using System.Collections.Generic;
using Cthangover.Core.Events;
using Cthangover.Mods.Dialog;
using Cthangover.Core.Scenes;
using Cthangover.Core.Utils;
using Godot;
using Cthangover.Core.UI;
using Cthangover.Mods.Interface.Base.Lists;
using Cthangover.Core.UI.Dialog;
using Cthangover.Core.UI.Executable;
using Cthangover.Core.Scenarios;
using Cthangover.Core.Interactive;
namespace Cthangover.Mods.Dialog.Executable
{
///
/// The primary event chain for a scene: picks the next ExecutableEvent to run
/// in the dialog box. Event-driven — there is no per-frame work. A scan is
/// requested when the condition state changes (),
/// when a dialog ends (), when an event is added,
/// when the chain becomes ready and when it is re-activated. Requests are
/// coalesced into one deferred scan at the end of the frame: a burst of flag
/// changes costs one pass, the state is read after the change completed (some
/// publishers raise their event before storing the value), and a scan never
/// runs inside the dialog runtime that ended a queue.
///
/// On _Ready the chain collects child ExecutableEvent nodes and replays a
/// pending scene switch (pending scene name from SceneManager). Exposes
/// LastBackgroundID so action commands can remember which background was
/// active for scene restore on revisit. AddEvent/RemoveEvent/ClearEvents allow
/// dynamic event management via code. Events are checked in insertion order;
/// the first satisfying both IsOneRun and CheckConditions gets executed.
///
/// Self-loop guard: the chain remembers, per event, the condition version at
/// the moment its dialog ended, and does not run that event again until the
/// state changed after it. An event's own state changes (made during its
/// dialog) therefore never re-trigger it, A→B chaining still works, and two
/// repeatable events cannot ping-pong A→B→A while nothing changes.
///
public partial class ExecutableMainEventChain : Control, IExecutableEventChain
{
private bool isActive = true;
private List allEvents = new();
private DialogBox dialogBox;
// Condition version at the end of each event's last dialog run by this chain.
private readonly Dictionary endVersions = new();
// The event whose dialog the chain started and is waiting to end.
private ExecutableEvent running;
// A deferred scan is already queued for this frame.
private bool scanQueued;
///
/// Stores the last background ID set by action commands (e.g. "bg_home").
/// Used on scene revisit to restore the previously active background.
///
public string LastBackgroundID { get; set; }
///
/// Enables or disables event dispatch. While false, scans do nothing;
/// switching back to true requests a scan.
///
public bool IsActive
{
get => isActive;
set
{
isActive = value;
if (value)
RequestScan();
}
}
///
/// Removes and frees all currently registered events from the chain via
/// QueueFree and empties the internal event list.
///
public void ClearEvents()
{
GameLogger.Log("CHAIN", $"ClearEvents: removing {allEvents.Count} event(s)");
foreach (var evt in allEvents)
{
var id = evt is ScenarioEvent se ? se.Condition ?? "no_condition" : evt.GetType().Name;
GameLogger.Log("CHAIN", $" QueueFree: {evt.GetType().Name} [condition={id}]");
evt.QueueFree();
}
allEvents.Clear();
endVersions.Clear();
running = null;
}
///
/// Adds an to the chain and reparents it via
/// AddChild. Events are dispatched in insertion order; adding one
/// requests a scan.
///
/// The event to register and parent to this chain.
public void AddEvent(IExecutableEvent evt)
{
var typed = (ExecutableEvent)evt;
var id = typed is ScenarioEvent se ? se.Condition ?? "no_condition" : typed.GetType().Name;
GameLogger.Log("CHAIN", $"AddEvent: {typed.GetType().Name} [condition={id}] — calling AddChild");
AddChild(typed);
allEvents.Add(typed);
RequestScan();
GameLogger.Log("CHAIN", $" AddEvent: done, allEvents.Count={allEvents.Count}");
}
///
/// Removes an event from the chain and queues it for deletion. No-op if
/// the event is not currently registered.
