// -*- coding: utf-8 -*-
// Copyright (C) by the Spot authors, see the AUTHORS file for details.
//
// This file is part of Spot, a model checking library.
//
// Spot 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.
//
// Spot 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 <http://www.gnu.org/licenses/>.

#pragma once

#include <spot/twa/twagraph.hh>
#include <spot/twaalgos/game.hh>
#include <spot/twaalgos/relabel.hh>
#include <bddx.h>

namespace spot
{

  /// \ingroup synthesis
  /// \brief Benchmarking data and options for synthesis
  struct SPOT_API synthesis_info
  {
    enum class algo
    {
      DET_SPLIT = 0,
      SPLIT_DET,
      DPA_SPLIT,
      LAR,
      LAR_OLD,
      ACD,
    };

    enum class splittype
    {
      AUTO = 0,  // Uses a heuristic to choose
      EXPL,  // Explicit enumerations of inputs
      SEMISYM,  // Works on one bdd per env state
      FULLYSYM  // Works on a fully symbolic version of the automaton
    };

    // These statistics are recorded by various steps of the synthesis
    // process.
    struct bench_var
    {
      // Number of sub-specifications resulting from the decomposition.
      // Updated by ltlsynt.
      unsigned sub_specs = 0;
      // Total time needed for the synthesis.  Computed by ltlsynt.
      double total_time = 0.0;
      // Time needed to transform the LTL formula(s) into automata, summed
      // over all subspecs.   The type of automaton constructed depends on
      // the "algo" parameter.
      double sum_trans_time = 0.0;
      // Time needed to split the automata into separate
      // environment/controller steps.  Summed over all subspecs.
      // Splitting may occur before or after paritization depending on
      // the "algo" parameter.
      double sum_split_time = 0.0;
      // Time needed to convert the automaton to deterministic parity
      // automata.  Summed over all subspecs.  Paritization may occur
      // before or after splitting depending on the "algo" parameter.
      double sum_paritize_time = 0.0;
      // Time needed to solve the game.  Summed over all subspecs.
      double sum_solve_time = 0.0;
      // Time needed to convert the winning strategy into an
      // automaton.  Summed over all subspecs.
      double sum_strat2aut_time = 0.0;
      // Time needed to simplify the winning strategy.  Summed over
      // all subspecs.
      double sum_simplify_strat_time = 0.0;
      // Time needed to encode all the strategies into one AIG.
      double aig_time = 0.0;
      // Size of the automaton resulting from the main translation.
      // If multiple subspecifications are used, only the largest
      // (states,edges,colors,aps) triplet is kept.
      unsigned max_trans_states = 0;
      unsigned max_trans_edges = 0;
      unsigned max_trans_colors = 0;
      unsigned max_trans_ap = 0;
      // Size of the game that should be solved.  If multiple
      // subspecifications are used, only the maximum states and
      // colors are kept (those are compared independently).
      unsigned max_game_states = 0;
      unsigned max_game_colors = 0;
      // Size of the strategy extracted from the game.  If multiple
      // subspecifications are used, only the maximum pair (states,
      // edges) is kept.
      unsigned max_strat_states = 0;
      unsigned max_strat_edges = 0;
      // Size of the strategy extracted from the game, summed over all
      // subspecifications.
      unsigned sum_strat_states = 0;
      unsigned sum_strat_edges = 0;
      // Size of the strategy after simplification game.  If multiple
      // subspecifications are used, only the maximum pair (states,
      // edges) is kept.
      unsigned max_simpl_strat_states = 0;
      unsigned max_simpl_strat_edges = 0;
      // Size of the strategy after simplification, summed over all
      // subspecifications.
      unsigned sum_simpl_strat_states = 0;
      unsigned sum_simpl_strat_edges = 0;
      // Size of the AIG
      unsigned aig_latches = 0;
      unsigned aig_gates = 0;
      // Whether the (global) specification is realizable.  Updated by
      // ltlsynt.
      bool realizable = false;
    };

    synthesis_info()
        : force_sbacc{false},
          s{algo::LAR},
          minimize_lvl{2},
          sp{splittype::AUTO},
          bv{},
          verbose_stream{nullptr},
          dict(make_bdd_dict())
    {
    }

    bool force_sbacc;
    algo s;
    int minimize_lvl;
    splittype sp;
    std::optional<bench_var> bv;
    std::ostream* verbose_stream;
    option_map opt;
    bdd_dict_ptr dict;
  };

