#ifndef GAME_MWBASE_WORLD_H
#define GAME_MWBASE_WORLD_H

#include "rotationflags.hpp"

#include <deque>
#include <set>
#include <span>
#include <string_view>
#include <vector>

#include <components/misc/rng.hpp>
#include <components/vfs/pathutil.hpp>

#include "../mwworld/doorstate.hpp"
#include "../mwworld/globalvariablename.hpp"
#include "../mwworld/ptr.hpp"
#include "../mwworld/spellcaststate.hpp"

#include "../mwrender/rendermode.hpp"

namespace osg
{
    class Vec3f;
    class Matrixf;
    class Quat;
    class Image;
    class Stats;
}

namespace Loading
{
    class Listener;
}

namespace ESM
{
    class ESMReader;
    class ESMWriter;
    struct Position;
    struct Cell;
    struct Class;
    struct Container;
    struct Creature;
    struct Potion;
    struct Spell;
    struct NPC;
    struct Armor;
    struct Weapon;
    struct Clothing;
    struct Enchantment;
    struct Book;
    struct EffectList;
    struct CreatureLevList;
    struct ItemLevList;
    struct TimeStamp;
    class RefId;
    struct ExteriorCellLocation;
}

namespace MWPhysics
{
    class RayCastingResult;
    class RayCastingInterface;
}

namespace MWRender
{
    class Animation;
    class Camera;
    class RenderingManager;
    class PostProcessor;
}

namespace MWMechanics
{
    struct Movement;
}

namespace DetourNavigator
{
    struct Navigator;
    struct AgentBounds;
}

namespace MWWorld
{
    class CellStore;
    class Player;
    class LocalScripts;
    class TimeStamp;
    class ESMStore;
    class RefData;
    class Cell;
    class DateTimeManager;

    typedef std::vector<std::pair<MWWorld::Ptr, MWMechanics::Movement>> PtrMovementList;
}

namespace MWBase
{
    /// \brief Interface for the World (implemented in MWWorld)
    class World
    {
        World(const World&);
        ///< not implemented

        World& operator=(const World&);
        ///< not implemented

    public:
        struct DoorMarker
        {
            std::string name;
            float x, y; // world position
            ESM::RefId dest;
        };

        World() {}

        virtual ~World() {}

        virtual void setRandomSeed(uint32_t seed) = 0;
        ///< \param seed The seed used when starting a new game.

        virtual void startNewGame(bool bypass) = 0;
        ///< \param bypass Bypass regular game start.

        virtual void clear() = 0;

        virtual int countSavedGameRecords() const = 0;
        virtual int countSavedGameCells() const = 0;

        virtual void write(ESM::ESMWriter& writer, Loading::Listener& listener) const = 0;

        virtual void readRecord(ESM::ESMReader& reader, uint32_t type) = 0;

        virtual void useDeathCamera() = 0;

        virtual void setWaterHeight(const float height) = 0;

        virtual bool toggleWater() = 0;
        virtual bool toggleWorld() = 0;
        virtual bool toggleBorders() = 0;

        virtual MWWorld::Player& getPlayer() = 0;
        virtual MWWorld::Ptr getPlayerPtr() = 0;
        virtual MWWorld::ConstPtr getPlayerConstPtr() const = 0;

        virtual MWWorld::ESMStore& getStore() = 0;
        virtual const MWWorld::ESMStore& getStore() const = 0;

        virtual const std::vector<int>& getESMVersions() const = 0;

        virtual MWWorld::LocalScripts& getLocalScripts() = 0;

        virtual bool isCellExterior() const = 0;

        virtual bool isCellQuasiExterior() const = 0;

        virtual void getDoorMarkers(MWWorld::CellStore& cell, std::vector<DoorMarker>& out) = 0;
        ///< get a list of teleport door markers for a given cell, to be displayed on the local map

        virtual void setGlobalInt(MWWorld::GlobalVariableName name, int value) = 0;
        ///< Set value independently from real type.

        virtual void setGlobalFloat(MWWorld::GlobalVariableName name, float value) = 0;
        ///< Set value independently from real type.

