'use client';

import { useState, useEffect, useMemo } from 'react';
import { Button } from '@/components/ui/button';
import { Mountain } from 'lucide-react';
import { Card, CardContent } from '@/components/ui/card';
import { ManaDisplay } from '@/components/game';
import { ActionButtons } from '@/components/game';
import { ActivityLogPanel } from '@/components/game/ActivityLogPanel';
import { DebugName } from '@/components/game/debug/debug-context';
import { useGameStore, useManaStore, useCombatStore, useCraftingStore, usePrestigeStore, useAttunementStore } from '@/lib/game/stores';
import { getUnifiedEffects } from '@/lib/game/effects';
import { getMeditationBonus, getIncursionStrength } from '@/lib/game/stores';
import { computeTotalMaxMana, computeTotalRegen, computeTotalClickMana } from '@/lib/game/effects';
import { computeDisciplineEffects } from '@/lib/game/effects/discipline-effects';
import { computeConversionRates } from '@/lib/game/utils/conversion-rates';
import { getGuardianForFloor } from '@/lib/game/data/guardian-encounters';
import { ATTUNEMENTS_DEF } from '@/lib/game/data/attunements';
import type { ElementRegenBreakdown } from '@/components/game/ManaDisplay';

export function LeftPanel() {
  const [isGathering, setIsGathering] = useState(false);

  const rawMana = useManaStore((s) => s.rawMana);
  const elements = useManaStore((s) => s.elements);
  const meditateTicks = useManaStore((s) => s.meditateTicks);
  const elementRegen = useManaStore((s) => s.elementRegen);
  const prestigeUpgrades = usePrestigeStore((s) => s.prestigeUpgrades);
  const signedPacts = usePrestigeStore((s) => s.signedPacts);
  const attunements = useAttunementStore((s) => s.attunements);
  const equippedInstances = useCraftingStore((s) => s.equippedInstances);
  const equipmentInstances = useCraftingStore((s) => s.equipmentInstances);
  const gatherMana = useGameStore((s) => s.gatherMana);
  const spireMode = useCombatStore((s) => s.spireMode);
  const enterSpireMode = useCombatStore((s) => s.enterSpireMode);
  const currentAction = useCombatStore((s) => s.currentAction);
  const designProgress = useCraftingStore((s) => s.designProgress);
  const designProgress2 = useCraftingStore((s) => s.designProgress2);
  const cancelDesign = useCraftingStore((s) => s.cancelDesign);
  const preparationProgress = useCraftingStore((s) => s.preparationProgress);
  const applicationProgress = useCraftingStore((s) => s.applicationProgress);
  const equipmentCraftingProgress = useCraftingStore((s) => s.equipmentCraftingProgress);

  const handleGatherStart = () => { setIsGathering(true); gatherMana(); };
  const handleGatherEnd = () => { setIsGathering(false); };

  useEffect(() => {
    if (!isGathering) return;
    let lastGatherTime = 0;
    const minGatherInterval = 100;
    let animationFrameId: number;
    const gatherLoop = (timestamp: number) => {
      if (timestamp - lastGatherTime >= minGatherInterval) {
        gatherMana();
        lastGatherTime = timestamp;
      }
      animationFrameId = requestAnimationFrame(gatherLoop);
    };
    animationFrameId = requestAnimationFrame(gatherLoop);
    return () => cancelAnimationFrame(animationFrameId);
  }, [isGathering, gatherMana]);

  const upgradeEffects = getUnifiedEffects({ skillUpgrades: {}, skillTiers: {}, equippedInstances, equipmentInstances });
  const disciplineEffects = computeDisciplineEffects();
  const maxMana = computeTotalMaxMana({ skills: {}, prestigeUpgrades, skillUpgrades: {}, skillTiers: {}, equippedInstances, equipmentInstances }, upgradeEffects);
  const baseRegen = computeTotalRegen({ skills: {}, prestigeUpgrades, skillUpgrades: {}, skillTiers: {}, equippedInstances, equipmentInstances }, upgradeEffects);
  const clickMana = computeTotalClickMana({ skills: {}, skillUpgrades: {}, skillTiers: {}, equippedInstances, equipmentInstances }, upgradeEffects);
  const meditationMultiplier = getMeditationBonus(meditateTicks, upgradeEffects.meditationEfficiency, disciplineEffects.meditationCapBonus);
  const incursionStrength = getIncursionStrength(useGameStore((s) => s.day), useGameStore((s) => s.hour));
  const effectiveRegen = baseRegen * (1 - incursionStrength) * meditationMultiplier;

