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"""
Condition Evaluator - Logic system for game config conditions and transitions.

Provides:
- ConditionEvaluator: Evaluate condition expressions against GameState
- TransitionResolver: Resolve dynamic transitions (random, conditional)
- EffectApplicator: Apply declarative effects to GameState
"""

from typing import Any, Dict, List, Optional, Union
import random

from game_state import GameState


class ConditionEvaluator:
    """
    Evaluates condition expressions against GameState.

    Supports:
    - Atomic conditions: has_item, met_person, flag, visited, mission_*, money, counter, knowledge
    - Compound conditions: and, or, not
    - Numeric comparisons: gte, lte, gt, lt, eq
    """

    def __init__(self, game_state: GameState):
        self.state = game_state

    def evaluate(self, condition: Any) -> bool:
        """
        Evaluate a condition expression.

        Args:
            condition: Can be:
                - None/empty dict: Always True (no condition)
                - str: Flag name to check
                - dict: Condition expression

        Returns:
            bool: Whether condition is satisfied
        """
        # No condition = always true (backwards compatible)
        if condition is None or condition == {}:
            return True

        # Simple string = flag check
        if isinstance(condition, str):
            return self.state.has_flag(condition)

        if not isinstance(condition, dict):
            return False

        # Compound operators
        if "and" in condition:
            return all(self.evaluate(c) for c in condition["and"])

        if "or" in condition:
            return any(self.evaluate(c) for c in condition["or"])

        if "not" in condition:
            return not self.evaluate(condition["not"])

        # Atomic conditions
        return self._evaluate_atomic(condition)

    def _evaluate_atomic(self, condition: Dict) -> bool:
        """Evaluate a single atomic condition."""

        # ==================== Item Checks ====================
        if "has_item" in condition:
            return self.state.has_item(condition["has_item"])

        if "not_has_item" in condition:
            return not self.state.has_item(condition["not_has_item"])

        # ==================== Person Checks ====================
        if "met_person" in condition:
            return self.state.has_met(condition["met_person"])

        if "not_met_person" in condition:
            return not self.state.has_met(condition["not_met_person"])

        # ==================== Flag Checks ====================
        if "flag" in condition:
            return self.state.has_flag(condition["flag"])

        if "not_flag" in condition:
            return not self.state.has_flag(condition["not_flag"])

        # ==================== Location Checks ====================
        if "visited" in condition:
            return self.state.has_visited(condition["visited"])

        if "not_visited" in condition:
            return not self.state.has_visited(condition["not_visited"])

        if "discovered" in condition:
            return self.state.has_discovered(condition["discovered"])

        # ==================== Mission Checks ====================
        if "mission_complete" in condition:
            return self.state.is_mission_complete(condition["mission_complete"])

        if "mission_active" in condition:
            return self.state.is_mission_active(condition["mission_active"])

        if "mission_failed" in condition:
            return self.state.is_mission_failed(condition["mission_failed"])

        # ==================== Money Comparison ====================
        if "money" in condition:
            return self._compare_numeric(self.state.money, condition["money"])

        # ==================== Counter Comparison ====================
        if "counter" in condition:
            counter_cond = condition["counter"]
            for counter_name, comparison in counter_cond.items():
                value = self.state.get_counter(counter_name)
                if not self._compare_numeric(value, comparison):
                    return False
            return True

        # ==================== Knowledge Checks ====================
        if "knowledge" in condition:
            return self.state.has_knowledge(condition["knowledge"])

        if "knowledge_value" in condition:
            kv = condition["knowledge_value"]
            key = kv.get("key")
            actual = self.state.get_knowledge(key)
            if "eq" in kv:
                return actual == kv["eq"]
            if "neq" in kv:
                return actual != kv["neq"]
            return False

        # ==================== Reputation Check ====================
        if "reputation" in condition:
            rep_cond = condition["reputation"]
            npc = rep_cond.get("npc")
            actual = self.state.get_reputation(npc)
            return self._compare_numeric(actual, rep_cond)

        # ==================== Visit Count Check ====================
        if "visit_count" in condition:
            vc = condition["visit_count"]
            state_key = vc.get("state")
            actual = self.state.get_visit_count(state_key)
            return self._compare_numeric(actual, vc)

