//! Extreme TDD tests for actor functionality
//! These tests are written BEFORE implementation to drive development
//! Target: 100% actor feature coverage

use ruchy::compile;

// ==================== BASIC ACTOR DEFINITION AND SPAWN ====================

#[test]
fn test_actor_basic_definition() {
    let code = r"
        actor Counter {
            count: i32 = 0
        }

        fn main() {
            let counter = spawn Counter {}
            assert(counter.is_alive())
        }
    ";
    let result = compile(code);
    assert!(
        result.is_ok(),
        "Basic actor definition and spawn should work"
    );
}

#[test]
fn test_actor_with_initialization() {
    let code = r#"
        actor Worker {
            id: String,
            tasks: Vec<String> = vec![],

            new(id: String) {
                Worker { id: id, tasks: vec![] }
            }
        }

        fn main() {
            let worker = spawn Worker::new("worker-1")
            assert(worker.is_alive())
        }
    "#;
    let result = compile(code);
    assert!(result.is_ok(), "Actor with constructor should work");
}

#[test]
fn test_actor_spawn_with_initial_state() {
    let code = r#"
        actor Account {
            balance: f64,
            owner: String
        }

        fn main() {
            let account = spawn Account {
                balance: 1000.0,
                owner: "Alice"
            }
            assert(account.is_alive())
        }
    "#;
    let result = compile(code);
    assert!(
        result.is_ok(),
        "Spawning actor with initial state should work"
    );
}

// ==================== MESSAGE PASSING ====================

#[test]
fn test_actor_send_message() {
    let code = r#"
        actor Echo {
            receive {
                msg: String => {
                    println(f"Echo: {msg}")
                }
            }
        }

        fn main() {
            let echo = spawn Echo {}
            echo ! "Hello, World!"
            sleep(100)  // Give time for message processing
        }
    "#;
    let result = compile(code);
    assert!(result.is_ok(), "Sending messages to actors should work");
}

#[test]
fn test_actor_send_and_receive_response() {
    let code = r"
        actor Calculator {
            receive {
                Add(a: i32, b: i32) => {
                    sender ! (a + b)
                },
                Multiply(a: i32, b: i32) => {
                    sender ! (a * b)
                }
            }
        }

        fn main() {
            let calc = spawn Calculator {}
            let sum = calc ? Add(5, 3)  // Send and wait for response
            assert(sum == 8)
            let product = calc ? Multiply(4, 7)
            assert(product == 28)
        }
    ";
    let result = compile(code);
    assert!(result.is_ok(), "Send and receive pattern should work");
}

#[test]
fn test_actor_pattern_matching_messages() {
    let code = r"
        enum Message {
            Increment,
            Decrement,
            GetCount,
            Reset
        }

        actor Counter {
            mut count: i32 = 0,

            receive {
                Message::Increment => {
                    self.count += 1
                },
                Message::Decrement => {
                    self.count -= 1
                },
                Message::GetCount => {
                    sender ! self.count
                },
                Message::Reset => {
                    self.count = 0
                }
            }
        }

        fn main() {
            let counter = spawn Counter {}
            counter ! Message::Increment
            counter ! Message::Increment
            counter ! Message::Decrement
            let count = counter ? Message::GetCount
            assert(count == 1)
        }
    ";
    let result = compile(code);
    assert!(result.is_ok(), "Pattern matching on messages should work");
}

// ==================== STATE MANAGEMENT ====================

#[test]
fn test_actor_mutable_state() {
    let code = r#"
        actor BankAccount {
            mut balance: f64 = 0.0,
            owner: String,

            receive {
                Deposit(amount: f64) => {
                    self.balance += amount
                    sender ! f"New balance: {self.balance}"
                },
                Withdraw(amount: f64) => {
                    if amount <= self.balance {
                        self.balance -= amount
                        sender ! Ok(self.balance)
                    } else {
                        sender ! Err("Insufficient funds")
                    }
                },
                GetBalance => {
                    sender ! self.balance
                }
            }
        }

        fn main() {
            let account = spawn BankAccount { balance: 1000.0, owner: "Bob" }
            account ! Deposit(500.0)
            let result = account ? Withdraw(200.0)
            assert(result.is_ok())
            let balance = account ? GetBalance
            assert(balance == 1300.0)
        }
    "#;
    let result = compile(code);
    assert!(result.is_ok(), "Mutable actor state should work");
}

