/***********************************************************************
 Freeciv - Copyright (C) 2002 - The Freeciv Team
   This program is free software; you can redistribute it and/or modify
   it under the terms of the GNU General Public License as published by
   the Free Software Foundation; either version 2, or (at your option)
   any later version.

   This program is distributed in the hope that it will be useful,
   but WITHOUT ANY WARRANTY; without even the implied warranty of
   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
   GNU General Public License for more details.
***********************************************************************/

#ifdef HAVE_CONFIG_H
#include <fc_config.h>
#endif

/* utility */
#include "log.h"

/* common */
#include "combat.h"
#include "game.h"
#include "map.h"
#include "movement.h"
#include "player.h"
#include "pf_tools.h"
#include "unit.h"

/* server */
#include "citytools.h"
#include "maphand.h"
#include "srv_log.h"
#include "unithand.h"
#include "unittools.h"

/* server/advisors */
#include "advbuilding.h"
#include "advgoto.h"

/* ai */
#include "handicaps.h"

/* ai/default */
#include "aiplayer.h"
#include "ailog.h"
#include "aitools.h"
#include "aiunit.h"
#include "daicity.h"

#include "aiair.h"

/******************************************************************//**
  How fast does a unit regenerate at another tile after moves to it.
  Kludgy function worth some generalization.
**********************************************************************/
static inline int regen_turns(struct unit *punit, struct tile *ptile,
                              int lost_hp)
{
  struct tile *real_tile = unit_tile(punit);
  int res, regen, recov;

  punit->tile = ptile;
  /* unit_list_prepend(ptile, punit); ... (handle "MaxUnitsOnTile" etc.) */
  regen = hp_gain_coord(punit);
  recov = get_unit_bonus(punit, EFT_UNIT_RECOVER);
  if (lost_hp - recov <= 0) {
    res = 0;
  } else {
    res = 1 + (lost_hp - recov) / (recov + regen);
  }
  punit->tile = real_tile;

  return res;
}

/******************************************************************//**
  Looks for nearest airbase for punit reachable immediately.
  Returns NULL if not found. The path is stored in the path
  argument if not NULL.
  If the unit is damaged, flies to an airbase that can repair
  the unit in a minimal number of turns.
  FIXME: consider airdrome safety. Can lure enemy bombers
    to a spare airdrome next to our rifles.
  TODO: Special handicaps for planes running out of fuel
        IMO should be less restrictive than general H_MAP, H_FOG
**********************************************************************/
static struct tile *find_nearest_airbase(struct unit *punit,
                                         struct pf_path **path)
{
  struct player *pplayer = unit_owner(punit);
  struct pf_parameter parameter;
  struct pf_map *pfm;
  struct tile *best = NULL;
  int lost_hp = unit_type_get(punit)->hp - punit->hp;
  int best_regt = FC_INFINITY;
  const struct civ_map *nmap = &(wld.map);

  pft_fill_unit_parameter(&parameter, nmap, punit);
  parameter.omniscience = !has_handicap(pplayer, H_MAP);
  pfm = pf_map_new(&parameter);

  pf_map_move_costs_iterate(pfm, ptile, move_cost, TRUE) {
    if (move_cost > punit->moves_left) {
      /* Too far! */
      break;
    }

    if (is_refuel_point(ptile, pplayer, punit)) {
      if (lost_hp > 0) {
        int regt = regen_turns(punit, ptile, lost_hp);

        if (regt <= 0) {
          /* Nothing better to search */
          best = ptile;
          break;
        } else if (!best || regt < best_regt) {
          /* Regenerates faster */
          best_regt = regt;
          best = ptile;
        }
      } else {
        best = ptile;
        break;
      }
    }
  } pf_map_move_costs_iterate_end;

  if (path && best) {
    *path = pf_map_path(pfm, best);
  }
  pf_map_destroy(pfm);
  return best;
}

/******************************************************************//**
  Very preliminary estimate for our intent to attack the tile (x, y).
  Used by bombers only.
**********************************************************************/
static bool dai_should_we_air_attack_tile(struct ai_type *ait,
                                          struct unit *punit, struct tile *ptile)
{
  struct city *acity = tile_city(ptile);

