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//! Batch generation with Rayon parallelism.

use rayon::prelude::*;

use crate::random::{derive_game_seeds, generate_one_game, generate_one_game_with_labels, generate_checkmate_examples, GameRecord};
use crate::types::Termination;
use crate::vocab;

/// Output of a training batch generation.
pub struct TrainingBatch {
    pub move_ids: Vec<i16>,        // [batch_size * max_ply], row-major
    pub game_lengths: Vec<i16>,    // [batch_size]
    pub legal_move_grid: Vec<u64>, // [batch_size * max_ply * 64], row-major
    pub legal_promo_mask: Vec<bool>, // [batch_size * max_ply * 44 * 4], row-major
    pub termination_codes: Vec<u8>,  // [batch_size]
    pub batch_size: usize,
    pub max_ply: usize,
}

/// Output of random game generation (no labels).
pub struct GameBatch {
    pub move_ids: Vec<i16>,        // [n_games * max_ply]
    pub game_lengths: Vec<i16>,    // [n_games]
    pub termination_codes: Vec<u8>, // [n_games]
    pub n_games: usize,
    pub max_ply: usize,
}

/// Generate a training batch: random games + legal move labels, fused.
/// Spec §7.2.
pub fn generate_training_batch(batch_size: usize, max_ply: usize, seed: u64) -> TrainingBatch {
    // Derive independent sub-seeds, then generate games in parallel
    let seeds = derive_game_seeds(seed, batch_size);
    let records: Vec<GameRecord> = seeds
        .into_par_iter()
        .map(|s| generate_one_game_with_labels(s, max_ply))
        .collect();

    // Pack into flat arrays
    let total_ply = batch_size * max_ply;
    let mut move_ids = vec![0i16; total_ply];
    let mut game_lengths = Vec::with_capacity(batch_size);
    let mut legal_move_grid = vec![0u64; total_ply * 64];
    let mut legal_promo_mask = vec![false; total_ply * 44 * 4];
    let mut termination_codes = Vec::with_capacity(batch_size);

    for (b, record) in records.iter().enumerate() {
        let length = record.game_length as usize;
        game_lengths.push(record.game_length as i16);
        termination_codes.push(record.termination.as_u8());

        // Copy move_ids (remaining positions are already 0 = PAD)
        for t in 0..length {
            move_ids[b * max_ply + t] = record.move_ids[t] as i16;
        }

        // Copy legal move grids (positions beyond game_length are already 0)
        for t in 0..length {
            let grid_offset = (b * max_ply + t) * 64;
            debug_assert_eq!(record.legal_grids[t].len(), 64);
            legal_move_grid[grid_offset..grid_offset + 64]
                .copy_from_slice(&record.legal_grids[t]);
        }

        // Copy promotion masks (contiguous layout: [[bool; 4]; 44] = [bool; 176])
        for t in 0..length {
            let promo_offset = (b * max_ply + t) * 44 * 4;
            // Safety: [[bool; 4]; 44] has identical layout to [bool; 176]
            let flat: &[bool; 176] = unsafe {
                &*(&record.legal_promos[t] as *const [[bool; 4]; 44] as *const [bool; 176])
            };
            legal_promo_mask[promo_offset..promo_offset + 176].copy_from_slice(flat);
        }
    }

    TrainingBatch {
        move_ids,
        game_lengths,
        legal_move_grid,
        legal_promo_mask,
        termination_codes,
        batch_size,
        max_ply,
    }
}

/// Generate random games without labels. Spec §7.3.
pub fn generate_random_games(n_games: usize, max_ply: usize, seed: u64) -> GameBatch {
    let seeds = derive_game_seeds(seed, n_games);
    let results: Vec<(Vec<u16>, u16, Termination)> = seeds
        .into_par_iter()
        .map(|s| generate_one_game(s, max_ply))
        .collect();

    let mut move_ids = vec![0i16; n_games * max_ply];
    let mut game_lengths = Vec::with_capacity(n_games);
    let mut termination_codes = Vec::with_capacity(n_games);

    for (b, (moves, length, term)) in results.iter().enumerate() {
        game_lengths.push(*length as i16);
        termination_codes.push(term.as_u8());

        for t in 0..(*length as usize) {
            move_ids[b * max_ply + t] = moves[t] as i16;
        }
    }

    GameBatch {
        move_ids,
        game_lengths,
        termination_codes,
        n_games,
        max_ply,
    }
}

/// Output of checkmate training data generation.
pub struct CheckmateTrainingBatch {
    pub move_ids: Vec<i16>,           // [n_games * max_ply]
    pub game_lengths: Vec<i16>,       // [n_games]
    pub checkmate_targets: Vec<u64>,  // [n_games * 64] — bit-packed multi-hot mating moves
    pub legal_grids: Vec<u64>,        // [n_games * 64] — legal moves at penultimate position
    pub n_games: usize,
    pub max_ply: usize,
    pub total_generated: usize,
}

