import { describe, it, expect, beforeEach } from 'vitest';
import { EntityManager } from '../EntityManager';
import { type World, type Actor } from '../../core/types';

describe('EntityManager', () => {
  let mockWorld: World;
  let entityManager: EntityManager;

  beforeEach(() => {
    mockWorld = {
      width: 10,
      height: 10,
      tiles: new Array(100).fill(0),
      actors: new Map<number, Actor>(),
      exit: { x: 9, y: 9 }
    };

    entityManager = new EntityManager(mockWorld);
  });

  it('should add an actor and update the grid', () => {
    const actor: Actor = { id: 1, category: 'combatant', type: 'player', pos: { x: 2, y: 3 }, isPlayer: true } as any;
    entityManager.addActor(actor);

    expect(mockWorld.actors.has(1)).toBe(true);
    expect(entityManager.getActorsAt(2, 3).map(a => a.id)).toContain(1);
    expect(entityManager.isOccupied(2, 3)).toBe(true);
  });

  it('should remove an actor and update the grid', () => {
    const actor: Actor = { id: 1, category: 'combatant', type: 'player', pos: { x: 2, y: 3 }, isPlayer: true } as any;
    entityManager.addActor(actor);
    entityManager.removeActor(1);

    expect(mockWorld.actors.has(1)).toBe(false);
    expect(entityManager.getActorsAt(2, 3).map(a => a.id)).not.toContain(1);
    expect(entityManager.isOccupied(2, 3)).toBe(false);
  });

  it('should update the grid when an actor moves', () => {
    const actor: Actor = { id: 1, category: 'combatant', type: 'player', pos: { x: 2, y: 3 }, isPlayer: true } as any;
    entityManager.addActor(actor);
    
    entityManager.moveActor(1, { x: 2, y: 3 }, { x: 4, y: 5 });

    expect(actor.pos.x).toBe(4);
    expect(actor.pos.y).toBe(5);
    expect(entityManager.isOccupied(2, 3)).toBe(false);
    expect(entityManager.isOccupied(4, 5)).toBe(true);
    expect(entityManager.getActorsAt(4, 5).map(a => a.id)).toContain(1);
  });

  it('should correctly identify occupied tiles while ignoring specific types', () => {
    const orb: Actor = { id: 1, category: 'collectible', type: 'exp_orb', pos: { x: 2, y: 2 } } as any;
    const enemy: Actor = { id: 2, category: 'combatant', type: 'rat', pos: { x: 5, y: 5 } } as any;
    
    entityManager.addActor(orb);
    entityManager.addActor(enemy);

    expect(entityManager.isOccupied(2, 2)).toBe(true);
    expect(entityManager.isOccupied(2, 2, 'exp_orb')).toBe(false);
    expect(entityManager.isOccupied(5, 5)).toBe(true);
    expect(entityManager.isOccupied(5, 5, 'exp_orb')).toBe(true);
  });

  it('should generate the next available ID by scanning current actors', () => {
    mockWorld.actors.set(10, { id: 10, pos: { x: 0, y: 0 } } as any);
    mockWorld.actors.set(15, { id: 15, pos: { x: 1, y: 1 } } as any);
    
    // Create new manager to trigger scan since current one has stale lastId
    const manager = new EntityManager(mockWorld);
    expect(manager.getNextId()).toBe(16);
  });



  it('should handle multiple actors at the same position', () => {
    const actor1: Actor = { id: 1, pos: { x: 1, y: 1 } } as any;
    const actor2: Actor = { id: 2, pos: { x: 1, y: 1 } } as any;
    
    entityManager.addActor(actor1);
    entityManager.addActor(actor2);
    
    const atPos = entityManager.getActorsAt(1, 1);
    expect(atPos.length).toBe(2);
    expect(atPos.map(a => a.id)).toContain(1);
    expect(atPos.map(a => a.id)).toContain(2);
    
    entityManager.removeActor(1);
    expect(entityManager.getActorsAt(1, 1).map(a => a.id)).toEqual([2]);
  });

});