  /* For a virtual unit (punit->id == 0), all targets are good */
  /* TODO: There is a danger of producing too many units that will not
   * attack anything. Production should not happen if there is an idle
   * unit of the same type nearby */
  if (acity && punit->id != 0
      && def_ai_city_data(acity, ait)->invasion.occupy == 0
      && !unit_can_take_over(punit)) {
    /* No units capable of occupying are invading */
    log_debug("Don't want to attack %s, although we could",
              city_name_get(acity));
    return FALSE;
  }

  return TRUE;
}

/******************************************************************//**
  Returns an estimate for the profit gained through attack.
  Assumes that the victim is within one day's flight
**********************************************************************/
static adv_want dai_evaluate_tile_for_air_attack(struct unit *punit,
                                                 struct tile *dst_tile)
{
  struct unit *pdefender;
  /* Unit costs in shields */
  int balanced_cost, unit_cost, victim_cost = 0;
  /* Unit stats */
  int unit_attack, victim_defense;
  /* Final answer */
  adv_want profit;
  /* Time spent in the air */
  int sortie_time;
  struct civ_map *nmap = &(wld.map);

#define PROB_MULTIPLIER 100 /* Should unify with those in combat.c */

  if (!can_unit_attack_tile(punit, NULL, dst_tile)
      || !(pdefender = get_defender(nmap, punit, dst_tile))) {
    return 0;
  }

  /* Ok, we can attack, but is it worth it? */

  /* Cost of our unit */
  unit_cost = unit_build_shield_cost_base(punit);
  /* This is to say "wait, ill unit will get better!" */
  unit_cost = unit_cost * unit_type_get(punit)->hp / punit->hp; 

  /* Determine cost of enemy units */
  victim_cost = stack_cost(punit, pdefender);
  if (0 == victim_cost) {
    return 0;
  }

  /* Missile would die 100% so we adjust the victim_cost -- GB */
  if (utype_can_do_action(unit_type_get(punit), ACTION_SUICIDE_ATTACK)) {
    /* Assume that the attack will be a suicide attack even if a regular
     * attack may be legal. */
    victim_cost -= unit_build_shield_cost_base(punit);
  }

  unit_attack = (int) (PROB_MULTIPLIER
                       * unit_win_chance(nmap, punit, pdefender));

  victim_defense = PROB_MULTIPLIER - unit_attack;

  balanced_cost = build_cost_balanced(unit_type_get(punit));

  sortie_time
    = (utype_pays_mp_for_action_estimate(nmap,
                                         action_by_number(ACTION_ATTACK),
                                         unit_type_get(punit), unit_owner(punit),
                                         /* Assume that dst_tile is closer to the tile the actor
                                          * unit will attack from than its current tile. */
                                         dst_tile,
                                         dst_tile) >= MAX_MOVE_FRAGS ? 1 : 0);

  profit = kill_desire(victim_cost, unit_attack, unit_cost, victim_defense, 1)
    - SHIELD_WEIGHTING + 2 * TRADE_WEIGHTING;
  if (profit > 0) {
    profit = military_amortize(unit_owner(punit), 
                               game_city_by_number(punit->homecity),
                               profit, sortie_time, balanced_cost);
    log_debug("%s at (%d, %d) is a worthy target with profit " ADV_WANT_PRINTF,
              unit_rule_name(pdefender), TILE_XY(dst_tile), profit);
  } else {
    log_debug("%s(%d, %d): %s at (%d, %d) is unworthy with profit " ADV_WANT_PRINTF,
              unit_rule_name(punit), TILE_XY(unit_tile(punit)),
              unit_rule_name(pdefender), TILE_XY(dst_tile), profit);
    profit = 0;
  }

  return profit;
}

/******************************************************************//**
  Find something to bomb
  Air-units specific victim search
  Returns the want for the best target. The targets are stored in the
  path and pptile arguments if not NULL.
  TODO: take counterattack dangers into account
  TODO: make separate handicaps for air units seeing targets
        IMO should be more restrictive than general H_MAP, H_FOG
**********************************************************************/
static adv_want find_something_to_bomb(struct ai_type *ait, struct unit *punit,
                                       struct pf_path **path, struct tile **pptile)
{
  struct player *pplayer = unit_owner(punit);
  struct pf_parameter parameter;
  struct pf_map *pfm;
  struct tile *best_tile = NULL;
  adv_want best = 0;
  const struct civ_map *nmap = &(wld.map);

  pft_fill_unit_parameter(&parameter, nmap, punit);
  parameter.omniscience = !has_handicap(pplayer, H_MAP);
  pfm = pf_map_new(&parameter);