        virtual int getGlobalInt(MWWorld::GlobalVariableName name) const = 0;
        ///< Get value independently from real type.

        virtual float getGlobalFloat(MWWorld::GlobalVariableName name) const = 0;
        ///< Get value independently from real type.

        virtual char getGlobalVariableType(MWWorld::GlobalVariableName name) const = 0;
        ///< Return ' ', if there is no global variable with this name.

        virtual std::string_view getCellName(const MWWorld::CellStore* cell = nullptr) const = 0;
        ///< Return name of the cell.
        ///
        /// \note If cell==0, the cell the player is currently in will be used instead to
        /// generate a name.
        virtual std::string_view getCellName(const MWWorld::Cell& cell) const = 0;

        virtual void removeRefScript(const MWWorld::CellRef* ref) = 0;
        //< Remove the script attached to ref from mLocalScripts

        virtual MWWorld::Ptr getPtr(const ESM::RefId& name, bool activeOnly) = 0;
        ///< Return a pointer to a liveCellRef with the given name.
        /// \param activeOnly do non search inactive cells.

        virtual MWWorld::Ptr searchPtr(const ESM::RefId& name, bool activeOnly, bool searchInContainers = true) = 0;
        ///< Return a pointer to a liveCellRef with the given name.
        /// \param activeOnly do non search inactive cells.

        virtual MWWorld::Ptr searchPtrViaActorId(int actorId) = 0;
        ///< Search is limited to the active cells.

        virtual MWWorld::Ptr findContainer(const MWWorld::ConstPtr& ptr) = 0;
        ///< Return a pointer to a liveCellRef which contains \a ptr.
        /// \note Search is limited to the active cells.

        virtual void enable(const MWWorld::Ptr& ptr) = 0;

        virtual void disable(const MWWorld::Ptr& ptr) = 0;

        virtual void advanceTime(double hours, bool incremental = false) = 0;
        ///< Advance in-game time.

        virtual MWWorld::TimeStamp getTimeStamp() const = 0;
        ///< Return current in-game time and number of day since new game start.

        virtual bool toggleSky() = 0;
        ///< \return Resulting mode

        virtual void changeWeather(const ESM::RefId& region, const unsigned int id) = 0;

        virtual int getCurrentWeather() const = 0;

        virtual int getNextWeather() const = 0;

        virtual float getWeatherTransition() const = 0;

        virtual unsigned int getNightDayMode() const = 0;

        virtual int getMasserPhase() const = 0;

        virtual int getSecundaPhase() const = 0;

        virtual void setMoonColour(bool red) = 0;

        virtual void modRegion(const ESM::RefId& regionid, const std::vector<uint8_t>& chances) = 0;

        virtual void changeToInteriorCell(
            std::string_view cellName, const ESM::Position& position, bool adjustPlayerPos, bool changeEvent = true)
            = 0;
        ///< Move to interior cell.
        ///< @param changeEvent If false, do not trigger cell change flag or detect worldspace changes

        virtual void changeToCell(
            const ESM::RefId& cellId, const ESM::Position& position, bool adjustPlayerPos, bool changeEvent = true)
            = 0;
        ///< @param changeEvent If false, do not trigger cell change flag or detect worldspace changes

        virtual MWWorld::Ptr getFacedObject() = 0;
        ///< Return pointer to the object the player is looking at, if it is within activation range

        virtual float getDistanceToFacedObject() = 0;

        virtual float getMaxActivationDistance() const = 0;

        virtual void adjustPosition(const MWWorld::Ptr& ptr, bool force) = 0;
        ///< Adjust position after load to be on ground. Must be called after model load.
        /// @param force do this even if the ptr is flying

        virtual void fixPosition() = 0;
        ///< Attempt to fix position so that the player is not stuck inside the geometry.