///
/// The event to unregister and free.
public void RemoveEvent(ExecutableEvent evt)
{
if (allEvents.Remove(evt))
{
endVersions.Remove(evt);
if (running == evt)
running = null;
evt.QueueFree();
GameLogger.Log("CHAIN", $"removed event '{evt.GetType().Name}'");
}
}
/// Finds the shared , subscribes to the scan triggers, collects child events, publishes the shell-ready event, replays any pending scene switch and requests the first scan.
public override void _Ready()
{
GameLogger.Log("CHAIN", $"_Ready: starting, tree scene='{GetTree()?.CurrentScene?.Name}'");
dialogBox = SceneContextNode.FindNode("DialogBox");
ModEventBus.Subscribe(OnDialogEnded);
ModEventBus.Subscribe(OnConditionStateChanged);
foreach (var child in GetChildren())
{
if (child is ExecutableEvent evt)
{
allEvents.Add(evt);
GameLogger.Log("CHAIN", $"collected event '{evt.GetType().Name}'");
}
}
ModEventBus.Publish(new ShellReadyEvent { Root = this });
var sceneManager = GetNodeOrNull("/root/SceneManager");
if (sceneManager != null && !string.IsNullOrEmpty(sceneManager.PendingSceneName))
{
var pending = sceneManager.PendingSceneName;
GameLogger.Log("CHAIN", $"_Ready: deferring SwitchScene('{pending}')");
sceneManager.PendingSceneName = null;
Callable.From(() => sceneManager.SwitchScene(pending)).CallDeferred();
}
RequestScan();
GameLogger.Log("CHAIN", $"_Ready: done, allEvents={allEvents.Count}");
}
/// Detaches the scan triggers when the chain leaves the tree.
public override void _ExitTree()
{
ModEventBus.Unsubscribe(OnDialogEnded);
ModEventBus.Unsubscribe(OnConditionStateChanged);
}
///
/// Called when any dialog queue finishes. For the chain's own running event
/// records the version at its dialog end, so the state changes it produced
/// are accounted for (self-loop guard); then requests a scan so the next
/// event starts right away.
///
private void OnDialogEnded(DialogEndedEvent evt)
{
if (running != null && evt.LockerId == running.ID)
{
endVersions[running] = ConditionStateMonitor.Version;
running = null;
}
RequestScan();
}
private void OnConditionStateChanged(ConditionStateChangedEvent evt)
{
RequestScan();
}
///
/// Asks for a scan at the end of the frame. Any number of requests within
/// one frame result in a single scan.
///
public void RequestScan()
{
if (scanQueued)
return;
scanQueued = true;
Callable.From(Scan).CallDeferred();
}
/// Starts the first runnable event, unless the chain is inactive or the dialog box is busy or frozen (a dialog end or a state change asks again).
private void Scan()
{
scanQueued = false;
if (!IsInstanceValid(this) || !IsInsideTree() || !isActive)
return;
// Shell rebuilds after battles may make the early _Ready lookup miss.
// Resolve again on the deferred scan, after SceneManager clears scene caches.
if (dialogBox == null || !IsInstanceValid(dialogBox))
dialogBox = SceneContextNode.FindNode("DialogBox");
if (dialogBox == null || !IsInstanceValid(dialogBox) || !dialogBox.IsActive || dialogBox.IsRunning)
return;
var dialog = FindEvent();
if (dialog == null)
return;
if (dialog.RunDialog())
running = dialog;
}
///
/// true if the chain has any registered events remaining. Used to
/// check whether a scene still has pending dialog content.
///
public bool HasEvents => allEvents.Count > 0;
///
/// Deactivates the chain, preventing any further event dispatch until
/// reactivation.
///
public void Stop()
{
isActive = false;
}
private ExecutableEvent FindEvent()
{
if (Lists.IsEmpty(allEvents))
return null;
var version = ConditionStateMonitor.Version;
foreach (var nextEvent in allEvents)
{
if (endVersions.TryGetValue(nextEvent, out var endVersion) && version <= endVersion)
continue;
if (nextEvent.IsOneRun && !nextEvent.IsFirstRun)
continue;
if (nextEvent.CheckConditions)
return nextEvent;
}
return null;
}
}
}