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"""

modules/ar_objects.py — FRIDAY AR Object Creator

Creates and places 3D objects in AR via voice commands.

Smart interpretation - FRIDAY understands intent!

"""

import os
import json
import time
import random
from typing import Optional, List

from config import DATA_DIR

OBJECTS_FILE = os.path.join(DATA_DIR, "ar_objects.json")


# === Smart Object Mapping - FRIDAY understands what you want! ===
SMART_OBJECTS = {
    # Vehicles
    "car": "sphere",
    "bike": "cylinder",
    "plane": "cone",
    "rocket": "cone",
    "ship": "cylinder",
    "boat": "cylinder",
    "train": "cylinder",

    # Buildings
    "house": "pyramid",
    "tower": "cylinder",
    "building": "pyramid",
    "castle": "pyramid",
    "skyscraper": "cylinder",

    # Nature
    "tree": "cone",
    "flower": "cone",
    "mountain": "pyramid",
    "rock": "sphere",
    "sun": "sphere",
    "moon": "sphere",
    "planet": "sphere",
    "star": "star",

    # Fun
    "roller coaster": "grid",
    "coaster": "grid",
    "ferris wheel": "torus",
    "wheel": "torus",
    "ring": "torus",

    # Characters
    "iron man": "mark_1",
    "captain": "shield",
    "shield": "shield",
    "arc reactor": "arc_reactor",
    " repulsor": "repulsor",

    # Tech vibes
    "laser": "pyramid",
    "beam": "pyramid",
    "portal": "sphere",
    "wormhole": "sphere",

    # Weapons
    "gun": "pyramid",
    "sword": "pyramid",
    "blade": "pyramid",

    # Misc
    "heart": "heart",
    "diamond": "diamond",
    "skull": "skull",
    "crystal": "diamond",
    "orb": "sphere",
    "box": "cube",
}


def _load() -> dict:
    if not os.path.exists(OBJECTS_FILE):
        return {"objects": [], "placed": []}
    try:
        with open(OBJECTS_FILE, "r") as f:
            return json.load(f)
    except:
        return {"objects": [], "placed": []}


def _save(data: dict) -> None:
    try:
        os.makedirs(DATA_DIR, exist_ok=True)
        with open(OBJECTS_FILE, "w") as f:
            json.dump(data, f)
    except:
        pass


# === Pre-defined AR Objects ===
AR_OBJECTS = {
    # Basic Shapes
    "cube": {"type": "box", "color": "#00FFFF", "size": 0.5},
    "sphere": {"type": "sphere", "color": "#FF00FF", "size": 0.5},
    "cylinder": {"type": "cylinder", "color": "#00FF00", "size": 0.5},
    "pyramid": {"type": "cone", "color": "#FFFF00", "size": 0.5},
    "torus": {"type": "torus", "color": "#FF6600", "size": 0.5},

    # Tech Objects
    "arc_reactor": {"type": "glow_ring", "color": "#00FFFF", "size": 0.3},
    "mark_1": {"type": "helmet", "color": "#FF0000", "size": 1.0},
    "shield": {"type": "disk", "color": "#0066FF", "size": 0.8},
    " repulsor": {"type": "glow_orb", "color": "#FF3300", "size": 0.2},

    # UI Elements
    "hologram": {"type": "plane", "color": "#00FF88", "size": 1.0},
    "grid": {"type": "wire_grid", "color": "#00FF88", "size": 2.0},
    "target": {"type": "crosshair", "color": "#FF0000", "size": 0.3},
    "radar": {"type": "circle_scan", "color": "#00FF00", "size": 1.0},

    # Decorative
    "star": {"type": "star", "color": "#FFFF00", "size": 0.5},
    "heart": {"type": "heart", "color": "#FF0066", "size": 0.3},
    "diamond": {"type": "diamond", "color": "#00FFFF", "size": 0.4},
    "skull": {"type": "skull", "color": "#FFFFFF", "size": 0.3},
}


def list_available_objects() -> List[str]:
    """List all available object types."""
    return list(AR_OBJECTS.keys())


def create_object(name: str, custom_size: float = 0.5, custom_color: str = "") -> str:
    """

    Create a new AR object.



    Args:

        name: Object type (cube, sphere, etc)

        custom_size: Optional custom size

        custom_color: Optional custom color



    Returns:

        Confirmation message

    """
    name = name.lower().strip()

    if name in AR_OBJECTS:
        obj = AR_OBJECTS[name].copy()
    else:
        # Custom object
        obj = {"type": "custom", "color": custom_color or "#00FFFF", "size": custom_size}

    if custom_size > 0:
        obj["size"] = custom_size
    if custom_color:
        obj["color"] = custom_color

    # Add to objects list
    data = _load()
    obj_id = f"{name}_{int(time.time())}"
    obj["id"] = obj_id
    obj["created_at"] = time.time()
    data["objects"].append(obj)
    _save(data)

    return f"Created {name}."


def place_object(name: str, x: float = 0, y: float = 0, z: float = -2) -> str:
    """

    Place an object in AR space.



