# All files / src/store betSlipSlice.ts

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     import { createSlice, PayloadAction } from '@reduxjs/toolkit';
    import { BetLeg, FutureLeg } from '../types/game.types';
    import { RootState } from './index';

    export interface BetSlipState {
      legs: BetLeg[];
      futureLegs: FutureLeg[];
      betType: 'single' | 'parlay' | 'teaser';
      stake: number;
      teaserPoints: number;
    }

    const initialState: BetSlipState = {
      legs: [],
      futureLegs: [],
      betType: 'single',
      stake: 0,
      teaserPoints: 6
    };

    const betSlipSlice = createSlice({
      name: 'betSlip',
      initialState,
      reducers: {
        addLeg: (state, action: PayloadAction<BetLeg>) => {
          // Check if leg already exists (same game + selection type)
          const existingIndex = state.legs.findIndex(
            (leg) =>
              leg.gameId === action.payload.gameId &&
              leg.selectionType === action.payload.selectionType
          );

          if (existingIndex !== -1) {
            // Replace existing leg
            state.legs[existingIndex] = action.payload;
          } else {
            // Add new leg
            state.legs.push(action.payload);
          }

          // Auto-switch to parlay if more than 1 total leg
          const totalLegs = state.legs.length + state.futureLegs.length;
          if (totalLegs > 1 && state.betType === 'single') {
            state.betType = 'parlay';
          }
        },

        removeLeg: (state, action: PayloadAction<number>) => {
          state.legs.splice(action.payload, 1);

          // Auto-switch to single if 1 total leg left
          const totalLegs = state.legs.length + state.futureLegs.length;
          if (totalLegs <= 1 && state.betType !== 'single') {
            state.betType = 'single';
          }

          // Clear stake if no legs
          if (totalLegs === 0) {
            state.stake = 0;
          }
        },

        updateLeg: (
          state,
          action: PayloadAction<{ index: number; updates: Partial<BetLeg> }>
        ) => {
          const { index, updates } = action.payload;
          if (state.legs[index]) {
            state.legs[index] = { ...state.legs[index], ...updates };
          }
        },

        setBetType: (state, action: PayloadAction<'single' | 'parlay' | 'teaser'>) => {
          // Can't be single with multiple total legs
          const totalLegs = state.legs.length + state.futureLegs.length;
          if (action.payload === 'single' && totalLegs > 1) {
            return;
          }
          state.betType = action.payload;
        },

        setStake: (state, action: PayloadAction<number>) => {
          state.stake = Math.max(0, action.payload);
        },

        setTeaserPoints: (state, action: PayloadAction<number>) => {
          state.teaserPoints = action.payload;
        },

        clearSlip: (state) => {
          state.legs = [];
          state.futureLegs = [];
          state.betType = 'single';
          state.stake = 0;
          state.teaserPoints = 6;
        },

        addFutureLeg: (state, action: PayloadAction<FutureLeg>) => {
          // Check if future leg already exists
          const existingIndex = state.futureLegs.findIndex(
            (leg) =>
              leg.futureId === action.payload.futureId &&
              leg.outcome === action.payload.outcome
          );

          if (existingIndex !== -1) {
            // Replace existing future leg
            state.futureLegs[existingIndex] = action.payload;
          } else {
            // Add new future leg
            state.futureLegs.push(action.payload);
          }

          // Auto-switch to parlay if more than 1 total leg
          const totalLegs = state.legs.length + state.futureLegs.length;
          if (totalLegs > 1 && state.betType === 'single') {
            state.betType = 'parlay';
          }
        },

        removeFutureLeg: (state, action: PayloadAction<string>) => {
          const index = state.futureLegs.findIndex(leg => leg.futureId === action.payload);
          if (index !== -1) {
            state.futureLegs.splice(index, 1);
          }

          // Auto-switch to single if 1 total leg left
          const totalLegs = state.legs.length + state.futureLegs.length;
          if (totalLegs <= 1 && state.betType !== 'single') {
            state.betType = 'single';
          }

          // Clear stake if no legs
          if (totalLegs === 0) {
            state.stake = 0;
          }
        },

        updateFutureLeg: (
          state,
          action: PayloadAction<{ futureId: string; updates: Partial<FutureLeg> }>
        ) => {
          const { futureId, updates } = action.payload;
          const index = state.futureLegs.findIndex(leg => leg.futureId === futureId);
          if (index !== -1) {
            state.futureLegs[index] = { ...state.futureLegs[index], ...updates };
          }
        }
      }
    });

    export const {
      addLeg,
      removeLeg,
      updateLeg,
      setBetType,
      setStake,
      setTeaserPoints,
      clearSlip,
      addFutureLeg,
      removeFutureLeg,
      updateFutureLeg
    } = betSlipSlice.actions;

