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path: root/Map/Business/RenderableMap.swift
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// Copyright (C) 2024 Rubén Beltrán del Río

// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.

// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
// GNU General Public License for more details.

// You should have received a copy of the GNU General Public License
// along with this program. If not, see https://map.tranquil.systems.
import Foundation

struct RenderableMap {
  let vertices: [Vertex]
  let edges: [MapEdge]
  let inertias: [Inertia]
  let opportunities: [Opportunity]
  let notes: [Note]
  let stages: [CGFloat]
  let groups: [[Vertex]]

  static let empty: RenderableMap = RenderableMap(
    vertices: [], edges: [], inertias: [], opportunities: [], notes: [], stages: defaultDimensions,
    groups: [])

  static func from(_ entities: [Wmap.Entity]) -> RenderableMap {
    var vertices: [Vertex] = []
    var edges: [MapEdge] = []
    var inertias: [Inertia] = []
    var opportunities: [Opportunity] = []
    var notes: [Note] = []
    var stages: [CGFloat] = [25.0, 50.0, 75.0]  // default dimensions
    var groups: [[Vertex]] = []

    // Build a vertex lookup for edges, groups, etc.
    var vertexMap: [String: Vertex] = [:]
    var vertexIdCounter = 0

    for entity in entities {
      switch entity {
      case .vertex(let vertex):
        let newVertex = Vertex(
          id: vertexIdCounter,
          label: vertex.label,
          position: CGPoint(x: vertex.coordinates.0, y: vertex.coordinates.1),
          shape: convertShape(vertex.shape)
        )
        vertices.append(newVertex)
        vertexMap[vertex.label.lowercased()] = newVertex
        vertexIdCounter += 1

      case .note(let note):
        notes.append(
          Note(
            id: notes.count,
            position: CGPoint(x: note.coordinates.0, y: note.coordinates.1),
            text: note.text
          ))

      case .stage(let stage):
        let stageIndex = convertStageNumber(stage.number) - 1
        if stageIndex >= 0 && stageIndex < 3 {
          stages[stageIndex] = stage.value
        }

      default:
        continue
      }
    }

    // Second pass for entities that depend on vertices
    for entity in entities {
      switch entity {
      case .edge(let edge):
        if let fromVertex = vertexMap[edge.from.lowercased()],
          let toVertex = vertexMap[edge.to.lowercased()]
        {
          edges.append(
            MapEdge(
              id: edges.count,
              origin: fromVertex.position,
              destination: toVertex.position,
              arrowhead: edge.isDirected
            ))
        }

      case .inertia(let inertia):
        if let vertex = vertexMap[inertia.vertex.lowercased()] {
          inertias.append(
            Inertia(
              id: inertias.count,
              position: vertex.position
            ))
        }

      case .evolution(let evolution):
        if let vertex = vertexMap[evolution.vertex.lowercased()] {
          let direction: CGFloat = evolution.isPositive ? 1.0 : -1.0
          let destination = CGPoint(
            x: vertex.position.x + (direction * evolution.value),
            y: vertex.position.y
          )
          opportunities.append(
            Opportunity(
              id: opportunities.count,
              origin: vertex.position,
              destination: destination
            ))
        }

      case .group(let group):
        var groupVertices: [Vertex] = []
        for vertexName in group.vertices {
          if let vertex = vertexMap[vertexName.lowercased()] {
            groupVertices.append(vertex)
          }
        }
        if !groupVertices.isEmpty {
          groups.append(groupVertices)
        }

      default:
        continue
      }
    }

    return RenderableMap(
      vertices: vertices,
      edges: edges,
      inertias: inertias,
      opportunities: opportunities,
      notes: notes,
      stages: stages,
      groups: groups
    )
  }

  private static func convertShape(_ shape: String?) -> VertexShape {
    guard let shape = shape?.lowercased() else { return .circle }
    switch shape {
    case "square": return .square
    case "triangle": return .triangle
    case "x": return .x
    default: return .circle
    }
  }

  private static func convertStageNumber(_ stageNumber: String) -> Int {
    switch stageNumber.lowercased() {
    case "i": return 1
    case "ii": return 2
    case "iii": return 3
    case "iv": return 4
    default: return 1
    }
  }
}

struct Vertex: Identifiable, Hashable {
  let id: Int
  let label: String
  let position: CGPoint
  var shape: VertexShape = .circle
}

struct Note {
  let id: Int
  let position: CGPoint
  let text: String
}

enum VertexShape: String {
  case circle
  case square
  case triangle
  case x
}

struct MapEdge {
  let id: Int
  let origin: CGPoint
  let destination: CGPoint
  let arrowhead: Bool
}

struct Inertia {
  let id: Int
  let position: CGPoint
}

struct Opportunity {
  let id: Int
  let origin: CGPoint
  let destination: CGPoint
}

struct StageDimensions {
  let index: Int
  let dimensions: CGFloat
}

private let defaultDimensions: [CGFloat] = [
  25.0,
  50.0,
  75.0,
]