import sys
import math
import random
import time

from algorithms import *
from collections import deque
from pyglet import image
from pyglet.gl import *
from pyglet.graphics import TextureGroup
from pyglet.window import key, mouse

#Version Controls
if sys.version_info[0] >= 3:
    xrange = range
    if sys.version_info[0] * 10 + sys.version_info[1] >= 38:
        time.clock = time.process_time


TICKS_PER_SEC = 60

# Size of sectors used to ease block loading.
SECTOR_SIZE = 16

WALKING_SPEED = 5
FLYING_SPEED = 15

GRAVITY = 20.0
MAX_JUMP_HEIGHT = 1.0 # About the height of a block.
# To derive the formula for calculating jump speed, first solve
#    v_t = v_0 + a * t
# for the time at which you achieve maximum height, where a is the acceleration
# due to gravity and v_t = 0. This gives:
#    t = - v_0 / a
# Use t and the desired MAX_JUMP_HEIGHT to solve for v_0 (jump speed) in
#    s = s_0 + v_0 * t + (a * t^2) / 2
JUMP_SPEED = math.sqrt(2 * GRAVITY * MAX_JUMP_HEIGHT)
TERMINAL_VELOCITY = 50
PLAYER_HEIGHT = 2

class World(object):
    def __init__(self):

        # A Batch is a collection of vertex lists for batched rendering.
        self.batch = pyglet.graphics.Batch()

        # A mapping from position to the texture of the block at that position.
        # This defines all the blocks that are currently in the world.
        self.world = {}

        # Same mapping as `world` but only contains blocks that are shown.
        self.shown = {}

        # Mapping from position to a pyglet `VertextList` for all shown blocks.
        self._shown = {}

        # Mapping from sector to a list of positions inside that sector.
        self.sectors = {}

        # Simple function queue implementation. The queue is populated with
        # _show_block() and _hide_block() calls
        self.queue = deque()

    def hit_test(self, position, vector, max_distance=8):
        """ Line of sight search from current position. If a block is
        intersected it is returned, along with the block previously in the line
        of sight. If no block is found, return None, None.

        Parameters
        ----------
        position : tuple of len 3
            The (x, y, z) position to check visibility from.
        vector : tuple of len 3
            The line of sight vector.
        max_distance : int
            How many blocks away to search for a hit.

        """
        m = 8
        x, y, z = position
        dx, dy, dz = vector
        previous = None
        for _ in xrange(max_distance * m):
            key = normalize((x, y, z))
            if key != previous and key in self.world:
                return key, previous
            previous = key
            x, y, z = x + dx / m, y + dy / m, z + dz / m
        return None, None

    def exposed(self, position):
        """ Returns False is given `position` is surrounded on all 6 sides by
        blocks, True otherwise.

        """
        x, y, z = position
        for dx, dy, dz in [( 0, 1, 0),( 0,-1, 0),(-1, 0, 0),( 1, 0, 0),( 0, 0, 1),( 0, 0,-1)]:
            if (x + dx, y + dy, z + dz) not in self.world:
                return True
        return False

    def add_block(self, position, block, immediate=True):
        """ Add a block with the given `texture` and `position` to the world.

        Parameters
        ----------
        position : tuple of len 3
            The (x, y, z) position of the block to add.
        texture : list of len 3
            The coordinates of the texture squares. Use `tex_coords()` to
            generate.
        immediate : bool
            Whether or not to draw the block immediately.

        """
        if position in self.world:
            self.remove_block(position, immediate)
        self.world[position] = block
        self.sectors.setdefault(sectorize(position), []).append(position)
        if immediate:
            if self.exposed(position):
                self.show_block(position)
            self.check_neighbors(position)

    def remove_block(self, position, immediate=True):
        """ Remove the block at the given `position`.

        Parameters
        ----------
        position : tuple of len 3
            The (x, y, z) position of the block to remove.
        immediate : bool
            Whether or not to immediately remove block from canvas.

        """
        del self.world[position]
        self.sectors[sectorize(position)].remove(position)
        if immediate:
            if position in self.shown:
                self.hide_block(position)
            self.check_neighbors(position)

    def check_neighbors(self, position):
        """ Check all blocks surrounding `position` and ensure their visual
        state is current. This means hiding blocks that are not exposed and
        ensuring that all exposed blocks are shown. Usually used after a block
        is added or removed.