  /// \addtogroup synthesis Reactive Synthesis
  /// \ingroup twa_algorithms

  /// \ingroup synthesis
  /// \brief make each transition a 2-step transition, transforming
  ///        the graph into an alternating arena
  ///
  /// Given a set of atomic propositions I, split each transition
  ///     p -- cond --> q                cond in 2^2^AP
  /// into a set of transitions of the form
  ///     p -- {a} --> (p,a) -- o --> q
  /// for each a in cond ∪ 2^2^I
  /// and where o = (cond & a) ∪ 2^2^O.
  ///
  /// By definition, the states p are deterministic,
  /// only the states of the form
  /// (p,a) may be non-deterministic.
  /// This function is used to transform an automaton into a turn-based game in
  /// the context of LTL reactive synthesis.
  /// The player of inputs (aka environment) plays first.
  ///
  /// \param aut          automaton to be transformed
  /// \param output_bdd   conjunction of all output AP, all APs not present
  ///                     are treated as inputs
  /// \param complete_env Whether the automaton should be complete for the
  ///                     environment, i.e. the player of inputs
  /// \param sp           Defines which splitting algo to use
  /// \note This function also computes the state players
  /// \note If the automaton is to be completed, sink states will
  ///       be added for both env and player if necessary
  SPOT_API twa_graph_ptr
  split_2step(const const_twa_graph_ptr& aut,
              const bdd& output_bdd, bool complete_env = true,
              synthesis_info::splittype sp
                = synthesis_info::splittype::AUTO);

  /// \ingroup synthesis
  /// \brief Like split_2step but relying on the named property
  /// 'synthesis-outputs'
  SPOT_API twa_graph_ptr
  split_2step(const const_twa_graph_ptr& aut, bool complete_env = true,
              synthesis_info::splittype sp
                            = synthesis_info::splittype::AUTO);

  /// \ingroup synthesis
  /// \brief Like split_2step but allows to fine-tune the splitting
  /// via the options set in \a gi, always completes the
  /// environment states and relies on the named property to
  /// extract the output proposition
  SPOT_API twa_graph_ptr
  split_2step(const const_twa_graph_ptr& aut,
              synthesis_info& gi);


  /// \ingroup synthesis
  /// \brief the inverse of split_2step
  ///
  /// \pre aut is an alternating arena
  /// \post All edge conditions in the returned automaton are of the form
  ///       ins&outs, with ins/outs being a condition over the input/output
  ///       propositions
  /// \note This function relies on the named property "state-player"
  SPOT_API twa_graph_ptr
  unsplit_2step(const const_twa_graph_ptr& aut);

  /// \ingroup synthesis
  /// \brief Stream algo
  SPOT_API std::ostream&
  operator<<(std::ostream& os, synthesis_info::algo s);

  /// \ingroup synthesis
  /// \brief Stream benchmarks and options
  SPOT_API std::ostream &
  operator<<(std::ostream &os, const synthesis_info &gi);


  /// \ingroup synthesis
  /// \brief Creates a game from a specification and a set of
  /// output propositions
  ///
  /// \param f The specification given as an LTL/PSL formula, or
  ///          as a string.
  /// \param all_outs The names of all output propositions
  /// \param gi synthesis_info structure
  /// \note All propositions in the formula that do not appear in all_outs
  /// are treated as input variables.
  /// @{
  SPOT_API twa_graph_ptr
  ltl_to_game(const formula& f,
              const std::vector<std::string>& all_outs,
              synthesis_info& gi);
  SPOT_API twa_graph_ptr
  ltl_to_game(const formula& f,
              const std::vector<std::string>& all_outs);
  SPOT_API twa_graph_ptr
  ltl_to_game(const std::string& f,
              const std::vector<std::string>& all_outs,
              synthesis_info& gi);
  SPOT_API twa_graph_ptr
  ltl_to_game(const std::string& f,
              const std::vector<std::string>& all_outs);
  /// @}

