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"""
GameState - Rich state tracking for game configs with logic gates.

Provides comprehensive tracking beyond the basic Player class:
- Inventory, money, knowledge (existing)
- People met, locations discovered
- Missions/quests (active, completed, failed)
- Boolean flags and numeric counters
- Choice history for analytics

JSON-serializable for save/load functionality.
"""

from typing import Dict, List, Set, Any, Optional
from dataclasses import dataclass, field
import json
import time


@dataclass
class GameState:
    """
    Comprehensive game state tracking.
    All fields are JSON-serializable for save/load.
    """

    # ==================== Character Resources (from existing Player) ====================
    inventory: List[str] = field(default_factory=list)
    money: int = 0
    knowledge: Dict[str, Any] = field(default_factory=dict)

    # ==================== People/NPCs ====================
    people_met: Set[str] = field(default_factory=set)
    npc_reputation: Dict[str, int] = field(default_factory=dict)  # NPC -> affinity score

    # ==================== Locations ====================
    locations_visited: Set[str] = field(default_factory=set)
    locations_discovered: Set[str] = field(default_factory=set)  # Known but not visited
    current_location: str = ""
    current_state: str = ""

    # ==================== Missions/Quests ====================
    missions_active: Dict[str, Dict] = field(default_factory=dict)  # id -> {status, progress, data}
    missions_completed: Set[str] = field(default_factory=set)
    missions_failed: Set[str] = field(default_factory=set)

    # ==================== Flags (boolean switches) ====================
    flags: Dict[str, bool] = field(default_factory=dict)

    # ==================== Counters (numeric trackers) ====================
    counters: Dict[str, int] = field(default_factory=dict)

    # ==================== History Tracking ====================
    choice_history: List[Dict] = field(default_factory=list)  # [{state, choice, timestamp}]
    state_visit_counts: Dict[str, int] = field(default_factory=dict)

    # ==================== Metadata ====================
    game_start_time: float = field(default_factory=time.time)
    total_choices_made: int = 0

    # ==================== Item Methods ====================

    def add_item(self, item: str) -> None:
        """Add an item to inventory (no duplicates)."""
        if item not in self.inventory:
            self.inventory.append(item)

    def add_items(self, items: List[str]) -> None:
        """Add multiple items to inventory."""
        for item in items:
            self.add_item(item)

    def remove_item(self, item: str) -> bool:
        """Remove an item from inventory. Returns True if successful."""
        if item in self.inventory:
            self.inventory.remove(item)
            return True
        return False

    def has_item(self, item: str) -> bool:
        """Check if player has an item."""
        return item in self.inventory

    def item_count(self, item: str) -> int:
        """Count occurrences of an item (for stackable items)."""
        return self.inventory.count(item)

    # ==================== Money Methods ====================

    def add_money(self, amount: int) -> None:
        """Add money to player's balance."""
        self.money += amount

    def remove_money(self, amount: int) -> bool:
        """Remove money. Returns True if player had enough."""
        if self.money >= amount:
            self.money -= amount
            return True
        return False

    def has_money(self, amount: int) -> bool:
        """Check if player has at least this much money."""
        return self.money >= amount

    # ==================== People Methods ====================

    def meet_person(self, person: str) -> None:
        """Mark an NPC as met."""
        self.people_met.add(person)

    def has_met(self, person: str) -> bool:
        """Check if player has met an NPC."""
        return person in self.people_met

    def adjust_reputation(self, npc: str, change: int) -> None:
        """Adjust reputation with an NPC."""
        self.npc_reputation[npc] = self.npc_reputation.get(npc, 0) + change

    def get_reputation(self, npc: str) -> int:
        """Get reputation with an NPC (default 0)."""
        return self.npc_reputation.get(npc, 0)

