#include "Air.h"
#include "Simulation.h"
#include "ElementClasses.h"
#include "common/tpt-rand.h"
#include <cmath>
#include <algorithm>

void Air::make_kernel(void) //used for velocity
{
	float s = 0.0f;
	for (auto j=-1; j<2; j++)
	{
		for (auto i=-1; i<2; i++)
		{
			kernel[(i+1)+3*(j+1)] = expf(-2.0f*(i*i+j*j));
			s += kernel[(i+1)+3*(j+1)];
		}
	}
	s = 1.0f / s;
	for (auto j=-1; j<2; j++)
	{
		for (auto i=-1; i<2; i++)
		{
			kernel[(i+1)+3*(j+1)] *= s;
		}
	}
}

void Air::Clear()
{
	std::fill(&pv[0][0], &pv[0][0]+NCELL, 0.0f);
	std::fill(&vy[0][0], &vy[0][0]+NCELL, 0.0f);
	std::fill(&vx[0][0], &vx[0][0]+NCELL, 0.0f);
}

void Air::ClearAirH()
{
	std::fill(&hv[0][0], &hv[0][0]+NCELL, ambientAirTemp);
}

void Air::update_airh(void)
{
	for (auto i=0; i<YCELLS; i++) //reduces pressure/velocity on the edges every frame
	{
		hv[i][0] = ambientAirTemp;
		hv[i][1] = ambientAirTemp;
		hv[i][XCELLS-2] = ambientAirTemp;
		hv[i][XCELLS-1] = ambientAirTemp;
	}
	for (auto i=0; i<XCELLS; i++) //reduces pressure/velocity on the edges every frame
	{
		hv[0][i] = ambientAirTemp;
		hv[1][i] = ambientAirTemp;
		hv[YCELLS-2][i] = ambientAirTemp;
		hv[YCELLS-1][i] = ambientAirTemp;
	}
	for (auto y=0; y<YCELLS; y++) //update velocity and pressure
	{
		for (auto x=0; x<XCELLS; x++)
		{
			auto dh = 0.0f;
			auto dx = 0.0f;
			auto dy = 0.0f;
			for (auto j=-1; j<2; j++)
			{
				for (auto i=-1; i<2; i++)
				{
					if (y+j>0 && y+j<YCELLS-2 &&
					        x+i>0 && x+i<XCELLS-2 &&
					        !(bmap_blockairh[y+j][x+i]&0x8))
					{
						auto f = kernel[i+1+(j+1)*3];
						dh += hv[y+j][x+i]*f;
						dx += vx[y+j][x+i]*f;
						dy += vy[y+j][x+i]*f;
					}
					else
					{
						auto f = kernel[i+1+(j+1)*3];
						dh += hv[y][x]*f;
						dx += vx[y][x]*f;
						dy += vy[y][x]*f;
					}
				}
			}
			auto tx = x - dx*0.7f;
			auto ty = y - dy*0.7f;
			auto i = (int)tx;
			auto j = (int)ty;
			tx -= i;
			ty -= j;
			if (i>=2 && i<XCELLS-3 && j>=2 && j<YCELLS-3)
			{
				auto odh = dh;
				dh *= 1.0f - AIR_VADV;
				dh += AIR_VADV*(1.0f-tx)*(1.0f-ty)*((bmap_blockairh[j][i]&0x8) ? odh : hv[j][i]);
				dh += AIR_VADV*tx*(1.0f-ty)*((bmap_blockairh[j][i+1]&0x8) ? odh : hv[j][i+1]);
				dh += AIR_VADV*(1.0f-tx)*ty*((bmap_blockairh[j+1][i]&0x8) ? odh : hv[j+1][i]);
				dh += AIR_VADV*tx*ty*((bmap_blockairh[j+1][i+1]&0x8) ? odh : hv[j+1][i+1]);
			}
			ohv[y][x] = dh;
			if (x>=2 && x<XCELLS-2 && y>=2 && y<YCELLS-2)
			{
				float convGravX, convGravY;
				sim.GetGravityField(x*CELL, y*CELL, -1.0f, -1.0f, convGravX, convGravY);
				auto weight = ((hv[y][x] - hv[y][x-1]) * convGravX + (hv[y][x] - hv[y-1][x]) * convGravY) / 5000.0f;
				if (weight > 0 && !(bmap_blockairh[y-1][x]&0x8))
				{
					vx[y][x] += weight * convGravX;
					vy[y][x] += weight * convGravY;
				}
			}
		}
	}
	memcpy(hv, ohv, sizeof(hv));
}