        /// @note No-op for items in containers. Use ContainerStore::removeItem instead.
        virtual void deleteObject(const MWWorld::Ptr& ptr) = 0;
        virtual void undeleteObject(const MWWorld::Ptr& ptr) = 0;

        virtual MWWorld::Ptr moveObject(
            const MWWorld::Ptr& ptr, const osg::Vec3f& position, bool movePhysics = true, bool moveToActive = false)
            = 0;
        ///< @return an updated Ptr in case the Ptr's cell changes

        virtual MWWorld::Ptr moveObject(const MWWorld::Ptr& ptr, MWWorld::CellStore* newCell,
            const osg::Vec3f& position, bool movePhysics = true, bool keepActive = false)
            = 0;
        ///< @return an updated Ptr

        virtual MWWorld::Ptr moveObjectBy(const MWWorld::Ptr& ptr, const osg::Vec3f& vec, bool moveToActive) = 0;
        ///< @return an updated Ptr

        virtual void scaleObject(const MWWorld::Ptr& ptr, float scale, bool force = false) = 0;

        virtual void rotateObject(
            const MWWorld::Ptr& ptr, const osg::Vec3f& rot, RotationFlags flags = RotationFlag_inverseOrder)
            = 0;

        virtual MWWorld::Ptr placeObject(
            const MWWorld::ConstPtr& ptr, MWWorld::CellStore* cell, const ESM::Position& pos)
            = 0;
        ///< Place an object. Makes a copy of the Ptr.

        virtual MWWorld::Ptr safePlaceObject(const MWWorld::ConstPtr& ptr, const MWWorld::ConstPtr& referenceObject,
            MWWorld::CellStore* referenceCell, int direction, float distance)
            = 0;
        ///< Place an object in a safe place next to \a referenceObject. \a direction and \a distance specify the wanted
        ///< placement
        /// relative to \a referenceObject (but the object may be placed somewhere else if the wanted location is
        /// obstructed).

        virtual void queueMovement(const MWWorld::Ptr& ptr, const osg::Vec3f& velocity) = 0;
        ///< Queues movement for \a ptr (in local space), to be applied in the next call to
        /// doPhysics.

        virtual void updateAnimatedCollisionShape(const MWWorld::Ptr& ptr) = 0;

        virtual const MWPhysics::RayCastingInterface* getRayCasting() const = 0;

        virtual bool castRenderingRay(MWPhysics::RayCastingResult& res, const osg::Vec3f& from, const osg::Vec3f& to,
            bool ignorePlayer, bool ignoreActors, std::span<const MWWorld::Ptr> ignoreList = {})
            = 0;

        virtual void setActorCollisionMode(const MWWorld::Ptr& ptr, bool internal, bool external) = 0;
        virtual bool isActorCollisionEnabled(const MWWorld::Ptr& ptr) = 0;

        virtual bool toggleCollisionMode() = 0;
        ///< Toggle collision mode for player. If disabled player object should ignore
        /// collisions and gravity.
        /// \return Resulting mode

        virtual bool toggleRenderMode(MWRender::RenderMode mode) = 0;
        ///< Toggle a render mode.
        ///< \return Resulting mode

        virtual MWWorld::Ptr placeObject(
            const MWWorld::Ptr& object, float cursorX, float cursorY, int amount, bool copy = true)
            = 0;
        ///< copy and place an object into the gameworld at the specified cursor position
        /// @param object
        /// @param cursor X (relative 0-1)
        /// @param cursor Y (relative 0-1)
        /// @param number of objects to place

        virtual MWWorld::Ptr dropObjectOnGround(
            const MWWorld::Ptr& actor, const MWWorld::Ptr& object, int amount, bool copy = true)
            = 0;
        ///< copy and place an object into the gameworld at the given actor's position
        /// @param actor giving the dropped object position
        /// @param object
        /// @param number of objects to place

        virtual bool canPlaceObject(float cursorX, float cursorY) = 0;
        ///< @return true if it is possible to place on object at specified cursor location

        virtual void processChangedSettings(const std::set<std::pair<std::string, std::string>>& settings) = 0;