    # ==================== Location Methods ====================

    def visit_location(self, location: str) -> None:
        """Mark a location as visited."""
        self.locations_visited.add(location)
        self.locations_discovered.discard(location)  # No longer just discovered

    def discover_location(self, location: str) -> None:
        """Mark a location as discovered (but not visited)."""
        if location not in self.locations_visited:
            self.locations_discovered.add(location)

    def has_visited(self, location: str) -> bool:
        """Check if player has visited a location."""
        return location in self.locations_visited

    def has_discovered(self, location: str) -> bool:
        """Check if player knows about a location (visited or discovered)."""
        return location in self.locations_visited or location in self.locations_discovered

    # ==================== Mission Methods ====================

    def start_mission(self, mission_id: str, data: Dict = None) -> None:
        """Start a new mission/quest."""
        self.missions_active[mission_id] = data or {"status": "active", "progress": 0}

    def update_mission(self, mission_id: str, updates: Dict) -> None:
        """Update mission data."""
        if mission_id in self.missions_active:
            self.missions_active[mission_id].update(updates)

    def complete_mission(self, mission_id: str) -> None:
        """Mark a mission as completed."""
        if mission_id in self.missions_active:
            del self.missions_active[mission_id]
        self.missions_completed.add(mission_id)

    def fail_mission(self, mission_id: str) -> None:
        """Mark a mission as failed."""
        if mission_id in self.missions_active:
            del self.missions_active[mission_id]
        self.missions_failed.add(mission_id)

    def is_mission_complete(self, mission_id: str) -> bool:
        """Check if a mission is completed."""
        return mission_id in self.missions_completed

    def is_mission_active(self, mission_id: str) -> bool:
        """Check if a mission is currently active."""
        return mission_id in self.missions_active

    def is_mission_failed(self, mission_id: str) -> bool:
        """Check if a mission has failed."""
        return mission_id in self.missions_failed

    def get_mission_data(self, mission_id: str) -> Optional[Dict]:
        """Get data for an active mission."""
        return self.missions_active.get(mission_id)

    # ==================== Flag Methods ====================

    def set_flag(self, flag: str, value: bool = True) -> None:
        """Set a boolean flag."""
        self.flags[flag] = value

    def clear_flag(self, flag: str) -> None:
        """Clear (set to False) a flag."""
        self.flags[flag] = False

    def has_flag(self, flag: str) -> bool:
        """Check if a flag is set (True)."""
        return self.flags.get(flag, False)

    def toggle_flag(self, flag: str) -> bool:
        """Toggle a flag and return new value."""
        new_value = not self.flags.get(flag, False)
        self.flags[flag] = new_value
        return new_value

    # ==================== Counter Methods ====================

    def set_counter(self, name: str, value: int) -> None:
        """Set a counter to a specific value."""
        self.counters[name] = value

    def increment_counter(self, name: str, amount: int = 1) -> int:
        """Increment a counter and return new value."""
        self.counters[name] = self.counters.get(name, 0) + amount
        return self.counters[name]

    def decrement_counter(self, name: str, amount: int = 1) -> int:
        """Decrement a counter and return new value."""
        return self.increment_counter(name, -amount)

    def get_counter(self, name: str, default: int = 0) -> int:
        """Get a counter value."""
        return self.counters.get(name, default)

    # ==================== Knowledge Methods ====================

    def update_knowledge(self, key: str, value: Any = True) -> None:
        """Add or update knowledge."""
        self.knowledge[key] = value

    def has_knowledge(self, key: str) -> bool:
        """Check if player has a knowledge entry."""
        return key in self.knowledge

    def get_knowledge(self, key: str, default: Any = None) -> Any:
        """Get a knowledge value."""
        return self.knowledge.get(key, default)

    def remove_knowledge(self, key: str) -> None:
        """Remove a knowledge entry."""
        self.knowledge.pop(key, None)

    # ==================== History Methods ====================

    def record_choice(self, state: str, choice: str) -> None:
        """Record a player choice for history tracking."""
        self.choice_history.append({
            "state": state,
            "choice": choice,
            "timestamp": time.time()
        })
        self.total_choices_made += 1
        self.state_visit_counts[state] = self.state_visit_counts.get(state, 0) + 1

    def get_visit_count(self, state: str) -> int:
        """Get number of times a state was visited."""
        return self.state_visit_counts.get(state, 0)

    def get_last_choices(self, n: int = 5) -> List[Dict]:
        """Get the last N choices made."""
        return self.choice_history[-n:] if self.choice_history else []

