#pragma once

#include <optional>
#include <string>
#include <vector>

#include "Blueprint.h"
#include "BuildingId.h"
#include "BuildingType.h"
#include "ItemType.h"
#include "ShipLayout.h"

class Simulation;
struct BuildingsConfig;

// The user-configurable settings of a single building or construction site: the
// selected recipe / ship schematic, the shipyard module layout, and (for
// splitters) the two output filters. This is what blueprint capture records per
// constituent building (REQ-UI-BLUEPRINT-STORAGE).
struct BuildingConfig
{
    BuildingType type = BuildingType::Miner;

    // Selected recipe (Miner / Assembler) or ship schematic id (Shipyard); unset
    // when nothing is selected.
    std::optional<std::string> recipeId;

    // Shipyard module layout (REQ-MOD-LAYOUT).
    std::optional<ShipLayoutConfig> shipLayout;

    // Splitter output filters (empty = accept all). isSplitter distinguishes an
    // empty-filter splitter (a valid accept-all configuration) from a building
    // type that has no splitter filters at all.
    bool                  isSplitter = false;
    std::vector<ItemType> splitterFilterA;
    std::vector<ItemType> splitterFilterB;
};

// Reads the current configuration of the building or construction site identified
// by id, handling operational buildings and sites alike. Returns std::nullopt if
// no such building or site exists.
std::optional<BuildingConfig> readBuildingConfig(const Simulation& sim, BuildingId id);

// Captures a blueprint from a selection of building / construction-site ids, keeping
// only player-placeable buildings and recording each one's type, rotation, offset
// from the selection's bounding-box center, and configuration. Operational buildings
// and construction sites are treated identically (REQ-UI-BLUEPRINT-CREATE,
// REQ-UI-BLUEPRINT-STORAGE). The returned blueprint is unnamed.
Blueprint captureBlueprintFromSelection(const Simulation&              sim,
                                        const std::vector<BuildingId>& selectedIds);

// True if any selected id refers to a player-placeable building or construction site
// (the condition under which Ctrl+C opens the blueprint save dialog,
// REQ-UI-BLUEPRINT-CREATE).
bool selectionHasPlaceableBuilding(const Simulation&              sim,
                                   const std::vector<BuildingId>& selectedIds);

// One "<building name> x <count>" entry of a blueprint card's contents line
// (REQ-UI-BLUEPRINT-CARD).
struct BlueprintContentEntry
{
    std::string buildingName;
    int         count;
};

// Summarizes what a blueprint holds: one entry per building type it contains, ordered
// by descending count with ties broken by the order the types appear in buildings.toml
// (which is the order of the build button bar, REQ-UI-BUILD-BAR). Building types absent
// from the config sort last. Derived display data for the blueprint card, kept here so
// it is unit-testable rather than buried in the dialog (REQ-UI-BLUEPRINT-CARD).
std::vector<BlueprintContentEntry> summarizeBlueprintContents(
    const Blueprint& blueprint, const BuildingsConfig& buildings);

// Plain sum of the placement cost of every building in the blueprint
// (REQ-UI-BLUEPRINT-CARD). Distinct from the total charged on placement
// (REQ-UI-BLUEPRINT-PLACE), which additionally excludes locked building types and
// rotate-in-place targets; see GameWorldView's placement path.
int computeBlueprintCost(const Blueprint& blueprint, const BuildingsConfig& buildings);