void Air::update_air(void)
{
	const float advDistanceMult = 0.7f;

	if (airMode != AIR_NO_UPDATE) //airMode 4 is no air/pressure update
	{
		for (auto i=0; i<YCELLS; i++) //reduces pressure/velocity on the edges every frame
		{
			pv[i][0] = pv[i][0]*0.8f;
			pv[i][1] = pv[i][1]*0.8f;
			pv[i][XCELLS-2] = pv[i][XCELLS-2]*0.8f;
			pv[i][XCELLS-1] = pv[i][XCELLS-1]*0.8f;
			vx[i][0] = vx[i][0]*0.9f;
			vx[i][1] = vx[i][1]*0.9f;
			vx[i][XCELLS-2] = vx[i][XCELLS-2]*0.9f;
			vx[i][XCELLS-1] = vx[i][XCELLS-1]*0.9f;
			vy[i][0] = vy[i][0]*0.9f;
			vy[i][1] = vy[i][1]*0.9f;
			vy[i][XCELLS-2] = vy[i][XCELLS-2]*0.9f;
			vy[i][XCELLS-1] = vy[i][XCELLS-1]*0.9f;
		}
		for (auto i=0; i<XCELLS; i++) //reduces pressure/velocity on the edges every frame
		{
			pv[0][i] = pv[0][i]*0.8f;
			pv[1][i] = pv[1][i]*0.8f;
			pv[YCELLS-2][i] = pv[YCELLS-2][i]*0.8f;
			pv[YCELLS-1][i] = pv[YCELLS-1][i]*0.8f;
			vx[0][i] = vx[0][i]*0.9f;
			vx[1][i] = vx[1][i]*0.9f;
			vx[YCELLS-2][i] = vx[YCELLS-2][i]*0.9f;
			vx[YCELLS-1][i] = vx[YCELLS-1][i]*0.9f;
			vy[0][i] = vy[0][i]*0.9f;
			vy[1][i] = vy[1][i]*0.9f;
			vy[YCELLS-2][i] = vy[YCELLS-2][i]*0.9f;
			vy[YCELLS-1][i] = vy[YCELLS-1][i]*0.9f;
		}

		for (auto j=1; j<YCELLS-1; j++) //clear some velocities near walls
		{
			for (auto i=1; i<XCELLS-1; i++)
			{
				if (bmap_blockair[j][i])
				{
					vx[j][i] = 0.0f;
					vx[j][i-1] = 0.0f;
					vx[j][i+1] = 0.0f;
					vy[j][i] = 0.0f;
					vy[j-1][i] = 0.0f;
					vy[j+1][i] = 0.0f;
				}
			}
		}

		for (auto y=1; y<YCELLS-1; y++) //pressure adjustments from velocity
		{
			for (auto x=1; x<XCELLS-1; x++)
			{
				auto dp = 0.0f;
				dp += vx[y][x-1] - vx[y][x+1];
				dp += vy[y-1][x] - vy[y+1][x];
				pv[y][x] *= AIR_PLOSS;
				pv[y][x] += dp*AIR_TSTEPP * 0.5f;;
			}
		}

		for (auto y=1; y<YCELLS-1; y++) //velocity adjustments from pressure
		{
			for (auto x=1; x<XCELLS-1; x++)
			{
				auto dx = 0.0f;
				auto dy = 0.0f;
				dx += pv[y][x-1] - pv[y][x+1];
				dy += pv[y-1][x] - pv[y+1][x];
				vx[y][x] *= AIR_VLOSS;
				vy[y][x] *= AIR_VLOSS;
				vx[y][x] += dx*AIR_TSTEPV * 0.5f;
				vy[y][x] += dy*AIR_TSTEPV * 0.5f;
				if (bmap_blockair[y][x-1] || bmap_blockair[y][x] || bmap_blockair[y][x+1])
					vx[y][x] = 0;
				if (bmap_blockair[y-1][x] || bmap_blockair[y][x] || bmap_blockair[y+1][x])
					vy[y][x] = 0;
			}
		}

