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use std::collections::HashMap;

use rand::seq::SliceRandom;
use rand::Rng;
use rand_xorshift::XorShiftRng;

use abstutil::{Parallelism, Timer};
use map_model::{BuildingID, IntersectionID, Map, PathConstraints, PathRequest};
use sim::{IndividTrip, PersonSpec, TripEndpoint, TripMode, TripPurpose};

use crate::{Activity, CensusPerson, Config};

pub fn make_people(
    people: Vec<CensusPerson>,
    map: &Map,
    timer: &mut Timer,
    rng: &mut XorShiftRng,
    config: &Config,
) -> Vec<PersonSpec> {
    // Only consider two-way intersections, so the agent can return the same way
    // they came.
    // TODO: instead, if it's not a two-way border, we should find an intersection
    // an incoming border "near" the outgoing border, to allow a broader set of
    // realistic options.
    // TODO: prefer larger thoroughfares to better reflect reality.
    let commuter_borders: Vec<IntersectionID> = map
        .all_outgoing_borders()
        .into_iter()
        .filter(|b| b.is_incoming_border())
        .map(|b| b.id)
        .collect();

    // TODO Where should we validate that at least one border exists? Probably in
    // generate_scenario, at minimum.

    let person_factory = PersonFactory::new(map);
    let make_person_inputs = people
        .into_iter()
        .map(|person| (person, sim::fork_rng(rng)))
        .collect();
    timer.parallelize(
        "making people in parallel",
        Parallelism::Fastest,
        make_person_inputs,
        |(person, mut rng)| {
            person_factory.make_person(person, map, &commuter_borders, &mut rng, &config)
        },
    )
}

struct PersonFactory {
    activity_to_buildings: HashMap<Activity, Vec<BuildingID>>,
}

impl PersonFactory {
    fn new(map: &Map) -> Self {
        let activity_to_buildings = Self::activity_to_buildings(map);
        Self {
            activity_to_buildings,
        }
    }

    fn activity_to_buildings(map: &Map) -> HashMap<Activity, Vec<BuildingID>> {
        // What types of OpenStreetMap amenities will satisfy each activity?
        let categories = vec![
            (Activity::Breakfast, vec!["cafe"]),
            (Activity::Lunch, vec!["pub", "food_court", "fast_food"]),
            (
                Activity::Dinner,
                vec!["restaurant", "theatre", "biergarten"],
            ),
            (
                Activity::School,
                vec![
                    "college",
                    "kindergarten",
                    "language_school",
                    "library",
                    "music_school",
                    "university",
                ],
            ),
            (
                Activity::Entertainment,
                vec![
                    "arts_centre",
                    "casino",
                    "cinema",
                    "community_centre",
                    "fountain",
                    "gambling",
                    "nightclub",
                    "planetarium",
                    "public_bookcase",
                    "pool",
                    "dojo",
                    "social_centre",
                    "social_centre",
                    "studio",
                    "theatre",
                    "bar",
                    "bbq",
                    "bicycle_rental",
                    "boat_rental",
                    "boat_sharing",
                    "dive_centre",
                    "internet_cafe",
                ],
            ),
            (
                Activity::Errands,
                vec![
                    "marketplace",
                    "post_box",
                    "photo_booth",
                    "recycling",
                    "townhall",
                ],
            ),
            (Activity::Financial, vec!["bank", "atm", "bureau_de_change"]),
            (
                Activity::Healthcare,
                vec![
                    "baby_hatch",
                    "clinic",
                    "dentist",
                    "doctors",
                    "hospital",
                    "nursing_home",
                    "pharmacy",
                    "social_facility",
                    "veterinary",
                    "childcare",
                ],
            ),
            (Activity::Work, vec!["bank", "clinic"]),
        ];

        // Find all buildings with a matching amenity
        let mut candidates: HashMap<Activity, Vec<BuildingID>> = HashMap::new();
        for b in map.all_buildings() {
            for (activity, categories) in &categories {
                for amenity in &b.amenities {
                    if categories.contains(&amenity.amenity_type.as_str()) {
                        candidates
                            .entry(*activity)
                            .and_modify(|v| v.push(b.id))
                            .or_insert(vec![b.id]);
                    }
                }
            }
        }
        candidates
    }

    fn find_building_for_activity(
        &self,
        activity: Activity,
        _start: TripEndpoint,
        _map: &Map,
        rng: &mut XorShiftRng,
    ) -> Option<BuildingID> {
        // TODO If there are several choices of building that satisfy an activity, which one will
        // someone choose? One simple approach could just calculate the difficulty of going from the
        // previous location (starting from home) to that place, using some mode of travel. Then
        // either pick the closest choice, or even better, randomize, but weight based on
        // the cost of getting there. map.pathfind() may be helpful.

