#include "TriggerComponent.h"
#include "dZoneManager.h"
#include "TeamManager.h"
#include "eTriggerCommandType.h"
#include "eMissionTaskType.h"
#include "ePhysicsEffectType.h"

#include "CharacterComponent.h"
#include "ControllablePhysicsComponent.h"
#include "MissionComponent.h"
#include "PhantomPhysicsComponent.h"
#include "QuickBuildComponent.h"
#include "SkillComponent.h"
#include "eEndBehavior.h"
#include "PlayerManager.h"
#include "Game.h"
#include "EntityManager.h"
#include "MovementAIComponent.h"

TriggerComponent::TriggerComponent(Entity* parent, const std::string triggerInfo) : Component(parent) {
	m_Parent = parent;
	m_Trigger = nullptr;

	std::vector<std::string> tokens = GeneralUtils::SplitString(triggerInfo, ':');

	const auto sceneID = GeneralUtils::TryParse<uint32_t>(tokens.at(0)).value_or(0);
	const auto triggerID = GeneralUtils::TryParse<uint32_t>(tokens.at(1)).value_or(0);

	m_Trigger = Game::zoneManager->GetZone()->GetTrigger(sceneID, triggerID);

	if (!m_Trigger) m_Trigger = new LUTriggers::Trigger();
}

void TriggerComponent::TriggerEvent(eTriggerEventType event, Entity* optionalTarget) {
	if (m_Trigger && m_Trigger->enabled) {
		for (LUTriggers::Event* triggerEvent : m_Trigger->events) {
			if (triggerEvent->id == event) {
				for (LUTriggers::Command* command : triggerEvent->commands) {
					HandleTriggerCommand(command, optionalTarget);
				}
			}
		}
	}
}

void TriggerComponent::HandleTriggerCommand(LUTriggers::Command* command, Entity* optionalTarget) {
	auto argArray = GeneralUtils::SplitString(command->args, ',');

	// determine targets
	std::vector<Entity*> targetEntities = GatherTargets(command, optionalTarget);

	// if we have no targets, then we are done
	if (targetEntities.empty()) return;

	for (Entity* targetEntity : targetEntities) {
		if (!targetEntity) continue;