/// Generate checkmate training examples with multi-hot targets.
pub fn generate_checkmate_training_batch(
    n_games: usize,
    max_ply: usize,
    seed: u64,
) -> CheckmateTrainingBatch {
    let (examples, total_generated) = generate_checkmate_examples(seed, max_ply, n_games);
    let n = examples.len();

    let mut move_ids = vec![0i16; n * max_ply];
    let mut game_lengths = Vec::with_capacity(n);
    let mut checkmate_targets = vec![0u64; n * 64];
    let mut legal_grids = vec![0u64; n * 64];

    for (b, ex) in examples.iter().enumerate() {
        game_lengths.push(ex.game_length as i16);
        for t in 0..(ex.game_length as usize).min(max_ply) {
            move_ids[b * max_ply + t] = ex.move_ids[t] as i16;
        }
        checkmate_targets[b * 64..(b + 1) * 64].copy_from_slice(&ex.checkmate_grid);
        legal_grids[b * 64..(b + 1) * 64].copy_from_slice(&ex.legal_grid);
    }

    CheckmateTrainingBatch {
        move_ids,
        game_lengths,
        checkmate_targets,
        legal_grids,
        n_games: n,
        max_ply,
        total_generated,
    }
}

/// Generate random games, discarding any that hit the ply limit.
/// Only keeps games that ended naturally (checkmate, stalemate, draw rules).
pub fn generate_completed_games(n_games: usize, max_ply: usize, seed: u64) -> GameBatch {
    let batch_size = 4096.max(n_games * 2);
    let mut collected: Vec<(Vec<u16>, u16, Termination)> = Vec::with_capacity(n_games);
    let mut game_seed = seed;

    while collected.len() < n_games {
        let seeds = derive_game_seeds(game_seed, batch_size);
        let results: Vec<(Vec<u16>, u16, Termination)> = seeds
            .into_par_iter()
            .map(|s| generate_one_game(s, max_ply))
            .collect();

        game_seed += batch_size as u64;

        for result in results {
            if result.2 != Termination::PlyLimit {
                collected.push(result);
                if collected.len() >= n_games {
                    break;
                }
            }
        }
    }

    let mut move_ids = vec![0i16; n_games * max_ply];
    let mut game_lengths = Vec::with_capacity(n_games);
    let mut termination_codes = Vec::with_capacity(n_games);

    for (b, (moves, length, term)) in collected.iter().enumerate() {
        game_lengths.push(*length as i16);
        termination_codes.push(term.as_u8());
        for t in 0..(*length as usize) {
            move_ids[b * max_ply + t] = moves[t] as i16;
        }
    }

    GameBatch {
        move_ids,
        game_lengths,
        termination_codes,
        n_games,
        max_ply,
    }
}

/// Generate checkmate-only games with target counts per winner color.
/// Generates games in parallel batches, discarding non-checkmates in real time.
pub fn generate_checkmate_games(
    n_white_wins: usize,
    n_black_wins: usize,
    max_ply: usize,
    seed: u64,
) -> (GameBatch, usize) {
    use std::sync::atomic::{AtomicUsize, Ordering};

    let batch_size = 4096;
    let target_total = n_white_wins + n_black_wins;

    let mut collected_white: Vec<(Vec<u16>, u16)> = Vec::with_capacity(n_white_wins);
    let mut collected_black: Vec<(Vec<u16>, u16)> = Vec::with_capacity(n_black_wins);
    let mut total_generated: usize = 0;
    let mut game_seed = seed;

    while collected_white.len() < n_white_wins || collected_black.len() < n_black_wins {
        // Generate a batch in parallel, filtering for checkmates
        let batch_seeds = derive_game_seeds(game_seed, batch_size);
        let results: Vec<(Vec<u16>, u16, Termination)> = batch_seeds
            .into_par_iter()
            .map(|s| generate_one_game(s, max_ply))
            .collect();

        game_seed += batch_size as u64;
        total_generated += batch_size;

        for (moves, length, term) in results {
            if term != Termination::Checkmate {
                continue;
            }
            // Odd ply = white made last move = white wins
            if length % 2 == 1 {
                if collected_white.len() < n_white_wins {
                    collected_white.push((moves, length));
                }
            } else {
                if collected_black.len() < n_black_wins {
                    collected_black.push((moves, length));
                }
            }
            if collected_white.len() >= n_white_wins && collected_black.len() >= n_black_wins {
                break;
            }
        }
    }

