using System;
using System.Collections.Generic;
using UnityEngine;
using Newtonsoft.Json;
using CommanderAILab.Models;
namespace CommanderAILab.UI
{
///
/// Singleton event hub for the live battleground game state.
/// All UI widgets subscribe to these events instead of polling.
/// Receives parsed server events from GameWebSocketClient.
///
public class GameStateManager : MonoBehaviour
{
public static GameStateManager Instance { get; private set; }
// ── Events ────────────────────────────────────────────────
public event Action OnTurnChanged; // activeSeat
public event Action OnPhaseChanged; // phase, seat, turnNumber
public event Action OnPriorityChanged; // seatIndex
public event Action OnLifeChanged; // seatIndex, newLife
public event Action OnPlayerEliminated; // seatIndex, reason
public event Action> OnStackUpdated;
public event Action OnFullStateSync;
// ── State ────────────────────────────────────────────────
public int TurnNumber { get; private set; } = 1;
private GameState _state;
// ── Lifecycle ─────────────────────────────────────────────
private void Awake()
{
if (Instance != null && Instance != this) { Destroy(gameObject); return; }
Instance = this;
}
// ── Server event dispatch ───────────────────────────────────
/// Called by GameWebSocketClient on the Unity main thread.
public void ApplyServerEvent(string type, string payload)
{
try
{
switch (type)
{
case "state_update":
_state = JsonConvert.DeserializeObject(payload);
if (_state != null) OnFullStateSync?.Invoke(_state);
break;
case "turn_start":
var ts = JsonConvert.DeserializeObject(payload);
if (ts != null) { TurnNumber = ts.turnNumber; OnTurnChanged?.Invoke(ts.seat); }
break;
case "phase_change":
var pc = JsonConvert.DeserializeObject(payload);
if (pc != null)
OnPhaseChanged?.Invoke((PhaseTrackerWidget.Phase)pc.phaseIndex, pc.seat, TurnNumber);
break;
case "priority":
var pv = JsonConvert.DeserializeObject(payload);
if (pv != null) OnPriorityChanged?.Invoke(pv.seat);
break;
case "life_change":
var lc = JsonConvert.DeserializeObject(payload);
if (lc != null) OnLifeChanged?.Invoke(lc.seat, lc.newLife);
break;
case "stack_update":
var su = JsonConvert.DeserializeObject(payload);
if (su?.items != null) OnStackUpdated?.Invoke(su.items);
break;
case "player_elim":
var pe = JsonConvert.DeserializeObject(payload);
if (pe != null) EliminatePlayer(pe.seat, pe.reason);
break;
default:
Debug.LogWarning($"[GameStateManager] Unknown event type: {type}");
break;
}
}
catch (Exception ex)
{
Debug.LogError($"[GameStateManager] ApplyServerEvent failed ({type}): {ex.Message}");
}
}
/// Trigger elimination (called by LifeTrackerWidget, CommanderDamageRow, or server event).
public void EliminatePlayer(int seatIndex, string reason) =>
OnPlayerEliminated?.Invoke(seatIndex, reason);
// ── Debug helpers (editor only) ─────────────────────────────
#if UNITY_EDITOR
private void OnGUI()
{
GUILayout.BeginArea(new Rect(10, 10, 220, 200));
GUILayout.Label("[GSM Debug]");
if (GUILayout.Button("Fake Turn 1 Start")) ApplyServerEvent("turn_start", "{\"seat\":0,\"turnNumber\":1}");
if (GUILayout.Button("Advance Phase Main1")) ApplyServerEvent("phase_change","{\"phaseIndex\":3,\"seat\":0}");
if (GUILayout.Button("Priority Seat 0")) ApplyServerEvent("priority", "{\"seat\":0}");
if (GUILayout.Button("Elim Seat 2")) EliminatePlayer(2, "life");
GUILayout.EndArea();
}
#endif
// ── Private event POCOs ───────────────────────────────────
[Serializable] private class TurnStartEvent { public int seat; public int turnNumber; }
[Serializable] private class PhaseChangeEvent { public int phaseIndex; public int seat; }
[Serializable] private class PriorityEvent { public int seat; }
[Serializable] private class LifeChangeEvent { public int seat; public int newLife; }
[Serializable] private class StackUpdateEvent { public List items; }
[Serializable] private class EliminationEvent { public int seat; public string reason; }
}
}