#pragma once

#include <vector>
#include <string>
#include "dCommonVars.h"
#include "Component.h"

/**
 * Component that handles the traveling using rails, e.g. the ninjago posts that can be used to travel using Spinjitzu.
 * Credits to https://github.com/UchuServer/Uchu/blob/dev/Uchu.World/Objects/Components/ReplicaComponents/RailActivatorComponent.cs
 */
class RailActivatorComponent final : public Component {
public:
    explicit RailActivatorComponent(Entity* parent, int32_t componentID);
    ~RailActivatorComponent() override;

    static const uint32_t ComponentType = COMPONENT_TYPE_RAIL_ACTIVATOR;

    /**
     * Handles the OnUse event from some entity, initiates the rail movement
     * @param originator the entity that triggered the event
     */
    void OnUse(Entity *originator) override;

    /**
     * Event handler that's called when some entity has played the start animation for rail movement and now wants to
     * start the actual movement.
     * @param originator the entity that triggered the event
     */
    void OnRailMovementReady(Entity* originator) const;

    /**
     * Event handler that's called when some entity has finished traversing the rail and wants to end its interaction
     * with it
     * @param originator the entity that triggered the event
     */
    void OnCancelRailMovement(Entity* originator);
private:

    /**
     * The ID of this component in the components database
     */
    int32_t m_ComponentID;

    /**
     * The entities that are currently traversing the rail
     */
    std::vector<LWOOBJID> m_EntitiesOnRail {};

    /**
     * The path the entities will follow when traversing the rail
     */
    std::u16string m_Path;

    /**
     * The index of the path that is the start
     */
    uint32_t m_PathStart;

    /**
     * The direction on the path
     */
    bool m_PathDirection;

    /**
     * The animation that plays when starting the rail
     */
    std::u16string m_StartAnimation;

    /**
     * The animation that plays during the rail
     */
    std::u16string m_LoopAnimation;

    /**
     * The animation that plays after the rail
     */
    std::u16string m_StopAnimation;

    /**
     * The sound that plays at the start of the rail
     */
    std::u16string m_StartSound;

    /**
     * The sound that plays during the rail
     */
    std::u16string m_loopSound;

    /**
     * The sound that plays at the end of the rail
     */
    std::u16string m_StopSound;

    /**
     * The effects that play at the start of the rail
     */
    std::pair<uint32_t, std::u16string> m_StartEffect;

    /**
     * The effects that play during the rail
     */
    std::pair<uint32_t, std::u16string> m_LoopEffect;

    /**
     * The effects that play at the end of the rail
     */
    std::pair<uint32_t, std::u16string> m_StopEffect;

    /**
     * Client flag
     */
    bool m_DamageImmune;

    /**
     * Client flag
     */
    bool m_NoAggro;

    /**
     * Client flag
     */
    bool m_UseDB;

    /**
     * Client flag
     */
    bool m_CameraLocked;

    /**
     * Client flag
     */
    bool m_CollisionEnabled;

    /**
     * Client flag, notifies the server when the player finished the rail
     */
    bool m_NotifyArrived;

    /**
     * Client flag
     */
    bool m_ShowNameBillboard;
};