  /// \ingroup synthesis
  /// \brief creates a mealy machine from a solved game \a arena
  /// taking into account the options given in \a gi.
  /// This concerns in particular whether or not the machine is to be reduced
  /// and how.
  /// solved_game_to_mealy can return any type of mealy machine. In fact it
  /// will return the type that necessitates no additional operations
  /// @{
  SPOT_API twa_graph_ptr
  solved_game_to_mealy(twa_graph_ptr arena, synthesis_info& gi);
  SPOT_API twa_graph_ptr
  solved_game_to_mealy(twa_graph_ptr arena);
  SPOT_API twa_graph_ptr
  solved_game_to_separated_mealy(twa_graph_ptr arena, synthesis_info& gi);
  SPOT_API twa_graph_ptr
  solved_game_to_separated_mealy(twa_graph_ptr arena);
  SPOT_API twa_graph_ptr
  solved_game_to_split_mealy(twa_graph_ptr arena, synthesis_info& gi);
  SPOT_API twa_graph_ptr
  solved_game_to_split_mealy(twa_graph_ptr arena);
  /// @}

  /// \ingroup synthesis
  /// \brief A struct that represents different types of mealy like
  ///        objects
  struct SPOT_API mealy_like
  {
    enum class realizability_code
    {
      UNREALIZABLE,
      UNKNOWN,
      REALIZABLE_REGULAR,
      // strat is DTGBA and a glob_cond
      REALIZABLE_DTGBA
    };

    realizability_code success;
    twa_graph_ptr mealy_like;
    bdd glob_cond;
  };

  /// \ingroup synthesis
  /// \brief Seeks to decompose a formula into independently synthetizable
  /// sub-parts. The conjunction of all sub-parts then
  /// satisfies the specification
  ///
  /// The algorithm is based on work by Finkbeiner et al.
  /// \cite finkbeiner.21.nfm, \cite finkbeiner.21.arxiv.
  ///
  /// \param f the formula to split
  /// \param outs vector with the names of all output propositions
  /// \return A vector of pairs holding a subformula and the used output
  ///  propositions each.
  /// @{
  SPOT_API std::pair<std::vector<formula>, std::vector<std::set<formula>>>
  split_independent_formulas(formula f, const std::vector<std::string>& outs);

  SPOT_API std::pair<std::vector<formula>, std::vector<std::set<formula>>>
  split_independent_formulas(const std::string& f,
                             const std::vector<std::string>& outs);
  /// @}

  /// \ingroup synthesis
  /// \brief Creates a strategy for the formula given by calling all
  ///        intermediate steps
  ///
  /// For certain formulas, we can ''bypass'' the traditional way
  /// and find directly a strategy or some other representation of a
  /// winning condition without translating the formula as such.
  /// If no such simplifications can be made, it executes the usual way.
  ///
  /// \param f The formula to synthesize a strategy for
  /// \param output_aps A vector with the name of all output properties.
  ///                   All APs not named in this vector are treated as inputs
  /// \param want_strategy Set to false if we don't want to construct the
  /// strategy but only test realizability.
  SPOT_API mealy_like
  try_create_direct_strategy(formula f,
                             const std::vector<std::string>& output_aps,
                             synthesis_info& gi, bool want_strategy = false);

  /// \ingroup synthesis
  /// \brief Solve a game, and update synthesis_info
  ///
  /// This is just a wrapper around the solve_game() function with a
  /// single argument.  This one measure the runtime and update \a gi.
  SPOT_API bool
  solve_game(twa_graph_ptr arena, synthesis_info& gi);

  struct SPOT_API game_relabeling_map
  {
    relabeling_map env_map;
    relabeling_map player_map;
  };

  /// \ingroup synthesis
  /// \brief Tries to relabel a SPLIT game \a arena using fresh propositions.
  /// Can be applied to env or player depending on \a relabel_env
  /// and \a relabel_play. The arguments \a split_env and \a split_play
  /// determine whether or not env and player edges are to
  /// be split into several transitions labelled by letters not conditions.
  ///
  /// \return pair of relabeling_map, first is for env, second is for player.
  /// The maps are empty if no relabeling was performed
  /// \note Can also be applied to split mealy machine.
  /// \note partitioned_relabel_here can not be used directly if there are
  /// T (true conditions)
  SPOT_API game_relabeling_map
  partitioned_game_relabel_here(twa_graph_ptr& arena,
                                bool relabel_env,
                                bool relabel_play,
                                bool split_env = false,
                                bool split_play = false,
                                unsigned max_letter = -1u,
                                unsigned max_letter_mult = -1u);

  /// \ingroup synthesis
  /// \brief Undoes a relabeling done by partitioned_game_relabel_here.
  /// A dedicated function is necessary in order to remove the
  /// variables tagging env and player conditions
  SPOT_API void
  relabel_game_here(twa_graph_ptr& arena,
                    game_relabeling_map& rel_maps);

}
