/* klondike.js - robert@cosmicrealms.com */

gGames["KlondikeTurn1"] = new klondike("KlondikeTurn1");
gGames["KlondikeTurn3"] = new klondike("KlondikeTurn3");
gGames["DoubleKlondikeTurn1"] = new klondike("DoubleKlondikeTurn1");
gGames["DoubleKlondikeTurn3"] = new klondike("DoubleKlondikeTurn3");
gGames["TripleKlondikeTurn1"] = new klondike("TripleKlondikeTurn1");
gGames["TripleKlondikeTurn3"] = new klondike("TripleKlondikeTurn3");

// Tips
// In the stackTypes, those with "index" must go first
//
// clickable status is false by default
// If clickable object exists then default is to only allow clicking the top card and only if it's face up
// Clickable has "faceUpOnly" and "topCardOnly" booleans
//
// draggable is false by default
// If draggable object exists then the default is to only allow dragging the top card and only if it's face up
// Draggable has "faceUpOnly" and "topCardOnly" booleans
//
// droppable is false by default
// If droppable object exists then the default is to only allow dropping on the top card and only if it's face up
// In addition if droppable exists, the default is to allow dropping on the base if base is set for that spot
// droppable has a "faceUpOnly" and "" booleans
//
// autoFlip is false by default
// if autoFlip exists then the default is to automatically flip the top card and only if it's face down and only if the option to autoflip is on
// No options exist for autoFlip right now
//
// doubleclickable is false by default
// If doubleclickable exists then the default is to allow doubleclicks on the top card only and only if it's face up
// doubleclickable has "faceUpOnly" and "topCardOnly" booleans

function klondike(gameID)
{
	this._gameID = gameID;
	this._gameName = (gameID=="KlondikeTurn1" ? "Klondike (Turn One)" : 
	                 (gameID=="KlondikeTurn3" ? "Klondike (Turn Three)" :
					 (gameID=="DoubleKlondikeTurn1" ? "Double Klondike (Turn One)" : 
	                 (gameID=="DoubleKlondikeTurn3" ? "Double Klondike (Turn Three)" :
					 (gameID=="TripleKlondikeTurn1" ? "Triple Klondike (Turn One)" : 
	                 (gameID=="TripleKlondikeTurn3" ? "Triple Klondike (Turn Three)" : "klondike"))))));
	
	this._board =
	{
		"width"  : (gameID.indexOf("Triple")===0 ? 15 : (gameID.indexOf("Double")===0 ? 11 : 7)),
		"height" : 2,
		"spots"  :
		[
			{
				"class"           : "stock",
			 	"x"               : [ 0.0 ],
				"y"		          : [ 0.0 ],
				"stackMax"        : [ (gameID.indexOf("Triple")===0 ? 65 : (gameID.indexOf("Double")===0 ? 59 : 24)) ],
				"stackTypes"      : [ { "direction" : "", "type" : "deck" } ],
				"clickable"       : { "faceUpOnly" : false },
				"base"            : { "clickable"   : true,
									  "fillOnClick" :
									  { "spot"                : "waste",
									    "reverseUpdateSource" : true,
				 					    "moveOptions"         : { "turnFaceDown"      : true,
									  				              "skipTurnAnimation" : true,
														          "moveSpeedFunction" : function() { return SOLITAIRE.CARD_MOVE_SPEED; } } } },
				"moveOnClick"     : { "spot"                : "waste",
								      "count"               : (S.endswith(gameID, "Turn3") ? 3 : 1),
									  "moveOptions"         : { "turnFaceUp" : true, "skipTurnAnimation" : (S.endswith(gameID, "Turn3") ? true : false) },
								      "reverseUpdateTarget" : true }
			},
			{
				"class"		      : "waste",
				"x"			      : [ 1.0 ],
				"y"			      : [ 0.0 ],
				"sizeExempt"      : true,
				"stackMax"        : [ (gameID.indexOf("Triple")===0 ? 65 : (gameID.indexOf("Double")===0 ? 59 : 24)) ],
				"stackTypes"      :
				[
					{ "direction" : "E", "type" : "peek", "peekModifier" : 2, "index" : [ 0, 1, 2 ] },
					{ "direction" :  "", "type" : "deck" }
				],
				"draggable"       : { },
				"doubleclickable" : { },
				"reverseUpdate"   : true
			},
			{
				"class"		      : "foundation",
				"x"			      : (gameID.indexOf("Triple")===0 ? A.pushSequence(Array(0), 3.0, 14.0) :
									(gameID.indexOf("Double")===0 ? A.pushSequence(Array(0), 3.0, 10.0) :
									   								  A.pushSequence(Array(0), 3.0, 6.0))),
				"y"			      : (gameID.indexOf("Triple")===0 ? A.pushMany(Array(0), 0.0, 12) :
									(gameID.indexOf("Double")===0 ? A.pushMany(Array(0), 0.0, 8) :
									   								  A.pushMany(Array(0), 0.0, 4))),
				"stackMax"		  : (gameID.indexOf("Triple")===0 ? A.pushMany(Array(0), 13, 12) :
									(gameID.indexOf("Double")===0 ? A.pushMany(Array(0), 13, 8) :
									   								  A.pushMany(Array(0), 13, 4))),
				"stackTypes"      : [ { "direction" : "", "type" : "deck" } ],
				"base"	          : { "droppable" : true },
				"doubleclickable" : { },
				"draggable"       : { },
				"droppable"       : { }
			},
			{
				"class"           : "tableau",
				"x"			      : (gameID.indexOf("Triple")===0 ? A.pushSequence(Array(0), 2.0, 14.0) :
									  (gameID.indexOf("Double")===0 ? A.pushSequence(Array(0), 2.0, 10.0) :
									   								  A.pushSequence(Array(0), 0.0, 6.0))),
				"y"			      : (gameID.indexOf("Triple")===0 ? A.pushMany(Array(0), 1.0, 13) :
									  (gameID.indexOf("Double")===0 ? A.pushMany(Array(0), 1.0, 9) :
									   								  A.pushMany(Array(0), 1.0, 7))),
				"stackMax"		  : (gameID.indexOf("Triple")===0 ? A.pushSequence(Array(0), 13, 25) :
									  (gameID.indexOf("Double")===0 ? A.pushSequence(Array(0), 13, 21) :
									   								  A.pushSequence(Array(0), 13, 19))),
				"stackTypes"      : [ { "direction" : "S", "type" : "peek" } ],
				"clickable"       : { "faceUpOnly" : false, "faceDownOnly" : true },
				"draggable"       : { "topCardOnly" : false },
				"droppable"       : { },
				"doubleclickable" : { },
				"autoFlip"        : { },
				"turnUpOnClick"   : true,
				"base"            : { "droppable" : true }
			}
		]
	};
	