    // Pack into GameBatch
    let n_games = collected_white.len() + collected_black.len();
    let mut move_ids = vec![0i16; n_games * max_ply];
    let mut game_lengths = Vec::with_capacity(n_games);
    let mut termination_codes = Vec::with_capacity(n_games);

    for (b, (moves, length)) in collected_white.iter().chain(collected_black.iter()).enumerate() {
        game_lengths.push(*length as i16);
        termination_codes.push(Termination::Checkmate.as_u8());
        for t in 0..(*length as usize) {
            move_ids[b * max_ply + t] = moves[t] as i16;
        }
    }

    (GameBatch {
        move_ids,
        game_lengths,
        termination_codes,
        n_games,
        max_ply,
    }, total_generated)
}

/// Output of CLM (Causal Language Model) batch generation.
///
/// Contains ready-to-train tensors in the format:
///   input_ids = [outcome, ply_1, ply_2, ..., ply_N, PAD, ..., PAD]
///   targets   = [ply_1,   ply_2, ply_3, ..., PAD,   PAD, ..., PAD]
///   loss_mask = [true,    true,  true,  ..., true,   false, ..., false]
///
/// Also includes raw move_ids and game_lengths for replay operations
/// (legal mask computation, board state extraction, validation).
pub struct CLMBatch {
    pub input_ids: Vec<i16>,        // [batch_size * seq_len]
    pub targets: Vec<i16>,          // [batch_size * seq_len]
    pub loss_mask: Vec<bool>,       // [batch_size * seq_len]
    pub move_ids: Vec<i16>,         // [batch_size * max_ply] raw for replay
    pub game_lengths: Vec<i16>,     // [batch_size]
    pub termination_codes: Vec<u8>, // [batch_size]
    pub batch_size: usize,
    pub seq_len: usize,
    pub max_ply: usize,
}

/// Generate a CLM training batch: random games packed into model-ready format.
///
/// `seq_len` is the total sequence length (256). Games are generated with up to
/// `seq_len - 1` plies, leaving position 0 for the outcome token.
pub fn generate_clm_batch(
    batch_size: usize,
    seq_len: usize,
    seed: u64,
    discard_ply_limit: bool,
) -> CLMBatch {
    let max_ply = seq_len - 1;

    let game_batch = if discard_ply_limit {
        generate_completed_games(batch_size, max_ply, seed)
    } else {
        generate_random_games(batch_size, max_ply, seed)
    };

    let mut input_ids = vec![0i16; batch_size * seq_len];
    let mut targets = vec![0i16; batch_size * seq_len];
    let mut loss_mask = vec![false; batch_size * seq_len];

    for b in 0..batch_size {
        let gl = game_batch.game_lengths[b] as usize;
        let term = match game_batch.termination_codes[b] {
            0 => Termination::Checkmate,
            1 => Termination::Stalemate,
            2 => Termination::SeventyFiveMoveRule,
            3 => Termination::FivefoldRepetition,
            4 => Termination::InsufficientMaterial,
            _ => Termination::PlyLimit,
        };
        let outcome = vocab::termination_to_outcome(term, game_batch.game_lengths[b] as u16);

        let row = b * seq_len;

        // Position 0: outcome token
        input_ids[row] = outcome as i16;

        // Positions 1..=gl: move tokens
        for t in 0..gl {
            input_ids[row + 1 + t] = game_batch.move_ids[b * max_ply + t];
        }
        // Remaining positions are already 0 (PAD)

        // Targets: input_ids shifted left by 1
        for t in 0..(seq_len - 1) {
            targets[row + t] = input_ids[row + t + 1];
        }
        // targets[row + seq_len - 1] is already 0

        // Loss mask: positions 0..=gl are true
        for t in 0..=gl {
            loss_mask[row + t] = true;
        }
    }

    CLMBatch {
        input_ids,
        targets,
        loss_mask,
        move_ids: game_batch.move_ids,
        game_lengths: game_batch.game_lengths,
        termination_codes: game_batch.termination_codes,
        batch_size,
        seq_len,
        max_ply,
    }
}

#[cfg(test)]
mod tests {
    use super::*;

    #[test]
    fn test_training_batch() {
        let batch = generate_training_batch(4, 256, 42);
        assert_eq!(batch.move_ids.len(), 4 * 256);
        assert_eq!(batch.game_lengths.len(), 4);
        assert_eq!(batch.legal_move_grid.len(), 4 * 256 * 64);
        assert_eq!(batch.legal_promo_mask.len(), 4 * 256 * 44 * 4);
        assert_eq!(batch.termination_codes.len(), 4);

        for &len in &batch.game_lengths {
            assert!(len > 0 && len <= 256);
        }
    }