        // For now, just pick a random one
        self.activity_to_buildings
            .get(&activity)
            .and_then(|buildings| buildings.choose(rng).cloned())
    }

    pub fn make_person(
        &self,
        person: CensusPerson,
        map: &Map,
        commuter_borders: &Vec<IntersectionID>,
        rng: &mut XorShiftRng,
        config: &Config,
    ) -> PersonSpec {
        let schedule = person.generate_schedule(config, rng);

        let mut output = PersonSpec {
            orig_id: None,
            origin: TripEndpoint::Bldg(person.home),
            trips: Vec::new(),
        };

        let mut current_location = TripEndpoint::Bldg(person.home);
        for (departure_time, activity) in schedule.activities {
            // TODO This field isn't that important; later we could map Activity to a TripPurpose
            // better.
            let purpose = TripPurpose::Shopping;

            let goto = if let Some(destination) =
                self.find_building_for_activity(activity, current_location, map, rng)
            {
                TripEndpoint::Bldg(destination)
            } else {
                // No buildings satisfy the activity. Just go somewhere off-map.
                TripEndpoint::Border(*commuter_borders.choose(rng).unwrap())
            };

            let mode = pick_mode(current_location, goto, map, rng, config);
            output
                .trips
                .push(IndividTrip::new(departure_time, purpose, goto, mode));

            current_location = goto;
        }

        output
    }
}

fn pick_mode(
    from: TripEndpoint,
    to: TripEndpoint,
    map: &Map,
    rng: &mut XorShiftRng,
    config: &Config,
) -> TripMode {
    let (b1, b2) = match (from, to) {
        (TripEndpoint::Bldg(b1), TripEndpoint::Bldg(b2)) => (b1, b2),
        // TODO Always drive when going on or off-map?
        _ => {
            return TripMode::Drive;
        }
    };

    // Decide mode based on walking distance
    let distance = if let Some(path) =
        PathRequest::between_buildings(map, b1, b2, PathConstraints::Pedestrian)
            .and_then(|req| map.pathfind(req).ok())
    {
        path.total_length()
    } else {
        // If the buildings aren't connected, there was probably a bug importing the map. Just
        // fallback to driving. If the trip can't be started in the simulation, it'll show up as
        // cancelled with more details about the problem.
        return TripMode::Drive;
    };

    // TODO If either endpoint is in an access-restricted zone (like a living street), then
    // probably don't drive there. Actually, it depends on the specific tagging; access=no in the
    // US usually means a gated community.

    // TODO Make this probabilistic
    // for example probability of walking currently has massive differences
    // at thresholds, it would be nicer to change this gradually
    // TODO - do not select based on distance but select one that is fastest/best in the
    // given situation excellent bus connection / plenty of parking /
    // cycleways / suitable rail connection all strongly influence
    // selected mode of transport, distance is not the sole influence
    // in some cities there may case where driving is only possible method
    // to get somewhere, even at a short distance

    // Always walk for really short trips
    if distance < config.walk_for_distances_shorter_than {
        return TripMode::Walk;
    }

    // Sometimes bike or walk for moderate trips
    if distance < config.walk_or_bike_for_distances_shorter_than {
        // TODO We could move all of these params to Config, but I'm not sure if the overall flow
        // of logic in this functon is what we want yet.
        if rng.gen_bool(0.15) {
            return TripMode::Bike;
        }
        if rng.gen_bool(0.05) {
            return TripMode::Walk;
        }
    }

    // For longer trips, maybe bike for dedicated cyclists
    if rng.gen_bool(0.005) {
        return TripMode::Bike;
    }
    // Try transit if available, or fallback to walking
    if rng.gen_bool(0.3) {
        return TripMode::Transit;
    }

    // Most of the time, just drive
    TripMode::Drive
}