	if(S.endswith(gameID, "Turn1"))
		this._board["spots"][1]["stackTypes"].splice(0, 1);
	
	this.runningCountArray = [];
	
	/**
	 * Will create our stock
	 */
	this.stockCreate = function()
	{
		return Stock.createStandard((gameID.indexOf("Triple")===0 ? 3 : (gameID.indexOf("Double")===0 ? 2 : 1)));
	};
		
	/**
	 * This is called when the stock of cards is first distributed, once for each card in the stock
	 * @param {Object} card Which card is to be distributed
	 * @param {Object} stockIndex Where in the stock this card is
	 */
	this.stockDistribute = function(card, stockIndex)
	{
		var self = this;
		var game = card.game;
		
		if(stockIndex===0)
			this.runningCountArray = [];

		var options = {};
		options["turnFaceUp"] = false;
		options["moveSpeed"] = SOLITAIRE.CARD_DEAL_SPEED;
		
		var tableaus = game.getSpots("tableau");
		if(this.runningCountArray.length<=tableaus.length &&
		   (this.runningCountArray.length<2 ||
		    this.runningCountArray[this.runningCountArray.length-1]>this.runningCountArray[this.runningCountArray.length-2]))
		{
			this.runningCountArray.push(0);
			if(this.runningCountArray.length>1)
				game.updateSpot(game.getSpot("tableau", this.runningCountArray.length-2));
		}
		
		if(this.runningCountArray.length<=tableaus.length)
			this.runningCountArray[this.runningCountArray.length-1]++;
			
		if(stockIndex==((gameID.indexOf("Triple")===0 ? 155 : (gameID.indexOf("Double")===0 ? 103 : 51))))
			options["afterMove"] = function() { self.stockDistributeFinished(game); };
		
		if(this.runningCountArray.length>tableaus.length)
			game.moveCard(card, "stock", 0, options);
		else
			game.moveCard(card, "tableau", this.runningCountArray.length-1, options);
		
		if(stockIndex==((gameID.indexOf("Triple")===0 ? 155 : (gameID.indexOf("Double")===0 ? 103 : 51))))
			game.updateSpot(game.getSpot("stock"));
	};
	
	/**
	 * This is called after the stock has been fully distributed
	 * @param {Object} game
	 */
	this.stockDistributeFinished = function(game)
	{
		var tableaus = game.getSpots("tableau");
		for(var i=0;i<tableaus.length;i++)
		{
			game.turnCardFaceUp(game.getSpot("tableau", i).cards[0], SOLITAIRE.CARD_DEAL_TURN_OVER_DELAY*i, i==(tableaus.length-1) ? { "afterFaceUp" : function() { game.stockDistributionFinished(); } } : null);
		}
	};
	