  /* Let's find something to bomb */
  pf_map_move_costs_iterate(pfm, ptile, move_cost, FALSE) {
    if (move_cost >= punit->moves_left) {
      /* Too far! */
      break;
    }

    if (has_handicap(pplayer, H_MAP) && !map_is_known(ptile, pplayer)) {
      /* The target tile is unknown */
      continue;
    }

    if (has_handicap(pplayer, H_FOG) 
        && !map_is_known_and_seen(ptile, pplayer, V_MAIN)) {
      /* The tile is fogged */
      continue;
    }

    if (is_enemy_unit_tile(ptile, pplayer)
        && dai_should_we_air_attack_tile(ait, punit, ptile)
        && can_unit_attack_tile(punit, NULL, ptile)) {
      adv_want new_best = dai_evaluate_tile_for_air_attack(punit, ptile);

      if (new_best > best) {
        best_tile = ptile;
        best = new_best;
        log_debug("%s wants to attack tile (%d, %d)",
                  unit_rule_name(punit), TILE_XY(ptile));
      }
    }
  } pf_map_move_costs_iterate_end;

  /* Return the best values. */
  if (pptile) {
    *pptile = best_tile;
  }
  if (path) {
    *path = best_tile ? pf_map_path(pfm, best_tile) : NULL;
  }

  pf_map_destroy(pfm);

  return best;
}

/******************************************************************//**
  Iterates through reachable refuel points and appraises them
  as a possible base for air operations by (air)unit punit.
  Returns NULL if not found (or we just should stay here).
  The path is stored in the path argument if not NULL.
  1. If the unit is damaged, looks for the fastest full regeneration.
  (Should we set the unit task to AIUNIT_RECOVER? Currently, no gain)
  2. Goes to the nearest city that needs a defender immediately.
  3. Evaluates bombing targets from the bases and chooses the best.
  FIXME: consider airbase safety! Don't be lured to enemy airbases!
**********************************************************************/
static struct tile *dai_find_strategic_airbase(struct ai_type *ait,
                                               struct unit *punit,
                                               struct pf_path **path)
{
  struct player *pplayer = unit_owner(punit);
  struct pf_parameter parameter;
  struct pf_map *pfm;
  struct tile *best_tile = NULL;
  struct city *pcity;
  struct unit *pvirtual = NULL;
  adv_want best_worth = 0, target_worth;
  int lost_hp = unit_type_get(punit)->hp - punit->hp;
  int regen_turns_min = FC_INFINITY;
  bool defend = FALSE; /* Used only for lost_hp > 0 */
  bool refuel_start = FALSE; /* Used for not a "grave danger" start */
  const struct civ_map *nmap = &(wld.map);

  /* Consider staying at the current position
   * before we generate the map, maybe we should not */
  if (is_unit_being_refueled(punit)) {
    /* We suppose here for speed that the recovery effect is global.
     * It's so in the standard rulesets but might be not elsewhere */
    int recov = get_unit_bonus(punit, EFT_UNIT_RECOVER);
    int regen = hp_gain_coord(punit);
    const struct tile *ptile = unit_tile(punit);

    if (lost_hp > 0 && regen + recov > 0) {
      regen_turns_min =
        punit->moved ? lost_hp - recov : lost_hp - (regen + recov);
      if (regen_turns_min <= 0) {
        if (lost_hp - recov > 0) {
          /* Probably, nothing can repair us faster */
          log_debug("Repairment of %s is almost finished, stays here",
                    unit_rule_name(punit));
          def_ai_unit_data(punit, ait)->done = TRUE;
          return NULL;
        } else {
          regen_turns_min = 0;
        }
      } else {
        regen_turns_min /= regen + recov;
        regen_turns_min += 1;
      }
    }
    pcity = tile_city(ptile);
    if (pcity
        && def_ai_city_data(pcity, ait)->grave_danger
           > (unit_list_size(ptile->units) - 1) << 1) {
      if (lost_hp <= 0 || regen_turns_min <= 1) {
        log_debug("%s stays defending %s",
                  unit_rule_name(punit), city_name_get(pcity));
        return NULL;
      } else {
        /* We may find a city in grave danger that restores faster */
        defend = TRUE;
      }
    } else {
      refuel_start = TRUE;
    }
  }

  pft_fill_unit_parameter(&parameter, nmap, punit);
  parameter.omniscience = !has_handicap(pplayer, H_MAP);
  pfm = pf_map_new(&parameter);
  pf_map_move_costs_iterate(pfm, ptile, move_cost, FALSE) {
    bool chg_for_regen = FALSE;

    if (move_cost >= punit->moves_left) {
      break; /* Too far! */
    }

    if (!is_refuel_point(ptile, pplayer, punit)) {
      continue; /* Cannot refuel here. */
    }