        # Unknown condition type - return False (safe default)
        return False

    def _compare_numeric(self, actual: int, comparison: Any) -> bool:
        """
        Evaluate numeric comparisons.

        comparison can be:
            - int: exact match
            - {"gte": n}: >=
            - {"lte": n}: <=
            - {"gt": n}: >
            - {"lt": n}: <
            - {"eq": n}: ==
            - {"neq": n}: !=
        """
        if isinstance(comparison, (int, float)):
            return actual == comparison

        if isinstance(comparison, dict):
            if "gte" in comparison:
                return actual >= comparison["gte"]
            if "lte" in comparison:
                return actual <= comparison["lte"]
            if "gt" in comparison:
                return actual > comparison["gt"]
            if "lt" in comparison:
                return actual < comparison["lt"]
            if "eq" in comparison:
                return actual == comparison["eq"]
            if "neq" in comparison:
                return actual != comparison["neq"]

        return False


class TransitionResolver:
    """
    Resolves transition specifications to concrete target states.
    Handles deterministic, random, and conditional transitions.
    """

    def __init__(self, game_state: GameState):
        self.state = game_state
        self.evaluator = ConditionEvaluator(game_state)

    def resolve(self, transition: Any) -> str:
        """
        Resolve a transition specification to a target state.

        Args:
            transition: Can be:
                - str: Direct target (current behavior, deterministic)
                - dict: Complex transition spec (random, conditional)

        Returns:
            str: Target state name

        Raises:
            ValueError: If transition format is invalid or no condition matches
        """
        # Simple string = deterministic transition (backwards compatible)
        if isinstance(transition, str):
            return transition

        if not isinstance(transition, dict):
            raise ValueError(f"Invalid transition type: {type(transition)}")

        # Weighted random: {"random": [["state_a", 0.7], ["state_b", 0.3]]}
        if "random" in transition:
            return self._resolve_weighted_random(transition["random"])

        # Equal-weight pool: {"random_from": ["a", "b", "c"]}
        if "random_from" in transition:
            pool = transition["random_from"]
            if not pool:
                raise ValueError("random_from pool is empty")
            return random.choice(pool)

        # Simple conditional: {"if": condition, "then": target, "else": fallback}
        if "if" in transition:
            condition = transition["if"]
            if self.evaluator.evaluate(condition):
                then_target = transition.get("then")
                if then_target:
                    return self.resolve(then_target)
            else:
                else_target = transition.get("else")
                if else_target:
                    return self.resolve(else_target)
            # If no matching branch, this is an error
            raise ValueError("Conditional transition has no matching branch")

        # Chained conditions: {"conditions": [{if, then}, {if, then}, {default}]}
        if "conditions" in transition:
            for cond_block in transition["conditions"]:
                # Default case (no condition)
                if "default" in cond_block:
                    return self.resolve(cond_block["default"])
                # Conditional case
                if "if" in cond_block and self.evaluator.evaluate(cond_block["if"]):
                    return self.resolve(cond_block["then"])
            # No condition matched and no default
            raise ValueError("No condition matched and no default provided")

        raise ValueError(f"Unknown transition format: {transition}")

    def _resolve_weighted_random(self, weights: List) -> str:
        """
        Select from weighted random options.

        Args:
            weights: List of [state, probability] pairs

        Returns:
            Selected state name
        """
        if not weights:
            raise ValueError("Weighted random list is empty")

        states = [w[0] for w in weights]
        probs = [w[1] for w in weights]

        # Normalize probabilities if they don't sum to 1
        total = sum(probs)
        if total <= 0:
            raise ValueError("Weights must sum to positive number")
        if abs(total - 1.0) > 0.001:
            probs = [p / total for p in probs]

        return random.choices(states, weights=probs, k=1)[0]


class EffectApplicator:
    """
    Applies declarative effect specifications to GameState.

    Supports:
    - Items: add_item, remove_item
    - Money: add_money, remove_money
    - People: add_person
    - Locations: add_location
    - Flags: set_flag, clear_flag
    - Counters: set_counter, increment, decrement
    - Knowledge: set_knowledge
    - Missions: start_mission, complete_mission, fail_mission
    - Reputation: adjust_reputation
    """

    def __init__(self, game_state: GameState):
        self.state = game_state

    def apply(self, effects: Dict) -> None:
        """
        Apply a set of effects to the game state.

