--[[ Copyright (c) 2009 Peter "Corsix" Cawley

Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
of the Software, and to permit persons to whom the Software is furnished to do
so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE. --]]

local object = {}
object.id = "reception_desk"
object.thob = 11
object.class = "ReceptionDesk"
object.name = _S.object.reception_desk
object.tooltip = _S.tooltip.objects.reception_desk
object.ticks = true
object.corridor_object = 1
object.build_preview_animation = 5060
object.idle_animations = {
  north = 2062,
  east = 2064,
}
object.orientations = {
  north = {
    footprint = { {0, 0}, {0, -1, only_passable = true},
                  {0, 1, only_passable = true}, {1, 0, need_north_side = true, need_south_side = true},
                  {-1, 0, need_north_side = true, need_south_side = true}
                },
    use_position = {0, -1},
    use_position_secondary = {0, 1},
  },
  east = {
    footprint = { {0, 0}, {0, -1, need_west_side = true, need_east_side = true},
                  {0, 1, need_west_side = true, need_east_side = true}, {1, 0, only_passable = true},
                  {-1, 0, only_passable = true}
                },
    use_position = {1, 0},
    use_position_secondary = {-1, 0},
  },
  south = {
    footprint = { {0, 0}, {0, -1, only_passable = true}, {0, 1, only_passable = true},
                  {1, 0, need_north_side = true, need_south_side = true},
                  {-1, 0, need_north_side = true, need_south_side = true}
                },
    use_position = {0, 1},
    use_position_secondary = {0, -1},
  },
  west = {
    footprint = { {0, 0}, {0, -1, need_west_side = true, need_east_side = true},
                   {0, 1, need_west_side = true, need_east_side = true},
                  {1, 0, only_passable = true}, {-1, 0, only_passable = true}
                },
    use_position = {-1, 0},
    use_position_secondary = {1, 0},
  },
}

corsixth.require("queue")

class "ReceptionDesk" (Object)

---@type ReceptionDesk
local ReceptionDesk = _G["ReceptionDesk"]

function ReceptionDesk:ReceptionDesk(...)
  self:Object(...)
  self.queue = Queue()
  self.queue:setBenchThreshold(3) -- Keep 3 people standing in the queue even if there are benches
  self.queue:setMaxQueue(20) -- larger queues for reception desk
  self.hover_cursor = TheApp.gfx:loadMainCursor("queue")
  self.queue_advance_timer = 0
end

function ReceptionDesk:onClick(ui, button)
  if button == "left" then
    local queue_window = UIQueue(ui, self.queue)
    ui:addWindow(queue_window)
  else
    return Object.onClick(self, ui, button)
  end
end

function ReceptionDesk:tick()
  --! Handle a patient at the reception desk.
  --!param patient The patient at the front of queue.
  --!param is_new (boolean) Have they just entered the hospital?
  --!return action taken by patient
  local function handlePatient(patient, is_new)
    if not is_new then
      -- Patient redirected to reception, send them on their way
      local id = patient.next_room_to_visit.room_info.id
      return patient:queueAction(SeekRoomAction(id))
    end

    --else: a new patient has arrived in the hospital
    if patient:agreesToPay("diag_gp") then
      return patient:queueAction(SeekRoomAction("gp"))
    end
    --Patient goes home, too costly
    return patient:goHome("over_priced", "diag_gp")
  end

  -- Sends the VIP on their way.
  local function handleVIP(vip)
    vip:queueAction(IdleAction())
    vip.waiting = 1
  end

  -- Let the Inspector conclude the epidemic, then send them on their way.
  local function handleInspector(inspector)
    if inspector.going_home then return end
    local epidemic = self.hospital.epidemic
    if epidemic then
      -- The result of the epidemic may already be decided
      -- i.e if an infected patient has left the hospital
      if not epidemic.result_determined then
        epidemic:finishCoverUp()
      end
      epidemic:applyOutcome()
      inspector:goHome()
    end
  end