        virtual bool isFlying(const MWWorld::Ptr& ptr) const = 0;
        virtual bool isSlowFalling(const MWWorld::Ptr& ptr) const = 0;
        virtual bool isSwimming(const MWWorld::ConstPtr& object) const = 0;
        virtual bool isWading(const MWWorld::ConstPtr& object) const = 0;
        /// Is the head of the creature underwater?
        virtual bool isSubmerged(const MWWorld::ConstPtr& object) const = 0;
        virtual bool isUnderwater(const MWWorld::CellStore* cell, const osg::Vec3f& pos) const = 0;
        virtual bool isUnderwater(const MWWorld::ConstPtr& object, const float heightRatio) const = 0;
        virtual bool isWaterWalkingCastableOnTarget(const MWWorld::ConstPtr& target) const = 0;
        virtual bool isOnGround(const MWWorld::Ptr& ptr) const = 0;

        virtual osg::Matrixf getActorHeadTransform(const MWWorld::ConstPtr& actor) const = 0;

        virtual MWRender::Camera* getCamera() = 0;
        virtual void togglePOV(bool force = false) = 0;
        virtual bool isFirstPerson() const = 0;
        virtual bool isPreviewModeEnabled() const = 0;
        virtual bool toggleVanityMode(bool enable) = 0;
        virtual bool vanityRotateCamera(const float* rot) = 0;
        virtual void applyDeferredPreviewRotationToPlayer(float dt) = 0;
        virtual void disableDeferredPreviewRotation() = 0;

        virtual void saveLoaded() = 0;

        virtual void setupPlayer() = 0;
        virtual void renderPlayer() = 0;

        /// open or close a non-teleport door (depending on current state)
        virtual void activateDoor(const MWWorld::Ptr& door) = 0;
        /// update movement state of a non-teleport door as specified
        /// @param state see MWClass::setDoorState
        /// @note throws an exception when invoked on a teleport door
        virtual void activateDoor(const MWWorld::Ptr& door, MWWorld::DoorState state) = 0;

        virtual void getActorsStandingOn(const MWWorld::ConstPtr& object, std::vector<MWWorld::Ptr>& actors)
            = 0; ///< get a list of actors standing on \a object
        virtual bool getPlayerStandingOn(const MWWorld::ConstPtr& object)
            = 0; ///< @return true if the player is standing on \a object
        virtual bool getActorStandingOn(const MWWorld::ConstPtr& object)
            = 0; ///< @return true if any actor is standing on \a object
        virtual bool getPlayerCollidingWith(const MWWorld::ConstPtr& object)
            = 0; ///< @return true if the player is colliding with \a object
        virtual bool getActorCollidingWith(const MWWorld::ConstPtr& object)
            = 0; ///< @return true if any actor is colliding with \a object
        virtual void hurtStandingActors(const MWWorld::ConstPtr& object, float dmgPerSecond) = 0;
        ///< Apply a health difference to any actors standing on \a object.
        /// To hurt actors, healthPerSecond should be a positive value. For a negative value, actors will be healed.
        virtual void hurtCollidingActors(const MWWorld::ConstPtr& object, float dmgPerSecond) = 0;
        ///< Apply a health difference to any actors colliding with \a object.
        /// To hurt actors, healthPerSecond should be a positive value. For a negative value, actors will be healed.

        virtual float getWindSpeed() = 0;

        virtual void getContainersOwnedBy(const MWWorld::ConstPtr& npc, std::vector<MWWorld::Ptr>& out) = 0;
        ///< get all containers in active cells owned by this Npc
        virtual void getItemsOwnedBy(const MWWorld::ConstPtr& npc, std::vector<MWWorld::Ptr>& out) = 0;
        ///< get all items in active cells owned by this Npc

        virtual bool getLOS(const MWWorld::ConstPtr& actor, const MWWorld::ConstPtr& targetActor) = 0;
        ///< get Line of Sight (morrowind stupid implementation)

        virtual float getDistToNearestRayHit(
            const osg::Vec3f& from, const osg::Vec3f& dir, float maxDist, bool includeWater = false)
            = 0;

        virtual void enableActorCollision(const MWWorld::Ptr& actor, bool enable) = 0;

        enum RestFlags
        {
            Rest_PlayerIsUnderwater = 1,
            Rest_PlayerIsInAir = 2,
            Rest_EnemiesAreNearby = 4,
            Rest_CanSleep = 8,
        };

        /// check if the player is allowed to rest
        virtual int canRest() const = 0;

