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/**
 * Player Store
 *
 * Manages player state for multiplayer mode, including nickname, connection status,
 * and opponent information.
 */

import { defineStore } from "pinia";
import { StorageKey, localStorageManager } from "@/utils/storage";
import { getRandomNickname } from "@/data/defaultNicknames";


/**
 * Player state interface
 */
export interface PlayerState {
	nickname: string; // Local player nickname
	playerId: string | null; // Socket ID
	playerColor: "black" | "white" | null; // Player's stone color in current game
	roomId: string | null; // Current room ID
	roomName: string | null; // Human-readable room name
	isAdmin: boolean; // Whether player is room admin
	opponentNickname: string | null; // Opponent's nickname
	connectionStatus: "disconnected" | "connected" | "in-room"; // Connection state
}


/**
 * Nickname validation result
 */
interface ValidationResult {
	valid: boolean;
	error?: string;
}


/**
 * Validate a nickname against the rules:
 * - Length: 3-20 characters
 * - Characters: alphanumeric + spaces only
 * - No leading/trailing whitespace
 */
function validateNickname(nickname: string): ValidationResult {
	if (!nickname || typeof nickname !== "string") {
		return { valid: false, error: "Nickname is required" };
	}

	if (nickname.length < 3) {
		return { valid: false, error: "Nickname must be at least 3 characters" };
	}

	if (nickname.length > 20) {
		return { valid: false, error: "Nickname must be 20 characters or less" };
	}

	if (!/^[a-zA-Z0-9 ]+$/.test(nickname)) {
		return { valid: false, error: "Only letters, numbers, and spaces allowed" };
	}

	if (nickname.trim() !== nickname) {
		return { valid: false, error: "No leading or trailing spaces allowed" };
	}

	return { valid: true };
}


/**
 * Load nickname from localStorage or generate a random one
 */
function loadNickname(): string {
	const stored = localStorageManager.getString(StorageKey.PLAYER_NICKNAME);
	if (stored) {
		// Validate stored nickname
		const validation = validateNickname(stored);
		if (validation.valid) {
			return stored;
		}
	}
	// Generate random nickname if none exists or invalid
	return getRandomNickname();
}


/**
 * Save nickname to localStorage
 */
function saveNickname(nickname: string): void {
	localStorageManager.setString(StorageKey.PLAYER_NICKNAME, nickname);
}


/**
 * Player store
 */
export const usePlayerStore = defineStore("player", {
	state: (): PlayerState => ({
		nickname: loadNickname(),
		playerId: null,
		playerColor: null,
		roomId: null,
		roomName: null,
		isAdmin: false,
		opponentNickname: null,
		connectionStatus: "disconnected"
	}),

	getters: {
		/**
		 * Is player currently in a room?
		 */
		isInRoom: (state): boolean => state.connectionStatus === "in-room",

		/**
		 * Does player have an opponent in the room?
		 */
		hasOpponent: (state): boolean => state.opponentNickname !== null,

		/**
		 * Display name with fallback to "Guest"
		 */
		displayName: (state): string => state.nickname || "Guest",

		/**
		 * Is player connected to socket server?
		 */
		isConnected: (state): boolean => state.connectionStatus !== "disconnected"
	},

	actions: {
		/**
		 * Set the player's nickname
		 * @param nickname - New nickname to set
		 * @returns true if successful, false if validation failed
		 */
		setNickname(nickname: string): boolean {
			const validation = validateNickname(nickname);
			if (!validation.valid) {
				console.warn(`[PlayerStore] Invalid nickname: ${validation.error}`);
				return false;
			}

			this.nickname = nickname;
			saveNickname(nickname);
			return true;
		},

		/**
		 * Set the player's socket ID
		 * @param id - Socket ID from server
		 */
		setPlayerId(id: string): void {
			this.playerId = id;
			this.connectionStatus = "connected";
		},

		/**
		 * Join a room with the given ID and assigned color
		 * @param roomId - Room ID
		 * @param color - Assigned player color
		 * @param roomName - Human-readable room name
		 * @param isAdmin - Whether player is room admin
		 */
		joinRoom(roomId: string, color: "black" | "white", roomName?: string, isAdmin?: boolean): void {
			this.roomId = roomId;
			this.roomName = roomName || null;
			this.isAdmin = isAdmin || false;
			this.playerColor = color;
			this.connectionStatus = "in-room";
		},

		/**
		 * Set the room name
		 * @param name - New room name
		 */
		setRoomName(name: string): void {
			this.roomName = name;
		},

		/**
		 * Set the opponent's nickname
		 * @param nickname - Opponent's nickname
		 */
		setOpponentNickname(nickname: string): void {
			this.opponentNickname = nickname;
		},

		/**
		 * Leave the current room
		 */
		leaveRoom(): void {
			this.roomId = null;
			this.roomName = null;
			this.isAdmin = false;
			this.playerColor = null;
			this.opponentNickname = null;
			this.connectionStatus = "connected";
		},

		/**
		 * Disconnect from the server
		 */
		disconnect(): void {
			this.playerId = null;
			this.roomId = null;
			this.roomName = null;
			this.isAdmin = false;
			this.playerColor = null;
			this.opponentNickname = null;
			this.connectionStatus = "disconnected";
		},

		/**
		 * Reset player state to initial state
		 * Note: Nickname is preserved in localStorage
		 */
		reset(): void {
			this.playerId = null;
			this.playerColor = null;
			this.roomId = null;
			this.roomName = null;
			this.isAdmin = false;
			this.opponentNickname = null;
			this.connectionStatus = "disconnected";
		}
	}
});


/**
 * Export validation function for use in other components
 */
export { validateNickname };