    # ==================== Serialization ====================

    def to_dict(self) -> Dict:
        """Convert to JSON-serializable dict for saving."""
        return {
            "inventory": self.inventory,
            "money": self.money,
            "knowledge": self.knowledge,
            "people_met": list(self.people_met),
            "npc_reputation": self.npc_reputation,
            "locations_visited": list(self.locations_visited),
            "locations_discovered": list(self.locations_discovered),
            "current_location": self.current_location,
            "current_state": self.current_state,
            "missions_active": self.missions_active,
            "missions_completed": list(self.missions_completed),
            "missions_failed": list(self.missions_failed),
            "flags": self.flags,
            "counters": self.counters,
            "choice_history": self.choice_history,
            "state_visit_counts": self.state_visit_counts,
            "game_start_time": self.game_start_time,
            "total_choices_made": self.total_choices_made
        }

    @classmethod
    def from_dict(cls, data: Dict) -> 'GameState':
        """Reconstruct GameState from dict (for loading saves)."""
        state = cls()
        state.inventory = data.get("inventory", [])
        state.money = data.get("money", 0)
        state.knowledge = data.get("knowledge", {})
        state.people_met = set(data.get("people_met", []))
        state.npc_reputation = data.get("npc_reputation", {})
        state.locations_visited = set(data.get("locations_visited", []))
        state.locations_discovered = set(data.get("locations_discovered", []))
        state.current_location = data.get("current_location", "")
        state.current_state = data.get("current_state", "")
        state.missions_active = data.get("missions_active", {})
        state.missions_completed = set(data.get("missions_completed", []))
        state.missions_failed = set(data.get("missions_failed", []))
        state.flags = data.get("flags", {})
        state.counters = data.get("counters", {})
        state.choice_history = data.get("choice_history", [])
        state.state_visit_counts = data.get("state_visit_counts", {})
        state.game_start_time = data.get("game_start_time", time.time())
        state.total_choices_made = data.get("total_choices_made", 0)
        return state

    def to_json(self) -> str:
        """Serialize to JSON string."""
        return json.dumps(self.to_dict(), indent=2)

    @classmethod
    def from_json(cls, json_str: str) -> 'GameState':
        """Deserialize from JSON string."""
        return cls.from_dict(json.loads(json_str))

    def reset(self) -> None:
        """Reset state to initial values (for new game)."""
        self.inventory.clear()
        self.money = 0
        self.knowledge.clear()
        self.people_met.clear()
        self.npc_reputation.clear()
        self.locations_visited.clear()
        self.locations_discovered.clear()
        self.current_location = ""
        self.current_state = ""
        self.missions_active.clear()
        self.missions_completed.clear()
        self.missions_failed.clear()
        self.flags.clear()
        self.counters.clear()
        self.choice_history.clear()
        self.state_visit_counts.clear()
        self.game_start_time = time.time()
        self.total_choices_made = 0


class Player:
    """
    Backwards-compatible Player class that wraps GameState.
    Existing configs using lambda consequences will continue to work.
    """

    def __init__(self, game_state: GameState = None):
        self._state = game_state or GameState()

    # Existing API (unchanged for backwards compatibility)
    @property
    def inventory(self) -> List[str]:
        return self._state.inventory

    @property
    def money(self) -> int:
        return self._state.money

    @money.setter
    def money(self, value: int):
        self._state.money = value

    @property
    def knowledge(self) -> Dict[str, Any]:
        return self._state.knowledge

    def add_item(self, item: str) -> None:
        self._state.add_item(item)

    def has_item(self, item: str) -> bool:
        return self._state.has_item(item)

    def update_knowledge(self, topic: str) -> None:
        self._state.update_knowledge(topic, True)

    # NEW: Expose full state for advanced usage
    @property
    def game_state(self) -> GameState:
        return self._state