  --! Advance the front humanoid of the queue.
  --!param humanoid (entity) NPC to be checked/advanced
  --!return (boolean) true if ready to be dealt with, else false.
  local function advanceQueue(humanoid)
    if humanoid:getCurrentAction().name == "idle" then
      self.queue_advance_timer = self.queue_advance_timer + 1
    end
    return self.queue_advance_timer >= 4 + Date.hoursPerDay() * (1.0 - self.receptionist.profile.skill)
  end

  -- Start of the ReceptionDesk:tick function.
  local front_humanoid = self.queue:front()
  local reset_timer = true
  if self.receptionist and front_humanoid then
    if not advanceQueue(front_humanoid) then
      -- Not ready to deal with humanoid, continue waiting
      reset_timer = false
    elseif class.is(front_humanoid, Patient) then
      handlePatient(front_humanoid, not front_humanoid.next_room_to_visit)
    elseif class.is(front_humanoid, Inspector) then
      handleInspector(front_humanoid)
    elseif class.is(front_humanoid, Vip) then
      handleVIP(front_humanoid)
    else
      error("Unexpected humanoid " .. class.type(front_humanoid) .. " at reception desk.")
    end
    if reset_timer then
      -- Humanoid dealt with, call the next one
      self.queue:pop()
      self.queue.visitor_count = self.queue.visitor_count + 1
      front_humanoid.has_passed_reception = true
    end
  end
  if reset_timer then
    self.queue_advance_timer = 0
  end
  return Object.tick(self)
end

--! Reception desk looks for a receptionist.
--!return (boolean) Desk has a receptionist attached to it (may still be on her way to the desk).
function ReceptionDesk:checkForNearbyStaff()
  if self.receptionist or self.reserved_for then
    -- Already got staff, or a staff member is on the way
    return true
  end

  local nearest_staff, nearest_d
  local use_x, use_y = self:getSecondaryUsageTile()
  for _, entity in ipairs(self.world.entities) do
    if entity.humanoid_class == "Receptionist" and not entity.associated_desk and not entity.fired then
      local distance = self.world.pathfinder:findDistance(entity.tile_x, entity.tile_y, use_x, use_y)
      if not nearest_d or distance < nearest_d then
        nearest_staff = entity
        nearest_d = distance
      end
    end
  end
  if not nearest_staff then
    return false
  end

  self:occupy(nearest_staff)
  return true
end

-- how many tiles further are we willing to walk for 1 person fewer in the queue
local tile_factor = 10
function ReceptionDesk:getUsageScore()
  local score = self.queue:patientSize() * tile_factor
  -- Add constant penalty if queue is full
  if self.queue:isFull() then
    score = score + 1000
  end
  return score
end

function ReceptionDesk:setTile(x, y)
  Object.setTile(self, x, y)
  if x and y then
    self:checkForNearbyStaff()
  end
  return self
end

function ReceptionDesk:onDestroy()
  self.being_destroyed = true -- temporary flag for receptionist (re-)routing logic
  local receptionist = self.receptionist or self.reserved_for
  if receptionist then
    receptionist:handleRemovedObject(self)
    self.receptionist = nil
    self.reserved_for = nil

    -- Find a new reception desk for the receptionist
    self.world:findObjectNear(receptionist, "reception_desk", nil,
        function(x, y)
          local obj = self.world:getObject(x, y, "reception_desk")
          -- Make sure we are not selecting the same desk again
          if obj and obj ~= self then
            return obj:occupy(receptionist)
          end
        end)
  end
  self.queue:rerouteAllPatients(nil)

  self.being_destroyed = nil
  return Object.onDestroy(self)
end

--[[ Create orders for the specified receptionist to walk to and then staff the reception desk,
if not already staffed or someone is on the way
!param receptionist (Staff) the receptionist to occupy this desk
!return true if the receptionist was ordered to the desk
]]
function ReceptionDesk:occupy(receptionist)
  if not self.receptionist and not self.reserved_for then
    self.reserved_for = receptionist
    receptionist.associated_desk = self

    local use_x, use_y = self:getSecondaryUsageTile()
    receptionist:setNextAction(WalkAction(use_x, use_y):setMustHappen(true))
    receptionist:queueAction(StaffReceptionAction(self))
    return true
  end
end

return object