#[test]
fn test_actor_complex_state() {
    let code = r#"
        struct Task {
            id: String,
            description: String,
            completed: bool
        }

        actor TaskManager {
            mut tasks: Vec<Task> = vec![],
            mut next_id: i32 = 1,

            receive {
                AddTask(desc: String) => {
                    let task = Task {
                        id: f"task-{self.next_id}",
                        description: desc,
                        completed: false
                    }
                    self.tasks.push(task)
                    self.next_id += 1
                    sender ! task.id
                },
                CompleteTask(id: String) => {
                    for task in self.tasks.iter_mut() {
                        if task.id == id {
                            task.completed = true
                            sender ! true
                            return
                        }
                    }
                    sender ! false
                },
                GetPendingTasks => {
                    let pending = self.tasks
                        .iter()
                        .filter(|t| !t.completed)
                        .collect::<Vec<_>>()
                    sender ! pending
                }
            }
        }
    "#;
    let result = compile(code);
    assert!(result.is_ok(), "Complex state management should work");
}

// ==================== ACTOR LIFECYCLE ====================

#[test]
fn test_actor_lifecycle_hooks() {
    let code = r#"
        actor Worker {
            id: String,
            mut active: bool = true,

            on_start {
                println(f"Worker {self.id} starting")
            }

            on_stop {
                println(f"Worker {self.id} stopping")
                self.active = false
            }

            on_restart {
                println(f"Worker {self.id} restarting")
                self.active = true
            }

            receive {
                Stop => {
                    self.stop()
                }
            }
        }

        fn main() {
            let worker = spawn Worker { id: "w1" }
            worker ! Stop
            sleep(100)
            assert(!worker.is_alive())
        }
    "#;
    let result = compile(code);
    assert!(result.is_ok(), "Actor lifecycle hooks should work");
}

#[test]
fn test_actor_timeout_handling() {
    let code = r#"
        actor TimeoutActor {
            receive(timeout: 1000) {
                msg: String => {
                    println(f"Received: {msg}")
                },
                timeout => {
                    println("No message received in 1 second")
                }
            }
        }

        fn main() {
            let actor = spawn TimeoutActor {}
            sleep(1500)  // Wait for timeout
        }
    "#;
    let result = compile(code);
    assert!(result.is_ok(), "Actor timeout handling should work");
}

// ==================== SUPERVISION ====================

#[test]
fn test_actor_supervision_basic() {
    let code = r#"
        actor Supervisor {
            children: Vec<ActorRef> = vec![],

            receive {
                SpawnChild(actor_def) => {
                    let child = spawn actor_def with supervisor: self
                    self.children.push(child)
                    sender ! child
                },
                ChildFailed(child_ref, error) => {
                    println(f"Child {child_ref} failed: {error}")
                    // Default: restart the child
                    restart child_ref
                }
            }
        }

        actor Worker {
            receive {
                Work => {
                    if random() < 0.1 {
                        panic("Random failure")
                    }
                    sender ! "Work completed"
                }
            }
        }

        fn main() {
            let supervisor = spawn Supervisor {}
            let worker = supervisor ? SpawnChild(Worker {})
            worker ! Work
        }
    "#;
    let result = compile(code);
    assert!(result.is_ok(), "Basic supervision should work");
}

#[test]
fn test_actor_supervision_strategies() {
    let code = r"
        enum SupervisionStrategy {
            Restart,
            Resume,
            Stop,
            Escalate
        }

        actor Supervisor {
            strategy: SupervisionStrategy = SupervisionStrategy::Restart,
            max_retries: i32 = 3,
            mut retry_counts: HashMap<ActorRef, i32> = HashMap::new(),

            on_child_failure(child: ActorRef, error: Error) -> SupervisionStrategy {
                let count = self.retry_counts.get(&child).unwrap_or(0)

                if count >= self.max_retries {
                    SupervisionStrategy::Stop
                } else {
                    self.retry_counts.insert(child, count + 1)
                    self.strategy
                }
            }
        }
    ";
    let result = compile(code);
    assert!(result.is_ok(), "Supervision strategies should work");
}