		for (auto y=0; y<YCELLS; y++) //update velocity and pressure
		{
			for (auto x=0; x<XCELLS; x++)
			{
				auto dx = 0.0f;
				auto dy = 0.0f;
				auto dp = 0.0f;
				for (auto j=-1; j<2; j++)
				{
					for (auto i=-1; i<2; i++)
					{
						if (y+j>0 && y+j<YCELLS-1 &&
						        x+i>0 && x+i<XCELLS-1 &&
						        !bmap_blockair[y+j][x+i])
						{
							auto f = kernel[i+1+(j+1)*3];
							dx += vx[y+j][x+i]*f;
							dy += vy[y+j][x+i]*f;
							dp += pv[y+j][x+i]*f;
						}
						else
						{
							auto f = kernel[i+1+(j+1)*3];
							dx += vx[y][x]*f;
							dy += vy[y][x]*f;
							dp += pv[y][x]*f;
						}
					}
				}

				auto tx = x - dx*advDistanceMult;
				auto ty = y - dy*advDistanceMult;
				if ((dx*advDistanceMult>1.0f || dy*advDistanceMult>1.0f) && (tx>=2 && tx<XCELLS-2 && ty>=2 && ty<YCELLS-2))
				{
					// Trying to take velocity from far away, check whether there is an intervening wall. Step from current position to desired source location, looking for walls, with either the x or y step size being 1 cell
					float stepX, stepY;
					int stepLimit;
					if (std::abs(dx)>std::abs(dy))
					{
						stepX = (dx<0.0f) ? 1.f : -1.f;
						stepY = -dy/fabsf(dx);
						stepLimit = (int)(fabsf(dx*advDistanceMult));
					}
					else
					{
						stepY = (dy<0.0f) ? 1.f : -1.f;
						stepX = -dx/fabsf(dy);
						stepLimit = (int)(fabsf(dy*advDistanceMult));
					}
					tx = float(x);
					ty = float(y);
					auto step = 0;
					for (; step<stepLimit; ++step)
					{
						tx += stepX;
						ty += stepY;
						if (bmap_blockair[(int)(ty+0.5f)][(int)(tx+0.5f)])
						{
							tx -= stepX;
							ty -= stepY;
							break;
						}
					}
					if (step==stepLimit)
					{
						// No wall found
						tx = x - dx*advDistanceMult;
						ty = y - dy*advDistanceMult;
					}
				}
				auto i = (int)tx;
				auto j = (int)ty;
				tx -= i;
				ty -= j;
				if (!bmap_blockair[y][x] && i>=2 && i<=XCELLS-3 &&
				        j>=2 && j<=YCELLS-3)
				{
					dx *= 1.0f - AIR_VADV;
					dy *= 1.0f - AIR_VADV;

					dx += AIR_VADV*(1.0f-tx)*(1.0f-ty)*vx[j][i];
					dy += AIR_VADV*(1.0f-tx)*(1.0f-ty)*vy[j][i];

					dx += AIR_VADV*tx*(1.0f-ty)*vx[j][i+1];
					dy += AIR_VADV*tx*(1.0f-ty)*vy[j][i+1];

					dx += AIR_VADV*(1.0f-tx)*ty*vx[j+1][i];
					dy += AIR_VADV*(1.0f-tx)*ty*vy[j+1][i];

					dx += AIR_VADV*tx*ty*vx[j+1][i+1];
					dy += AIR_VADV*tx*ty*vy[j+1][i+1];
				}

				if (bmap[y][x] == WL_FAN)
				{
					dx += fvx[y][x];
					dy += fvy[y][x];
				}
				// pressure/velocity caps
				if (dp > MAX_PRESSURE) dp = MAX_PRESSURE;
				if (dp < MIN_PRESSURE) dp = MIN_PRESSURE;
				if (dx > MAX_PRESSURE) dx = MAX_PRESSURE;
				if (dx < MIN_PRESSURE) dx = MIN_PRESSURE;
				if (dy > MAX_PRESSURE) dy = MAX_PRESSURE;
				if (dy < MIN_PRESSURE) dy = MIN_PRESSURE;


