#pragma once

#include "esphome/core/automation.h"
#include "esphome/core/component.h"
#include "esphome/core/hal.h"
#include "esphome/core/defines.h"
#include "esphome/core/preferences.h"
#include "esphome/core/scheduler.h"
#include "esphome/core/application.h"
#include "esphome/core/helpers.h"

#include <vector>

namespace esphome {

template<typename... Ts> class AndCondition : public Condition<Ts...> {
 public:
  explicit AndCondition(std::initializer_list<Condition<Ts...> *> conditions) : conditions_(conditions) {}
  bool check(Ts... x) override {
    for (auto *condition : this->conditions_) {
      if (!condition->check(x...))
        return false;
    }

    return true;
  }

 protected:
  FixedVector<Condition<Ts...> *> conditions_;
};

template<typename... Ts> class OrCondition : public Condition<Ts...> {
 public:
  explicit OrCondition(std::initializer_list<Condition<Ts...> *> conditions) : conditions_(conditions) {}
  bool check(Ts... x) override {
    for (auto *condition : this->conditions_) {
      if (condition->check(x...))
        return true;
    }

    return false;
  }

 protected:
  FixedVector<Condition<Ts...> *> conditions_;
};

template<typename... Ts> class NotCondition : public Condition<Ts...> {
 public:
  explicit NotCondition(Condition<Ts...> *condition) : condition_(condition) {}
  bool check(Ts... x) override { return !this->condition_->check(x...); }

 protected:
  Condition<Ts...> *condition_;
};

template<typename... Ts> class XorCondition : public Condition<Ts...> {
 public:
  explicit XorCondition(std::initializer_list<Condition<Ts...> *> conditions) : conditions_(conditions) {}
  bool check(Ts... x) override {
    size_t result = 0;
    for (auto *condition : this->conditions_) {
      result += condition->check(x...);
    }

    return result == 1;
  }

 protected:
  FixedVector<Condition<Ts...> *> conditions_;
};

template<typename... Ts> class LambdaCondition : public Condition<Ts...> {
 public:
  explicit LambdaCondition(std::function<bool(Ts...)> &&f) : f_(std::move(f)) {}
  bool check(Ts... x) override { return this->f_(x...); }

 protected:
  std::function<bool(Ts...)> f_;
};

/// Optimized lambda condition for stateless lambdas (no capture).
/// Uses function pointer instead of std::function to reduce memory overhead.
/// Memory: 4 bytes (function pointer on 32-bit) vs 32 bytes (std::function).
template<typename... Ts> class StatelessLambdaCondition : public Condition<Ts...> {
 public:
  explicit StatelessLambdaCondition(bool (*f)(Ts...)) : f_(f) {}
  bool check(Ts... x) override { return this->f_(x...); }

 protected:
  bool (*f_)(Ts...);
};

template<typename... Ts> class ForCondition : public Condition<Ts...>, public Component {
 public:
  explicit ForCondition(Condition<> *condition) : condition_(condition) {}

  TEMPLATABLE_VALUE(uint32_t, time);

  void loop() override { this->check_internal(); }
  float get_setup_priority() const override { return setup_priority::DATA; }
  bool check_internal() {
    bool cond = this->condition_->check();
    if (!cond)
      this->last_inactive_ = millis();
    return cond;
  }

  bool check(Ts... x) override {
    if (!this->check_internal())
      return false;
    return millis() - this->last_inactive_ >= this->time_.value(x...);
  }

 protected:
  Condition<> *condition_;
  uint32_t last_inactive_{0};
};

class StartupTrigger : public Trigger<>, public Component {
 public:
  explicit StartupTrigger(float setup_priority) : setup_priority_(setup_priority) {}
  void setup() override { this->trigger(); }
  float get_setup_priority() const override { return this->setup_priority_; }

 protected:
  float setup_priority_;
};

class ShutdownTrigger : public Trigger<>, public Component {
 public:
  explicit ShutdownTrigger(float setup_priority) : setup_priority_(setup_priority) {}
  void on_shutdown() override { this->trigger(); }
  float get_setup_priority() const override { return this->setup_priority_; }

 protected:
  float setup_priority_;
};

class LoopTrigger : public Trigger<>, public Component {
 public:
  void loop() override { this->trigger(); }
  float get_setup_priority() const override { return setup_priority::DATA; }
};

