# frozen_string_literal: true

module BCDice
  module GameSystem
    class RecordOfSteam < Base
      # ゲームシステムの識別子
      ID = 'RecordOfSteam'

      # ゲームシステム名
      NAME = 'Record of Steam'

      # ゲームシステム名の読みがな
      SORT_KEY = 'れこおとおふすちいむ'

      # ダイスボットの使い方
      HELP_MESSAGE = <<~MESSAGETEXT
        2S2@1
        RecordOfSteam : (2S2@1) ＞ 1,2,3,4 ＞ 1回転 ＞ 成功数2

        4S3@2
        RecordOfSteam : (4S3@2) ＞ 2,1,2,4,4,4,2,3,4,5,6,6 ＞ 4回転 ＞ 成功数5
      MESSAGETEXT

      register_prefix('\d+S\d+')

      # サンプルのダイスコマンドは「nSt@c」で n=ダイス個数, t=目標値, c=クリティカル値。@cのみ省略可

      def eval_game_system_specific_command(command)
        unless /(\d+)[sS](\d+)(@(\d+))?/i =~ command
          return "1"
        end

        # $x の結果は正規表現マッチングすると新しい値に書き換わってしまうので、
        # マッチングした直後に変数に格納してしまうのが大事なポイント！
        diceCount = Regexp.last_match(1).to_i
        targetNumber = Regexp.last_match(2).to_i
        criticalValue = Regexp.last_match(4)
        criticalValue ||= 1
        criticalValue = criticalValue.to_i

        if diceCount >= 150
          return "(多分)無限個なので振れません！ ヤメテクダサイ、(プロセスが)死んでしまいますっ"
        end

        if criticalValue >= 3
          return "(多分)無限個なので振れません！ ヤメテクダサイ、(プロセスが)死んでしまいますっ"
        end

        specialValue = criticalValue

        rollResult, successCount, roundCount, specialCount, fumbleCount = getDiceRollResult(diceCount, targetNumber, criticalValue, specialValue)

        output = "(#{command}) ＞ #{rollResult}"

        roundCountText = getRoundCountText(roundCount)
        successText = getSuccessText(successCount)
        specialText = getSpecialText(specialCount)
        fumbleText = getFumbleText(fumbleCount)

        result = "#{output}#{roundCountText}#{specialText}#{successText}#{fumbleText}"

        return result
      end

      def getDiceRollResult(diceCount, targetNumber, criticalValue, specialValue)
        successCount = 0
        roundCount = 0
        rollResult = ""
        specialCount = 0
        specialFlag = false
        fumbleCount = 0
        fumbleFlag = false

        while diceCount > 0
          diceList = @randomizer.roll_barabara(diceCount, 6)
          diceListText = diceList.join(",")

          rollResult += "," if rollResult != ""
          rollResult += diceListText

          if diceList.uniq.length == 1 && roundCount == 0
            if diceList.uniq.first <= specialValue
              specialFlag = true
            elsif diceList.uniq.first == 6
              fumbleFlag = true
            end
          end
          debug("diceList", diceList)

          if specialFlag
            specialCount = 1
            successCount = diceCount * 3

            return rollResult, successCount, roundCount, specialCount, fumbleCount
          elsif fumbleFlag
            fumbleCount = 1

            return rollResult, successCount, roundCount, specialCount, fumbleCount
          end

          diceCount = 0

          diceList.map do |diceValue|
            debug("diceValue", diceValue)
            debug("criticalValue", criticalValue)
            debug("specialValue", specialValue)

            if diceValue <= criticalValue
              diceCount += 2
              roundCount += 1
            end

            successCount += 1 if diceValue <= targetNumber
          end
        end

        return rollResult, successCount, roundCount, specialCount, fumbleCount
      end

      def getRoundCountText(roundCount)
        if roundCount <= 0
          return ""
        end

        return " ＞ #{roundCount}回転"
      end

      def getSuccessText(successCount)
        if successCount > 0
          return " ＞ 成功数#{successCount}"
        end

        return " ＞ 失敗"
      end

      def getSpecialText(specialCount)
        if specialCount == 1
          return " ＞ スペシャル"
        end
      end

      def getFumbleText(fumbleCount)
        if fumbleCount == 1
          return " ＞ ファンブル"
        end
      end
    end
  end
end
