local UEHelpers = require("UEHelpers")
local socket = require("socket")

local myPlayerControllerCache = CreateInvalidObject() ---@cast myPlayerControllerCache AMotorTownPlayerController
---Get my own PlayerController
---@return AMotorTownPlayerController
function GetMyPlayerController()
  if myPlayerControllerCache:IsValid() then
    return myPlayerControllerCache
  end

  local gameInstance = UEHelpers.GetGameInstance()
  if gameInstance:IsValid() and gameInstance.LocalPlayers and #gameInstance.LocalPlayers > 0 then
    local localPlayer = gameInstance.LocalPlayers[1]
    if localPlayer:IsValid() then
      myPlayerControllerCache = localPlayer.PlayerController
    end
  else
    local playerController = UEHelpers.GetPlayerController()
    if playerController:IsValid() then
      myPlayerControllerCache = playerController
    end
  end
  return myPlayerControllerCache ---@type AMotorTownPlayerController
end

-- Importing functions to the global namespace of this mod just so that we don't have to retype 'UEHelpers.' over and over again.
local GetKismetSystemLibrary = UEHelpers.GetKismetSystemLibrary
local GetKismetMathLibrary = UEHelpers.GetKismetMathLibrary

local IsInitialized = false

local function Init()
  if not GetKismetSystemLibrary():IsValid() then error("KismetSystemLibrary not valid\n") end

  if not GetKismetMathLibrary():IsValid() then error("KismetMathLibrary not valid\n") end

  IsInitialized = true
end

Init()

---Get actor from hit result
---@param HitResult FHitResult
---@return AActor
local function GetActorFromHitResult(HitResult)
  local actorClass = StaticFindObject("/Script/Engine.Actor")
  ---@cast actorClass UClass

  if UnrealVersion:IsBelow(5, 0) then
    return HitResult.Actor:Get()
  elseif UnrealVersion:IsBelow(5, 4) then
    return HitResult.HitObjectHandle.Actor:Get()
  else
    -- In UE 5.5, ReferenceObject can return a component (e.g. StaticMeshComponent)
    -- instead of the actor. Walk up the Outer chain to find the owning actor,
    -- mirroring what the C++ FHitResult::GetActor() does internally.
    local hitObject = HitResult.HitObjectHandle.ReferenceObject:Get()
    if hitObject:IsValid() and not hitObject:IsA(actorClass) then
      hitObject = hitObject:GetOuter()
    end
    return hitObject
  end
end

local selectedActor = CreateInvalidObject()
---@cast selectedActor AActor

---Get selected actor
---@return AActor
function GetSelectedActor()
  if selectedActor:IsValid() then return selectedActor end

  local wasHit, hitResult = GetHitResultFromCenterLineTrace()
  if wasHit then
    selectedActor = GetActorFromHitResult(hitResult)
    LogOutput("INFO", "Selected actor: %s", selectedActor:GetFullName())
  end
  return selectedActor
end

---Get a hit result from the camera center line trace
---@return boolean
---@return FHitResult
function GetHitResultFromCenterLineTrace()
  if not IsInitialized then return false, {} end

  local playerController = GetMyPlayerController()
  local playerPawn = playerController.Pawn
  local cameraManager = playerController.PlayerCameraManager
  local startVector = cameraManager:GetCameraLocation()
  local addValue = GetKismetMathLibrary():Multiply_VectorInt(
    GetKismetMathLibrary():GetForwardVector(cameraManager:GetCameraRotation()), 50000.0)
  local endVector = GetKismetMathLibrary():Add_VectorVector(startVector, addValue)
  local traceColor = {
    ["R"] = 0,
    ["G"] = 0,
    ["B"] = 0,
    ["A"] = 0,
  }
  local traceHitColor = traceColor
  local drawDebugTrace_Type_None = 0
  local traceTypeQuery_TraceTypeQuery1 = 0
  local actorsToIgnore = {
  }
  local hitResult = {}
  local wasHit = GetKismetSystemLibrary():LineTraceSingle(
    playerPawn,
    startVector,
    endVector,
    traceTypeQuery_TraceTypeQuery1,
    false,
    actorsToIgnore,
    drawDebugTrace_Type_None,
    hitResult,
    true,
    traceColor,
    traceHitColor,
    0.0
  )
  return wasHit, hitResult
end

local function DeselectActor()
  selectedActor = CreateInvalidObject()
  LogOutput("INFO", "Selected actor: none")
end

