#include "ForceMovementBehavior.h"
#include "BehaviorBranchContext.h"
#include "BehaviorContext.h"
#include "ControllablePhysicsComponent.h"
#include "EntityManager.h"

void ForceMovementBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, const BehaviorBranchContext branch) {
    if (this->m_hitAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY && this->m_hitEnemyAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY && this->m_hitFactionAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY) {
        return;
    }

    uint32_t handle;
    bitStream->Read(handle);
    context->RegisterSyncBehavior(handle, this, branch);
}

void ForceMovementBehavior::Sync(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch)
{
    uint32_t next;
    bitStream->Read(next);

    LWOOBJID target;
    bitStream->Read(target);

    branch.target = target;
    auto* behavior = CreateBehavior(next);
    behavior->Handle(context, bitStream, branch);
}

void ForceMovementBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
    if (this->m_hitAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY && this->m_hitEnemyAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY && this->m_hitFactionAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY) {
        return;
    }

    auto* casterEntity = EntityManager::Instance()->GetEntity(context->caster);
    if (casterEntity != nullptr) {
        auto* controllablePhysicsComponent = casterEntity->GetComponent<ControllablePhysicsComponent>();
        if (controllablePhysicsComponent != nullptr) {

            if (m_Forward == 1) {
                controllablePhysicsComponent->SetVelocity(controllablePhysicsComponent->GetRotation().GetForwardVector() * 25);
            }

            EntityManager::Instance()->SerializeEntity(casterEntity);
        }
    }

    const auto skillHandle = context->GetUniqueSkillId();
    bitStream->Write(skillHandle);

    context->SyncCalculation(skillHandle, this->m_Duration, this, branch);
}

void ForceMovementBehavior::Load()
{
    this->m_hitAction = GetAction("hit_action");
    this->m_hitEnemyAction = GetAction("hit_action_enemy");
    this->m_hitFactionAction = GetAction("hit_action_faction");
    this->m_Duration = GetFloat("duration");
    this->m_Forward = GetFloat("forward");
    this->m_Left = GetFloat("left");
    this->m_Yaw = GetFloat("yaw");
}

void ForceMovementBehavior::SyncCalculation(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
    auto* casterEntity = EntityManager::Instance()->GetEntity(context->caster);
    if (casterEntity != nullptr) {
        auto* controllablePhysicsComponent = casterEntity->GetComponent<ControllablePhysicsComponent>();
        if (controllablePhysicsComponent != nullptr) {

            controllablePhysicsComponent->SetPosition(controllablePhysicsComponent->GetPosition() + controllablePhysicsComponent->GetVelocity() * m_Duration);
            controllablePhysicsComponent->SetVelocity({});

            EntityManager::Instance()->SerializeEntity(casterEntity);
        }
    }

    this->m_hitAction->Calculate(context, bitStream, branch);
    this->m_hitEnemyAction->Calculate(context, bitStream, branch);
    this->m_hitEnemyAction->Calculate(context, bitStream, branch);
}