#ifdef ESPHOME_PROJECT_NAME
class ProjectUpdateTrigger : public Trigger<std::string>, public Component {
 public:
  void setup() override {
    uint32_t hash = fnv1_hash(ESPHOME_PROJECT_NAME);
    ESPPreferenceObject pref = global_preferences->make_preference<char[30]>(hash, true);
    char previous_version[30];
    char current_version[30] = ESPHOME_PROJECT_VERSION_30;
    if (pref.load(&previous_version)) {
      int cmp = strcmp(previous_version, current_version);
      if (cmp < 0) {
        this->trigger(previous_version);
      }
    }
    pref.save(&current_version);
    global_preferences->sync();
  }
  float get_setup_priority() const override { return setup_priority::PROCESSOR; }
};
#endif

template<typename... Ts> class DelayAction : public Action<Ts...>, public Component {
 public:
  explicit DelayAction() = default;

  TEMPLATABLE_VALUE(uint32_t, delay)

  void play_complex(Ts... x) override {
    auto f = std::bind(&DelayAction<Ts...>::play_next_, this, x...);
    this->num_running_++;

    // If num_running_ > 1, we have multiple instances running in parallel
    // In single/restart/queued modes, only one instance runs at a time
    // Parallel mode uses skip_cancel=true to allow multiple delays to coexist
    // WARNING: This can accumulate delays if scripts are triggered faster than they complete!
    // Users should set max_runs on parallel scripts to limit concurrent executions.
    // Issue #10264: This is a workaround for parallel script delays interfering with each other.
    App.scheduler.set_timer_common_(this, Scheduler::SchedulerItem::TIMEOUT,
                                    /* is_static_string= */ true, "delay", this->delay_.value(x...), std::move(f),
                                    /* is_retry= */ false, /* skip_cancel= */ this->num_running_ > 1);
  }
  float get_setup_priority() const override { return setup_priority::HARDWARE; }

  void play(Ts... x) override { /* ignore - see play_complex */
  }

  void stop() override { this->cancel_timeout("delay"); }
};

template<typename... Ts> class LambdaAction : public Action<Ts...> {
 public:
  explicit LambdaAction(std::function<void(Ts...)> &&f) : f_(std::move(f)) {}

  void play(Ts... x) override { this->f_(x...); }

 protected:
  std::function<void(Ts...)> f_;
};

/// Optimized lambda action for stateless lambdas (no capture).
/// Uses function pointer instead of std::function to reduce memory overhead.
/// Memory: 4 bytes (function pointer on 32-bit) vs 32 bytes (std::function).
template<typename... Ts> class StatelessLambdaAction : public Action<Ts...> {
 public:
  explicit StatelessLambdaAction(void (*f)(Ts...)) : f_(f) {}

  void play(Ts... x) override { this->f_(x...); }

 protected:
  void (*f_)(Ts...);
};

template<typename... Ts> class IfAction : public Action<Ts...> {
 public:
  explicit IfAction(Condition<Ts...> *condition) : condition_(condition) {}

  void add_then(const std::initializer_list<Action<Ts...> *> &actions) {
    this->then_.add_actions(actions);
    this->then_.add_action(new LambdaAction<Ts...>([this](Ts... x) { this->play_next_(x...); }));
  }

  void add_else(const std::initializer_list<Action<Ts...> *> &actions) {
    this->else_.add_actions(actions);
    this->else_.add_action(new LambdaAction<Ts...>([this](Ts... x) { this->play_next_(x...); }));
  }

  void play_complex(Ts... x) override {
    this->num_running_++;
    bool res = this->condition_->check(x...);
    if (res) {
      if (this->then_.empty()) {
        this->play_next_(x...);
      } else if (this->num_running_ > 0) {
        this->then_.play(x...);
      }
    } else {
      if (this->else_.empty()) {
        this->play_next_(x...);
      } else if (this->num_running_ > 0) {
        this->else_.play(x...);
      }
    }
  }

  void play(Ts... x) override { /* ignore - see play_complex */
  }

  void stop() override {
    this->then_.stop();
    this->else_.stop();
  }

 protected:
  Condition<Ts...> *condition_;
  ActionList<Ts...> then_;
  ActionList<Ts...> else_;
};

template<typename... Ts> class WhileAction : public Action<Ts...> {
 public:
  WhileAction(Condition<Ts...> *condition) : condition_(condition) {}

  void add_then(const std::initializer_list<Action<Ts...> *> &actions) {
    this->then_.add_actions(actions);
    this->then_.add_action(new LambdaAction<Ts...>([this](Ts... x) {
      if (this->num_running_ > 0 && this->condition_->check_tuple(this->var_)) {
        // play again
        if (this->num_running_ > 0) {
          this->then_.play_tuple(this->var_);
        }
      } else {
        // condition false, play next
        this->play_next_tuple_(this->var_);
      }
    }));
  }