    #[test]
    fn test_random_games() {
        let batch = generate_random_games(8, 256, 42);
        assert_eq!(batch.move_ids.len(), 8 * 256);
        assert_eq!(batch.game_lengths.len(), 8);
    }

    #[test]
    fn test_pad_after_game_end() {
        let batch = generate_training_batch(2, 256, 42);
        for b in 0..2 {
            let len = batch.game_lengths[b] as usize;
            if len < 256 {
                assert_eq!(
                    batch.move_ids[b * 256 + len],
                    vocab::PAD_TOKEN as i16,
                    "Position game_length should be PAD (0)"
                );
            }
            // All positions after game_length should also be PAD
            for t in len..256 {
                assert_eq!(
                    batch.move_ids[b * 256 + t],
                    0,
                    "Position {} (after game_length={}) should be PAD", t, len
                );
            }
        }
    }

    #[test]
    fn test_batch_deterministic() {
        let b1 = generate_training_batch(4, 256, 99);
        let b2 = generate_training_batch(4, 256, 99);
        assert_eq!(b1.move_ids, b2.move_ids);
        assert_eq!(b1.game_lengths, b2.game_lengths);
        assert_eq!(b1.legal_move_grid, b2.legal_move_grid);
    }

    #[test]
    fn test_clm_batch_format() {
        let seq_len = 256;
        let batch = generate_clm_batch(8, seq_len, 42, false);
        assert_eq!(batch.input_ids.len(), 8 * seq_len);
        assert_eq!(batch.targets.len(), 8 * seq_len);
        assert_eq!(batch.loss_mask.len(), 8 * seq_len);
        assert_eq!(batch.move_ids.len(), 8 * (seq_len - 1));
        assert_eq!(batch.game_lengths.len(), 8);

        for b in 0..8 {
            let gl = batch.game_lengths[b] as usize;
            let row = b * seq_len;

            // Position 0: outcome token (4273-4277)
            let outcome = batch.input_ids[row];
            assert!(outcome >= vocab::OUTCOME_BASE as i16 && outcome <= vocab::PLY_LIMIT as i16,
                "Position 0 should be outcome token, got {}", outcome);

            // Positions 1..=gl: move tokens (1-4272)
            for t in 1..=gl {
                let tok = batch.input_ids[row + t];
                assert!(tok >= 1 && tok <= 4272,
                    "Position {} should be move token, got {}", t, tok);
            }

            // Positions gl+1..seq_len: PAD (0)
            for t in (gl + 1)..seq_len {
                assert_eq!(batch.input_ids[row + t], 0,
                    "Position {} should be PAD, got {}", t, batch.input_ids[row + t]);
            }

            // Targets: shifted left by 1
            for t in 0..(seq_len - 1) {
                assert_eq!(batch.targets[row + t], batch.input_ids[row + t + 1],
                    "targets[{}] should equal input_ids[{}]", t, t + 1);
            }
            assert_eq!(batch.targets[row + seq_len - 1], 0, "Last target should be PAD");

            // Target at position gl is PAD (end of game)
            assert_eq!(batch.targets[row + gl], 0, "Target at game_length should be PAD");

            // Loss mask: true for 0..=gl, false after
            for t in 0..=gl {
                assert!(batch.loss_mask[row + t],
                    "loss_mask[{}] should be true (gl={})", t, gl);
            }
            for t in (gl + 1)..seq_len {
                assert!(!batch.loss_mask[row + t],
                    "loss_mask[{}] should be false (gl={})", t, gl);
            }
        }
    }

    #[test]
    fn test_clm_batch_deterministic() {
        let b1 = generate_clm_batch(4, 256, 99, false);
        let b2 = generate_clm_batch(4, 256, 99, false);
        assert_eq!(b1.input_ids, b2.input_ids);
        assert_eq!(b1.targets, b2.targets);
        assert_eq!(b1.loss_mask, b2.loss_mask);
        assert_eq!(b1.game_lengths, b2.game_lengths);
    }

    #[test]
    fn test_clm_batch_outcome_correctness() {
        let batch = generate_clm_batch(32, 256, 42, false);
        for b in 0..32 {
            let gl = batch.game_lengths[b] as usize;
            let tc = batch.termination_codes[b];
            let expected = vocab::termination_to_outcome(
                match tc {
                    0 => Termination::Checkmate,
                    1 => Termination::Stalemate,
                    2 => Termination::SeventyFiveMoveRule,
                    3 => Termination::FivefoldRepetition,
                    4 => Termination::InsufficientMaterial,
                    _ => Termination::PlyLimit,
                },
                gl as u16,
            );
            assert_eq!(batch.input_ids[b * 256] as u16, expected,
                "Game {} outcome mismatch: tc={}, gl={}", b, tc, gl);
        }
    }
}