, number)
      }, 500),
    [props, saveUncap]
  )

  const updateUncapLevel = (
    position: number,
    uncapLevel: number | undefined
  ) => {
    const character = appState.grid.characters[position]
    if (character && uncapLevel) {
      character.uncap_level = uncapLevel
      appState.grid.characters[position] = character
    }
  }

  function storePreviousUncapValue(position: number) {
    // Save the current value in case of an unexpected result
    let newPreviousValues = { ...previousUncapValues }

    if (grid.characters[position]) {
      newPreviousValues[position] = grid.characters[position]?.uncap_level
      setPreviousUncapValues(newPreviousValues)
    }
  }

  function cancelAlert() {
    setErrorMessage('')
  }

  // Render: JSX components
  return (
    <div>
      <Alert
        open={errorMessage.length > 0}
        message={errorMessage}
        cancelAction={cancelAlert}
        cancelActionText={'Got it'}
      />
      <div id="CharacterGrid">
        <JobSection
          job={job}
          jobSkills={jobSkills}
          editable={party.editable}
          saveJob={saveJob}
          saveSkill={saveJobSkill}
        />
        <CharacterConflictModal
          open={modalOpen}
          incomingCharacter={incoming}
          conflictingCharacters={conflicts}
          desiredPosition={position}
          resolveConflict={resolveConflict}
          resetConflict={resetConflict}
        />
        <ul id="grid_characters">
          {Array.from(Array(numCharacters)).map((x, i) => {
            return (
              <li key={`grid_unit_${i}`}>
                <CharacterUnit
                  gridCharacter={grid.characters[i]}
                  editable={party.editable}
                  position={i}
                  updateObject={receiveCharacterFromSearch}
                  updateUncap={initiateUncapUpdate}
                />
              </li>
            )
          })}
        </ul>
      </div>
    </div>
  )
}

export default CharacterGrid
