#pragma once

#include <map>
#include <memory>
#include <set>
#include <string>
#include <stack>

#include "IObjLoader.h"
#include "AssetLoading/IAssetLoader.h"
#include "SearchPath/ISearchPath.h"
#include "Game/T6/T6.h"
#include "ObjContainer/SoundBank/SoundBank.h"

namespace T6
{
    class ObjLoader final : public IObjLoader
    {
        static const int IPAK_READ_HASH;
        static const int GLOBAL_HASH;

        std::map<asset_type_t, std::unique_ptr<IAssetLoader>> m_asset_loaders_by_type;

        static bool VerifySoundBankChecksum(const SoundBank* soundBank, const SndRuntimeAssetBank& sndRuntimeAssetBank);
        static SoundBank* LoadSoundBankForZone(ISearchPath* searchPath, const std::string& soundBankFileName, Zone* zone);
        static void LoadSoundBankFromLinkedInfo(ISearchPath* searchPath, const std::string& soundBankFileName, const SndRuntimeAssetBank* sndBankLinkedInfo, Zone* zone,
                                                std::set<std::string>& loadedBanksForZone, std::stack<std::string>& dependenciesToLoad);
        static void LoadSoundBanksFromAsset(ISearchPath* searchPath, const SndBank* sndBank, Zone* zone, std::set<std::string>& loadedBanksForZone);

        static void LoadIPakForZone(ISearchPath* searchPath, const std::string& ipakName, Zone* zone);

        static void LoadImageFromIwi(GfxImage* image, ISearchPath* searchPath, Zone* zone);
        static void LoadImageFromLoadDef(GfxImage* image, Zone* zone);
        static void LoadImageData(ISearchPath* searchPath, Zone* zone);

        static bool IsMpZone(Zone* zone);
        static bool IsZmZone(Zone* zone);
        static void LoadCommonIPaks(ISearchPath* searchPath, Zone* zone);

    public:
        ObjLoader();

        bool SupportsZone(Zone* zone) const override;

        void LoadReferencedContainersForZone(ISearchPath* searchPath, Zone* zone) const override;
        void UnloadContainersOfZone(Zone* zone) const override;

        void LoadObjDataForZone(ISearchPath* searchPath, Zone* zone) const override;

        bool LoadAssetForZone(AssetLoadingContext* context, asset_type_t assetType, const std::string& assetName) const override;
        void FinalizeAssetsForZone(AssetLoadingContext* context) const override;
    };
}