  void play_complex(Ts... x) override {
    this->num_running_++;
    // Store loop parameters
    this->var_ = std::make_tuple(x...);
    // Initial condition check
    if (!this->condition_->check_tuple(this->var_)) {
      // If new condition check failed, stop loop if running
      this->then_.stop();
      this->play_next_tuple_(this->var_);
      return;
    }

    if (this->num_running_ > 0) {
      this->then_.play_tuple(this->var_);
    }
  }

  void play(Ts... x) override { /* ignore - see play_complex */
  }

  void stop() override { this->then_.stop(); }

 protected:
  Condition<Ts...> *condition_;
  ActionList<Ts...> then_;
  std::tuple<Ts...> var_{};
};

template<typename... Ts> class RepeatAction : public Action<Ts...> {
 public:
  TEMPLATABLE_VALUE(uint32_t, count)

  void add_then(const std::initializer_list<Action<uint32_t, Ts...> *> &actions) {
    this->then_.add_actions(actions);
    this->then_.add_action(new LambdaAction<uint32_t, Ts...>([this](uint32_t iteration, Ts... x) {
      iteration++;
      if (iteration >= this->count_.value(x...)) {
        this->play_next_tuple_(this->var_);
      } else {
        this->then_.play(iteration, x...);
      }
    }));
  }

  void play_complex(Ts... x) override {
    this->num_running_++;
    this->var_ = std::make_tuple(x...);
    if (this->count_.value(x...) > 0) {
      this->then_.play(0, x...);
    } else {
      this->play_next_tuple_(this->var_);
    }
  }

  void play(Ts... x) override { /* ignore - see play_complex */
  }

  void stop() override { this->then_.stop(); }

 protected:
  ActionList<uint32_t, Ts...> then_;
  std::tuple<Ts...> var_;
};

template<typename... Ts> class WaitUntilAction : public Action<Ts...>, public Component {
 public:
  WaitUntilAction(Condition<Ts...> *condition) : condition_(condition) {}

  TEMPLATABLE_VALUE(uint32_t, timeout_value)

  void play_complex(Ts... x) override {
    this->num_running_++;
    // Check if we can continue immediately.
    if (this->condition_->check(x...)) {
      if (this->num_running_ > 0) {
        this->play_next_(x...);
      }
      return;
    }
    this->var_ = std::make_tuple(x...);

    if (this->timeout_value_.has_value()) {
      auto f = std::bind(&WaitUntilAction<Ts...>::play_next_, this, x...);
      this->set_timeout("timeout", this->timeout_value_.value(x...), f);
    }

    this->loop();
  }

  void loop() override {
    if (this->num_running_ == 0)
      return;

    if (!this->condition_->check_tuple(this->var_)) {
      return;
    }

    this->cancel_timeout("timeout");

    this->play_next_tuple_(this->var_);
  }

  float get_setup_priority() const override { return setup_priority::DATA; }

  void play(Ts... x) override { /* ignore - see play_complex */
  }

  void stop() override { this->cancel_timeout("timeout"); }

 protected:
  Condition<Ts...> *condition_;
  std::tuple<Ts...> var_{};
};

template<typename... Ts> class UpdateComponentAction : public Action<Ts...> {
 public:
  UpdateComponentAction(PollingComponent *component) : component_(component) {}

  void play(Ts... x) override {
    if (!this->component_->is_ready())
      return;
    this->component_->update();
  }

 protected:
  PollingComponent *component_;
};

template<typename... Ts> class SuspendComponentAction : public Action<Ts...> {
 public:
  SuspendComponentAction(PollingComponent *component) : component_(component) {}

  void play(Ts... x) override {
    if (!this->component_->is_ready())
      return;
    this->component_->stop_poller();
  }

 protected:
  PollingComponent *component_;
};

template<typename... Ts> class ResumeComponentAction : public Action<Ts...> {
 public:
  ResumeComponentAction(PollingComponent *component) : component_(component) {}
  TEMPLATABLE_VALUE(uint32_t, update_interval)

  void play(Ts... x) override {
    if (!this->component_->is_ready()) {
      return;
    }
    optional<uint32_t> update_interval = this->update_interval_.optional_value(x...);
    if (update_interval.has_value()) {
      this->component_->set_update_interval(update_interval.value());
    }
    this->component_->start_poller();
  }

 protected:
  PollingComponent *component_;
};

}  // namespace esphome