				switch (airMode)
				{
				default:
				case AIR_ON:  //Default
					break;
				case AIR_PRESSURE_OFF:  //0 Pressure
					dp = 0.0f;
					break;
				case AIR_VELOCITY_OFF:  //0 Velocity
					dx = 0.0f;
					dy = 0.0f;
					break;
				case AIR_OFF: //0 Air
					dx = 0.0f;
					dy = 0.0f;
					dp = 0.0f;
					break;
				case AIR_NO_UPDATE: //No Update
					break;
				}

				ovx[y][x] = dx;
				ovy[y][x] = dy;
				opv[y][x] = dp;
			}
		}
		memcpy(vx, ovx, sizeof(vx));
		memcpy(vy, ovy, sizeof(vy));
		memcpy(pv, opv, sizeof(pv));
	}
}

void Air::Invert()
{
	for (auto nx = 0; nx<XCELLS; nx++)
	{
		for (auto ny = 0; ny<YCELLS; ny++)
		{
			pv[ny][nx] = -pv[ny][nx];
			vx[ny][nx] = -vx[ny][nx];
			vy[ny][nx] = -vy[ny][nx];
		}
	}
}

// called when loading saves / stamps to ensure nothing "leaks" the first frame
void Air::ApproximateBlockAirMaps()
{
	auto &sd = SimulationData::CRef();
	auto &elements = sd.elements;
	for (int i = 0; i <= sim.parts_lastActiveIndex; i++)
	{
		int type = sim.parts[i].type;
		if (!type)
			continue;
		// Real TTAN would only block if there was enough TTAN
		// but it would be more expensive and complicated to actually check that
		// so just block for a frame, if it wasn't supposed to block it will continue allowing air next frame
		if (type == PT_TTAN)
		{
			int x = ((int)(sim.parts[i].x+0.5f))/CELL, y = ((int)(sim.parts[i].y+0.5f))/CELL;
			if (InBounds(x, y))
			{
				bmap_blockair[y][x] = 1;
				bmap_blockairh[y][x] = 0x8;
			}
		}
		// mostly accurate insulator blocking, besides checking GEL
		else if ((type == PT_HSWC && sim.parts[i].life != 10) || elements[type].HeatConduct <= (sim.rng()%250))
		{
			int x = ((int)(sim.parts[i].x+0.5f))/CELL, y = ((int)(sim.parts[i].y+0.5f))/CELL;
			if (InBounds(x, y) && !(bmap_blockairh[y][x]&0x8))
				bmap_blockairh[y][x]++;
		}
	}
}

Air::Air(Simulation & simulation):
	sim(simulation),
	airMode(AIR_ON),
	ambientAirTemp(R_TEMP + 273.15f)
{
	//Simulation should do this.
	make_kernel();
	std::fill(&bmap_blockair[0][0], &bmap_blockair[0][0]+NCELL, 0);
	std::fill(&bmap_blockairh[0][0], &bmap_blockairh[0][0]+NCELL, 0);
	std::fill(&vx[0][0], &vx[0][0]+NCELL, 0.0f);
	std::fill(&ovx[0][0], &ovx[0][0]+NCELL, 0.0f);
	std::fill(&vy[0][0], &vy[0][0]+NCELL, 0.0f);
	std::fill(&ovy[0][0], &ovy[0][0]+NCELL, 0.0f);
	std::fill(&hv[0][0], &hv[0][0]+NCELL, 0.0f);
	std::fill(&ohv[0][0], &ohv[0][0]+NCELL, 0.0f);
	std::fill(&pv[0][0], &pv[0][0]+NCELL, 0.0f);
	std::fill(&opv[0][0], &opv[0][0]+NCELL, 0.0f);
}
