--- Event module
-- @module Event

local Core = require 'stdlib/core'
local Game = require 'stdlib/game'

Event = {
    _registry = {},
    core_events = {
        init = -1,
        load = -2,
        configuration_changed = -3,
        _register = function(id)
            if id == Event.core_events.init then
                script.on_init(
                    function()
                        Event.dispatch({name = Event.core_events.init, tick = game.tick})
                    end
                )
            elseif id == Event.core_events.load then
                script.on_load(
                    function()
                        Event.dispatch({name = Event.core_events.load, tick = -1})
                    end
                )
            elseif id == Event.core_events.configuration_changed then
                script.on_configuration_changed(
                    function(data)
                        Event.dispatch({name = Event.core_events.configuration_changed, tick = game.tick, data = data})
                    end
                )
            end
        end
    }
}

--- Registers a function for a given event
-- @param event or array containing events to register
-- @param handler Function to call when event is triggered
-- @return #Event
function Event.register(event, handler)
    Core.fail_if_missing(event, "missing event argument")

    if type(event) == "number" then
        event = {event}
    end

    for _, event_id in pairs(event) do
        Core.fail_if_missing(event_id, "missing event id")
        if handler == nil then
            Event._registry[event_id] = nil
            script.on_event(event_id, nil)
        else
            if not Event._registry[event_id] then
                Event._registry[event_id] = {}

                if event_id >= 0 then
                    script.on_event(event_id, Event.dispatch)
                else
                    Event.core_events._register(event_id)
                end
            end
            table.insert(Event._registry[event_id], handler)
        end
    end
    return Event
end

--- Calls the registerd handlers
-- @param event LuaEvent as created by game.raise_event
function Event.dispatch(event)
    Core.fail_if_missing(event, "missing event argument")
    if Event._registry[event.name] then
        for _, handler in pairs(Event._registry[event.name]) do
            local metatbl = { __index = function(tbl, key) if key == '_handler' then return handler else return rawget(tbl, key) end end }
            setmetatable(event, metatbl)
            local success, err = pcall(handler, event)
            if not success then
                -- may be nil in on_load
                if _G.game then
                    if Game.print_all(err) == 0 then
                        -- no players received the message, force a real error so someone notices
                        error(err)
                    end
                else
                    -- no way to handle errors cleanly when the game is not up
                    error(err)
                end
                return
            end
            if err then
                return
            end
        end
    end
end

--- Removes the handler from the event
-- @param event event or array containing events to remove the handler
-- @param handler to remove
-- @return #Event
function Event.remove(event, handler)
    Core.fail_if_missing(event, "missing event argument")
    Core.fail_if_missing(handler, "missing handler argument")

    if type(event) == "number" then
        event = {event}
    end

    for _, event_id in pairs(event) do
        Core.fail_if_missing(event_id, "missing event id")
        if Event._registry[event_id] then
            for i=#Event._registry[event_id], 1, -1 do
                if Event._registry[event_id][i] == handler then
                    table.remove(Event._registry[event_id], i)
                end
            end
            if #Event._registry[event_id] == 0 then
                Event._registry[event_id] = nil
                script.on_event(event_id, nil)
            end
        end
    end
    return Event
end

return Event
