import 'package:flutter_test/flutter_test.dart';
import 'package:flame/components.dart';
import 'package:zentap/game/components/bubble.dart';
import 'package:zentap/game/components/bubble_spawner.dart';
import 'package:zentap/utils/tilt_detector.dart';

void main() {
  group('Bubble Rules Tests', () {
    group('Rule 1: Screen Capacity Calculation', () {
      test('should calculate max bubbles for different screen sizes', () {
        // Test small screen (phone) - 360x640
        final phoneScreen = Vector2(360, 640);
        final phoneBubbles = BubbleSpawner.calculateMaxBubblesForScreenSize(phoneScreen);
        expect(phoneBubbles, greaterThan(0));
        expect(phoneBubbles, lessThanOrEqualTo(15)); // Within practical limits
        
        // Test large screen (tablet) - 768x1024
        final tabletScreen = Vector2(768, 1024);
        final tabletBubbles = BubbleSpawner.calculateMaxBubblesForScreenSize(tabletScreen);
        expect(tabletBubbles, greaterThan(phoneBubbles)); // Should be more than phone
        expect(tabletBubbles, lessThanOrEqualTo(15)); // Capped at 15
        
        // Test edge cases
        final tinyScreen = Vector2(100, 100);
        final tinyBubbles = BubbleSpawner.calculateMaxBubblesForScreenSize(tinyScreen);
        expect(tinyBubbles, equals(4)); // Minimum fallback
        
        // Test that phone screen gives reasonable number
        expect(phoneBubbles, greaterThanOrEqualTo(4));
      });
      
      test('should have practical limits between 4-15 bubbles', () {
        // Test various screen sizes
        final testSizes = [
          Vector2(360, 640),   // Phone
          Vector2(768, 1024),  // Tablet
          Vector2(1920, 1080), // Large screen
          Vector2(100, 100),   // Tiny screen
        ];
        
        for (final size in testSizes) {
          final maxBubbles = BubbleSpawner.calculateMaxBubblesForScreenSize(size);
          expect(maxBubbles, greaterThanOrEqualTo(4));
          expect(maxBubbles, lessThanOrEqualTo(15));
        }
      });
      
      test('should calculate consistent results for same screen size', () {
        final screenSize = Vector2(480, 800);
        
        final result1 = BubbleSpawner.calculateMaxBubblesForScreenSize(screenSize);
        final result2 = BubbleSpawner.calculateMaxBubblesForScreenSize(screenSize);
        
        expect(result1, equals(result2));
      });
    });
    
    group('Rule 2: Triple Collision Auto-Pop', () {
      test('should track collision count correctly', () {
        final bubble = Bubble(position: Vector2(100, 100));
        
        // Initially no collisions
        expect(bubble.collisionCount, equals(0));
        
        // Note: Actual collision testing would require proper game setup
        // with collision detection system running
      });
      
      test('should reset collision count after grace period', () {
        final bubble = Bubble(position: Vector2(100, 100));
        
        // This test would verify that collision count resets
        // after Bubble.collisionGracePeriod (2.0 seconds)
        expect(bubble.collisionCount, equals(0));
      });
      
      test('should auto-pop after 3 collisions', () {
        final bubble = Bubble(position: Vector2(100, 100));
        
        // This test would simulate 3 collisions and verify
        // that the bubble automatically pops
        expect(Bubble.maxCollisions, equals(3));
      });
    });
    
    group('Rule 3: Single Bubble Per Shake', () {
      test('should debounce shake events', () {
        final detector = TiltDetector();
        
        expect(detector.isShakeDebounced, isFalse);
        
        // After a shake event, should be debounced for 500ms
        // Note: This would require simulating shake events
      });
      
      test('should prevent multiple shake events within debounce period', () {
        final detector = TiltDetector();
        
        // Test that rapid shake events are filtered out
        // Only one should be processed per 500ms window
        expect(detector.timeSinceLastShake, greaterThanOrEqualTo(0));
      });
      
      test('should create only one bubble per shake', () {
        // This test would verify that handleShake() in ZenTapGame
        // creates exactly one bubble per shake event
        
        // The implementation should spawn exactly 1 bubble
        // (as opposed to the previous 2-4 bubbles)
        expect(true, isTrue); // Placeholder for actual implementation test
      });
    });
    
    group('Integration Tests', () {
      test('should maintain performance with all rules active', () {
        // Test that all three rules working together
        // don't negatively impact game performance
        
        // This would measure frame rates, memory usage, etc.
        // with all bubble rules active simultaneously
        expect(true, isTrue); // Placeholder
      });
      
      test('should handle edge cases gracefully', () {
        // Test scenarios like:
        // - Screen rotation during gameplay
        // - Very rapid shake events
        // - Many bubbles colliding simultaneously
        // - Low memory conditions
        
        expect(true, isTrue); // Placeholder
      });
    });
  });
  
  group('Bubble Rules Constants', () {
    test('should have correct constant values', () {
      // Verify all rule constants are set correctly
      expect(BubbleSpawner.bubbleMaxDiameter, equals(50.0));
      expect(BubbleSpawner.bubbleMinSpacing, equals(10.0));
      expect(BubbleSpawner.screenMargin, equals(120.0));
      expect(BubbleSpawner.uiTopMargin, equals(100.0));
      
      expect(Bubble.maxCollisions, equals(3));
      expect(Bubble.collisionGracePeriod, equals(2.0));
      
      // Note: Shake debounce time is private, but effect should be testable
    });
    
    test('should calculate effective bubble area correctly', () {
      const effectiveSize = BubbleSpawner.bubbleMaxDiameter + BubbleSpawner.bubbleMinSpacing;
      const expectedArea = effectiveSize * effectiveSize;
      
      expect(effectiveSize, equals(60.0)); // 50 + 10
      expect(expectedArea, equals(3600.0)); // 60 * 60
    });
  });
}

/// Helper class for testing bubble rules in isolation
class MockGameContext {
  Vector2 size;
  
  MockGameContext(this.size);
  
  /// Simulate screen size change
  void resize(Vector2 newSize) {
    size = newSize;
  }
}

/// Test utilities for bubble rule validation
class BubbleRulesTestUtils {
  /// Create a test bubble with specific parameters
  static Bubble createTestBubble({
    Vector2? position,
    bool isAutoSpawned = true,
  }) {
    return Bubble(
      position: position ?? Vector2(100, 100),
      isAutoSpawned: isAutoSpawned,
    );
  }
  
  /// Simulate collision between two bubbles
  static void simulateCollision(Bubble bubble1, Bubble bubble2) {
    // This would trigger the collision detection system
    // to test the triple collision rule
  }
  
  /// Simulate shake event with timing
  static void simulateShake(TiltDetector detector, {int? timestamp}) {
    // This would trigger shake detection
    // to test the single bubble per shake rule
  }
  
  /// Calculate expected max bubbles for given screen size
  static int calculateExpectedMaxBubbles(Vector2 screenSize) {
    const margin = BubbleSpawner.screenMargin;
    const uiMargin = BubbleSpawner.uiTopMargin;
    const effectiveSize = BubbleSpawner.bubbleMaxDiameter + BubbleSpawner.bubbleMinSpacing;
    
    final availableWidth = screenSize.x - (2 * margin);
    final availableHeight = screenSize.y - (2 * margin) - uiMargin;
    
    if (availableWidth <= 0 || availableHeight <= 0) return 4;
    
    final availableArea = availableWidth * availableHeight;
    final effectiveArea = effectiveSize * effectiveSize;
    
    final theoretical = (availableArea / effectiveArea).floor();
    return theoretical.clamp(4, 15);
  }
}