    if (lost_hp > 0) {
      /* Don't fly to a point where we'll regenerate longer */
      int regen_tn = regen_turns(punit, ptile, lost_hp);

      if (regen_turns_min < regen_tn) {
        log_debug("%s knows a better repair base than %d,%d",
                  unit_rule_name(punit), TILE_XY(ptile));
        continue;
      } else if (regen_turns_min > regen_tn) {
        regen_turns_min = regen_tn;
        best_tile = ptile;
        best_worth = 0; /* to be calculated if necessary */
        chg_for_regen = TRUE;
      }
    }

    if ((pcity = tile_city(ptile))
        /* Two defenders per attacker is enough,
         * at least considering that planes are usually
         * expensive and weak city defenders */
        && def_ai_city_data(pcity, ait)->grave_danger
           > unit_list_size(ptile->units) << 1) {
      if (lost_hp <= 0) {
        best_tile = ptile;
        break; /* Fly there immediately!! */
      } else {
        if (!defend) {
          /* We maybe have equally regenerating base but not in danger */
          best_tile = ptile;
          defend = TRUE;
        }
        continue;
      }
    } else if (defend) {
      if (chg_for_regen) {
        /* We better regenerate faster and take a revenge a bit later */
        defend = FALSE;
      } else {
        /* We already have a base in grave danger that restores not worse */
        continue;
      }
    }

    if (!pvirtual) {
      pvirtual =
        unit_virtual_create(pplayer,
                            player_city_by_number(pplayer, punit->homecity),
                            unit_type_get(punit), punit->veteran);
      if (refuel_start) {
        /* What worth really worth moving out? */
        adv_want start_worth;

        unit_tile_set(pvirtual, unit_tile(punit));
        start_worth = find_something_to_bomb(ait, pvirtual, NULL, NULL);
        best_worth = MAX(start_worth, 0);
      }
    }

    unit_tile_set(pvirtual, ptile);
    target_worth = find_something_to_bomb(ait, pvirtual, NULL, NULL);
    if (target_worth > best_worth) {
      /* It's either a first find or it's better than the previous. */
      best_worth = target_worth;
      best_tile = ptile;
      /* We can still look for something better. */
    }
  } pf_map_move_costs_iterate_end;

  if (pvirtual) {
    unit_virtual_destroy(pvirtual);
  }

  if (path) {
    /* Stores the path. */
    *path = best_tile ? pf_map_path(pfm, best_tile) : NULL;
  }
  pf_map_destroy(pfm);

  return best_tile;
}

/******************************************************************//**
  Trying to manage bombers and stuff.
  If we are in the open {
    if moving intelligently on a valid GOTO, {
      carry on doing it.
    } else {
      go refuel
    }
  } else {
    try to attack something
  } 
  TODO: distant target selection, support for fuel > 2
**********************************************************************/
void dai_manage_airunit(struct ai_type *ait, struct player *pplayer,
                        struct unit *punit)
{
  struct tile *dst_tile = unit_tile(punit);
  /* Loop prevention */
  int moves = punit->moves_left;
  int id = punit->id;
  struct pf_parameter parameter;
  struct pf_map *pfm;
  struct pf_path *path;

  CHECK_UNIT(punit);

  if (!is_unit_being_refueled(punit)) {
    /* We are out in the open, what shall we do? */
    if (punit->activity == ACTIVITY_GOTO
        /* We are on a GOTO.  Check if it will get us anywhere */
        && NULL != punit->goto_tile
        && !same_pos(unit_tile(punit), punit->goto_tile)
        && is_refuel_point(punit->goto_tile, pplayer, punit)) {
      pfm = pf_map_new(&parameter);
      path = pf_map_path(pfm, punit->goto_tile);
      if (path) {
        bool alive = adv_follow_path(punit, path, punit->goto_tile);

        pf_path_destroy(path);
        pf_map_destroy(pfm);
        if (alive && punit->moves_left > 0) {
          /* Maybe do something else. */
          dai_manage_airunit(ait, pplayer, punit);
        }
        return;
      }
      pf_map_destroy(pfm);
    } else if ((dst_tile = find_nearest_airbase(punit, &path))) {
      /* Go refuelling */
      if (!adv_follow_path(punit, path, dst_tile)) {
        pf_path_destroy(path);
        return; /* The unit died. */
      }
      pf_path_destroy(path);
    } else {
      if (punit->fuel == 1) {
        UNIT_LOG(LOG_DEBUG, punit, "Oops, fallin outta the sky");
      }
      def_ai_unit_data(punit, ait)->done = TRUE; /* Won't help trying again */
      return;
    }

