using System.Text.Json.Serialization;

namespace NeonSprawl.Server.Game.Items;

/// <summary>JSON body for <c>GET /game/players/{{id}}/inventory</c> (NEO-55).</summary>
public sealed class PlayerInventorySnapshotResponse
{
    public const int CurrentSchemaVersion = 1;

    [JsonPropertyName("schemaVersion")]
    public int SchemaVersion { get; init; } = CurrentSchemaVersion;

    [JsonPropertyName("playerId")]
    public required string PlayerId { get; init; }

    /// <summary>Fixed bag slots 0..23 in ascending order.</summary>
    [JsonPropertyName("bagSlots")]
    public required IReadOnlyList<InventorySlotStateJson> BagSlots { get; init; }

    /// <summary>Fixed equipment slot index 0.</summary>
    [JsonPropertyName("equipmentSlots")]
    public required IReadOnlyList<InventorySlotStateJson> EquipmentSlots { get; init; }
}

/// <summary>POST body for inventory add/remove (NEO-55).</summary>
public sealed class PlayerInventoryMutationRequest
{
    public const int CurrentSchemaVersion = 1;

    [JsonPropertyName("schemaVersion")]
    public int SchemaVersion { get; init; }

    /// <remarks><c>add</c> or <c>remove</c> (ordinal ignore-case).</remarks>
    [JsonPropertyName("mutationKind")]
    public required string MutationKind { get; init; }

    [JsonPropertyName("itemId")]
    public required string ItemId { get; init; }

    [JsonPropertyName("quantity")]
    public int Quantity { get; init; }
}

/// <summary>POST response for inventory mutations — applied or structured deny (NEO-55).</summary>
public sealed class PlayerInventoryMutationResponse
{
    public const int CurrentSchemaVersion = 1;

    [JsonPropertyName("schemaVersion")]
    public int SchemaVersion { get; init; } = CurrentSchemaVersion;

    [JsonPropertyName("applied")]
    public bool Applied { get; init; }

    /// <remarks><c>null</c> on success; stable snake_case deny codes from <see cref="PlayerInventoryReasonCodes"/> on deny.</remarks>
    [JsonPropertyName("reasonCode")]
    public string? ReasonCode { get; init; }

    [JsonPropertyName("inventory")]
    public required PlayerInventorySnapshotResponse Inventory { get; init; }
}

/// <summary>Wire shape for one inventory slot in GET/POST responses.</summary>
public sealed class InventorySlotStateJson
{
    [JsonPropertyName("slotIndex")]
    public int SlotIndex { get; init; }

    /// <summary>Omitted when the slot is empty.</summary>
    [JsonPropertyName("itemId")]
    [JsonIgnore(Condition = JsonIgnoreCondition.WhenWritingNull)]
    public string? ItemId { get; init; }

    [JsonPropertyName("quantity")]
    public int Quantity { get; init; }
}
