#pragma once

#include <map>
#include <string>

#include "BuildingId.h"
#include "SelectionContent.h"

struct BuildingTarget;
class BufferSection;
class ProductionSection;
class RecipeSummaryRow;

// Shared body of the four cards that show one building with buffers -- the Miner and
// Assembler, the Smelter and Reprocessing Plant, the Shipyard, and the Salvage Bay
// (REQ-UI-SELECTION-CONTENT). All four show the same header identity and status, recipe
// summary, buffer contents and production progress; they differ only in what one
// production cycle costs and how long it takes, which is what the subclass supplies.
//
// This is implementation sharing, not a catalog entry: every concrete subclass is one
// row of the content catalog.
class BufferedBuildingContent : public SelectionContent
{
    Q_OBJECT

protected:
    // What one production cycle of this building consumes, produces, and takes.
    struct CycleInfo
    {
        std::map<std::string, int> perCycleInputs;
        std::map<std::string, int> perCycleOutputs;
        // False when the building produces nothing at all (the Salvage Bay,
        // REQ-BLD-SALVAGE-BAY) or has no recipe or schematic selected yet: the
        // production section is then not shown (REQ-UI-PRODUCTION-PROGRESS).
        bool runsProduction = false;
        // 0 while an auto-recipe building sits between cycles, when no single recipe
        // names a cycle time; the progress line then reads "idle".
        double durationSeconds = 0.0;
    };

    BufferedBuildingContent(const SelectionContext& context, BuildingId id,
                            QWidget* parent);

    // Called with a construction site's stored configuration too, so the summary of what
    // the building will produce is shown before it is built (REQ-BLD-SITE-CONFIG).
    virtual CycleInfo getCycleInfo(const BuildingTarget& target) const = 0;

    // The subclass's own configuration controls. The identity, the recipe summary, the
    // buffers and the production progress are handled here.
    virtual void refreshControls(const BuildingTarget& /*target*/) {}

    BuildingId getBuildingId() const { return m_id; }

private:
    void refreshConfiguration() override;
    void refreshRuntime() override;

    BuildingId         m_id;
    RecipeSummaryRow*  m_recipeSummary;
    BufferSection*     m_buffers;
    ProductionSection* m_production;
};