    // Selectors
    export const selectLegs = (state: RootState) => state.betSlip.legs;
    export const selectFutureLegs = (state: RootState) => state.betSlip.futureLegs;
    export const selectBetType = (state: RootState) => state.betSlip.betType;
    export const selectStake = (state: RootState) => state.betSlip.stake;
    export const selectTeaserPoints = (state: RootState) => state.betSlip.teaserPoints;

    /**
     * Calculate combined odds based on bet type
     * Includes both game legs and futures legs
     */
    export const selectCombinedOdds = (state: RootState): number => {
      const { legs, futureLegs, betType } = state.betSlip;

      const totalLegs = legs.length + futureLegs.length;
      if (totalLegs === 0) return 0;

      if (betType === 'single') {
        // Single bet - return first available leg odds
        if (legs.length > 0) {
          return legs[0]?.odds || 0;
        } else {
          return (futureLegs[0]?.userAdjustedOdds ?? futureLegs[0]?.odds) || 0;
        }
      }

      if (betType === 'parlay' || betType === 'teaser') {
        // Group game legs by gameId to detect Same Game Parlays (SGP)
        const gameGroups = new Map<string, typeof legs>();
        legs.forEach((leg) => {
          const gameId = leg.gameId;
          if (!gameGroups.has(gameId)) {
            gameGroups.set(gameId, []);
          }
          gameGroups.get(gameId)!.push(leg);
        });

        // Build effective odds array with smart SGP logic
        const effectiveOdds: number[] = [];

        // Process game legs
        gameGroups.forEach((gameLegs) => {
          if (gameLegs.length > 1) {
            // SGP detected - apply smart logic
            const mlLeg = gameLegs.find(leg => leg.selectionType === 'moneyline');
            const spreadLeg = gameLegs.find(leg => leg.selectionType === 'spread');
            const totalLegs = gameLegs.filter(leg => leg.selectionType === 'total');

            // If both ML and Spread exist for same team, use only the higher odds
            if (mlLeg && spreadLeg && mlLeg.selection === spreadLeg.selection) {
              const mlDecimal = mlLeg.odds > 0 ? 1 + mlLeg.odds / 100 : 1 + 100 / Math.abs(mlLeg.odds);
              const spreadDecimal = spreadLeg.odds > 0 ? 1 + spreadLeg.odds / 100 : 1 + 100 / Math.abs(spreadLeg.odds);

              // Use higher odds leg
              if (mlDecimal >= spreadDecimal) {
                effectiveOdds.push(mlLeg.odds);
              } else {
                effectiveOdds.push(spreadLeg.odds);
              }

              // Add totals separately
              totalLegs.forEach(leg => effectiveOdds.push(leg.odds));
            } else {
              // Standard: multiply all legs
              gameLegs.forEach((leg) => effectiveOdds.push(leg.odds));
            }
          } else {
            // Regular single leg on this game
            effectiveOdds.push(gameLegs[0].odds);
          }
        });

        // Add futures legs (always independent, never correlated)
        futureLegs.forEach((futureLeg) => {
          effectiveOdds.push(futureLeg.userAdjustedOdds ?? futureLeg.odds);
        });

        // Convert American odds to decimal for parlay calculation
        const decimalOdds = effectiveOdds.map((american) => {
          if (american > 0) {
            return 1 + american / 100;
          } else {
            return 1 + 100 / Math.abs(american);
          }
        });

        // Multiply all decimal odds
        const combinedDecimal = decimalOdds.reduce((acc, odds) => acc * odds, 1);

        // Convert back to American
        if (combinedDecimal >= 2) {
          return Math.round((combinedDecimal - 1) * 100);
        } else {
          return Math.round(-100 / (combinedDecimal - 1));
        }
      }

      return 0;
    };

    /**
     * Calculate potential payout
     */
    export const selectPotentialPayout = (state: RootState): number => {
      const { stake } = state.betSlip;
      const odds = selectCombinedOdds(state);

      if (stake <= 0 || odds === 0) return 0;

      // Calculate payout based on American odds
      if (odds > 0) {
        return stake + (stake * odds) / 100;
      } else {
        return stake + (stake * 100) / Math.abs(odds);
      }
    };

    /**
     * Calculate potential profit
     */
    export const selectPotentialProfit = (state: RootState): number => {
      const payout = selectPotentialPayout(state);
      const stake = state.betSlip.stake;
      return payout - stake;
    };

    /**
     * Check if bet slip is valid for submission
     */
    export const selectIsValid = (state: RootState): boolean => {
      const { legs, futureLegs, stake, betType } = state.betSlip;
      const totalLegs = legs.length + futureLegs.length;

      // Must have at least one leg (game or future)
      if (totalLegs === 0) return false;

      // Must have stake
      if (stake <= 0) return false;

      // Single bets can only have 1 leg total
      if (betType === 'single' && totalLegs > 1) return false;

      // Parlays/teasers must have 2+ legs total
      if ((betType === 'parlay' || betType === 'teaser') && totalLegs < 2) return false;

      return true;
    };

    export default betSlipSlice.reducer;