		switch (command->id) {
		case eTriggerCommandType::ZONE_PLAYER: break;
		case eTriggerCommandType::FIRE_EVENT:
			HandleFireEvent(targetEntity, command->args);
			break;
		case eTriggerCommandType::DESTROY_OBJ:
			HandleDestroyObject(targetEntity, command->args);
			break;
		case eTriggerCommandType::TOGGLE_TRIGGER:
			HandleToggleTrigger(targetEntity, command->args);
			break;
		case eTriggerCommandType::RESET_REBUILD:
			HandleResetRebuild(targetEntity, command->args);
			break;
		case eTriggerCommandType::SET_PATH:
			HandleSetPath(targetEntity, argArray);
			break;
		case eTriggerCommandType::SET_PICK_TYPE: break;
		case eTriggerCommandType::MOVE_OBJECT:
			HandleMoveObject(targetEntity, argArray);
			break;
		case eTriggerCommandType::ROTATE_OBJECT:
			HandleRotateObject(targetEntity, argArray);
			break;
		case eTriggerCommandType::PUSH_OBJECT:
			HandlePushObject(targetEntity, argArray);
			break;
		case eTriggerCommandType::REPEL_OBJECT:
			HandleRepelObject(targetEntity, command->args);
			break;
		case eTriggerCommandType::SET_TIMER:
			HandleSetTimer(targetEntity, argArray);
			break;
		case eTriggerCommandType::CANCEL_TIMER:
			HandleCancelTimer(targetEntity, command->args);
			break;
		case eTriggerCommandType::PLAY_CINEMATIC:
			HandlePlayCinematic(targetEntity, argArray);
			break;
		case eTriggerCommandType::TOGGLE_BBB:
			HandleToggleBBB(targetEntity, command->args);
			break;
		case eTriggerCommandType::UPDATE_MISSION:
			HandleUpdateMission(targetEntity, argArray);
			break;
		case eTriggerCommandType::SET_BOUNCER_STATE: break;
		case eTriggerCommandType::BOUNCE_ALL_ON_BOUNCER: break;
		case eTriggerCommandType::TURN_AROUND_ON_PATH:
			HandleTurnAroundOnPath(targetEntity);
			break;
		case eTriggerCommandType::GO_FORWARD_ON_PATH:
			HandleGoForwardOnPath(targetEntity);
			break;
		case eTriggerCommandType::GO_BACKWARD_ON_PATH:
			HandleGoBackwardOnPath(targetEntity);
			break;
		case eTriggerCommandType::STOP_PATHING:
			HandleStopPathing(targetEntity);
			break;
		case eTriggerCommandType::START_PATHING:
			HandleStartPathing(targetEntity);
			break;
		case eTriggerCommandType::LOCK_OR_UNLOCK_CONTROLS: break;
		case eTriggerCommandType::PLAY_EFFECT:
			HandlePlayEffect(targetEntity, argArray);
			break;
		case eTriggerCommandType::STOP_EFFECT:
			GameMessages::SendStopFXEffect(targetEntity, true, command->args);
			break;
		case eTriggerCommandType::CAST_SKILL:
			HandleCastSkill(targetEntity, command->args);
			break;
		case eTriggerCommandType::DISPLAY_ZONE_SUMMARY:
			GameMessages::SendDisplayZoneSummary(targetEntity->GetObjectID(), targetEntity->GetSystemAddress(), false, command->args == "1", m_Parent->GetObjectID());
			break;
		case eTriggerCommandType::SET_PHYSICS_VOLUME_EFFECT:
			HandleSetPhysicsVolumeEffect(targetEntity, argArray);
			break;
		case eTriggerCommandType::SET_PHYSICS_VOLUME_STATUS:
			HandleSetPhysicsVolumeStatus(targetEntity, command->args);
			break;
		case eTriggerCommandType::SET_MODEL_TO_BUILD: break;
		case eTriggerCommandType::SPAWN_MODEL_BRICKS: break;
		case eTriggerCommandType::ACTIVATE_SPAWNER_NETWORK:
			HandleActivateSpawnerNetwork(command->args);
			break;
		case eTriggerCommandType::DEACTIVATE_SPAWNER_NETWORK:
			HandleDeactivateSpawnerNetwork(command->args);
			break;
		case eTriggerCommandType::RESET_SPAWNER_NETWORK:
			HandleResetSpawnerNetwork(command->args);
			break;
		case eTriggerCommandType::DESTROY_SPAWNER_NETWORK_OBJECTS:
			HandleDestroySpawnerNetworkObjects(command->args);
			break;
		case eTriggerCommandType::GO_TO_WAYPOINT: break;
		case eTriggerCommandType::ACTIVATE_PHYSICS:
			HandleActivatePhysics(targetEntity, command->args);
			break;
			// DEPRECATED BLOCK START
		case eTriggerCommandType::ACTIVATE_MUSIC_CUE: break;
		case eTriggerCommandType::DEACTIVATE_MUSIC_CUE: break;
		case eTriggerCommandType::FLASH_MUSIC_CUE: break;
		case eTriggerCommandType::SET_MUSIC_PARAMETER: break;
		case eTriggerCommandType::PLAY_2D_AMBIENT_SOUND: break;
		case eTriggerCommandType::STOP_2D_AMBIENT_SOUND: break;
		case eTriggerCommandType::PLAY_3D_AMBIENT_SOUND: break;
		case eTriggerCommandType::STOP_3D_AMBIENT_SOUND: break;
		case eTriggerCommandType::ACTIVATE_MIXER_PROGRAM: break;
		case eTriggerCommandType::DEACTIVATE_MIXER_PROGRAM: break;
			// DEPRECATED BLOCK END
		default:
			LOG_DEBUG("Event %i was not handled!", command->id);
			break;
		}
	}
}

std::vector<Entity*> TriggerComponent::GatherTargets(LUTriggers::Command* command, Entity* optionalTarget) {
	std::vector<Entity*> entities = {};

	if (command->target == "self") entities.push_back(m_Parent);
	else if (command->target == "zone") {
		/*TODO*/
	} else if (command->target == "target" && optionalTarget) {
		entities.push_back(optionalTarget);
	} else if (command->target == "targetTeam" && optionalTarget) {
		auto* team = TeamManager::Instance()->GetTeam(optionalTarget->GetObjectID());
		for (const auto memberId : team->members) {
			auto* member = Game::entityManager->GetEntity(memberId);
			if (member) entities.push_back(member);
		}
	} else if (command->target == "objGroup") {
		entities = Game::entityManager->GetEntitiesInGroup(command->targetName);
	} else if (command->target == "allPlayers") {
		for (auto* player : PlayerManager::GetAllPlayers()) {
			entities.push_back(player);
		}
	} else if (command->target == "allNPCs") {
		/*UNUSED*/
	}

