import { defineStore } from 'pinia'
import { shallowRef, ref, computed, triggerRef } from 'vue'
import type { GameData, SceneNode, Choice } from '@engine/types'

export const useEditorStore = defineStore('editor', () => {
  const gameData = shallowRef<GameData>({ scenes: {}, startScene: '', variables: {} })
  const selectedNodeId = ref<string | null>(null)
  const startSceneId = ref('')
  const dirty = ref(false)

  const selectedScene = computed(() => {
    if (!selectedNodeId.value) return null
    return gameData.value.scenes[selectedNodeId.value] ?? null
  })

  function markDirty() { dirty.value = true }

  function loadJSON(json: GameData) {
    gameData.value = JSON.parse(JSON.stringify(json))
    triggerRef(gameData)
    startSceneId.value = json.startScene || ''
    selectedNodeId.value = null
    dirty.value = false
  }

  function exportJSON(): GameData {
    return JSON.parse(JSON.stringify({ ...gameData.value, startScene: startSceneId.value }))
  }

  function generateId(): string {
    let i = Object.keys(gameData.value.scenes).length + 1
    while (gameData.value.scenes[`scene_${i}`]) i++
    return `scene_${i}`
  }

  function addScene(): string {
    const id = generateId()
    gameData.value = {
      ...gameData.value,
      scenes: {
        ...gameData.value.scenes,
        [id]: { id, videoUrl: '', choices: [], nextScene: '', subtitleUrl: '', onEnter: [] },
      },
    }
    triggerRef(gameData)
    dirty.value = true
    return id
  }

  function deleteScene(id: string) {
    if (startSceneId.value === id) return
    const nextScenes = { ...gameData.value.scenes }
    delete nextScenes[id]
    for (const key of Object.keys(nextScenes)) {
      const s = nextScenes[key]
      if (s.choices) nextScenes[key] = { ...s, choices: s.choices.filter((c) => c.targetScene !== id) }
      if (Array.isArray(s.nextScene)) {
        nextScenes[key] = { ...s, nextScene: s.nextScene.filter((r) => r.targetScene !== id) }
      } else if (s.nextScene === id) {
        nextScenes[key] = { ...nextScenes[key], nextScene: '' }
      }
      if (s.qte) {
        const qte = { ...s.qte }
        let changed = false
        if (qte.successScene === id) { qte.successScene = ''; changed = true }
        if (qte.failScene === id) { qte.failScene = ''; changed = true }
        if (changed) nextScenes[key] = { ...nextScenes[key], qte }
      }
    }
    gameData.value = { ...gameData.value, scenes: nextScenes }
    triggerRef(gameData)
    dirty.value = true
    if (selectedNodeId.value === id) selectedNodeId.value = null
  }

  function updateScene(id: string, partial: Partial<SceneNode>) {
    const scene = gameData.value.scenes[id]
    if (!scene) return
    gameData.value = {
      ...gameData.value,
      scenes: { ...gameData.value.scenes, [id]: { ...scene, ...partial } },
    }
    triggerRef(gameData)
    dirty.value = true
  }

  function addChoice(sourceId: string) {
    const scene = gameData.value.scenes[sourceId]
    if (!scene) return
    gameData.value = {
      ...gameData.value,
      scenes: {
        ...gameData.value.scenes,
        [sourceId]: { ...scene, choices: [...(scene.choices || []), { text: '\u65b0\u9009\u9879', targetScene: '' }] },
      },
    }
    triggerRef(gameData)
    dirty.value = true
  }

  function updateChoice(sourceId: string, index: number, partial: Partial<Choice>) {
    const scene = gameData.value.scenes[sourceId]
    if (!scene?.choices) return
    const newChoices = scene.choices.map((c, i) => (i === index ? { ...c, ...partial } : c))
    gameData.value = {
      ...gameData.value,
      scenes: { ...gameData.value.scenes, [sourceId]: { ...scene, choices: newChoices } },
    }
    triggerRef(gameData)
    dirty.value = true
  }

  function deleteChoice(sourceId: string, index: number) {
    const scene = gameData.value.scenes[sourceId]
    if (!scene?.choices) return
    gameData.value = {
      ...gameData.value,
      scenes: {
        ...gameData.value.scenes,
        [sourceId]: { ...scene, choices: scene.choices.filter((_, i) => i !== index) },
      },
    }
    triggerRef(gameData)
    dirty.value = true
  }

  return {
    gameData, selectedNodeId, selectedScene, startSceneId, dirty,
    markDirty, loadJSON, exportJSON, addScene, deleteScene,
    updateScene, addChoice, updateChoice, deleteChoice, generateId,
  }
})