        /// \todo Probably shouldn't be here
        virtual MWRender::Animation* getAnimation(const MWWorld::Ptr& ptr) = 0;
        virtual const MWRender::Animation* getAnimation(const MWWorld::ConstPtr& ptr) const = 0;
        virtual void reattachPlayerCamera() = 0;

        /// \todo this does not belong here
        virtual void screenshot(osg::Image* image, int w, int h) = 0;

        /// Find default position inside exterior cell specified by name
        /// \return empty RefId if exterior with given name not exists, the cell's RefId otherwise
        virtual ESM::RefId findExteriorPosition(std::string_view name, ESM::Position& pos) = 0;

        /// Find default position inside interior cell specified by name
        /// \return empty RefId if interior with given name not exists, the cell's RefId otherwise
        virtual ESM::RefId findInteriorPosition(std::string_view name, ESM::Position& pos) = 0;

        /// Enables or disables use of teleport spell effects (recall, intervention, etc).
        virtual void enableTeleporting(bool enable) = 0;

        /// Returns true if teleport spell effects are allowed.
        virtual bool isTeleportingEnabled() const = 0;

        /// Enables or disables use of levitation spell effect.
        virtual void enableLevitation(bool enable) = 0;

        /// Returns true if levitation spell effect is allowed.
        virtual bool isLevitationEnabled() const = 0;

        virtual bool getGodModeState() const = 0;

        virtual bool toggleGodMode() = 0;

        virtual bool toggleScripts() = 0;
        virtual bool getScriptsEnabled() const = 0;

        /**
         * @brief startSpellCast attempt to start casting a spell. Might fail immediately if conditions are not met.
         * @param actor
         * @return Success or the failure condition.
         */
        virtual MWWorld::SpellCastState startSpellCast(const MWWorld::Ptr& actor) = 0;

        virtual void castSpell(const MWWorld::Ptr& actor, bool scriptedSpell = false) = 0;

        virtual void launchMagicBolt(const ESM::RefId& spellId, const MWWorld::Ptr& caster,
            const osg::Vec3f& fallbackDirection, ESM::RefNum item)
            = 0;
        virtual void launchProjectile(MWWorld::Ptr& actor, MWWorld::Ptr& projectile, const osg::Vec3f& worldPos,
            const osg::Quat& orient, MWWorld::Ptr& bow, float speed, float attackStrength)
            = 0;
        virtual void updateProjectilesCasters() = 0;

        virtual void applyLoopingParticles(const MWWorld::Ptr& ptr) const = 0;

        virtual const std::vector<std::string>& getContentFiles() const = 0;

        virtual void breakInvisibility(const MWWorld::Ptr& actor) = 0;

        // Allow NPCs to use torches?
        virtual bool useTorches() const = 0;

        virtual float getSunVisibility() const = 0;
        virtual float getSunPercentage() const = 0;

        virtual bool findInteriorPositionInWorldSpace(const MWWorld::CellStore* cell, osg::Vec3f& result) = 0;

        /// Teleports \a ptr to the closest reference of \a id (e.g. DivineMarker, PrisonMarker, TempleMarker)
        /// @note id must be lower case
        virtual void teleportToClosestMarker(const MWWorld::Ptr& ptr, const ESM::RefId& id) = 0;

        enum DetectionType
        {
            Detect_Enchantment,
            Detect_Key,
            Detect_Creature
        };
        /// List all references (filtered by \a type) detected by \a ptr. The range
        /// is determined by the current magnitude of the "Detect X" magic effect belonging to \a type.
        /// @note This also works for references in containers.
        virtual void listDetectedReferences(const MWWorld::Ptr& ptr, std::vector<MWWorld::Ptr>& out, DetectionType type)
            = 0;

        /// Update the value of some globals according to the world state, which may be used by dialogue entries.
        /// This should be called when initiating a dialogue.
        virtual void updateDialogueGlobals() = 0;

        /// Moves all stolen items from \a ptr to the closest evidence chest.
        virtual void confiscateStolenItems(const MWWorld::Ptr& ptr) = 0;

        virtual void goToJail() = 0;