	return entities;
}

void TriggerComponent::HandleFireEvent(Entity* targetEntity, std::string args) {
	targetEntity->GetScript()->OnFireEventServerSide(targetEntity, m_Parent, args, 0, 0, 0);
}

void TriggerComponent::HandleDestroyObject(Entity* targetEntity, std::string args) {
	const eKillType killType = GeneralUtils::TryParse<eKillType>(args).value_or(eKillType::VIOLENT);
	targetEntity->Smash(m_Parent->GetObjectID(), killType);
}

void TriggerComponent::HandleToggleTrigger(Entity* targetEntity, std::string args) {
	auto* triggerComponent = targetEntity->GetComponent<TriggerComponent>();
	if (!triggerComponent) {
		LOG_DEBUG("Trigger component not found!");
		return;
	}
	triggerComponent->SetTriggerEnabled(args == "1");
}

void TriggerComponent::HandleResetRebuild(Entity* targetEntity, std::string args) {
	auto* quickBuildComponent = targetEntity->GetComponent<QuickBuildComponent>();
	if (!quickBuildComponent) {
		LOG_DEBUG("Rebuild component not found!");
		return;
	}
	quickBuildComponent->ResetQuickBuild(args == "1");
}

void TriggerComponent::HandleMoveObject(Entity* targetEntity, std::vector<std::string> argArray) {
	if (argArray.size() <= 2) return;

	NiPoint3 position = targetEntity->GetPosition();
	const NiPoint3 offset = GeneralUtils::TryParse<NiPoint3>(argArray).value_or(NiPoint3Constant::ZERO);

	position += offset;
	targetEntity->SetPosition(position);
}

void TriggerComponent::HandleRotateObject(Entity* targetEntity, std::vector<std::string> argArray) {
	if (argArray.size() <= 2) return;

	const NiPoint3 vector = GeneralUtils::TryParse<NiPoint3>(argArray).value_or(NiPoint3Constant::ZERO);

	NiQuaternion rotation = NiQuaternion::FromEulerAngles(vector);
	targetEntity->SetRotation(rotation);
}

void TriggerComponent::HandlePushObject(Entity* targetEntity, std::vector<std::string> argArray) {
	if (argArray.size() < 3) return;

	auto* phantomPhysicsComponent = m_Parent->GetComponent<PhantomPhysicsComponent>();
	if (!phantomPhysicsComponent) {
		LOG_DEBUG("Phantom Physics component not found!");
		return;
	}
	phantomPhysicsComponent->SetPhysicsEffectActive(true);
	phantomPhysicsComponent->SetEffectType(ePhysicsEffectType::PUSH);
	phantomPhysicsComponent->SetDirectionalMultiplier(1);
	const NiPoint3 direction = GeneralUtils::TryParse<NiPoint3>(argArray).value_or(NiPoint3Constant::ZERO);
	phantomPhysicsComponent->SetDirection(direction);

	Game::entityManager->SerializeEntity(m_Parent);
}


void TriggerComponent::HandleRepelObject(Entity* targetEntity, std::string args) {
	auto* phantomPhysicsComponent = m_Parent->GetComponent<PhantomPhysicsComponent>();
	if (!phantomPhysicsComponent) {
		LOG_DEBUG("Phantom Physics component not found!");
		return;
	}
	const float forceMultiplier = GeneralUtils::TryParse<float>(args).value_or(1.0f);

	phantomPhysicsComponent->SetPhysicsEffectActive(true);
	phantomPhysicsComponent->SetEffectType(ePhysicsEffectType::REPULSE);
	phantomPhysicsComponent->SetDirectionalMultiplier(forceMultiplier);

	auto triggerPos = m_Parent->GetPosition();
	auto targetPos = targetEntity->GetPosition();

	// normalize the vectors to get the direction
	auto delta = targetPos - triggerPos;
	auto length = delta.Length();
	NiPoint3 direction = delta / length;
	phantomPhysicsComponent->SetDirection(direction);

