import random
import math
from gametext import appearance_outcomes, base_string

class Weather:
    def __init__(self, game):
        self.name = "Sunny"
        self.emoji = "🌞"

    def __str__(self):
        return f"{self.emoji} {self.name}"

    def modify_atbat_stats(self, player_rolls):
        # Activates before batting
        pass

    def modify_steal_stats(self, roll):
        pass

    def modify_atbat_roll(self, outcome, roll, defender):
        # activates after batter roll
        pass

    def activate(self, game, result):
        # activates after the batter calculation. modify result, or just return another thing
        pass

    def on_choose_next_batter(self, game):
        pass

    def on_flip_inning(self, game):
        pass

    def modify_top_of_inning_message(self, game, state):
        pass

    def modify_atbat_message(self, game, state):
        pass


class Supernova(Weather):
    def __init__(self, game):
        self.name = "Supernova"
        self.emoji = "🌟"

    def modify_atbat_stats(self, roll):
        roll["pitch_stat"] *= 0.8

class Midnight(Weather):
    def __init__(self, game):
        self.name = "Midnight"
        self.emoji = "🕶"

    def modify_steal_stats(self, roll):
        roll["run_stars"] *= 2

class SlightTailwind(Weather):
    def __init__(self, game):
        self.name = "Slight Tailwind"
        self.emoji = "🏌️‍♀️"

    def activate(self, game, result):
        if game.top_of_inning:
            offense_team = game.teams["away"]
            defense_team = game.teams["home"]
        else:
            offense_team = game.teams["home"]
            defense_team = game.teams["away"]

        if "mulligan" not in game.last_update[0].keys() and not result["ishit"] and result["text"] != appearance_outcomes.walk: 
            mulligan_roll_target = -((((game.get_batter().stlats["batting_stars"])-5)/6)**2)+1
            if random.random() > mulligan_roll_target and game.get_batter().stlats["batting_stars"] <= 5:
                result.clear()
                result.update({
                    "text": f"{game.get_batter()} would have gone out, but they took a mulligan!",
                    "mulligan": True,
                    "text_only": True,
                    "weather_message": True,
                })

class HeavySnow(Weather):
    def __init__(self, game):
        self.name = "Heavy Snow"
        self.emoji = "❄"
        self.counter_away = random.randint(0,len(game.teams['away'].lineup)-1)
        self.counter_home = random.randint(0,len(game.teams['home'].lineup)-1)

        self.swapped_batter_data = None

    def activate(self, game, result):        
        if self.swapped_batter_data:
            original, sub = self.swapped_batter_data
            self.swapped_batter_data = None
            result.clear()
            result.update({
                "snow_atbat": True,
                "text": f"{original.name}'s hands are too cold! {sub.name} is forced to bat!",
                "text_only": True,
                "weather_message": True,
            })

    def on_flip_inning(self, game):
        if game.top_of_inning and self.counter_away < game.teams["away"].lineup_position:
            self.counter_away = self.pitcher_insert_index(game.teams["away"])

        if not game.top_of_inning and self.counter_home < game.teams["home"].lineup_position:
            self.counter_home = self.pitcher_insert_index(game.teams["home"])

    def pitcher_insert_index(self, this_team):
        rounds = math.ceil(this_team.lineup_position / len(this_team.lineup))
        position = random.randint(0, len(this_team.lineup)-1)
        return rounds * len(this_team.lineup) + position

    def on_choose_next_batter(self, game):
        if game.top_of_inning:
            bat_team = game.teams["away"]
            counter = self.counter_away
        else:
            bat_team = game.teams["home"]
            counter = self.counter_home

        if bat_team.lineup_position == counter:
            self.swapped_batter_data = (game.current_batter, bat_team.pitcher) # store this to generate the message during activate()
            game.current_batter = bat_team.pitcher

class Twilight(Weather):
    def __init__(self,game):
        self.name = "Twilight"
        self.emoji = "👻"

    def modify_atbat_roll(self, outcome, roll, defender):
        error_line = - (math.log(defender.stlats["defense_stars"] + 1)/50) + 1
        error_roll = random.random()
        if error_roll > error_line:
            outcome["error"] = True
            outcome["weather_message"] = True
            outcome["defender"] = defender
            roll["pb_system_stat"] = 0.1

    def modify_atbat_message(self, this_game, state):
        result = this_game.last_update[0]
        if "error" in result.keys():
            state["update_text"] = f"{result['batter']}'s hit goes ethereal, and {result['defender']} can't catch it! {result['batter']} reaches base safely."
            if this_game.last_update[1] > 0:
                state["update_text"] += f" {this_game.last_update[1]} runs scored!"

