#pragma once

#include "Entity.h"
#include "Component.h"

/**
 * Information regarding which players may visit this property
 */
enum class PropertyPrivacyOption
{
    /**
     * Default, only you can visit your property
     */
	Private = 0,

    /**
     * Your friends can visit your property
     */
	Friends = 1,

    /**
     * Requires Mythran approval, everyone can visit your property
     */
	Public = 2
};

/**
 * Main component that handles interactions with a property, generally the plaques you see on properties.
 */
class PropertyManagementComponent : public Component
{
public:
	static const uint32_t ComponentType = COMPONENT_TYPE_PROPERTY_MANAGEMENT;
	PropertyManagementComponent(Entity* parent);
    static PropertyManagementComponent* Instance();

    /**
     * Event handler for when an entity requests information about this property, will send back whether it's owned, etc.
     * @param originator the entity that triggered the event
     * @param sysAddr the address to send game message responses to
     * @param author optional explicit ID for the property, if not set defaults to the originator
     */
	void OnQueryPropertyData(Entity* originator, const SystemAddress& sysAddr, LWOOBJID author = LWOOBJID_EMPTY) const;

    /**
     * Handles an OnUse event, telling the client who owns this property, etc.
     * @param originator the entity that triggered the event
     */
	void OnUse(Entity* originator) override;

    /**
     * Sets the owner of this property
     * @param value the owner to set
     */
	void SetOwnerId(LWOOBJID value);

    /**
     * Returns the ID of the owner of this property
     * @return the ID of the owner of this property
     */
	LWOOBJID GetOwnerId() const;

    /**
     * Returns the owner of this property
     * @return the owner of this property
     */
	Entity* GetOwner() const;

    /**
     * sets the owner of this property
     * @param value the owner to set
     */
	void SetOwner(Entity* value);

    /**
     * Returns the paths that this property has
     * @return the paths that this property has
     */
	std::vector<NiPoint3> GetPaths() const;

    /**
     * Returns the privacy options for this property
     * @return the privacy options for this property
     */
	PropertyPrivacyOption GetPrivacyOption() const;

    /**
     * Updates the privacy option for this property
     * @param value the privacy option to set
     */
	void SetPrivacyOption(PropertyPrivacyOption value);

    /**
     * Updates information of this property, saving it to the database
     * @param name the name to set for the property
     * @param description the description to set for the property
     */
	void UpdatePropertyDetails(std::string name, std::string description);

    /**
     * Makes this property owned by the passed player ID, storing it in the database
     * @param playerId the ID of the entity that claimed the property
     */
	void Claim(LWOOBJID playerId);

    /**
     * Event triggered when the owner of the property starts building, will kick other entities out
     */
	void OnStartBuilding();

    /**
     * Event triggered when the owner of the property finished building, will re-apply this property for moderation
     * request.
     */
	void OnFinishBuilding();

    /**
     * Updates the position of a model on the property
     * @param id the ID of the model to reposition
     * @param position the position to place the model on
     * @param rotation the rotation to place the model on
     */
	void UpdateModelPosition(LWOOBJID id, NiPoint3 position, NiQuaternion rotation);

    /**
     * Deletes a model for a property
     * @param id the ID of the model to delete
     * @param deleteReason the reason of the deletion, e.g. picked up or destroyed (in case of UGC)
     */
	void DeleteModel(LWOOBJID id, int deleteReason);

    /**
     * Updates whether or not this property is approved by a moderator
     * @param value true if the property should be approved, false otherwise
     */
	void UpdateApprovedStatus(bool value);

    /**
     * Loads all the models on this property from the database
     */
	void Load();

    /**
     * Saves all the models from this property to the database
     */
	void Save();

    /**
     * Adds a model to the cache of models
     * @param modelId the ID of the model
     * @param spawnerId the ID of the object that spawned the model
     */
	void AddModel(LWOOBJID modelId, LWOOBJID spawnerId);

    /**
     * Returns all the models on this property, indexed by property ID, containing their spawn objects
     * @return all the models on this proeprty
     */
	const std::map<LWOOBJID, LWOOBJID>& GetModels() const;
	
private:
    /**
     * This
     */
	static PropertyManagementComponent* instance;

    /**
     * The ID of the owner of this property
     */
	LWOOBJID owner = LWOOBJID_EMPTY;

    /**
     * The LOT of this console
     */
	uint32_t templateId = 0;

    /**
     * The unique ID for this property, if it's owned
     */
	LWOOBJID propertyId = LWOOBJID_EMPTY;

    /**
     * The time since this property was claimed
     */
	uint64_t claimedTime = 0;

    /**
     * The models that are placed on this property
     */
	std::map<LWOOBJID, LWOOBJID> models = {};

    /**
     * The name of this property
     */
	std::string propertyName = "";

    /**
     * The description of this property
     */
	std::string propertyDescription = "";

    /**
     * Determines which players may visit this property
     */
	PropertyPrivacyOption privacyOption = PropertyPrivacyOption::Private;

    /**
     * The privacy setting before it was changed, saved to set back after a player finishes building
     */
	PropertyPrivacyOption originalPrivacyOption = PropertyPrivacyOption::Private;
};