// ==================== ACTOR COMMUNICATION PATTERNS ====================

#[test]
fn test_actor_ping_pong() {
    let code = r#"
        actor Ping {
            pong_ref: ActorRef,
            mut count: i32 = 0,

            receive {
                Start => {
                    self.pong_ref ! Ping(self.count)
                },
                Pong(n: i32) => {
                    if n < 10 {
                        self.count = n + 1
                        sleep(100)
                        self.pong_ref ! Ping(self.count)
                    } else {
                        println("Ping-Pong completed")
                    }
                }
            }
        }

        actor Pong {
            receive {
                Ping(n: i32) => {
                    println(f"Pong received: {n}")
                    sender ! Pong(n)
                }
            }
        }

        fn main() {
            let pong = spawn Pong {}
            let ping = spawn Ping { pong_ref: pong }
            ping ! Start
            sleep(2000)
        }
    "#;
    let result = compile(code);
    assert!(result.is_ok(), "Ping-pong pattern should work");
}

#[test]
fn test_actor_pub_sub_pattern() {
    let code = r#"
        actor Publisher {
            mut subscribers: Vec<ActorRef> = vec![],

            receive {
                Subscribe(subscriber: ActorRef) => {
                    self.subscribers.push(subscriber)
                },
                Publish(message: String) => {
                    for sub in self.subscribers {
                        sub ! message.clone()
                    }
                }
            }
        }

        actor Subscriber {
            id: String,

            receive {
                msg: String => {
                    println(f"Subscriber {self.id} received: {msg}")
                }
            }
        }

        fn main() {
            let publisher = spawn Publisher {}
            let sub1 = spawn Subscriber { id: "sub1" }
            let sub2 = spawn Subscriber { id: "sub2" }

            publisher ! Subscribe(sub1)
            publisher ! Subscribe(sub2)
            publisher ! Publish("Hello subscribers!")
        }
    "#;
    let result = compile(code);
    assert!(result.is_ok(), "Pub-sub pattern should work");
}

// ==================== ACTOR POOLS ====================

#[test]
fn test_actor_pool() {
    let code = r#"
        actor WorkerPool {
            workers: Vec<ActorRef>,
            mut next_worker: usize = 0,

            new(size: usize) {
                let workers = vec![]
                for i in 0..size {
                    workers.push(spawn Worker { id: i })
                }
                WorkerPool { workers: workers, next_worker: 0 }
            }

            receive {
                Task(work: String) => {
                    let worker = self.workers[self.next_worker]
                    worker ! work
                    self.next_worker = (self.next_worker + 1) % self.workers.len()
                }
            }
        }

        actor Worker {
            id: usize,

            receive {
                work: String => {
                    println(f"Worker {self.id} processing: {work}")
                    sleep(random(100, 500))
                    sender ! f"Completed: {work}"
                }
            }
        }

        fn main() {
            let pool = spawn WorkerPool::new(4)
            for i in 0..10 {
                pool ! Task(f"job-{i}")
            }
        }
    "#;
    let result = compile(code);
    assert!(result.is_ok(), "Actor pools should work");
}

// ==================== DISTRIBUTED ACTORS ====================

#[test]
fn test_remote_actors() {
    let code = r#"
        actor RemoteService {
            @remote("tcp://localhost:9000")

            receive {
                Request(data: String) => {
                    sender ! f"Processed: {data}"
                }
            }
        }

        fn main() {
            let service = spawn RemoteService {}
            let result = service ? Request("test data")
            println(result)
        }
    "#;
    let result = compile(code);
    assert!(result.is_ok(), "Remote actors should work");
}

#[test]
fn test_actor_clustering() {
    let code = r#"
        actor ClusterNode {
            @cluster("my-cluster")
            node_id: String,
            mut peers: Vec<ActorRef> = vec![],

            receive {
                JoinCluster(peer: ActorRef) => {
                    self.peers.push(peer)
                    broadcast self.peers, NodeJoined(self)
                },
                Broadcast(msg: String) => {
                    for peer in self.peers {
                        peer ! msg.clone()
                    }
                }
            }
        }
    "#;
    let result = compile(code);
    assert!(result.is_ok(), "Actor clustering should work");
}

// ==================== ACTOR PERSISTENCE ====================

#[test]
fn test_actor_persistence() {
    let code = r#"
        @persistent
        actor PersistentCounter {
            @persist
            mut count: i32 = 0,