        Args:
            effects: Dict of effect specifications
        """
        if not effects:
            return

        # ==================== Item Effects ====================
        if "add_item" in effects:
            item = effects["add_item"]
            if isinstance(item, list):
                self.state.add_items(item)
            else:
                self.state.add_item(item)

        if "remove_item" in effects:
            item = effects["remove_item"]
            if isinstance(item, list):
                for i in item:
                    self.state.remove_item(i)
            else:
                self.state.remove_item(item)

        # ==================== Money Effects ====================
        if "add_money" in effects:
            self.state.add_money(effects["add_money"])

        if "remove_money" in effects:
            self.state.remove_money(effects["remove_money"])

        if "set_money" in effects:
            self.state.money = effects["set_money"]

        # ==================== Person Effects ====================
        if "add_person" in effects:
            person = effects["add_person"]
            if isinstance(person, list):
                for p in person:
                    self.state.meet_person(p)
            else:
                self.state.meet_person(person)

        # ==================== Location Effects ====================
        if "add_location" in effects:
            location = effects["add_location"]
            if isinstance(location, list):
                for loc in location:
                    self.state.discover_location(loc)
            else:
                self.state.discover_location(location)

        if "visit_location" in effects:
            location = effects["visit_location"]
            if isinstance(location, list):
                for loc in location:
                    self.state.visit_location(loc)
            else:
                self.state.visit_location(location)

        # ==================== Flag Effects ====================
        if "set_flag" in effects:
            flag = effects["set_flag"]
            if isinstance(flag, list):
                for f in flag:
                    self.state.set_flag(f, True)
            elif isinstance(flag, dict):
                for f, v in flag.items():
                    self.state.set_flag(f, v)
            else:
                self.state.set_flag(flag, True)

        if "clear_flag" in effects:
            flag = effects["clear_flag"]
            if isinstance(flag, list):
                for f in flag:
                    self.state.clear_flag(f)
            else:
                self.state.clear_flag(flag)

        if "toggle_flag" in effects:
            flag = effects["toggle_flag"]
            if isinstance(flag, list):
                for f in flag:
                    self.state.toggle_flag(f)
            else:
                self.state.toggle_flag(flag)

        # ==================== Counter Effects ====================
        if "set_counter" in effects:
            for name, value in effects["set_counter"].items():
                self.state.set_counter(name, value)

        if "increment" in effects:
            for name, amount in effects["increment"].items():
                self.state.increment_counter(name, amount)

        if "decrement" in effects:
            for name, amount in effects["decrement"].items():
                self.state.decrement_counter(name, amount)

        # ==================== Knowledge Effects ====================
        if "set_knowledge" in effects:
            for key, value in effects["set_knowledge"].items():
                self.state.update_knowledge(key, value)

        if "remove_knowledge" in effects:
            key = effects["remove_knowledge"]
            if isinstance(key, list):
                for k in key:
                    self.state.remove_knowledge(k)
            else:
                self.state.remove_knowledge(key)

        # ==================== Mission Effects ====================
        if "start_mission" in effects:
            mission = effects["start_mission"]
            if isinstance(mission, str):
                self.state.start_mission(mission)
            elif isinstance(mission, dict):
                for m_id, m_data in mission.items():
                    self.state.start_mission(m_id, m_data if isinstance(m_data, dict) else None)
            elif isinstance(mission, list):
                for m in mission:
                    self.state.start_mission(m)

        if "complete_mission" in effects:
            mission = effects["complete_mission"]
            if isinstance(mission, list):
                for m in mission:
                    self.state.complete_mission(m)
            else:
                self.state.complete_mission(mission)

        if "fail_mission" in effects:
            mission = effects["fail_mission"]
            if isinstance(mission, list):
                for m in mission:
                    self.state.fail_mission(m)
            else:
                self.state.fail_mission(mission)

        if "update_mission" in effects:
            for mission_id, updates in effects["update_mission"].items():
                self.state.update_mission(mission_id, updates)

        # ==================== Reputation Effects ====================
        if "adjust_reputation" in effects:
            for npc, change in effects["adjust_reputation"].items():
                self.state.adjust_reputation(npc, change)

        if "set_reputation" in effects:
            for npc, value in effects["set_reputation"].items():
                self.state.npc_reputation[npc] = value