	Game::entityManager->SerializeEntity(m_Parent);
}

void TriggerComponent::HandleSetTimer(Entity* targetEntity, std::vector<std::string> argArray) {
	if (argArray.size() != 2) {
		LOG_DEBUG("Not enough variables!");
		return;
	}
	const float time = GeneralUtils::TryParse<float>(argArray.at(1)).value_or(0.0f);
	m_Parent->AddTimer(argArray.at(0), time);
}

void TriggerComponent::HandleCancelTimer(Entity* targetEntity, std::string args) {
	m_Parent->CancelTimer(args);
}

void TriggerComponent::HandlePlayCinematic(Entity* targetEntity, std::vector<std::string> argArray) {
	float leadIn = -1.0;
	auto wait = eEndBehavior::RETURN;
	bool unlock = true;
	bool leaveLocked = false;
	bool hidePlayer = false;

	if (argArray.size() >= 2) {
		leadIn = GeneralUtils::TryParse<float>(argArray.at(1)).value_or(leadIn);
		if (argArray.size() >= 3 && argArray.at(2) == "wait") {
			wait = eEndBehavior::WAIT;
			if (argArray.size() >= 4 && argArray.at(3) == "unlock") {
				unlock = false;
				if (argArray.size() >= 5 && argArray.at(4) == "leavelocked") {
					leaveLocked = true;
					if (argArray.size() >= 6 && argArray.at(5) == "hideplayer") {
						hidePlayer = true;
					}
				}
			}
		}
	}

	GameMessages::SendPlayCinematic(targetEntity->GetObjectID(), GeneralUtils::UTF8ToUTF16(argArray.at(0)), targetEntity->GetSystemAddress(), true, true, false, false, wait, hidePlayer, leadIn, leaveLocked, unlock);
}

void TriggerComponent::HandleToggleBBB(Entity* targetEntity, std::string args) {
	auto* character = targetEntity->GetCharacter();
	if (!character) {
		LOG_DEBUG("Character was not found!");
		return;
	}
	bool buildMode = !(character->GetBuildMode());
	if (args == "enter") buildMode = true;
	else if (args == "exit") buildMode = false;
	character->SetBuildMode(buildMode);
}

void TriggerComponent::HandleUpdateMission(Entity* targetEntity, std::vector<std::string> argArray) {
	// there are only explore tasks used
	// If others need to be implemented for modding
	// then we need a good way to convert this from a string to that enum
	if (argArray.at(0) != "exploretask") return;
	MissionComponent* missionComponent = targetEntity->GetComponent<MissionComponent>();
	if (!missionComponent) {
		LOG_DEBUG("Mission component not found!");
		return;
	}
	missionComponent->Progress(eMissionTaskType::EXPLORE, 0, 0, argArray.at(4));
}

void TriggerComponent::HandlePlayEffect(Entity* targetEntity, std::vector<std::string> argArray) {
	if (argArray.size() < 3) return;
	const auto effectID = GeneralUtils::TryParse<int32_t>(argArray.at(1));
	if (!effectID) return;
	std::u16string effectType = GeneralUtils::UTF8ToUTF16(argArray.at(2));

	float priority = 1;
	if (argArray.size() == 4) {
		priority = GeneralUtils::TryParse<float>(argArray.at(3)).value_or(priority);
	}

	GameMessages::SendPlayFXEffect(targetEntity, effectID.value(), effectType, argArray.at(0), LWOOBJID_EMPTY, priority);
}

void TriggerComponent::HandleCastSkill(Entity* targetEntity, std::string args) {
	auto* skillComponent = targetEntity->GetComponent<SkillComponent>();
	if (!skillComponent) {
		LOG_DEBUG("Skill component not found!");
		return;
	}
	const uint32_t skillId = GeneralUtils::TryParse<uint32_t>(args).value_or(0);
	skillComponent->CastSkill(skillId, targetEntity->GetObjectID());
}

void TriggerComponent::HandleSetPhysicsVolumeEffect(Entity* targetEntity, std::vector<std::string> argArray) {
	auto* phantomPhysicsComponent = targetEntity->GetComponent<PhantomPhysicsComponent>();
	if (!phantomPhysicsComponent) {
		LOG_DEBUG("Phantom Physics component not found!");
		return;
	}
	phantomPhysicsComponent->SetPhysicsEffectActive(true);
	ePhysicsEffectType effectType = ePhysicsEffectType::PUSH;
	std::transform(argArray.at(0).begin(), argArray.at(0).end(), argArray.at(0).begin(), ::tolower); //Transform to lowercase
	if (argArray.at(0) == "push") effectType = ePhysicsEffectType::PUSH;
	else if (argArray.at(0) == "attract") effectType = ePhysicsEffectType::ATTRACT;
	else if (argArray.at(0) == "repulse") effectType = ePhysicsEffectType::REPULSE;
	else if (argArray.at(0) == "gravity") effectType = ePhysicsEffectType::GRAVITY_SCALE;
	else if (argArray.at(0) == "friction") effectType = ePhysicsEffectType::FRICTION;