        """
        x, y, z = position
        for dx, dy, dz in [( 0, 1, 0),( 0,-1, 0),(-1, 0, 0),( 1, 0, 0),( 0, 0, 1),( 0, 0,-1)]:
            key = (x + dx, y + dy, z + dz)
            if key not in self.world:
                continue
            if self.exposed(key):
                if key not in self.shown:
                    self.show_block(key)
            else:
                if key in self.shown:
                    self.hide_block(key)

    def show_block(self, position, immediate=True):
        """ Show the block at the given `position`. This method assumes the
        block has already been added with add_block()

        Parameters
        ----------
        position : tuple of len 3
            The (x, y, z) position of the block to show.
        immediate : bool
            Whether or not to show the block immediately.

        """
        block = self.world[position]
        self.shown[position] = block
        if immediate:
            self._show_block(position, block)
        else:
            self._enqueue(self._show_block, position, block)

    def _show_block(self, position, block):
        """ Private implementation of the `show_block()` method.

        Parameters
        ----------
        position : tuple of len 3
            The (x, y, z) position of the block to show.
        texture : list of len 3
            The coordinates of the texture squares. Use `tex_coords()` to
            generate.

        """
        x, y, z = position
        vertex_data = cube_vertices(x, y, z, 0.5)
        texture_data = list(block.coordinates)
        # create vertex list
        # FIXME Maybe `add_indexed()` should be used instead
        self._shown[position] = self.batch.add(24, GL_QUADS, block.texture,
            ('v3f/static', vertex_data),
            ('t2f/static', texture_data))

    def hide_block(self, position, immediate=True):
        """ Hide the block at the given `position`. Hiding does not remove the
        block from the world.

        Parameters
        ----------
        position : tuple of len 3
            The (x, y, z) position of the block to hide.
        immediate : bool
            Whether or not to immediately remove the block from the canvas.

        """
        self.shown.pop(position)
        if immediate:
            self._hide_block(position)
        else:
            self._enqueue(self._hide_block, position)

    def _hide_block(self, position):
        """ Private implementation of the 'hide_block()` method.

        """
        self._shown.pop(position).delete()

    def show_sector(self, sector):
        """ Ensure all blocks in the given sector that should be shown are
        drawn to the canvas.

        """
        for position in self.sectors.get(sector, []):
            if position not in self.shown and self.exposed(position):
                self.show_block(position, False)

    def hide_sector(self, sector):
        """ Ensure all blocks in the given sector that should be hidden are
        removed from the canvas.

        """
        for position in self.sectors.get(sector, []):
            if position in self.shown:
                self.hide_block(position, False)

    def change_sectors(self, before, after):
        """ Move from sector `before` to sector `after`. A sector is a
        contiguous x, y sub-region of world. Sectors are used to speed up
        world rendering.

        """
        before_set = set()
        after_set = set()
        pad = 4
        for dx in xrange(-pad, pad + 1):
            for dy in [0]:  # xrange(-pad, pad + 1):
                for dz in xrange(-pad, pad + 1):
                    if dx ** 2 + dy ** 2 + dz ** 2 > (pad + 1) ** 2:
                        continue
                    if before:
                        x, y, z = before
                        before_set.add((x + dx, y + dy, z + dz))
                    if after:
                        x, y, z = after
                        after_set.add((x + dx, y + dy, z + dz))
        show = after_set - before_set
        hide = before_set - after_set
        for sector in show:
            self.show_sector(sector)
        for sector in hide:
            self.hide_sector(sector)

    def _enqueue(self, func, *args):
        """ Add `func` to the internal queue.

        """
        self.queue.append((func, args))

    def _dequeue(self):
        """ Pop the top function from the internal queue and call it.

        """
        func, args = self.queue.popleft()
        func(*args)

    def process_queue(self):
        """ Process the entire queue while taking periodic breaks. This allows
        the game loop to run smoothly. The queue contains calls to
        _show_block() and _hide_block() so this method should be called if
        add_block() or remove_block() was called with immediate=False

        """
        start = time.clock()
        while self.queue and time.clock() - start < 1.0 / TICKS_PER_SEC:
            self._dequeue()

    def process_entire_queue(self):
        """ Process the entire queue with no breaks.

        """
        while self.queue:
            self._dequeue()