RegisterKeyBind(Key.F, { ModifierKey.CONTROL, ModifierKey.SHIFT }, GetSelectedActor)
RegisterKeyBind(Key.D, { ModifierKey.CONTROL, ModifierKey.SHIFT }, DeselectActor)
RegisterConsoleCommandHandler("deselectactor", function(Cmd, CommandParts, Ar)
  DeselectActor()
  return true
end)

---Convert FVector to JSON serializable table
---@param vector FVector
function VectorToTable(vector)
  if vector ~= nil and type(vector.IsValid) == "function" and not vector:IsValid() then
    return nil
  end
  return {
    X = vector.X,
    Y = vector.Y,
    Z = vector.Z
  }
end

---Convert FRotator to JSON serializable table
---@param rotation FQuat
function QuatToTable(rotation)
  return {
    W = rotation.W,
    X = rotation.X,
    Y = rotation.Y,
    Z = rotation.Z
  }
end

---Convert FRotator to JSON serializable table
---@param rotation FRotator
function RotatorToTable(rotation)
  return {
    Pitch = rotation.Pitch,
    Yaw = rotation.Yaw,
    Roll = rotation.Roll
  }
end

---Convert FTransform to JSON serializable table
---@param transform FTransform
function TransformToTable(transform)
  local location = VectorToTable(transform.Translation)
  local rotation = QuatToTable(transform.Rotation)
  local scale = VectorToTable(transform.Scale3D)
  return {
    Location = location,
    Rotation = rotation,
    Scale3D = scale
  }
end

---Convert FGuid to string
---@param guid FGuid
function GuidToString(guid)
  if guid == nil then
    return "0000"
  end

  if type(guid) == "table" then return "0000" end

  if type(guid.IsValid) == "function" and not guid:IsValid() then
    return "0000"
  end
  local rawGuid = { guid.A, guid.B, guid.C, guid.D }
  local strGuid = ""
  for index, value in ipairs(rawGuid) do
    if value < 0 then
      rawGuid[index] = rawGuid[index] + 0x100000000
    end
    strGuid = string.format("%s%08x", strGuid, rawGuid[index])
  end
  return strGuid:upper()
end

local MotorTownGameState = CreateInvalidObject()
---Get Motor Town GameState object
---@return AMotorTownGameState
function GetMotorTownGameState()
  if not MotorTownGameState:IsValid() then
    local gameState = UEHelpers:GetGameStateBase()
    local gameStateClass = StaticFindObject("/Script/MotorTown.MotorTownGameState")
    ---@cast gameStateClass UClass
    if gameState:IsValid() and gameState:IsA(gameStateClass) then
      MotorTownGameState = gameState
    end
  end
  return MotorTownGameState ---@type AMotorTownGameState
end

---Get net player state unique net ID as string
---@param playerState APlayerState
---@return string?
function GetUniqueNetIdAsString(playerState)
  if playerState:IsValid() then
    local status, output = pcall(function()
      -- Attempt to call the function registerd in C++
      ---@diagnostic disable-next-line: undefined-global
      return ExportStructAsText(playerState, "UniqueID")
    end)
    if status then
      return output
    end
  end
  return nil
end

---Get the player controller given the unique net ID
---@param uniqueId string Player state unique net ID
---@return AMotorTownPlayerController
function GetPlayerControllerFromUniqueId(uniqueId)
  local gameState = GetMotorTownGameState()
  if gameState:IsValid() then
    for i = 1, #gameState.PlayerArray, 1 do
      local PS = gameState.PlayerArray[i]
      ---@cast PS AMotorTownPlayerState

      if PS:IsValid() then
        local id = GetUniqueNetIdAsString(PS)
        if id == uniqueId then
          return PS:GetPlayerController() ---@type AMotorTownPlayerController
        end
      end
    end
  end
  return CreateInvalidObject() ---@type AMotorTownPlayerController
end

