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#include "scenery.hpp"
#include "compat/exception.hpp"
#include "src/anim-atlas.hpp"
#include "compat/assert.hpp"
#include "loader/loader.hpp"
#include "serialize/corrade-string.hpp"
#include "loader/scenery.hpp"
#include "serialize/pass-mode.hpp"
#include "serialize/magnum-vector.hpp"
#include <Corrade/Containers/String.h>
#include <nlohmann/json.hpp>

namespace {

using namespace floormat;

constexpr struct {
    scenery_type value = scenery_type::none;
    StringView str;
} scenery_type_map[] = {
    { scenery_type::none,    "none"_s    },
    { scenery_type::generic, "generic"_s },
    { scenery_type::door,    "door"_s    },
    //{ scenery_type::object,  "object"_s  },
};

constexpr struct {
    rotation value = rotation::N;
    StringView str;
} rotation_map[] = {
    { rotation::N,  "n"_s  },
    { rotation::NE, "ne"_s },
    { rotation::E,  "e"_s  },
    { rotation::SE, "se"_s },
    { rotation::S,  "s"_s  },
    { rotation::SW, "sw"_s },
    { rotation::W,  "w"_s  },
    { rotation::NW, "nw"_s },
};

template<size_t N, typename T>
auto foo_from_string(StringView str, const T(&map)[N], const char* desc)
{
    for (const auto& [value, str2] : map)
        if (str2 == str)
            return value;
    fm_throw("wrong {} string '{}'"_cf, desc, str);
}

template<size_t N, typename T>
StringView foo_to_string(auto type, const T(&map)[N], const char* desc)
{
    for (const auto& [type2, str] : map)
        if (type2 == type)
            return str;
    fm_throw("wrong {} enum '{}'"_cf, desc, (size_t)type);
}

} // namespace

namespace nlohmann {

void adl_serializer<scenery_type>::to_json(json& j, const scenery_type val)
{
    j = foo_to_string(val, scenery_type_map, "scenery_type");
}

void adl_serializer<scenery_type>::from_json(const json& j, scenery_type& val)
{
    val = foo_from_string(j, scenery_type_map, "scenery_type");
}

void adl_serializer<rotation>::to_json(json& j, const rotation val)
{
    j = foo_to_string(val, rotation_map, "rotation");
}

void adl_serializer<rotation>::from_json(const json& j, rotation& val)
{
    val = foo_from_string(j, rotation_map, "rotation");
}

void adl_serializer<scenery_proto>::to_json(json& j, const scenery_proto& f)
{
    fm_assert(f.atlas);
    const scenery_proto default_scenery;
    const generic_scenery_proto default_generic_scenery;
    const door_scenery_proto default_door_scenery;
    if (f.type != default_scenery.type)
        j["type"] = f.type;
    j["atlas-name"] = f.atlas->name();
    if (f.frame != default_scenery.frame)
        j["frame"] = f.frame;
    if (f.r != default_scenery.r)
        j["rotation"] = f.r;
    if (f.pass != default_scenery.pass)
        j["pass-mode"] = f.pass;
    std::visit(overloaded {
        [&](const generic_scenery_proto& x) {
          if (x.active != default_generic_scenery.active)
              j["active"] = x.active;
          if (x.interactive != default_generic_scenery.interactive)
              j["interactive"] = x.interactive;
        },
        [&](const door_scenery_proto& x) {
          if (x.active != default_door_scenery.active)
              j["active"] = x.active;
          if (x.interactive != default_door_scenery.interactive)
              j["interactive"] = x.interactive;
          if (x.closing != default_door_scenery.closing)
              j["closing"] = x.closing;
        },
    }, f.subtype);
    if (f.offset != default_scenery.offset)
        j["offset"] = Vector2i(f.offset);
    if (f.bbox_offset != default_scenery.bbox_offset)
        j["bbox-offset"] = Vector2i(f.bbox_offset);
    if (f.bbox_size != default_scenery.bbox_size)
        j["bbox-size"] = Vector2ui(f.bbox_size);
}

void adl_serializer<scenery_proto>::from_json(const json& j, scenery_proto& f)
{
    const auto get = [&](const StringView& name, auto& value)
    {
        auto s = std::string_view{name.data(), name.size()};
        if (j.contains(s))
            value = j[s];
    };

    StringView atlas_name = j["atlas-name"];
    fm_soft_assert(!atlas_name.isEmpty());
    f = {};
    f.atlas = loader.anim_atlas(atlas_name, loader_::SCENERY_PATH);
    auto type = scenery_type::generic;              get("type", type);
    auto frame       = f.frame;                     get("frame", frame);
    auto r           = f.atlas->first_rotation();   get("rotation", r);
    pass_mode pass   = f.pass;                      get("pass-mode", pass);
    auto offset      = Vector2i(f.offset);          get("offset", offset);
    auto bbox_offset = Vector2i(f.bbox_offset);     get("bbox-offset", bbox_offset);
    auto bbox_size   = Vector2ui(f.bbox_size);      get("bbox-size", bbox_size);
    fm_soft_assert(offset == Vector2i(Vector2b(offset)));
    fm_soft_assert(bbox_offset == Vector2i(Vector2b(bbox_offset)));
    fm_soft_assert(bbox_size == Vector2ui(Vector2ub(bbox_size)));

    switch (type)
    {
    default:
        fm_throw("unhandled scenery type '{}'"_cf, (unsigned)type);
    case scenery_type::generic: {
        constexpr generic_scenery_proto G;
        auto s = G;
        f.type = object_type::scenery;
        f.r = r;
        f.frame = frame;
        f.pass = pass;
        f.offset = Vector2b(offset);
        f.bbox_offset = Vector2b(bbox_offset);
        f.bbox_size = Vector2ub(bbox_size);
        { bool interactive = G.interactive; get("interactive", interactive); s.interactive = interactive; }
        { bool active = G.active; get("active", active); s.active = active; }
        f.subtype = s;
        break;
    }
    case scenery_type::door: {
        fm_assert(f.atlas->info().fps > 0 && f.atlas->info().nframes > 0);
        constexpr door_scenery_proto D;
        auto s = D;
        f.type = object_type::scenery;
        f.r = r;
        f.frame = uint16_t(f.atlas->group(r).frames.size()-1);
        f.pass = pass_mode::blocked;
        s.closing = false;
        f.offset = Vector2b(offset);
        f.bbox_offset = Vector2b(bbox_offset);
        f.bbox_size = Vector2ub(bbox_size);
        { bool interactive = D.interactive; get("interactive", interactive); s.interactive = interactive; }
        { bool active = D.active; get("active", active); s.active = active; }
        f.subtype = s;
        break;
    }
    }
}

void adl_serializer<serialized_scenery>::to_json(json& j, const serialized_scenery& val)
{
    fm_soft_assert(val.proto.atlas);
    j = val.proto;
    const auto name = !val.name.isEmpty() ? StringView{val.name} : val.proto.atlas->name();
    j["name"] = name;
}

void adl_serializer<serialized_scenery>::from_json(const json& j, serialized_scenery& val)
{
    val = {};
    val.proto = j;
    val.name = j["name"];
}

} // namespace nlohmann