        /// Spawn a random creature from a levelled list next to the player
        virtual void spawnRandomCreature(const ESM::RefId& creatureList) = 0;

        /// Spawn a blood effect for \a ptr at \a worldPosition
        virtual void spawnBloodEffect(const MWWorld::Ptr& ptr, const osg::Vec3f& worldPosition) = 0;

        virtual void spawnEffect(VFS::Path::NormalizedView model, const std::string& textureOverride,
            const osg::Vec3f& worldPos, float scale = 1.f, bool isMagicVFX = true, bool useAmbientLight = true)
            = 0;

        /// @see MWWorld::WeatherManager::isInStorm
        virtual bool isInStorm() const = 0;

        /// @see MWWorld::WeatherManager::getStormDirection
        virtual osg::Vec3f getStormDirection() const = 0;

        /// Resets all actors in the current active cells to their original location within that cell.
        virtual void resetActors() = 0;

        virtual bool isWalkingOnWater(const MWWorld::ConstPtr& actor) const = 0;

        /// Return a vector aiming the actor's weapon towards a target.
        /// @note The length of the vector is the distance between actor and target.
        virtual osg::Vec3f aimToTarget(
            const MWWorld::ConstPtr& actor, const MWWorld::ConstPtr& target, bool isRangedCombat)
            = 0;

        virtual void addContainerScripts(const MWWorld::Ptr& reference, MWWorld::CellStore* cell) = 0;
        virtual void removeContainerScripts(const MWWorld::Ptr& reference) = 0;

        virtual bool isPlayerInJail() const = 0;

        virtual void rest(double hours) = 0;

        virtual void setPlayerTraveling(bool traveling) = 0;
        virtual bool isPlayerTraveling() const = 0;

        virtual void rotateWorldObject(const MWWorld::Ptr& ptr, const osg::Quat& rotate) = 0;

        /// Return terrain height at \a worldPos position.
        virtual float getTerrainHeightAt(const osg::Vec3f& worldPos, ESM::RefId worldspace) const = 0;

        /// Return physical or rendering half extents of the given actor.
        virtual osg::Vec3f getHalfExtents(const MWWorld::ConstPtr& actor, bool rendering = false) const = 0;

        /// Export scene graph to a file and return the filename.
        /// \param ptr object to export scene graph for (if empty, export entire scene graph)
        virtual std::filesystem::path exportSceneGraph(const MWWorld::Ptr& ptr) = 0;

        /// Preload VFX associated with this effect list
        virtual void preloadEffects(const ESM::EffectList* effectList) = 0;

        virtual DetourNavigator::Navigator* getNavigator() const = 0;

        virtual void updateActorPath(const MWWorld::ConstPtr& actor, const std::deque<osg::Vec3f>& path,
            const DetourNavigator::AgentBounds& agentBounds, const osg::Vec3f& start, const osg::Vec3f& end) const = 0;

        virtual void removeActorPath(const MWWorld::ConstPtr& actor) const = 0;

        virtual void setNavMeshNumberToRender(const std::size_t value) = 0;

        virtual DetourNavigator::AgentBounds getPathfindingAgentBounds(const MWWorld::ConstPtr& actor) const = 0;

        virtual bool hasCollisionWithDoor(
            const MWWorld::ConstPtr& door, const osg::Vec3f& position, const osg::Vec3f& destination) const = 0;

        virtual bool isAreaOccupiedByOtherActor(const osg::Vec3f& position, const float radius,
            std::span<const MWWorld::ConstPtr> ignore, std::vector<MWWorld::Ptr>* occupyingActors = nullptr) const = 0;

        virtual void reportStats(unsigned int frameNumber, osg::Stats& stats) const = 0;

        virtual std::vector<MWWorld::Ptr> getAll(const ESM::RefId& id) = 0;

        virtual Misc::Rng::Generator& getPrng() = 0;

        virtual MWRender::RenderingManager* getRenderingManager() = 0;

        virtual MWRender::PostProcessor* getPostProcessor() = 0;

        virtual MWWorld::DateTimeManager* getTimeManager() = 0;

        virtual void setActorActive(const MWWorld::Ptr& ptr, bool value) = 0;
    };
}

#endif
