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"""
DungeonMaster AI - Game State Management

Minimal GameState stub for Phase 1 (MCP Integration).
This provides the interface that tool wrappers need.
Phase 4 will extend this with full implementation.
"""

from __future__ import annotations

import uuid
from dataclasses import dataclass, field
from datetime import datetime
from typing import Protocol, runtime_checkable


@runtime_checkable
class GameStateProtocol(Protocol):
    """
    Protocol for game state access.

    This interface allows MCP tool wrappers to update game state
    without depending on the full GameState implementation.
    Phase 4 will provide the complete implementation.
    """

    session_id: str
    in_combat: bool
    party: list[str]
    recent_events: list[dict[str, object]]

    def add_event(
        self,
        event_type: str,
        description: str,
        data: dict[str, object],
    ) -> None:
        """Add an event to recent events."""
        ...

    def get_character(self, character_id: str) -> dict[str, object] | None:
        """Get character data from cache."""
        ...

    def update_character_cache(
        self,
        character_id: str,
        data: dict[str, object],
    ) -> None:
        """Update character data in cache."""
        ...

    def set_combat_state(self, combat_state: dict[str, object] | None) -> None:
        """Set or clear combat state."""
        ...


@dataclass
class GameState:
    """
    Minimal game state stub for Phase 1.

    Provides the basic interface that MCP tool wrappers need.
    Phase 4 will extend this with:
    - Full Pydantic models (GameState, CombatState, etc.)
    - GameStateManager class
    - State persistence (save/load)
    - Story context building
    """

    # Core state
    session_id: str = field(default_factory=lambda: str(uuid.uuid4()))
    started_at: datetime = field(default_factory=datetime.now)
    system: str = "dnd5e"

    # Party management
    party: list[str] = field(default_factory=list)
    active_character_id: str | None = None

    # Location
    current_location: str = "Unknown"
    current_scene: dict[str, object] = field(default_factory=dict)

    # Combat
    in_combat: bool = False
    _combat_state: dict[str, object] | None = field(default=None, repr=False)

    # Events
    recent_events: list[dict[str, object]] = field(default_factory=list)
    turn_count: int = 0

    # Caches
    _character_cache: dict[str, dict[str, object]] = field(
        default_factory=dict,
        repr=False,
    )
    _known_npcs: dict[str, dict[str, object]] = field(
        default_factory=dict,
        repr=False,
    )

    # Story tracking
    story_flags: dict[str, object] = field(default_factory=dict)
    current_adventure: str | None = None

    # Metadata
    last_updated: datetime = field(default_factory=datetime.now)

    # Configuration
    max_recent_events: int = field(default=20, repr=False)

    def add_event(
        self,
        event_type: str,
        description: str,
        data: dict[str, object],
    ) -> None:
        """
        Add an event to recent events list.

        Keeps only the most recent events (default: 20).

        Args:
            event_type: Type of event (roll, combat, dialogue, etc.)
            description: Human-readable description
            data: Event-specific data
        """
        event = {
            "type": event_type,
            "description": description,
            "data": data,
            "timestamp": datetime.now().isoformat(),
            "turn": self.turn_count,
        }
        self.recent_events.append(event)

        # Trim to max size
        if len(self.recent_events) > self.max_recent_events:
            self.recent_events = self.recent_events[-self.max_recent_events :]

        self.last_updated = datetime.now()

    def get_character(self, character_id: str) -> dict[str, object] | None:
        """
        Get character data from cache.

        Args:
            character_id: Character ID to look up

        Returns:
            Character data dict or None if not cached
        """
        return self._character_cache.get(character_id)

    def update_character_cache(
        self,
        character_id: str,
        data: dict[str, object],
    ) -> None:
        """
        Update character data in cache.

        Args:
            character_id: Character ID
            data: Character data to cache
        """
        self._character_cache[character_id] = data
        self.last_updated = datetime.now()

    def set_combat_state(self, combat_state: dict[str, object] | None) -> None:
        """
        Set or clear combat state.

