using System;
using System.ComponentModel;

namespace pkNX.Randomization;

[Serializable]
[TypeConverter(typeof(ExpandableObjectConverter))]
public class TrainerRandSettings
{
    private const string General = nameof(General);
    private const string Classes = nameof(Classes);
    private const string PKM = nameof(PKM);
    private const string Stats = nameof(Stats);
    private const string Moves = nameof(Moves);

    #region General
    [Category(General), Description("Modifies the team count per specifications, and forces fixed counts for some trainers.")]
    public bool ModifyTeamCount { get; set; } = true;

    [Category(General), Description("Minimum count of PKM the Trainer has. New PKM will be added to the team if less are currently present.")]
    public int TeamCountMin { get; set; } = 1;

    [Category(General), Description("Maximum count of PKM the Trainer has. PKM will be removed from the team if more are currently present.")]
    public int TeamCountMax { get; set; } = 6;

    [Category(General), Description("Chooses a random type for the Trainer, and requires each PKM to have that type.")]
    public bool TeamTypeThemed { get; set; }

    [Category(General), Description("Maxes out the Trainer AI value to use its team and moves most effectively.")]
    public bool TrainerMaxAI { get; set; } = true;

    [Category(General), Description("Force special strong battles to have a full team of 6 PKM.")]
    public bool ForceSpecialTeamCount6 { get; set; } = true;

    [Category(General), Description("Force all battles to be a Double Battle with an even (not odd) amount of PKM.")]
    public bool ForceDoubles { get; set; }
    #endregion

    #region Classes
    [Category(Classes), Description("Change Trainer Class to another random Trainer Class.")]
    public bool RandomTrainerClass { get; set; }

    [Category(Classes), Description("Skip changing Trainer Classes that are considered special (avoiding crashes).")]
    public bool SkipSpecialClasses { get; set; } = true;
    #endregion

    #region PKM
    [Category(PKM), Description("Randomizes the Species and basic stat details of all Team members.")]
    public bool RandomizeTeam { get; set; } = true;

    [Category(PKM), Description("Allows random Held Items when randomizing species.")]
    public bool AllowRandomHeldItems { get; set; }

    [Category(PKM), Description("Forces all PKM above the specified level setting to be fully evolved.")]
    public bool ForceFullyEvolved { get; set; } = true;

    [Category(PKM), Description("Forces all PKM above this level to be fully evolved if the " + nameof(ForceFullyEvolved) + " setting is set.")]
    public int ForceFullyEvolvedAtLevel { get; set; } = 36;

    [Category(PKM), Description("Swaps Gigantamaxed species with other Gigantamaxed species.")]
    public bool GigantamaxSwap { get; set; }

    [Category(PKM), Description("Causes all PKM levels to be boosted by the specified ratio multiplier.")]
    public bool BoostLevel { get; set; } = true;

    [Category(PKM), Description("Boosts levels of all PKM by this ratio if the " + nameof(BoostLevel) + " setting is set.")]
    public float LevelBoostRatio { get; set; } = 1.1f;
    #endregion

    #region Stats
    [Category(Stats), Description("Makes random Trainer PKM shiny.")]
    public bool RandomShinies { get; set; } = true;

    [Category(Stats), Description("Makes random Trainer PKM shiny at this rate (percent).")]
    public float ShinyChance { get; set; } = 2.5f;

    [Category(Stats), Description("Maximizes all IVs.")]
    public bool MaxIVs { get; set; } = true;

    [Category(Stats), Description("Picks a random valid ability for each PKM.")]
    public bool RandomAbilities { get; set; } = true;

    [Category(Stats), Description("Makes all Dynamaxed PKM have a Dynamax Level of 10.")]
    public bool MaxDynamaxLevel { get; set; } = true;
    #endregion

    #region Moves
    [Category(Moves), Description("How movesets are randomized/chosen for each PKM.")]
    public MoveRandType MoveRandType { get; set; } = MoveRandType.RandomMoves;
    #endregion
}
