//! Conflict detection and resolution system

pub mod detector;
pub mod resolver;
pub mod strategies;

use std::collections::HashMap;

use rustelo_core::Result;
use serde::{Deserialize, Serialize};

#[derive(Debug, Clone, Serialize, Deserialize, PartialEq, Eq, Hash)]
pub enum ConflictType {
    DependencyVersion,
    FileOverwrite,
    ConfigurationMerge,
    EnvironmentVariable,
    AssetCollision,
    RouteCollision,
}

#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct Conflict {
    pub id: String,
    pub conflict_type: ConflictType,
    pub description: String,
    pub affected_features: Vec<String>,
    pub severity: ConflictSeverity,
    pub suggestions: Vec<ResolutionSuggestion>,
}

#[derive(Debug, Clone, Serialize, Deserialize)]
pub enum ConflictSeverity {
    Low,
    Medium,
    High,
    Critical,
}

#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct ResolutionSuggestion {
    pub strategy: ResolutionStrategy,
    pub description: String,
    pub auto_apply: bool,
}

#[derive(Debug, Clone, Serialize, Deserialize)]
pub enum ResolutionStrategy {
    UseLatest,
    UseExisting,
    Merge,
    Rename,
    Interactive,
    Skip,
}

#[allow(dead_code)]
pub struct ConflictResolutionEngine {
    conflicts: Vec<Conflict>,
    strategies: HashMap<ConflictType, ResolutionStrategy>,
}

impl ConflictResolutionEngine {
    #[allow(dead_code)]
    pub fn new() -> Self {
        let mut strategies = HashMap::new();
        strategies.insert(
            ConflictType::DependencyVersion,
            ResolutionStrategy::UseLatest,
        );
        strategies.insert(ConflictType::FileOverwrite, ResolutionStrategy::Interactive);
        strategies.insert(ConflictType::ConfigurationMerge, ResolutionStrategy::Merge);
        strategies.insert(
            ConflictType::EnvironmentVariable,
            ResolutionStrategy::Interactive,
        );
        strategies.insert(ConflictType::AssetCollision, ResolutionStrategy::Rename);
        strategies.insert(
            ConflictType::RouteCollision,
            ResolutionStrategy::Interactive,
        );

        Self {
            conflicts: Vec::new(),
            strategies,
        }
    }

    #[allow(dead_code)]
    pub fn add_conflict(&mut self, conflict: Conflict) {
        self.conflicts.push(conflict);
    }

    #[allow(dead_code)]
    pub fn detect_conflicts(&mut self, features: &[String]) -> Result<()> {
        // TODO: Implement conflict detection logic
        println!(
            "🔍 Detecting conflicts between {} features...",
            features.len()
        );
        Ok(())
    }

    #[allow(dead_code)]
    pub async fn resolve_conflicts(&self, interactive: bool) -> Result<()> {
        if self.conflicts.is_empty() {
            println!("✅ No conflicts detected");
            return Ok(());
        }

        println!("⚠️  Found {} conflict(s)", self.conflicts.len());

        for conflict in &self.conflicts {
            self.resolve_conflict(conflict, interactive).await?;
        }

        Ok(())
    }

    async fn resolve_conflict(&self, conflict: &Conflict, interactive: bool) -> Result<()> {
        println!("\\n🔧 Resolving conflict: {}", conflict.description);
        println!("   Type: {:?}", conflict.conflict_type);
        println!("   Severity: {:?}", conflict.severity);
        println!("   Affected features: {:?}", conflict.affected_features);

        if interactive {
            self.interactive_resolution(conflict).await
        } else {
            self.automatic_resolution(conflict).await
        }
    }

    async fn interactive_resolution(&self, conflict: &Conflict) -> Result<()> {
        println!("\\nAvailable resolution options:");
        for (i, suggestion) in conflict.suggestions.iter().enumerate() {
            println!(
                "  {}: {} - {}",
                i + 1,
                suggestion.strategy.format(),
                suggestion.description
            );
        }

        // TODO: Implement user input handling
        println!("✅ Conflict resolved interactively");
        Ok(())
    }

    async fn automatic_resolution(&self, conflict: &Conflict) -> Result<()> {
        if let Some(strategy) = self.strategies.get(&conflict.conflict_type) {
            println!("🤖 Applying automatic resolution: {:?}", strategy);
            // TODO: Implement automatic resolution logic
        }

        println!("✅ Conflict resolved automatically");
        Ok(())
    }
}

impl ResolutionStrategy {
    #[allow(dead_code)]
    fn format(&self) -> &str {
        match self {
            Self::UseLatest => "Use Latest",
            Self::UseExisting => "Keep Existing",
            Self::Merge => "Merge",
            Self::Rename => "Rename",
            Self::Interactive => "Interactive",
            Self::Skip => "Skip",
        }
    }
}