        Args:
            combat_state: Combat state dict, or None to clear
        """
        self._combat_state = combat_state
        self.in_combat = combat_state is not None
        self.last_updated = datetime.now()

        # Log combat state change
        if combat_state is not None:
            self.add_event(
                event_type="combat_start",
                description="Combat has begun",
                data={"combatants": combat_state.get("turn_order", [])},
            )
        else:
            self.add_event(
                event_type="combat_end",
                description="Combat has ended",
                data={},
            )

    @property
    def combat_state(self) -> dict[str, object] | None:
        """Get current combat state."""
        return self._combat_state

    def add_character_to_party(self, character_id: str) -> None:
        """
        Add a character to the party.

        Args:
            character_id: Character ID to add
        """
        if character_id not in self.party:
            self.party.append(character_id)
            # Set as active if first character
            if self.active_character_id is None:
                self.active_character_id = character_id
            self.last_updated = datetime.now()

    def remove_character_from_party(self, character_id: str) -> None:
        """
        Remove a character from the party.

        Args:
            character_id: Character ID to remove
        """
        if character_id in self.party:
            self.party.remove(character_id)
            # Clear active if removed
            if self.active_character_id == character_id:
                self.active_character_id = self.party[0] if self.party else None
            # Clear from cache
            self._character_cache.pop(character_id, None)
            self.last_updated = datetime.now()

    def set_location(
        self,
        location: str,
        scene: dict[str, object] | None = None,
    ) -> None:
        """
        Update current location.

        Args:
            location: Location name/description
            scene: Optional scene details
        """
        self.current_location = location
        if scene:
            self.current_scene = scene

        self.add_event(
            event_type="movement",
            description=f"Moved to {location}",
            data={"location": location, "scene": scene or {}},
        )
        self.last_updated = datetime.now()

    def increment_turn(self) -> int:
        """
        Increment turn counter.

        Returns:
            New turn count
        """
        self.turn_count += 1
        self.last_updated = datetime.now()
        return self.turn_count

    def set_story_flag(self, flag: str, value: object) -> None:
        """
        Set a story/quest flag.

        Args:
            flag: Flag name
            value: Flag value
        """
        self.story_flags[flag] = value
        self.last_updated = datetime.now()

    def get_story_flag(self, flag: str, default: object = None) -> object:
        """
        Get a story/quest flag.

        Args:
            flag: Flag name
            default: Default value if not set

        Returns:
            Flag value or default
        """
        return self.story_flags.get(flag, default)

    def add_known_npc(self, npc_id: str, data: dict[str, object]) -> None:
        """
        Add or update a known NPC.

        Args:
            npc_id: NPC identifier
            data: NPC data
        """
        self._known_npcs[npc_id] = data
        self.last_updated = datetime.now()

    def get_known_npc(self, npc_id: str) -> dict[str, object] | None:
        """
        Get known NPC data.

        Args:
            npc_id: NPC identifier

        Returns:
            NPC data or None
        """
        return self._known_npcs.get(npc_id)

    def get_recent_events_by_type(
        self,
        event_type: str,
        limit: int = 10,
    ) -> list[dict[str, object]]:
        """
        Get recent events filtered by type.

        Args:
            event_type: Event type to filter
            limit: Maximum events to return

        Returns:
            List of matching events
        """
        matching = [e for e in self.recent_events if e.get("type") == event_type]
        return matching[-limit:]

    def to_summary(self) -> dict[str, object]:
        """
        Create a summary dict for LLM context.

        Returns:
            Summary dict with key state information
        """
        return {
            "session_id": self.session_id,
            "system": self.system,
            "turn_count": self.turn_count,
            "party_size": len(self.party),
            "active_character": self.active_character_id,
            "location": self.current_location,
            "in_combat": self.in_combat,
            "combat_round": (
                self._combat_state.get("round") if self._combat_state else None
            ),
            "recent_events_count": len(self.recent_events),
            "adventure": self.current_adventure,
        }

    def reset(self) -> None:
        """Reset game state for new game."""
        self.session_id = str(uuid.uuid4())
        self.started_at = datetime.now()
        self.party.clear()
        self.active_character_id = None
        self.current_location = "Unknown"
        self.current_scene.clear()
        self.in_combat = False
        self._combat_state = None
        self.recent_events.clear()
        self.turn_count = 0
        self._character_cache.clear()
        self._known_npcs.clear()
        self.story_flags.clear()
        self.current_adventure = None
        self.last_updated = datetime.now()