  } else if (punit->fuel == unit_type_get(punit)->fuel) {
    /* We only leave a refuel point when we are on full fuel */

    if (find_something_to_bomb(ait, punit, &path, &dst_tile) > 0) {
      /* Found target, coordinates are in punit's goto_dest.
       * TODO: separate attacking into a function, check for the best 
       * tile to attack from */
      fc_assert_ret(path != NULL && dst_tile != NULL);
      if (!adv_follow_path(punit, path, dst_tile)) {
        pf_path_destroy(path);
        return; /* The unit died. */
      }
      pf_path_destroy(path);
      unit_activity_handling(punit, ACTIVITY_IDLE);
    } else if ((dst_tile = dai_find_strategic_airbase(ait, punit, &path))) {
      log_debug("%s will fly to (%i, %i) (%s) to fight there",
                unit_rule_name(punit), TILE_XY(dst_tile),
                tile_city(dst_tile) ? city_name_get(tile_city(dst_tile)) : "");
      def_ai_unit_data(punit, ait)->done = TRUE; /* Wait for next turn */
      if (!adv_follow_path(punit, path, dst_tile)) {
        pf_path_destroy(path);
        return; /* The unit died. */
      }
      pf_path_destroy(path);
    } else {
      log_debug("%s cannot find anything to kill and is staying put", 
                unit_rule_name(punit));
      def_ai_unit_data(punit, ait)->done = TRUE;
      unit_activity_handling(punit, ACTIVITY_IDLE);
    }
  }

  if ((punit = game_unit_by_number(id)) != NULL && punit->moves_left > 0
      && punit->moves_left != moves) {
    /* We have moved this turn, might have ended up stuck out in the fields
     * so, as a safety measure, let's manage again */
    dai_manage_airunit(ait, pplayer, punit);
  }

}

/******************************************************************//**
  Chooses the best available and usable air unit and records it in
  choice, if it's better than previous choice
  The interface is somewhat different from other ai_choose, but
  that's what it should be like, I believe -- GB
**********************************************************************/
bool dai_choose_attacker_air(struct ai_type *ait, struct player *pplayer,
                             struct city *pcity, struct adv_choice *choice,
                             bool allow_gold_upkeep)
{
  bool want_something = FALSE;
  const struct civ_map *nmap = &(wld.map);

  /* This AI doesn't know how to build planes */
  if (has_handicap(pplayer, H_NOPLANES)) {
    return FALSE;
  }

  /* military_advisor_choose_build() does something idiotic,
   * this function should not be called if there is danger... */
  if (choice->want >= DAI_WANT_MILITARY_EMERGENCY
      && choice->type != CT_ATTACKER) {
    return FALSE;
  }

  if (!player_knows_techs_with_flag(pplayer, TF_BUILD_AIRBORNE)) {
    return FALSE;
  }

  unit_type_iterate(punittype) {
    struct unit_class *pclass = utype_class(punittype);

    if (pclass->adv.land_move == MOVE_NONE
        || pclass->adv.sea_move == MOVE_NONE
        || uclass_has_flag(pclass, UCF_TERRAIN_SPEED)
        || unit_type_is_losing_hp(pplayer, punittype)) {
      /* We don't consider this a plane */
      continue;
    }

    if (!allow_gold_upkeep && utype_upkeep_cost(punittype, pplayer, O_GOLD) > 0) {
      continue;
    }

    if (can_city_build_unit_now(nmap, pcity, punittype)) {
      struct unit *virtual_unit =
       unit_virtual_create(
          pplayer, pcity, punittype,
          city_production_unit_veteran_level(pcity, punittype));
      adv_want profit = find_something_to_bomb(ait, virtual_unit, NULL, NULL);

      if (profit > choice->want) {
        /* Update choice */
        choice->want = profit;
        choice->value.utype = punittype;
        choice->type = CT_ATTACKER;
        choice->need_boat = FALSE;
        adv_choice_set_use(choice, "offensive air");
        want_something = TRUE;
        log_debug("%s wants to build %s (want = " ADV_WANT_PRINTF ")",
                  city_name_get(pcity), utype_rule_name(punittype), profit);
      } else {
        log_debug("%s doesn't want to build %s (want = " ADV_WANT_PRINTF ")",
                  city_name_get(pcity), utype_rule_name(punittype), profit);
      }
      unit_virtual_destroy(virtual_unit);
    }
  } unit_type_iterate_end;

  return want_something;
}
