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"""
DungeonMaster AI - MCP Integration Models

Pydantic models for enhanced tool results and protocols for game state access.
"""

from __future__ import annotations

from datetime import datetime
from enum import Enum
from typing import Protocol, runtime_checkable

from pydantic import BaseModel, Field


class ConnectionState(str, Enum):
    """Connection state for MCP server."""

    DISCONNECTED = "disconnected"
    CONNECTING = "connecting"
    CONNECTED = "connected"
    ERROR = "error"
    RECONNECTING = "reconnecting"


class CircuitBreakerState(str, Enum):
    """Circuit breaker states for connection management."""

    CLOSED = "closed"  # Normal operation
    OPEN = "open"  # Rejecting requests due to failures
    HALF_OPEN = "half_open"  # Testing if service recovered


class RollType(str, Enum):
    """Types of dice rolls for formatting."""

    STANDARD = "standard"
    ATTACK = "attack"
    DAMAGE = "damage"
    SAVE = "save"
    CHECK = "check"
    INITIATIVE = "initiative"


# =============================================================================
# Protocols for loose coupling
# =============================================================================


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

    This interface allows tool wrappers to update game state without
    depending on the full GameState implementation (coming in Phase 4).
    """

    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."""
        ...


# =============================================================================
# Base Result Models
# =============================================================================


class FormattedResult(BaseModel):
    """
    Base class for formatted tool results.

    All tool wrappers return results in this format to provide
    multiple output formats for different consumers.
    """

    raw_result: dict[str, object] = Field(
        default_factory=dict,
        description="Original MCP tool result",
    )
    chat_display: str = Field(
        default="",
        description="Markdown formatted for chat display",
    )
    ui_data: dict[str, object] = Field(
        default_factory=dict,
        description="Structured data for UI components",
    )
    voice_narration: str = Field(
        default="",
        description="TTS-friendly plain text for voice narration",
    )

    # Side effect tracking
    state_updated: bool = Field(
        default=False,
        description="Whether game state was updated",
    )
    events_logged: list[str] = Field(
        default_factory=list,
        description="List of event types logged to session",
    )
    ui_updates_needed: list[str] = Field(
        default_factory=list,
        description="UI components that need refresh",
    )


# =============================================================================
# Dice Roll Models
# =============================================================================


class DiceRollResult(FormattedResult):
    """Enhanced dice roll result with game context."""

    notation: str = Field(
        default="",
        description="Dice notation (e.g., '2d6+3')",
    )
    individual_rolls: list[int] = Field(
        default_factory=list,
        description="Individual dice results",
    )
    modifier: int = Field(
        default=0,
        description="Modifier applied to roll",
    )
    total: int = Field(
        default=0,
        description="Total roll result",
    )
    roll_type: RollType = Field(
        default=RollType.STANDARD,
        description="Type of roll for context",
    )
    is_critical: bool = Field(
        default=False,
        description="Natural 20 on d20",
    )
    is_fumble: bool = Field(
        default=False,
        description="Natural 1 on d20",
    )
    success: bool | None = Field(
        default=None,
        description="Success/failure for checks with DC",
    )
    dc: int | None = Field(
        default=None,
        description="Difficulty class if applicable",
    )
    reason: str = Field(
        default="",
        description="Reason for the roll",
    )
    timestamp: datetime = Field(
        default_factory=datetime.now,
        description="When the roll occurred",
    )


# =============================================================================
# HP Change Models
# =============================================================================


class HPChangeResult(FormattedResult):
    """Enhanced HP modification result with death handling."""

    character_id: str = Field(
        default="",
        description="Character ID",
    )
    character_name: str = Field(
        default="Unknown",
        description="Character name for display",
    )
    previous_hp: int = Field(
        default=0,
        description="HP before modification",
    )
    current_hp: int = Field(
        default=0,
        description="HP after modification",
    )
    max_hp: int = Field(
        default=1,
        description="Maximum HP",
    )
    change_amount: int = Field(
        default=0,
        description="Absolute value of HP change",
    )
    is_damage: bool = Field(
        default=False,
        description="True if damage, False if healing",
    )
    damage_type: str | None = Field(
        default=None,
        description="Type of damage if applicable",
    )
    is_unconscious: bool = Field(
        default=False,
        description="Character is at 0 HP or below",
    )
    requires_death_save: bool = Field(
        default=False,
        description="Character needs to make death saves",
    )
    is_dead: bool = Field(
        default=False,
        description="Character died (massive damage)",
    )
    is_bloodied: bool = Field(
        default=False,
        description="Character is at 50% HP or below",
    )


# =============================================================================
# Combat State Models
# =============================================================================


class CombatantInfo(BaseModel):
    """Information about a combatant in initiative order."""

    id: str = Field(description="Combatant ID")
    name: str = Field(description="Combatant name")
    initiative: int = Field(description="Initiative roll result")
    is_player: bool = Field(default=False, description="Is this a player character")
    is_current: bool = Field(default=False, description="Is it this combatant's turn")
    hp_current: int = Field(default=0, description="Current HP")
    hp_max: int = Field(default=1, description="Maximum HP")
    hp_percent: float = Field(default=100.0, description="HP percentage")
    conditions: list[str] = Field(default_factory=list, description="Active conditions")
    status: str = Field(default="healthy", description="Status string")


class CombatStateResult(FormattedResult):
    """Enhanced combat state result."""

    action: str = Field(
        default="",
        description="Combat action: start, end, next_turn, etc.",
    )
    round_number: int | None = Field(
        default=None,
        description="Current combat round",
    )
    current_combatant: str | None = Field(
        default=None,
        description="Name of current combatant",
    )
    current_combatant_is_player: bool = Field(
        default=False,
        description="Whether current combatant is a player",
    )
    turn_order: list[CombatantInfo] = Field(
        default_factory=list,
        description="Initiative order with combatant info",
    )
    combat_ended: bool = Field(
        default=False,
        description="Whether combat has ended",
    )


# =============================================================================
# Connection Status Model
# =============================================================================


class MCPConnectionStatus(BaseModel):
    """Status information for MCP connection."""

    state: ConnectionState = Field(
        default=ConnectionState.DISCONNECTED,
        description="Current connection state",
    )
    is_available: bool = Field(
        default=False,
        description="Whether MCP is available for use",
    )
    url: str = Field(
        default="",
        description="MCP server URL",
    )
    last_successful_call: datetime | None = Field(
        default=None,
        description="When the last successful call was made",
    )
    consecutive_failures: int = Field(
        default=0,
        description="Number of consecutive failures",
    )
    circuit_breaker_state: CircuitBreakerState = Field(
        default=CircuitBreakerState.CLOSED,
        description="Circuit breaker state",
    )
    tools_count: int = Field(
        default=0,
        description="Number of available tools",
    )
    error_message: str | None = Field(
        default=None,
        description="Last error message if any",
    )