var annealing = {
  card: 0,
  width: 0,
  height: 0,
  k: 0,
  points: [],

  weight: null,
  currentPath: [],

  minWeight: null,
  minPath: [],

  timeout: null,

  t: null,
  t0: null,
  g: null,
  stepsPerT: null,
  step: 0,

  init: function(opts, width, height) {
    this.card = opts.card;
    this.width = width;
    this.height = height;

    this.t0 = opts.t0;
    this.g = opts.g;
    this.stepsPerT  = opts.stepsPerT;

    var points = opts.points;

    for (var i = 0; i < this.card; i++) {
      var x, y;
      if (points) {
        x = points[i].x;
        y = points[i].y;
      } else {
        x = Math.round(Math.random() * this.width);
        y = Math.round(Math.random() * this.height);
      }
      this.points.push({x: x, y: y});
      this.currentPath.push(i);
    }
    this.t = this.t0;
  },
  start: function() {
    var self = this;
    this.timeout = setTimeout(function() {
      self.cycle();
    }, 0);
  },
  stop: function() {
    if (this.timeout) {
      clearTimeout(this.timeout);
    }
  },
  adoptPath: function(p, w) {
    this.currentPath = p;
    this.currentWeight = w;

    if (w < this.minWeight) {
      this.minWeight = w;
      this.minPath = p.slice(0);
      return true;
    }
    return false;
  },
  cycle: function() {
    this.step += 1;
    var newMin = false;
    var tmpPath = this.oneStep();
    var w = this.computeWeight(tmpPath);
    if (!this.currentWeight) {
      this.minWeight = w;
      this.minPath = tmpPath.slice(0);
      newMin = this.adoptPath(tmpPath, w);
    } else {
      var df = w - this.currentWeight;
      if (df > 0) {
        var p = Math.random();
        if (p <= Math.exp(-1 * df / this.t)) {
          newMin = this.adoptPath(tmpPath, w);
        }
      } else {
        newMin = this.adoptPath(tmpPath, w);
      }
    }
    if (this.step == this.stepsPerT) {
      this.step = 0;
      this.t *= this.g;
    }
    processor.clear();
    processor.drawPath(annealing.minPath, R, 0.3, true);
    processor.drawPath(annealing.currentPath, G, 0.3, false);
    processor.drawPoints();
    graph.update("temp", this.t / this.t0);
    graph.update("weight", this.currentWeight);
    graph.draw();


    var self = this;
    this.timeout = setTimeout(function() {
      self.cycle();
    }, 0);
  },
  computeWeight: function(path) {
    var weight = 0;
    for (var i = 0; i < this.card; i++) {
      var idx = path[i];
      var prevIdx;
      if (i == 0) {
        prevIdx = path[this.card - 1];
      } else {
        prevIdx = path[i - 1];
      }

      var x0 = this.points[prevIdx].x;
      var y0 = this.points[prevIdx].y;

      var x1 = this.points[idx].x;
      var y1 = this.points[idx].y;
      
      weight += Math.sqrt(
        (x1 - x0) * (x1 - x0) +
        (y1 - y0) * (y1 - y0)
      );
    }
    return weight / (200 * this.card);
  },
  oneStep: function() {
    var i = Math.round(Math.random() * this.card);
    var j = Math.round(Math.random() * this.card);
    while (j == i)
      j = Math.round(Math.random() * this.card);

    var t = i;
    
    if (i > j) {
      i = j;
      j = t;
    }

    var v1 = this.currentPath.slice(0, i);
    var v2 = this.currentPath.slice(i, j);
    var v3 = this.currentPath.slice(j, this.card);
    return v1.concat(v2.reverse().concat(v3));
  }
}

