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use super::traits::{Game, GameError, GamePhase, GameResult, GameState};
use crate::crash::{crash_point_from_uniform, payout, CrashState};
use serde::{Deserialize, Serialize};
use std::collections::{HashMap, VecDeque};
use std::sync::{Arc, Mutex};
use std::time::Instant;

/// Monotonic seconds. Injected so tests can drive a round without sleeping.
pub trait Clock: Send + Sync {
    fn now(&self) -> f64;
}

pub struct RealClock {
    origin: Instant,
}

impl RealClock {
    pub fn new() -> Self {
        Self {
            origin: Instant::now(),
        }
    }
}

impl Clock for RealClock {
    fn now(&self) -> f64 {
        self.origin.elapsed().as_secs_f64()
    }
}

/// A clock a test can move by hand. Clones share the same instant.
#[derive(Clone, Default)]
pub struct ManualClock {
    seconds: Arc<Mutex<f64>>,
}

impl ManualClock {
    pub fn new() -> Self {
        Self::default()
    }

    pub fn set(&self, seconds: f64) {
        *self.seconds.lock().unwrap() = seconds;
    }

    pub fn advance(&self, seconds: f64) {
        *self.seconds.lock().unwrap() += seconds;
    }

    pub fn seconds(&self) -> f64 {
        *self.seconds.lock().unwrap()
    }
}

impl Clock for ManualClock {
    fn now(&self) -> f64 {
        self.seconds()
    }
}

/// One crash round. Lives in the game session's `data` while it runs.
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct CrashRound {
    pub bet: u64,
    /// Drawn at start, revealed only when the round ends.
    pub crash_point: f64,
    pub started_at: f64,
    /// `running`, `cashed`, `crashed` or `forfeit`.
    pub phase: String,
    pub result: String,
    /// Live while running; frozen at the final value afterwards.
    pub multiplier: f64,
    pub payout: u64,
}

impl CrashRound {
    pub fn new(bet: u64, crash_point: f64, started_at: f64) -> Self {
        Self {
            bet,
            crash_point,
            started_at,
            phase: "running".to_string(),
            result: "playing".to_string(),
            multiplier: 1.0,
            payout: 0,
        }
    }

    pub fn is_running(&self) -> bool {
        self.phase == "running"
    }

    pub fn cash_out(&mut self, multiplier: f64) -> u64 {
        self.multiplier = multiplier;
        self.payout = payout(self.bet, multiplier);
        self.phase = "cashed".to_string();
        self.result = "cashed".to_string();
        self.payout
    }

    /// The round ended before the player could cash out.
    pub fn crash(&mut self) {
        self.multiplier = self.crash_point;
        self.payout = 0;
        self.phase = "crashed".to_string();
        self.result = "crashed".to_string();
    }

    pub fn forfeit(&mut self) {
        self.payout = 0;
        self.phase = "forfeit".to_string();
        self.result = "forfeit".to_string();
    }

    pub fn state(&self, session_id: &str, balance: i64) -> CrashState {
        CrashState {
            session_id: session_id.to_string(),
            phase: self.phase.clone(),
            bet: self.bet,
            balance,
            multiplier: self.multiplier,
            potential: payout(self.bet, self.multiplier),
            crash_point: if self.is_running() {
                None
            } else {
                Some(self.crash_point)
            },
            payout: self.payout,
            result: self.result.clone(),
        }
    }

    pub fn to_json(&self) -> String {
        serde_json::to_string(self).unwrap_or_default()
    }

    pub fn from_json(raw: &str) -> Result<Self, serde_json::Error> {
        serde_json::from_str(raw)
    }
}

/// Crash-point generator. Tests queue fixed uniforms; production draws random
/// ones. The visible crash point stays hidden until `poll` or cashout ends the
/// round.
pub struct CrashGame {
    uniforms: VecDeque<f64>,
}

impl CrashGame {
    pub fn new() -> Self {
        Self {
            uniforms: VecDeque::new(),
        }
    }

    pub fn with_uniform(uniform: f64) -> Self {
        Self::with_uniforms([uniform])
    }

    pub fn with_uniforms(uniforms: impl IntoIterator<Item = f64>) -> Self {
        Self {
            uniforms: uniforms.into_iter().collect(),
        }
    }

    pub fn next_crash_point(&mut self) -> f64 {
        let uniform = self
            .uniforms
            .pop_front()
            .unwrap_or_else(rand::random::<f64>);
        crash_point_from_uniform(uniform)
    }
}

impl Game for CrashGame {
    fn game_type(&self) -> &'static str {
        "crash"
    }

    fn get_name(&self) -> &'static str {
        "Crash"
    }

    fn get_description(&self) -> &'static str {
        "Crash: cash out before the multiplier crashes."
    }

    fn prepare_state(&self, _username: &str, bet_amount: u64) -> GameState {
        let mut data = HashMap::new();
        data.insert("status".to_string(), "ready".to_string());
        GameState {
            session_id: String::new(),
            game_type: "crash".to_string(),
            bet_amount,
            phase: GamePhase::WaitingToStart,
            data,
        }
    }

    fn process_action(
        &self,
        _state: &GameState,
        _action: &str,
        _params: &[&str],
    ) -> Result<GameState, GameError> {
        Err(GameError::InvalidAction(
            "Crash uses CRASH_CASHOUT and CRASH_FORFEIT".to_string(),
        ))
    }

    fn calculate_result(&self, _state: &GameState) -> Result<GameResult, GameError> {
        Err(GameError::InternalError(
            "Crash settles through CRASH_CASHOUT".to_string(),
        ))
    }
}