	phantomPhysicsComponent->SetEffectType(effectType);
	phantomPhysicsComponent->SetDirectionalMultiplier(std::stof(argArray.at(1)));
	if (argArray.size() > 4) {
		const NiPoint3 direction =
			GeneralUtils::TryParse<NiPoint3>(argArray.at(2), argArray.at(3), argArray.at(4)).value_or(NiPoint3Constant::ZERO);

		phantomPhysicsComponent->SetDirection(direction);
	}
	if (argArray.size() > 5) {
		const uint32_t min = GeneralUtils::TryParse<uint32_t>(argArray.at(6)).value_or(0);
		phantomPhysicsComponent->SetMin(min);

		const uint32_t max = GeneralUtils::TryParse<uint32_t>(argArray.at(7)).value_or(0);
		phantomPhysicsComponent->SetMax(max);
	}

	Game::entityManager->SerializeEntity(targetEntity);
}

void TriggerComponent::HandleSetPhysicsVolumeStatus(Entity* targetEntity, std::string args) {
	auto* phantomPhysicsComponent = targetEntity->GetComponent<PhantomPhysicsComponent>();
	if (!phantomPhysicsComponent) {
		LOG_DEBUG("Phantom Physics component not found!");
		return;
	}
	phantomPhysicsComponent->SetPhysicsEffectActive(args == "On");
	Game::entityManager->SerializeEntity(targetEntity);
}

void TriggerComponent::HandleActivateSpawnerNetwork(std::string args) {
	for (auto* spawner : Game::zoneManager->GetSpawnersByName(args)) {
		if (spawner) spawner->Activate();
	}
}

void TriggerComponent::HandleDeactivateSpawnerNetwork(std::string args) {
	for (auto* spawner : Game::zoneManager->GetSpawnersByName(args)) {
		if (spawner) spawner->Deactivate();
	}
}

void TriggerComponent::HandleResetSpawnerNetwork(std::string args) {
	for (auto* spawner : Game::zoneManager->GetSpawnersByName(args)) {
		if (spawner) spawner->Reset();
	}
}

void TriggerComponent::HandleDestroySpawnerNetworkObjects(std::string args) {
	for (auto* spawner : Game::zoneManager->GetSpawnersByName(args)) {
		if (spawner) spawner->DestroyAllEntities();
	}
}

void TriggerComponent::HandleActivatePhysics(Entity* targetEntity, std::string args) {
	if (args == "true") {
		// TODO add physics entity if there isn't one
	} else if (args == "false") {
		// TODO remove Phsyics entity if there is one
	} else {
		LOG_DEBUG("Invalid argument for ActivatePhysics Trigger: %s", args.c_str());
	}
}

void TriggerComponent::HandleSetPath(Entity* targetEntity, std::vector<std::string> argArray) {
	auto* movementAIComponent = targetEntity->GetComponent<MovementAIComponent>();
	if (!movementAIComponent) return;
	// movementAIComponent->SetupPath(argArray.at(0));
	if (argArray.size() >= 2) {
		auto index = GeneralUtils::TryParse<int32_t>(argArray.at(1));
		if (!index) return;
		// movementAIComponent->SetPathStartingWaypointIndex(index.value());
	}
	if (argArray.size() >= 3 && argArray.at(2) == "1") {
		// movementAIComponent->ReversePath();
	}
}

void TriggerComponent::HandleTurnAroundOnPath(Entity* targetEntity) {
	auto* movementAIComponent = targetEntity->GetComponent<MovementAIComponent>();
	// if (movementAIComponent) movementAIComponent->ReversePath();
}

void TriggerComponent::HandleGoForwardOnPath(Entity* targetEntity) {
	auto* movementAIComponent = targetEntity->GetComponent<MovementAIComponent>();
	if (!movementAIComponent) return;
	// if (movementAIComponent->GetIsInReverse()) movementAIComponent->ReversePath();
}

void TriggerComponent::HandleGoBackwardOnPath(Entity* targetEntity) {
	auto* movementAIComponent = targetEntity->GetComponent<MovementAIComponent>();
	if (!movementAIComponent) return;
	// if (!movementAIComponent->GetIsInReverse()) movementAIComponent->ReversePath();
}

void TriggerComponent::HandleStopPathing(Entity* targetEntity) {
	auto* movementAIComponent = targetEntity->GetComponent<MovementAIComponent>();
	// if (movementAIComponent) movementAIComponent->Pause();
}

void TriggerComponent::HandleStartPathing(Entity* targetEntity) {
	auto* movementAIComponent = targetEntity->GetComponent<MovementAIComponent>();
	// if (movementAIComponent) movementAIComponent->Resume();
}