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import contextlib
import random
from typing import Optional

import pygame

from .color import Color
from .controller import Input, Controller
from .misc import Pause
from .piece import *
from .playfield import PlayField


class WouldCollide(Exception):
    pass


class PlayerQuit(Exception):
    pass


class Player:
    def __init__(self, controller: Controller, starting_level: int):
        self.controller = controller
        self.playfield = PlayField()

        self.current_piece, self.current_piece_position = self.generate_piece()
        self.next_piece, self.next_piece_position = self.generate_piece()

        self.level = self.starting_level = starting_level
        self.score = 0

        self.lines_burnt = 0

        self.das = 0
        self.pressing_down_countdown: Optional[int] = None

        self.piece_drop_frames = 0

        self.grid_canvas = pygame.Surface((500, 1000))
        self.piece_preview_canvas = pygame.Surface((200, 200))
        self.score_canvas = pygame.Surface((296, 50))
        self.level_canvas = pygame.Surface((296, 50))

    def generate_piece(self) -> tuple[Piece, list[int]]:
        # We may want to make this a function outside the class
        piece = random.choice((TPiece, SPiece, IPiece, ZPiece, SquarePiece, LPiece, JPiece))()

        for row_id, row in enumerate(piece.elements):
            if list(filter(lambda x: x is not None, row)):
                break

        initial_y_position = -row_id
        initial_x_position = (len(self.playfield.grid[0]) // 2) - (len(piece.elements[0]) // 2)

        return (piece, [initial_y_position, initial_x_position])

    def lock_piece(self) -> None:
        if self.has_collision(self.current_piece_position[0], self.current_piece_position[1]):
            raise WouldCollide()

        for row_id, row in enumerate(self.current_piece.elements):
            for col_id, element in enumerate(row):
                if element is None:
                    continue
                self.playfield.grid[row_id + self.current_piece_position[0]][col_id + self.current_piece_position[1]] = element

        count = self.playfield.burn_rows()

        if count == 1:
            print("Single")
            rate = 1.
        elif count == 2:
            print("Double")
            rate = 2.5
        elif count == 3:
            print("Triple")
            rate = 7.5
        elif count == 4:
            print("Tetris!")
            rate = 30.
        else:
            rate = 0.

        self.lines_burnt += count

        self.score += int(self.level * 40 * rate)

        if self.lines_burnt >= self.level * 10:
            self.level += 1
        self.current_piece, self.current_piece_position = self.next_piece, self.next_piece_position
        self.next_piece, self.next_piece_position = self.generate_piece()
        self.refresh_piece_preview_canvas()

    def has_collision(self, y: int, x: int) -> bool:
        try:
            for row_id, row in enumerate(self.current_piece.elements):
                for col_id, element in enumerate(row):
                    if element is None:
                        continue

                    if row_id + y < 0:
                        continue

                    if col_id + x < 0:
                        return True

                    if self.playfield.grid[row_id + y][col_id + x] is not None:
                        return True

        except IndexError:
            return True

        return False

    def move_piece_down(self) -> None:
        if not self.has_collision(self.current_piece_position[0] + 1, self.current_piece_position[1]):
            self.current_piece_position[0] += 1
        else:
            raise WouldCollide()

    def move_piece_up(self) -> None:
        if not self.has_collision(self.current_piece_position[0] - 1, self.current_piece_position[1]):
            self.current_piece_position[0] -= 1
        else:
            raise WouldCollide()

    def move_piece_left(self) -> None:
        if not self.has_collision(self.current_piece_position[0], self.current_piece_position[1] - 1):
            self.current_piece_position[1] -= 1
        else:
            raise WouldCollide()

    def move_piece_right(self) -> None:
        if not self.has_collision(self.current_piece_position[0], self.current_piece_position[1] + 1):
            self.current_piece_position[1] += 1
        else:
            raise WouldCollide()

    def rotate_piece_counter_clockwise(self) -> None:
        self.current_piece.rotate_counter_clockwise()

        if self.has_collision(self.current_piece_position[0], self.current_piece_position[1]):
            self.current_piece.rotate_clockwise()
            raise WouldCollide()

    def rotate_piece_clockwise(self) -> None:
        self.current_piece.rotate_clockwise()

        if self.has_collision(self.current_piece_position[0], self.current_piece_position[1]):
            self.current_piece.rotate_counter_clockwise()
            raise WouldCollide()

    def handle_input_pressed(self, event: pygame.event.Event) -> None:
        if self.controller.get_input_down(event) == Input.QUIT:
            raise PlayerQuit()

        if self.controller.get_input_down(event) == Input.PAUSE:
            raise Pause()

        with contextlib.suppress(WouldCollide):
            if self.controller.get_input_down(event) == Input.MOVE_RIGHT:
                self.move_piece_right()
                self.das = 0
            if self.controller.get_input_down(event) == Input.MOVE_LEFT:
                self.move_piece_left()
                self.das = 0
            if self.controller.get_input_down(event) == Input.ROTATE_CLOCKWISE:
                self.rotate_piece_clockwise()
            if self.controller.get_input_down(event) == Input.ROTATE_COUNTER_CLOCKWISE:
                self.rotate_piece_counter_clockwise()
            if self.controller.get_input_down(event) == Input.MOVE_DOWN:
                self.piece_drop_frames = 0
                self.pressing_down_countdown = 3
                try:
                    self.move_piece_down()
                except WouldCollide:
                    self.lock_piece()

    def handle_input_released(self, event: pygame.event.Event) -> None:
        if self.controller.get_input_up(event) == Input.MOVE_DOWN:
            self.pressing_down_countdown = None

    def refresh_piece_preview_canvas(self) -> None:
        self.piece_preview_canvas.fill(Color.black.value)

        non_empty_rows = list()
        for row in self.next_piece.elements:
            if any(map(lambda element: element is not None, row)):
                non_empty_rows.append(row)

        non_empty_cols = set()
        for row in self.next_piece.elements:
            for col_id, element in enumerate(row):
                if element is not None:
                    non_empty_cols.add(col_id)

        y_offset = (4 - len(non_empty_rows)) / 2
        x_offset = (4 - len(non_empty_cols)) / 2

        # Display the next piece
        for row_idx, row in enumerate(non_empty_rows):
            for col_idx, element in enumerate(row):
                if element is not None:
                    self.piece_preview_canvas.blit(element, ((col_idx + x_offset) * 50 + 1, (row_idx + y_offset) * 50 + 1))

    def refresh_grid_canvas(self) -> None:
        self.grid_canvas.fill(Color.black.value)

        for row_idx, row in enumerate(self.playfield.grid):
            for col_idx, element in enumerate(row):
                if element is not None:
                    self.grid_canvas.blit(element, (col_idx * 50 + 1, row_idx * 50 + 1))

        # Display the current piece
        for row_idx, row in enumerate(self.current_piece.elements):
            for col_idx, element in enumerate(row):
                if element is not None:
                    self.grid_canvas.blit(element, ((col_idx + self.current_piece_position[1]) * 50 + 1, (row_idx + self.current_piece_position[0]) * 50 + 1))