if not bobmods.lib.item then bobmods.lib.item = {} end


function bobmods.lib.item.get_type(name)
  local item_types = {"ammo", "armor", "capsule", "fluid", "gun", "item", "mining-tool", "module", "tool", "item-with-entity-data"}
  local item_type = nil
  for i, type_name in pairs(item_types) do
    if data.raw[type_name][name] then item_type = type_name end
  end
  return item_type
end

function bobmods.lib.item.get_basic_type(name)
  local item_type = "item"
  if data.raw.fluid[name] then item_type = "fluid" end
  return item_type
end


function bobmods.lib.item.basic_item(inputs)
  local item = {}

  if inputs.name then
    item.name = inputs.name
  else
    item.name = inputs[1]
  end

  if inputs.amount then
    item.amount = inputs.amount
  else
    if inputs[2] then
      item.amount = inputs[2]
    end
  end
  if not item.amount then
    item.amount = 1
  end

  if inputs.type then
    item.type = inputs.type
  else
    item.type = bobmods.lib.item.get_basic_type(item.name)
  end

  if item.type == "item" then
    if item.amount > 0 and item.amount < 1 then
      item.amount = 1
    else
      item.amount = math.floor(item.amount)
    end
  end

  return item
end

function bobmods.lib.item.item(inputs)
  local item = {}

  if inputs.name then
    item.name = inputs.name
  else
    item.name = inputs[1]
  end

  if inputs.amount then
    item.amount = inputs.amount
  else
    if inputs[2] then
      item.amount = inputs[2]
    end
  end
  if not item.amount then
    if inputs.amount_min and inputs.amount_max then
      item.amount_min = inputs.amount_min
      item.amount_max = inputs.amount_max
    else
      item.amount = 1
    end
  end
  if inputs.probability then item.probability = inputs.probability end

  if inputs.type then
    item.type = inputs.type
  else
    item.type = bobmods.lib.item.get_basic_type(item.name)
  end

  return item
end


function bobmods.lib.item.combine(item1_in, item2_in)
  local item = {}
  local item1 = bobmods.lib.item.item(item1_in)
  local item2 = bobmods.lib.item.item(item2_in)

  item.name = item1.name
  item.type = item1.type

  if item1.amount and item2.amount then
    item.amount = item1.amount + item2.amount
  elseif item1.amount_min and item1.amount_max and item2.amount_min and item2.amount_max then
    item.amount_min = item1.amount_min + item2.amount_min
    item.amount_max = item1.amount_max + item2.amount_max
  else
    if item1.amount_min and item1.amount_max and item2.amount then
      item.amount_min = item1.amount_min + item2.amount
      item.amount_max = item1.amount_max + item2.amount
    elseif item1.amount and item2.amount_min and item2.amount_max then
      item.amount_min = item1.amount + item2.amount_min
      item.amount_max = item1.amount + item2.amount_max
    end
  end

  if item1.probability and item2.probability then
    item.probability = (item1.probability + item2.probability) / 2
  elseif item1.probability then
    item.probability = (item1.probability + 1) / 2
  elseif item2.probability then
    item.probability = (item2.probability + 1) / 2
  end

  return item
end


function bobmods.lib.item.add(list, item_in) --increments amount if exists
  local item = bobmods.lib.item.item(item_in)
  local addit = true
  for i, object in pairs(list) do
    if object[1] == item.name or object.name == item.name then
      addit = false
      list[i] = bobmods.lib.item.combine(object, item)
    end
  end
  if addit then table.insert(list, item) end
end

function bobmods.lib.item.add_new(list, item_in) --ignores if exists
  local item = bobmods.lib.item.item(item_in)
  local addit = true
  for i, object in pairs(list) do
    if item.name == bobmods.lib.item.basic_item(object).name then addit = false end
  end
  if addit then table.insert(list, item) end
end

function bobmods.lib.item.remove(list, item)
  for i, object in ipairs(list) do
    if object[1] == item or object.name == item then
      table.remove(list, i)
    end
  end
end


