// Copyright 2019 DeepMind Technologies Ltd. All rights reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
//     http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.

#ifndef OPEN_SPIEL_GAME_PARAMETERS_H_
#define OPEN_SPIEL_GAME_PARAMETERS_H_

#include <map>
#include <memory>
#include <string>
#include <utility>

#include "open_spiel/spiel_utils.h"

namespace open_spiel {

// A GameParameter can be used in 3 contexts:
// - when defining the parameters for a game, with their optional default value
//   and whether they are mandatory or not.
// - when specifying in Python a parameter value.
// - when passing a parametrization of additional Observer fields.
//
class GameParameter;

using GameParameters = std::map<std::string, GameParameter>;
std::string GameParametersToString(const GameParameters& game_params);
GameParameter GameParameterFromString(const std::string& str);
GameParameters GameParametersFromString(const std::string& game_string);

inline constexpr const char* kDefaultNameDelimiter = "=";
inline constexpr const char* kDefaultParameterDelimiter = "|||";
inline constexpr const char* kDefaultInternalDelimiter = "***";

class GameParameter {
 public:
  enum class Type { kUnset = -1, kInt, kDouble, kString, kBool, kGame };

  explicit GameParameter(Type type = Type::kUnset, bool is_mandatory = false)
      : is_mandatory_(is_mandatory), type_(type) {}

  explicit GameParameter(int value, bool is_mandatory = false)
      : is_mandatory_(is_mandatory), int_value_(value), type_(Type::kInt) {}

  explicit GameParameter(double value, bool is_mandatory = false)
      : is_mandatory_(is_mandatory),
        double_value_(value),
        type_(Type::kDouble) {}

  explicit GameParameter(std::string value, bool is_mandatory = false)
      : is_mandatory_(is_mandatory),
        string_value_(value),
        type_(Type::kString) {}

  // Allows construction of a `GameParameter` from a string literal. This method
  // is not subsumed by the previous method, even if value can be converted to a
  // std::string, because the [C++ standard][iso] requires that the *standard
  // conversion sequence* (see §13.3.3.1.1)
  // `(const char[]) -> const char* -> bool` take precedence over the
  // *user-defined conversion sequence*
  // `(const char[]) -> const char* -> std::string` defined in the standard
  // library.
  // [iso]: http://www.open-std.org/JTC1/SC22/WG21/docs/papers/2011/n3242.pdf
  explicit GameParameter(const char* value, bool is_mandatory = false)
      : is_mandatory_(is_mandatory),
        string_value_(value),
        type_(Type::kString) {}

  explicit GameParameter(bool value, bool is_mandatory = false)
      : is_mandatory_(is_mandatory), bool_value_(value), type_(Type::kBool) {}

  explicit GameParameter(std::map<std::string, GameParameter> value,
                         bool is_mandatory = false)
      : is_mandatory_(is_mandatory),
        game_value_(std::move(value)),
        type_(Type::kGame) {}

  bool has_int_value() const { return type_ == Type::kInt; }
  bool has_double_value() const { return type_ == Type::kDouble; }
  bool has_string_value() const { return type_ == Type::kString; }
  bool has_bool_value() const { return type_ == Type::kBool; }
  bool has_game_value() const { return type_ == Type::kGame; }
  Type type() const { return type_; }

  bool is_mandatory() const { return is_mandatory_; }

  // A readable string format, for display purposes; does not distinguish
  // types in ambiguous cases, e.g. string True vs boolean True.
  std::string ToString() const;

  // An unambiguous string representation, including type information.
  // Used for __repr__ in the Python interface.
  std::string ToReprString() const;

  // Everything necessary to reconstruct the parameter in string form:
  // type <delimiter> value <delimiter> is_mandatory.
  std::string Serialize(
      const std::string& delimiter = kDefaultInternalDelimiter) const;

  int int_value() const {
    SPIEL_CHECK_TRUE(type_ == Type::kInt);
    return int_value_;
  }

  double double_value() const {
    SPIEL_CHECK_TRUE(type_ == Type::kDouble);
    return double_value_;
  }

  const std::string& string_value() const {
    SPIEL_CHECK_TRUE(type_ == Type::kString);
    return string_value_;
  }

  bool bool_value() const {
    SPIEL_CHECK_TRUE(type_ == Type::kBool);
    return bool_value_;
  }

  const std::map<std::string, GameParameter>& game_value() const {
    SPIEL_CHECK_TRUE(type_ == Type::kGame);
    return game_value_;
  }

  // Access values via param.value<T>().
  // There are explicit specializations of this function that call the
  // ***_value() functions above, however they are defined in game_parameters.cc
  // to avoid compilation problems on some older compilers.
  template <typename T>
  T value() const;

  bool operator==(const GameParameter& rhs) const {
    switch (type_) {
      case Type::kInt:
        return rhs.has_int_value() && int_value_ == rhs.int_value();
      case Type::kDouble:
        return rhs.has_double_value() && double_value_ == rhs.double_value();
      case Type::kString:
        return rhs.has_string_value() && string_value_ == rhs.string_value();
      case Type::kBool:
        return rhs.has_bool_value() && bool_value_ == rhs.bool_value();
      case Type::kGame:
        return rhs.has_game_value() && game_value_ == rhs.game_value();
      case Type::kUnset:
        return rhs.type_ == Type::kUnset;
    }
  }
  bool operator!=(const GameParameter& rhs) const { return !(*this == rhs); }

 private:
  bool is_mandatory_;

  // Default initializations are required here. This is because some games mark
  // parameters as not mandatory and also do not specify default values when
  // registering the game type.. instead, setting the documented defaults upon
  // game creation (often due to missing information at registration time).
  // This causes a problem when inspecting the game types themselves, even after
  // the game is created via Game::GetType(), which returns the type as it was
  // when it was registered. These initial values are used for those cases.
  int int_value_ = 0;
  double double_value_ = 0.0;
  std::string string_value_ = "";
  bool bool_value_ = false;
  std::map<std::string, GameParameter> game_value_ = {};
  Type type_;
};

std::string GameParameterTypeToString(const GameParameter::Type& type);

// Game Parameters and Game Parameter Serialization/Deserialization form:
// param_name=type/value/is_mandatory|param_name_2=type2/value2/is_mandatory2
// assumes none of the delimeters appears in the string values
std::string SerializeGameParameters(
    const GameParameters& game_params,
    const std::string& name_delimiter = kDefaultNameDelimiter,
    const std::string& parameter_delimeter = kDefaultParameterDelimiter);
GameParameters DeserializeGameParameters(
    const std::string& data,
    const std::string& name_delimiter = kDefaultNameDelimiter,
    const std::string& parameter_delimeter = kDefaultParameterDelimiter);
GameParameter DeserializeGameParameter(
    const std::string& data,
    const std::string& delimiter = kDefaultInternalDelimiter);

inline bool IsParameterSpecified(const GameParameters& table,
                                 const std::string& key) {
  return table.find(key) != table.end();
}

}  // namespace open_spiel

#endif  // OPEN_SPIEL_GAME_PARAMETERS_H_
