using System;
using Server;
using Server.Mobiles;
using Server.PathAlgorithms;
using CalcMoves = Server.Movement.Movement;
using MoveImpl = Server.Movement.MovementImpl;

namespace Server.PathAlgorithms.SlowAStar
{
	public struct PathNode
	{
		public int x, y, z;
		public int g, h;
		public int px, py, pz;
		public int dir;
	}

	public class SlowAStarAlgorithm : PathAlgorithm
	{
		public static PathAlgorithm Instance = new SlowAStarAlgorithm();

		private const int MaxDepth = 300;
		private const int MaxNodes = MaxDepth * 16;

		private static PathNode[] m_Closed = new PathNode[MaxNodes];
		private static PathNode[] m_Open = new PathNode[MaxNodes];
		private static PathNode[] m_Successors = new PathNode[8];
		private static Direction[] m_Path = new Direction[MaxNodes];

		private Point3D m_Goal;

		public int Heuristic( int x, int y, int z )
		{
			x -= m_Goal.X;
			y -= m_Goal.Y;
			z -= m_Goal.Z;

			x *= 11;
			y *= 11;

			return (x*x)+(y*y)+(z*z);
		}

		public override bool CheckCondition( Mobile m, Map map, Point3D start, Point3D goal )
		{
			return false;
		}

		public override Direction[] Find( Mobile m, Map map, Point3D start, Point3D goal )
		{
			m_Goal = goal;

			BaseCreature bc = m as BaseCreature;

			PathNode curNode;

			PathNode goalNode = new PathNode();
			goalNode.x = goal.X;
			goalNode.y = goal.Y;
			goalNode.z = goal.Z;

			PathNode startNode = new PathNode();
			startNode.x = start.X;
			startNode.y = start.Y;
			startNode.z = start.Z;
			startNode.h = Heuristic( startNode.x, startNode.y, startNode.z );

			PathNode[] closed = m_Closed, open = m_Open, successors = m_Successors;
			Direction[] path = m_Path;

			int closedCount = 0, openCount = 0, sucCount = 0, pathCount = 0;
			int popIndex, curF;
			int x, y, z;
			int depth = 0;

			int xBacktrack, yBacktrack, zBacktrack, iBacktrack = 0;

			open[openCount++] = startNode;

			while ( openCount > 0 )
			{
				curNode = open[0];
				curF = curNode.g + curNode.h;
				popIndex = 0;

				for ( int i = 1; i < openCount; ++i )
				{
					if ( (open[i].g + open[i].h) < curF )
					{
						curNode = open[i];
						curF = curNode.g + curNode.h;
						popIndex = i;
					}
				}

				if ( curNode.x == goalNode.x && curNode.y == goalNode.y && Math.Abs( curNode.z-goalNode.z ) < 16 )
				{
					if ( closedCount == MaxNodes )
						break;

					closed[closedCount++] = curNode;

					xBacktrack = curNode.px;
					yBacktrack = curNode.py;
					zBacktrack = curNode.pz;

					if ( pathCount == MaxNodes )
						break;

					path[pathCount++] = (Direction)curNode.dir;

					while ( xBacktrack != startNode.x || yBacktrack != startNode.y || zBacktrack != startNode.z )
					{
						bool found = false;

						for ( int j = 0; !found && j < closedCount; ++j )
						{
							if ( closed[j].x == xBacktrack && closed[j].y == yBacktrack && closed[j].z == zBacktrack )
							{
								if ( pathCount == MaxNodes )
									break;

								curNode = closed[j];
								path[pathCount++] = (Direction)curNode.dir;
								xBacktrack = curNode.px;
								yBacktrack = curNode.py;
								zBacktrack = curNode.pz;
								found = true;
							}
						}

						if ( !found )
						{
							Console.WriteLine( "bugaboo.." );
							return null;
						}

						if ( pathCount == MaxNodes )
							break;
					}

					if ( pathCount == MaxNodes )
						break;

					Direction[] dirs = new Direction[pathCount];

					while ( pathCount > 0 )
						dirs[iBacktrack++] = path[--pathCount];

					return dirs;
				}

				--openCount;

				for ( int i = popIndex; i < openCount; ++i )
					open[i] = open[i + 1];

				sucCount = 0;

				if ( bc != null )
				{
					MoveImpl.AlwaysIgnoreDoors = bc.CanOpenDoors;
					MoveImpl.IgnoreMovableImpassables = bc.CanMoveOverObstacles;
				}

				MoveImpl.Goal = goal;

				for ( int i = 0; i < 8; ++i )
				{
					switch ( i )
					{
						default:
						case 0: x =  0; y = -1; break;
						case 1: x =  1; y = -1; break;
						case 2: x =  1; y =  0; break;
						case 3: x =  1; y =  1; break;
						case 4: x =  0; y =  1; break;
						case 5: x = -1; y =  1; break;
						case 6: x = -1; y =  0; break;
						case 7: x = -1; y = -1; break;
					}

					if ( CalcMoves.CheckMovement( m, map, new Point3D( curNode.x, curNode.y, curNode.z ), (Direction)i, out z ) )
					{
						successors[sucCount].x = x + curNode.x;
						successors[sucCount].y = y + curNode.y;
						successors[sucCount++].z = z;
					}
				}

				MoveImpl.AlwaysIgnoreDoors = false;
				MoveImpl.IgnoreMovableImpassables = false;
				MoveImpl.Goal = Point3D.Zero;

				if ( sucCount == 0 || ++depth > MaxDepth )
					break;

				for ( int i = 0; i < sucCount; ++i )
				{
					x = successors[i].x;
					y = successors[i].y;
					z = successors[i].z;

					successors[i].g = curNode.g + 1;

					int openIndex = -1, closedIndex = -1;

					for ( int j = 0; openIndex == -1 && j < openCount; ++j )
					{
						if ( open[j].x == x && open[j].y == y && open[j].z == z )
							openIndex = j;
					}

					if ( openIndex >= 0 && open[openIndex].g < successors[i].g )
						continue;

					for ( int j = 0; closedIndex == -1 && j < closedCount; ++j )
					{
						if ( closed[j].x == x && closed[j].y == y && closed[j].z == z )
							closedIndex = j;
					}

					if ( closedIndex >= 0 && closed[closedIndex].g < successors[i].g )
						continue;

					if ( openIndex >= 0 )
					{
						--openCount;

						for ( int j = openIndex; j < openCount; ++j )
							open[j] = open[j + 1];
					}

					if ( closedIndex >= 0 )
					{
						--closedCount;

						for ( int j = closedIndex; j < closedCount; ++j )
							closed[j] = closed[j + 1];
					}

					successors[i].px = curNode.x;
					successors[i].py = curNode.y;
					successors[i].pz = curNode.z;
					successors[i].dir = (int)GetDirection( curNode.x, curNode.y, x, y );
					successors[i].h = Heuristic( x, y, z );

					if ( openCount == MaxNodes )
						break;

					open[openCount++] = successors[i];
				}

				if ( openCount == MaxNodes || closedCount == MaxNodes )
					break;

				closed[closedCount++] = curNode;
			}

			return null;
		}
	}
}