	/**
	 * A card as been double clicked, figure out what to do with it
	 * @param {Object} card
	 */
	this.cardDoubleClicked = function(card)
	{
		//console.log("CARD: " + card.number + " OF " + card.suit);
		/*number = card.number;
		suit = card.suit;
		renderCard(number, suit);
		$("div.super_card").expose({
			api: true,
			loadSpeed: "fast",
			closeSpeed: "fast",
			// set the color to the color of the suit
			color: "black",
			// set opacity
			opacity: 0.8,
			// what to do on close
			onClose: function() { 
				$("div.super_card").hide();
				$("div#overlay").hide();
			}	
		}).load();*/
		
		//$.fn.colorbox({href:'jquery/content/ajax.html?number=' + card.number +"&suit=" + card.suit, open:true, title: card.number + " OF " + card.suit, iframe:true, width:"70%", height:"70%"});
		//this.tryPlayCard(card, true);
		var spot = card.spot;
		var spotClass = spot["class"];
		if(spotClass != "foundation"){
				this.tryPlayCard(card, true);	
		}
		
	};
	
	/**
	 * Called to check to see if a given card drop is valid or not
	 * @param {Object} cardDragged
	 * @param {Object} cardDroppedOn
	 */
	this.isCardDropValid = function(cardDragged, cardDroppedOn)
	{
		var spot = cardDroppedOn.spot;
		var spotClass = spot["class"];
		
		switch(spotClass)		
		{
			case("foundation"):
			
			 	valid = 0;
			
				valid = cardDragged.stackIndex===0 && ((cardDroppedOn.isBase && cardDragged.number===1) ||
					    (cardDragged.number===(cardDroppedOn.number+1) && cardDragged.suit==cardDroppedOn.suit));
					
				//console.log("VALID : " + valid);
				return valid;	
					
					break;
			case("tableau"):
				return (cardDroppedOn.isBase && cardDragged.number===13) ||
					   (cardDragged.number===(cardDroppedOn.number-1) &&
						((cardDragged.isBlack && cardDroppedOn.isRed) || (cardDragged.isRed && cardDroppedOn.isBlack)));
		}
		
		return false;
	};
		
	/**
	 * Called to determine if the game has been won or not
	 * @param {Object} game
	 */
	this.isGameWon = function(game)
	{
		var foundations = game.getSpots("foundation");
		for(var i=0;i<foundations.length;i++)
		{
			if(foundations[i].cards.length<13)	
				return false;
		}
		
		return true;
	};
	
	/**
	 * Will automatically play cards
	 * @param {Object} game
	 * @param {Object} type
	 */
	this.autoPlay = function(game, type, pretendOnly)
	{
		var obviousOnly = (type=="won" || type=="obvious");

		if(typeof pretendOnly=="undefined" || pretendOnly===null)
			pretendOnly = false;
		
		if(type=="won")
		{
			var stock = game.getSpot("stock");
			if(stock.cards.length>0)
				return false;
			
			var waste = game.getSpot("waste");
			if(waste.cards.length>1)
				return false;
			
			var tableaus = game.getSpots("tableau");
			for(var i=0;i<tableaus.length;i++)
			{
				var tableau = tableaus[i];
				for(var m=0;m<tableau.cards.length;m++)
				{
					if(!tableau.cards[m].isFaceUp())
						return false;
				}
			}
		}
		
		var tableaus = game.getSpots("tableau");
		for(var i=0;i<tableaus.length;i++)
		{
			var tableau = tableaus[i];
			if(tableau.cards.length<1)
				continue;
				
			var card = tableau.cards[0];
			if(!card.isFaceUp())
				continue;
			
			if(this.tryPlayCard(card, obviousOnly, pretendOnly))
				return true;
		}
		
		var waste = game.getSpot("waste");
		if(waste.cards.length>0 && this.tryPlayCard(waste.cards[0], obviousOnly, pretendOnly))
			return true;
			
		if(type=="all")
		{
		}
		
		return false;
	};
	
	/**
	 * Will automatically try and play the given card
	 * @param {Object} card The card to try and play
	 * @param {Object} obviousOnly Only play obvious moves
	 * @param {Object} pretendOnly Just pretend, only interested in true or false result
	 */
	this.tryPlayCard = function(card, obviousOnly, pretendOnly)
	{
		var game = card.game;
		
		if(typeof pretendOnly=="undefined" || pretendOnly===null)
			pretendOnly = false;
			
		if(typeof obviousOnly=="undefined" || obviousOnly===null)
			obviousOnly = false;
		
		// Obvious First - Try the foundations
		var foundations = game.getSpots("foundation");
		for(var i=0;i<foundations.length;i++)
		{
			var foundation = foundations[i];
			var targetCard = (foundation.cards.length<1) ? foundation.baseCard : foundation.cards[0];
			if(this.isCardDropValid(card, targetCard))
			{
				if(pretendOnly!==true)
					game.doCardDrop(card, targetCard);
				return true;
			}
		}
		
		if(obviousOnly===true)
			return false;
		
		// Anything now
		
		return false;
	};
}