class ThinnedVeil(Weather):
    def __init__(self,game):
        self.name = "Thinned Veil"
        self.emoji = "🌌"

    def activate(self, game, result):
        if result["ishit"]:
           if result["text"] == appearance_outcomes.homerun or result["text"] == appearance_outcomes.grandslam:
                result["veil"] = True

    def modify_atbat_message(self, game, state):
        if "veil" in game.last_update[0].keys():
            state["update_emoji"] = self.emoji    
            state["update_text"] += f" {game.last_update[0]['batter']}'s will manifests on {base_string(game.last_update[1])} base."

class HeatWave(Weather):
    def __init__(self,game):
        self.name = "Heat Wave"
        self.emoji = "🌄"

        self.counter_away = random.randint(2,4)
        self.counter_home = random.randint(2,4)

        self.swapped_pitcher_data = None

    def on_flip_inning(self, game):
        original_pitcher = game.get_pitcher()
        if game.top_of_inning:
            bat_team = game.teams["home"]
            counter = self.counter_home
        else:
            bat_team = game.teams["away"]
            counter = self.counter_away

        if game.inning == counter:
            if game.top_of_inning:
                self.counter_home = self.counter_home - (self.counter_home % 5) + 5 + random.randint(1,4) #rounds down to last 5, adds up to next 5. then adds a random number 2<=x<=5 to determine next pitcher                       
            else:
                self.counter_away = self.counter_away - (self.counter_away % 5) + 5 + random.randint(1,4)      

            #swap, accounting for teams where where someone's both batter and pitcher
            tries = 0
            while game.get_pitcher() == original_pitcher and tries < 3:
                bat_team.set_pitcher(use_lineup = True)
                tries += 1
            if game.get_pitcher() != original_pitcher:
                self.swapped_pitcher_data = (original_pitcher, game.get_pitcher())

    def modify_top_of_inning_message(self, game, state):
        if self.swapped_pitcher_data:
            original, sub = self.swapped_pitcher_data
            self.swapped_pitcher_data = None
            state["update_emoji"] = self.emoji
            state["update_text"] += f' {original} is exhausted from the heat. {sub} is forced to pitch!'
             
                

class Drizzle(Weather):
    def __init__(self,game):
        self.name = "Drizzle"
        self.emoji = "🌧"

    def on_flip_inning(self, game):
        if game.top_of_inning:
            next_team = "away"
        else:
            next_team = "home"

        lineup = game.teams[next_team].lineup
        game.bases[2] = lineup[(game.teams[next_team].lineup_position-1) % len(lineup)]

    def modify_top_of_inning_message(self, game, state):
        if game.top_of_inning:
            next_team = "away"
        else:
            next_team = "home"

        placed_player = game.teams[next_team].lineup[(game.teams[next_team].lineup_position-1) % len(game.teams[next_team].lineup)]

        state["update_emoji"] = self.emoji
        state["update_text"] += f' Due to inclement weather, {placed_player.name} is placed on second base.'

class Breezy(Weather):
    def __init__(self, game):
        self.name = "Breezy"
        self.emoji = "🎐"
        self.activation_chance = 0.08

    def activate(self, game, result):
        if random.random() < self.activation_chance:
            teamtype = random.choice(["away","home"])
            team = game.teams[teamtype]
            player = random.choice(team.lineup)
            player.stlats["batting_stars"] = player.stlats["pitching_stars"]
            player.stlats["pitching_stars"] = player.stlats["baserunning_stars"]
            old_player_name = player.name
            if ' ' in player.name:
                names = player.name.split(" ")
                first_first_letter = names[0][0]
                last_first_letter = names[-1][0]
                names[0] = last_first_letter + names[0][1:]
                names[-1] = first_first_letter + names[-1][1:]
                player.name = ' '.join(names)
            else:
                #name is one word, so turn 'bartholemew' into 'martholemeb'
                first_letter = player.name[0]
                last_letter = player.name[-1]
                player.name = last_letter + player.name[1:-1] + first_letter

            book_adjectives = ["action-packed", "historical", "mystery", "thriller", "horror", "sci-fi", "fantasy", "spooky","romantic"]
            book_types = ["novel", "novella", "poem", "anthology", "fan fiction", "autobiography"]
            book = "{} {}".format(random.choice(book_adjectives),random.choice(book_types))

            result.clear()
            result.update({
                "text": "{} stopped to enjoy a {} in the nice breeze! {} is now {}!".format(old_player_name, book, old_player_name, player.name),
                "text_only": True,
                "weather_message": True
            })

def all_weathers():
    weathers_dic = {
            "Supernova" : Supernova,
            "Midnight": Midnight,
            "Slight Tailwind": SlightTailwind,
            "Heavy Snow": HeavySnow,
            "Twilight" : Twilight, 
            "Thinned Veil" : ThinnedVeil,
            "Heat Wave" : HeatWave,
            "Drizzle" : Drizzle,
            "Breezy": Breezy
        }
    return weathers_dic