            @persist
            mut history: Vec<i32> = vec![],

            receive {
                Increment => {
                    self.count += 1
                    self.history.push(self.count)
                    self.save()  // Persist state
                },
                GetState => {
                    sender ! (self.count, self.history.clone())
                }
            }

            on_recovery {
                println(f"Recovered with count: {self.count}")
            }
        }

        fn main() {
            let counter = spawn PersistentCounter {}
                or_recover_from "counter.state"
            counter ! Increment
            counter ! Increment
            let (count, history) = counter ? GetState
            assert(count == 2)
        }
    "#;
    let result = compile(code);
    assert!(result.is_ok(), "Persistent actors should work");
}

// ==================== TYPED CHANNELS ====================

#[test]
fn test_typed_actor_channels() {
    let code = r#"
        channel CommandChannel {
            Start,
            Stop,
            Pause,
            Resume
        }

        channel DataChannel<T> {
            Data(T),
            Error(String),
            Complete
        }

        actor Processor {
            commands: CommandChannel,
            data: DataChannel<String>,

            receive commands {
                Start => println("Starting processor"),
                Stop => self.stop(),
                Pause => println("Pausing"),
                Resume => println("Resuming")
            }

            receive data {
                Data(value) => println(f"Processing: {value}"),
                Error(err) => println(f"Error: {err}"),
                Complete => println("Stream complete")
            }
        }
    "#;
    let result = compile(code);
    assert!(result.is_ok(), "Typed channels should work");
}

// ==================== ACTOR BEHAVIORS ====================

#[test]
fn test_actor_behavior_switching() {
    let code = r#"
        actor Connection {
            mut state: ConnectionState = ConnectionState::Disconnected,

            behavior Disconnected {
                receive {
                    Connect(addr: String) => {
                        println(f"Connecting to {addr}")
                        self.become(Connected)
                    }
                }
            }

            behavior Connected {
                receive {
                    Send(data: String) => {
                        println(f"Sending: {data}")
                    },
                    Disconnect => {
                        println("Disconnecting")
                        self.become(Disconnected)
                    }
                }
            }

            behavior Reconnecting {
                receive {
                    RetryConnect => {
                        println("Retrying connection")
                        self.become(Connected)
                    },
                    timeout(5000) => {
                        self.become(Disconnected)
                    }
                }
            }
        }
    "#;
    let result = compile(code);
    assert!(result.is_ok(), "Behavior switching should work");
}

// ==================== STREAM PROCESSING ====================

#[test]
fn test_actor_stream_processing() {
    let code = r"
        actor StreamProcessor {
            receive stream {
                data: Vec<i32> => {
                    data.filter(|x| x > 0)
                        .map(|x| x * 2)
                        .fold(0, |acc, x| acc + x)
                        .to(sender)
                }
            }
        }

        fn main() {
            let processor = spawn StreamProcessor {}
            let result = processor ? vec![1, -2, 3, -4, 5]
            assert(result == 18)  // (1*2 + 3*2 + 5*2)
        }
    ";
    let result = compile(code);
    assert!(result.is_ok(), "Stream processing in actors should work");
}

// ==================== ACTOR TESTING UTILITIES ====================

#[test]
fn test_actor_test_probe() {
    let code = r"
        #[test]
        fn test_counter_actor() {
            let probe = TestProbe::new()
            let counter = spawn Counter {} with probe: probe

            counter ! Increment
            counter ! Increment
            counter ! GetCount

            probe.expect_message(2, timeout: 1000)
            probe.assert_no_more_messages()
        }
    ";
    let result = compile(code);
    assert!(result.is_ok(), "Actor test utilities should work");
}

// ==================== PERFORMANCE FEATURES ====================

#[test]
fn test_actor_priority_mailbox() {
    let code = r#"
        actor PriorityWorker {
            @mailbox(priority)

            receive {
                @priority(high)
                UrgentTask(task: String) => {
                    println(f"Processing urgent: {task}")
                },

                @priority(normal)
                NormalTask(task: String) => {
                    println(f"Processing normal: {task}")
                },

                @priority(low)
                BackgroundTask(task: String) => {
                    println(f"Processing background: {task}")
                }
            }
        }
    "#;
    let result = compile(code);
    assert!(result.is_ok(), "Priority mailboxes should work");
}

#[test]
fn test_actor_bounded_mailbox() {
    let code = r#"
        actor BoundedWorker {
            @mailbox(bounded: 100, overflow: drop_oldest)

            receive {
                Work(id: i32) => {
                    println(f"Processing work {id}")
                    sleep(10)
                }
            }
        }
    "#;
    let result = compile(code);
    assert!(result.is_ok(), "Bounded mailboxes should work");
}