    Args:

        name: Object name/type

        x, y, z: Position in AR space



    Returns:

        Confirmation message

    """
    name = name.lower().strip()

    # Get or create object
    data = _load()
    obj = None

    # Look for existing object
    for o in data.get("objects", []):
        if name in o.get("id", ""):
            obj = o
            break

    if not obj:
        # Create new
        if name in AR_OBJECTS:
            obj = AR_OBJECTS[name].copy()
        else:
            obj = {"type": "box", "color": "#00FFFF", "size": 0.5}

    # Set position
    obj["position"] = {"x": x, "y": y, "z": z}
    obj["id"] = f"{name}_{int(time.time())}"
    obj["placed_at"] = time.time()

    # Add to placed
    if "placed" not in data:
        data["placed"] = []
    data["placed"].append(obj)
    _save(data)

    return f"Placed {name} at position."


def remove_object(name: str) -> str:
    """Remove a placed object."""
    data = _load()
    name = name.lower()

    placed = data.get("placed", [])
    data["placed"] = [o for o in placed if name not in o.get("id", "")]
    _save(data)

    return f"Removed {name}."


def clear_all_objects() -> str:
    """Clear all placed objects."""
    data = _load()
    data["placed"] = []
    _save(data)
    return "All objects cleared."


def get_placed_objects() -> List[dict]:
    """Get all placed objects for AR renderer."""
    data = _load()
    return data.get("placed", [])


def get_object_state_for_ar() -> dict:
    """Get object state for AR scene."""
    data = _load()
    return {
        "objects": data.get("placed", []),
        "available": list(AR_OBJECTS.keys()),
    }


# === AR Scene Integration ===
def update_ar_scene() -> None:
    """Update AR scene with current objects."""
    try:
        from modules.ar_scene import apply_patch
        state = get_object_state_for_ar()
        apply_patch({"ar_objects": state["objects"]})
    except:
        pass


# === Smart Voice Command Handler ===
def handle_command(command: str, speak) -> bool:
    c = command.lower()

    # Check for SMART objects first (natural language)
    for natural_name, ar_obj in SMART_OBJECTS.items():
        if natural_name in c:
            # "make a roller coaster" → creates grid
            # "place a car" → places sphere
            if "create" in c or "make" in c or "build" in c:
                create_result = create_object(ar_obj)
                msg = create_result.replace("Created", "Its")
                speak(f"Making {natural_name}! {msg}")
                return True
            if "place" in c or "put" in c:
                place_result = place_object(ar_obj)
                msg = place_result.replace("Placed", "Done")
                speak(f"Placing {natural_name}! {msg}")
                return True

    # Create object (direct)
    if "create" in c or "make" in c or "build" in c:
        for obj in list_available_objects():
            if obj in c:
                result = create_object(obj)
                speak(result)
                return True
        # Ask what to make
        speak("What should I make? I can do roller coaster, car, plane, house, tree, arc reactor, and more!")
        return True

    # Also check for smart objects in basic commands
    if "place" in c or "put" in c:
        for obj in list_available_objects():
            if obj in c:
                result = place_object(obj)
                speak(result)
                return True
        speak("Place what?")
        return True

    # Remove object
    if "remove" in c or "delete" in c:
        for obj in list_available_objects():
            if obj in c:
                result = remove_object(obj)
                speak(result)
                return True

    # Clear all
    if "clear all" in c or "remove all" in c:
        result = clear_all_objects()
        speak(result)
        return True

    # List objects
    if "what objects" in c or "list objects" in c or "show objects" in c:
        objects = get_placed_objects()
        if objects:
            names = [o.get("id", "unknown")[:20] for o in objects]
            speak(f"Placed: {', '.join(names)}")
        else:
            speak("No objects placed. Say 'make a roller coaster' or 'place a car'!")
        return True

    # Ask what to make (smart suggestion)
    if "what can you make" in c or "what do you know" in c:
        speak("I can make: roller coaster, car, plane, house, tree, arc reactor, heart, star, and much more! Just say 'make a [whatever]'!")
        return True

    return False


# === Quick Place Functions ===
def quick_place(obj_type: str) -> str:
    """Quick place a common object."""
    placements = {
        "reactor": "arc_reactor",
        "mark": "mark_1",
        "shield": "shield",
        "hologram": "hologram",
        "radar": "radar",
        "target": "target",
        "grid": "grid",
    }

    target = placements.get(obj_type.lower(), obj_type)
    return place_object(target)