  // Compute per-element regen breakdown for ManaDisplay (DISC-8)
  const elementRegenBreakdown = useMemo((): Record<string, ElementRegenBreakdown> | undefined => {
    const pactElementMap: Record<number, string> = {};
    for (const floor of signedPacts) {
      const g = getGuardianForFloor(floor);
      if (g?.element?.length) pactElementMap[floor] = g.element[0];
    }
    const grossRegen: Record<string, number> = {};
    for (const [id, state] of Object.entries(attunements)) {
      if (!state.active) continue;
      const def = ATTUNEMENTS_DEF[id];
      if (def?.primaryManaType) {
        grossRegen[def.primaryManaType] = (grossRegen[def.primaryManaType] || 0)
          + (def.conversionRate || 0);
      }
    }
    const invokerLevel = attunements.invoker?.active ? (attunements.invoker.level || 1) : 0;
    const conversionResult = computeConversionRates({
      disciplineEffects,
      attunements,
      signedPacts,
      pactElementMap,
      invokerLevel,
      meditationMultiplier,
      grossRegen,
      rawGrossRegen: baseRegen,
    });
    const breakdown: Record<string, ElementRegenBreakdown> = {};
    for (const [elem, entry] of Object.entries(conversionResult.rates)) {
      if (entry.paused) continue;
      const drains: Record<string, number> = {};
      // This element is drained when it's a component of a higher conversion
      for (const [destElem, destEntry] of Object.entries(conversionResult.rates)) {
        if (destEntry.paused) continue;
        if (destEntry.componentCosts[elem]) {
          drains[destElem] = (drains[destElem] || 0) + destEntry.finalRate * destEntry.componentCosts[elem];
        }
      }
      if (entry.finalRate > 0 || Object.keys(drains).length > 0) {
        breakdown[elem] = { produced: entry.finalRate, drains };
      }
    }
    return Object.keys(breakdown).length > 0 ? breakdown : undefined;
  }, [disciplineEffects, attunements, signedPacts, meditationMultiplier, baseRegen]);

  return (
    <div className="md:w-80 space-y-3 flex-shrink-0 p-1">
      {/* 1. Mana Display */}
      <DebugName name="ManaDisplay">
        <ManaDisplay
          rawMana={rawMana}
          maxMana={maxMana}
          effectiveRegen={effectiveRegen}
          meditationMultiplier={meditationMultiplier}
          clickMana={clickMana}
          isGathering={isGathering}
          onGatherStart={handleGatherStart}
          onGatherEnd={handleGatherEnd}
          elements={elements}
          elementRegen={elementRegen}
          elementRegenBreakdown={elementRegenBreakdown}
        />
      </DebugName>

      {/* 2. Spire Entry */}
      {!spireMode && (
        <DebugName name="ClimbSpireButton">
          <Button className="w-full bg-gradient-to-r from-amber-600 to-orange-600 hover:from-amber-700 hover:to-orange-600 text-white" size="lg" onClick={enterSpireMode}>
            <Mountain className="w-5 h-5 mr-2" />
            Climb the Spire
          </Button>
        </DebugName>
      )}

      {/* 3. Current Action */}
      {!spireMode && (
        <DebugName name="ActionButtons">
          <Card className="bg-[var(--bg-surface)] border-[var(--border-subtle)]">
            <CardContent className="pt-3">
              <ActionButtons
                currentAction={currentAction}
                designProgress={designProgress}
                designProgress2={designProgress2}
                preparationProgress={preparationProgress}
                applicationProgress={applicationProgress}
                equipmentCraftingProgress={equipmentCraftingProgress}
                cancelDesign={cancelDesign}
              />
            </CardContent>
          </Card>
        </DebugName>
      )}

      {/* 4. Activity Log */}
      <DebugName name="ActivityLogPanel">
        <ActivityLogPanel />
      </DebugName>
    </div>
  );
}
