from otp.level import DistributedLevelAI
from direct.directnotify import DirectNotifyGlobal
import cPickle, LevelSuitPlannerAI, FactoryBase
from direct.task import Task
import FactoryEntityCreatorAI, FactorySpecs
from otp.level import LevelSpec
import CogDisguiseGlobals
from toontown.suit import DistributedFactorySuitAI
from toontown.toonbase import ToontownGlobals, ToontownBattleGlobals
from toontown.coghq import DistributedBattleFactoryAI

class DistributedFactoryAI(DistributedLevelAI.DistributedLevelAI, FactoryBase.FactoryBase):
    notify = DirectNotifyGlobal.directNotify.newCategory('DistributedFactoryAI')

    def __init__(self, air, factoryId, zoneId, entranceId, avIds):
        DistributedLevelAI.DistributedLevelAI.__init__(self, air, zoneId, entranceId, avIds)
        FactoryBase.FactoryBase.__init__(self)
        self.setFactoryId(factoryId)

    def createEntityCreator(self):
        return FactoryEntityCreatorAI.FactoryEntityCreatorAI(level=self)

    def getBattleCreditMultiplier(self):
        return ToontownBattleGlobals.getFactoryCreditMultiplier(self.factoryId)

    def generate(self):
        self.notify.info('generate')
        self.notify.info('start factory %s %s creation, frame=%s' % (self.factoryId, self.doId, globalClock.getFrameCount()))
        if __dev__:
            simbase.factory = self
        self.notify.info('loading spec')
        specModule = FactorySpecs.getFactorySpecModule(self.factoryId)
        factorySpec = LevelSpec.LevelSpec(specModule)
        if __dev__:
            self.notify.info('creating entity type registry')
            typeReg = self.getEntityTypeReg()
            factorySpec.setEntityTypeReg(typeReg)
        self.notify.info('creating entities')
        DistributedLevelAI.DistributedLevelAI.generate(self, factorySpec)
        self.notify.info('creating cogs')
        cogSpecModule = FactorySpecs.getCogSpecModule(self.factoryId)
        self.planner = LevelSuitPlannerAI.LevelSuitPlannerAI(self.air, self, DistributedFactorySuitAI.DistributedFactorySuitAI, DistributedBattleFactoryAI.DistributedBattleFactoryAI, cogSpecModule.CogData, cogSpecModule.ReserveCogData, cogSpecModule.BattleCells)
        suitHandles = self.planner.genSuits()
        messenger.send('plannerCreated-' + str(self.doId))
        self.suits = suitHandles['activeSuits']
        self.reserveSuits = suitHandles['reserveSuits']
        self.d_setSuits()
        scenario = 0
        description = '%s|%s|%s|%s' % (self.factoryId, self.entranceId, scenario, self.avIdList)
        for avId in self.avIdList:
            self.air.writeServerEvent('factoryEntered', avId, description)

        self.notify.info('finish factory %s %s creation' % (self.factoryId, self.doId))

    def delete(self):
        self.notify.info('delete: %s' % self.doId)
        if __dev__:
            if hasattr(simbase, 'factory') and simbase.factory is self:
                del simbase.factory
        suits = self.suits
        for reserve in self.reserveSuits:
            suits.append(reserve[0])

        self.planner.destroy()
        del self.planner
        for suit in suits:
            if not suit.isDeleted():
                suit.factoryIsGoingDown()
                suit.requestDelete()

        DistributedLevelAI.DistributedLevelAI.delete(self)

    def getTaskZoneId(self):
        return self.factoryId

    def getFactoryId(self):
        return self.factoryId

    def d_setForemanConfronted(self, avId):
        if avId in self.avIdList:
            self.sendUpdate('setForemanConfronted', [avId])
        else:
            self.notify.warning('%s: d_setForemanConfronted: av %s not in av list %s' % (self.doId, avId, self.avIdList))

    def setVictors(self, victorIds):
        activeVictors = []
        activeVictorIds = []
        for victorId in victorIds:
            toon = self.air.doId2do.get(victorId)
            if toon is not None:
                activeVictors.append(toon)
                activeVictorIds.append(victorId)

        scenario = 0
        description = '%s|%s|%s|%s' % (self.factoryId, self.entranceId, scenario, activeVictorIds)
        for avId in activeVictorIds:
            self.air.writeServerEvent('factoryDefeated', avId, description)

        for toon in activeVictors:
            simbase.air.questManager.toonDefeatedFactory(toon, self.factoryId, activeVictors)

        return

    def b_setDefeated(self):
        self.d_setDefeated()
        self.setDefeated()

    def d_setDefeated(self):
        self.sendUpdate('setDefeated')

    def setDefeated(self):
        pass

    def getCogLevel(self):
        return self.cogLevel

    def d_setSuits(self):
        self.sendUpdate('setSuits', [self.getSuits(), self.getReserveSuits()])

    def getSuits(self):
        suitIds = []
        for suit in self.suits:
            suitIds.append(suit.doId)

        return suitIds

    def getReserveSuits(self):
        suitIds = []
        for suit in self.reserveSuits:
            suitIds.append(suit[0].doId)

        return suitIds