---Get the player controller given the GUID
---@param guid string
---@return AMotorTownPlayerController
function GetPlayerControllerFromGuid(guid)
  local gameState = GetMotorTownGameState()
  if gameState:IsValid() then
    for i = 1, #gameState.PlayerArray, 1 do
      local PS = gameState.PlayerArray[i]
      ---@cast PS AMotorTownPlayerState
      if PS:IsValid() and GuidToString(PS.CharacterGuid) == guid then
        return PS:GetPlayerController() ---@type AMotorTownPlayerController
      end
    end
  end
  return CreateInvalidObject() ---@type AMotorTownPlayerController
end

---Convert FMTCharacterId to JSON serializable table
---@param characterId FMTCharacterId
function CharacterIdToTable(characterId)
  return {
    CharacterGuid = GuidToString(characterId.CharacterGuid),
    UniqueNetId = characterId.UniqueNetId:ToString(),
  }
end

---Convert FMTShadowedInt64 to JSON serializable table
---@param reward FMTShadowedInt64
function RewardToTable(reward)
  if not reward:IsValid() then
    return {}
  end
  return {
    BaseValue = reward.BaseValue,
    ShadowedValue = reward.ShadowedValue
  }
end

---@class Route
---@field RouteName string
---@field Waypoints TArray<FTransform>
local Route = {}

---Convert FMTRoute to JSON serializable table
---@param route FMTRoute
function RouteToTable(route)
  local data = {}

  data.RouteName = route.RouteName:ToString()
  data.Waypoints = {}
  route.Waypoints:ForEach(function(index, element)
    table.insert(data.Waypoints, TransformToTable(element:get()))
  end)
  return data
end

---Read file as strings
---@param path string
---@return string|nil
function ReadFileAsString(path)
  local file = io.open(path, "rb")
  if file then
    local content = file:read("*all")
    file:close()
    return content
  end
  return nil
end

---Convert string to FGuid. If no input is provided, a random Guid will be generated.
---@param input string?
---@return FGuid
function StringToGuid(input)
  local s = {}

  if input then
    if #input ~= 32 then
      error(input .. " is not a valid Guid")
    end

    for i = 1, #input, 8 do
      local a = input:sub(i, i + 8 - 1)
      table.insert(s, tonumber(a, 16))
    end
  else
    return {
      A = math.random(1000000000, 9999999999),
      B = math.random(1000000000, 9999999999),
      C = math.random(1000000000, 9999999999),
      D = math.random(1000000000, 9999999999)
    }
  end
  if #s == 4 then
    return {
      A = s[1],
      B = s[2],
      C = s[3],
      D = s[4]
    }
  end
  error(input .. " is not a valid Guid")
end

---Convert FGameplayTag to string
---@param gameplayTag FGameplayTag
function GameplayTagToString(gameplayTag)
  return gameplayTag.TagName:ToString()
end

---Convert FGameplayTagContainer to string
---@param gameplayTag FGameplayTagContainer
---@return string[]
function GameplayTagContainerToString(gameplayTag)
  local arr = {}
  gameplayTag.GameplayTags:ForEach(function(index, element)
    table.insert(arr, element:get().TagName:ToString())
  end)
  return arr
end

---Convert FGameplayTagQuery to JSON serializable table
---@param query FGameplayTagQuery
function GameplayTagQueryToTable(query)
  local data = {}

  data.AutoDescription = query.AutoDescription:ToString()

  data.QueryTokenStream = {} ---@type number[]
  query.QueryTokenStream:ForEach(function(index, element)
    table.insert(data.QueryTokenStream, element:get())
  end)

  data.TagDictionary = {} ---@type string[]
  query.TagDictionary:ForEach(function(index, element)
    table.insert(data.TagDictionary, GameplayTagToString(element:get()))
  end)

  data.TokenStreamVersion = query.TokenStreamVersion
  data.UserDescription = query.UserDescription:ToString()

  return data
end

---Split string by the separator.
---Returns `nil` if input is `nil` or empty.
---@param inputstr string Input string
---@param sep string? Separator character(s). Defaults to a whitespace.
---@return string[]?
function SplitString(inputstr, sep)
  if inputstr == nil then return nil end
  -- if sep is null, set it as space
  if sep == nil then
    sep = '%s'
  end
  -- define an array
  local t = {}
  -- split string based on sep
  for str in string.gmatch(inputstr, '([^' .. sep .. ']+)')
  do
    -- insert the substring in table
    table.insert(t, str)
  end
  -- return the array
  return t
end

