#include "ActParadoxPipeFix.h"
#include "EntityManager.h"
#include "RebuildComponent.h"
#include "GameMessages.h"
#include "MissionComponent.h"

void ActParadoxPipeFix::OnRebuildComplete(Entity* self, Entity* target) 
{
    const auto myGroup = "AllPipes";

    const auto groupObjs = EntityManager::Instance()->GetEntitiesInGroup(myGroup);

    auto indexCount = 0;

    self->SetVar(u"PlayerID", target->GetObjectID());

    for (auto* object : groupObjs)
    {
        if (object == self)
        {
            continue;
        }

        auto* rebuildComponent = object->GetComponent<RebuildComponent>();

        if (rebuildComponent->GetState() == REBUILD_COMPLETED)
        {
            indexCount++;
        }
    }

    if (indexCount >= 2)
    {
        const auto refinery = EntityManager::Instance()->GetEntitiesInGroup("Paradox");

        if (!refinery.empty())
        {
            GameMessages::SendPlayFXEffect(refinery[0]->GetObjectID(), 3999, u"create", "pipeFX");
        }

        for (auto* object : groupObjs)
        {
            auto* player = EntityManager::Instance()->GetEntity(object->GetVar<LWOOBJID>(u"PlayerID"));

            if (player != nullptr)
            {
                auto* missionComponent = player->GetComponent<MissionComponent>();

                if (missionComponent != nullptr)
                {
                    missionComponent->ForceProgressTaskType(769, 1, 1, false);
                }

                GameMessages::SendPlayCinematic(player->GetObjectID(), u"ParadoxPipeFinish", player->GetSystemAddress(), true, true, false, false, 0, false, 2.0f);
            }
            
            object->SetVar(u"PlayerID", LWOOBJID_EMPTY);
        }
    }
}

void ActParadoxPipeFix::OnRebuildNotifyState(Entity* self, eRebuildState state) 
{
    if (state == REBUILD_RESETTING)
    {
        const auto refinery = EntityManager::Instance()->GetEntitiesInGroup("Paradox");

        if (!refinery.empty())
        {
            GameMessages::SendStopFXEffect(refinery[0], true, "pipeFX");
        }
    }
}