---Get a player controller guid
---@param playerController APlayerController
function GetPlayerGuid(playerController)
  if not playerController:IsValid() then return nil end

  local playerState = playerController.PlayerState
  ---@cast playerState AMotorTownPlayerState

  if not playerState:IsValid() then return nil end

  return GuidToString(playerState.CharacterGuid)
end

---Get player unique net ID
---@param playerController APlayerController
function GetPlayerUniqueId(playerController)
  if playerController:IsValid() then
    local PS = playerController.PlayerState
    if PS:IsValid() then
      local id = GetUniqueNetIdAsString(PS)
      return id
    end
  end
  return nil
end

---Convert FColor to JSON serializable table
---@param color FColor
function ColorToTable(color)
  return {
    R = color.R,
    G = color.G,
    B = color.B,
    A = color.A
  }
end

---Converts FVector2D to JSON serializable table
---@param vector FVector2D
function Vector2DToTable(vector)
  return {
    X = vector.X,
    Y = vector.Y
  }
end

---Convert FMTSettingValue to JSON serializable table
---@param setting FMTSettingValue
function SettingValueToTable(setting)
  return {
    ValueType = setting.ValueType,
    FloatValue = setting.FloatValue,
    Int64Value = setting.Int64Value,
    BoolValue = setting.BoolValue,
    StringValue = setting.StringValue:ToString(),
    EnumValue = setting.EnumValue,
  }
end

---Convert FMTItemInventory to JSON serializable table
---@param item FMTItemInventory
function ItemInventoryToTable(item)
  local data = {}

  data.Slots = {}
  item.Slots:ForEach(function(index, element)
    table.insert(data.Slots, {
      Key = element:get().Key:ToString(),
      NumStack = element:get().NumStack
    })
  end)

  return data
end

function TableToItemInventory(item)
  local data = item
  local slots = {}

  for i, slot in ipairs(data.Slots) do
    table.insert(slots, {
      Key = FName(slot.Key),
      NumStack = slot.NumStack
    })
  end
  data.Slots = slots

  return data
end

---Deep set table value
---@param input table
---@param fields string[]
---@param value any
function RecursiveSetValue(input, fields, value)
  local field = table.remove(fields, 1)
  if input[field] ~= nil then
    if #fields == 0 then
      input[field] = value
    else
      RecursiveSetValue(input[field], fields, value)
    end
  else
    error("Invalid field value given")
  end
end

---Attempt to load a module, otherwise returns nil.
---This method does not automatically resolve the module completion.
---You may need to set the `@type` manually.
---@param moduleName string
function RequireSafe(moduleName)
  local hasModule, module = pcall(require, moduleName)
  if hasModule then
    return module
  end
  return nil
end

---Merge two tables together, overwriting base table values with the appended table values recursively
---@param base table
---@param append table
---@return table
function MergeTable(base, append)
  for k, v in pairs(append) do
    if type(v) == "table" then
      if type(base[k] or false) == "table" then
        MergeTable(base[k] or {}, append[k] or {})
      else
        base[k] = v
      end
    else
      base[k] = v
    end
  end
  return base
end



---Execute the given function directly on the current thread.
---
---Previously this was a spin-wait synchronization bridge from the async thread to the game
---thread. Now that the webserver runs on the game thread via LoopInGameThreadWithDelay,
---we simply call the function inline. Kept as a shim for API compatibility with all
---existing call sites (PlayerManager, VehicleManager, CargoManager, etc.).
---
---@param exec fun() Function to execute (runs immediately, inline)
---@param label string? (unused — kept for call-site compatibility)
---@param maxMs number? (unused — kept for call-site compatibility)
---@return boolean completed Always returns true
function ExecuteInGameThreadSync(exec, label, maxMs)
  exec()
  return true
end
