#include "AmShieldGeneratorQuickbuild.h"
#include "EntityManager.h"
#include "DestroyableComponent.h"
#include "GameMessages.h"
#include "MovementAIComponent.h"
#include "BaseCombatAIComponent.h"
#include "SkillComponent.h"
#include "RebuildComponent.h"
#include "MissionComponent.h"


void AmShieldGeneratorQuickbuild::OnStartup(Entity* self) 
{
    self->SetProximityRadius(20, "shield");
    self->SetProximityRadius(21, "buffer");
}

void AmShieldGeneratorQuickbuild::OnProximityUpdate(Entity* self, Entity* entering, std::string name, std::string status) 
{
    auto* destroyableComponent = entering->GetComponent<DestroyableComponent>();

    if (name == "shield")
    {
        if (!destroyableComponent->HasFaction(4) || entering->IsPlayer())
        {
            return;
        }

        auto enemiesInProximity = self->GetVar<std::vector<LWOOBJID>>(u"Enemies");

        if (status == "ENTER")
        {
            EnemyEnteredShield(self, entering);

            const auto& iter = std::find(enemiesInProximity.begin(), enemiesInProximity.end(), entering->GetObjectID());

            if (iter == enemiesInProximity.end())
            {
                enemiesInProximity.push_back(entering->GetObjectID());
            }
        }
        else if (status == "LEAVE")
        {
            const auto& iter = std::find(enemiesInProximity.begin(), enemiesInProximity.end(), entering->GetObjectID());

            if (iter != enemiesInProximity.end())
            {
                enemiesInProximity.erase(iter);
            }
        }

        self->SetVar<std::vector<LWOOBJID>>(u"Enemies", enemiesInProximity);
    }

    if (name != "buffer" || !entering->IsPlayer())
    {
        return;
    }

    auto entitiesInProximity = self->GetVar<std::vector<LWOOBJID>>(u"Players");

    if (status == "ENTER")
    {
        const auto& iter = std::find(entitiesInProximity.begin(), entitiesInProximity.end(), entering->GetObjectID());

        if (iter == entitiesInProximity.end())
        {
            entitiesInProximity.push_back(entering->GetObjectID());
        }
    }
    else if (status == "LEAVE")
    {
        const auto& iter = std::find(entitiesInProximity.begin(), entitiesInProximity.end(), entering->GetObjectID());

        if (iter != entitiesInProximity.end())
        {
            entitiesInProximity.erase(iter);
        }
    }

    self->SetVar<std::vector<LWOOBJID>>(u"Players", entitiesInProximity);
}

void AmShieldGeneratorQuickbuild::OnDie(Entity* self, Entity* killer) 
{
    self->CancelAllTimers();

    auto* child = EntityManager::Instance()->GetEntity(self->GetVar<LWOOBJID>(u"Child"));

    if (child != nullptr)
    {
        child->Kill();
    }
}

void AmShieldGeneratorQuickbuild::OnTimerDone(Entity* self, std::string timerName) 
{
    if (timerName == "BuffPlayers")
    {
        BuffPlayers(self);

        self->AddTimer("BuffPlayers", 3.0f);
    }
    else if (timerName == "PlayFX")
    {
        GameMessages::SendPlayFXEffect(self->GetObjectID(), 5351, u"generatorOn", "generatorOn");

        self->AddTimer("PlayFX", 1.5f);
    }
    else if (timerName == "RefreshEnemies")
    {
        auto enemiesInProximity = self->GetVar<std::vector<LWOOBJID>>(u"Enemies");

        for (const auto enemyID : enemiesInProximity)
        {
            auto* enemy = EntityManager::Instance()->GetEntity(enemyID);

            if (enemy != nullptr)
            {
                EnemyEnteredShield(self, enemy);
            }
        }

        self->AddTimer("RefreshEnemies", 1.5f);
    }
}

void AmShieldGeneratorQuickbuild::OnRebuildComplete(Entity* self, Entity* target) 
{
    StartShield(self);

    auto enemiesInProximity = self->GetVar<std::vector<LWOOBJID>>(u"Enemies");

    for (const auto enemyID : enemiesInProximity)
    {
        auto* enemy = EntityManager::Instance()->GetEntity(enemyID);

        if (enemy != nullptr)
        {
            enemy->Smash();
        }
    }

    auto entitiesInProximity = self->GetVar<std::vector<LWOOBJID>>(u"Players");

    for (const auto playerID : entitiesInProximity)
    {
        auto* player = EntityManager::Instance()->GetEntity(playerID);

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

        if (missionComponent == nullptr)
        {
            return;
        }

        missionComponent->ForceProgressTaskType(987, 1, 1, false);
    }
}

void AmShieldGeneratorQuickbuild::StartShield(Entity* self) 
{
    self->AddTimer("PlayFX", 1.5f);
    self->AddTimer("BuffPlayers", 3.0f);
    self->AddTimer("RefreshEnemies", 1.5f);

    const auto myPos = self->GetPosition();
    const auto myRot = self->GetRotation();

    EntityInfo info {};
    info.lot = 13111;
    info.pos = myPos;
    info.rot = myRot;
    info.spawnerID = self->GetObjectID();

    auto* child = EntityManager::Instance()->CreateEntity(info);

    self->SetVar(u"Child", child->GetObjectID());

    BuffPlayers(self);
}

void AmShieldGeneratorQuickbuild::BuffPlayers(Entity* self)
{
    auto* skillComponent = self->GetComponent<SkillComponent>();

    if (skillComponent == nullptr)
    {
        return;
    }

    auto entitiesInProximity = self->GetVar<std::vector<LWOOBJID>>(u"Players");

    for (const auto playerID : entitiesInProximity)
    {
        auto* player = EntityManager::Instance()->GetEntity(playerID);

        if (player == nullptr)
        {
            return;
        }

        skillComponent->CalculateBehavior(1200, 27024, playerID, true);
    }
}

void AmShieldGeneratorQuickbuild::EnemyEnteredShield(Entity* self, Entity* intruder) 
{
    auto* rebuildComponent = self->GetComponent<RebuildComponent>();

    if (rebuildComponent == nullptr || rebuildComponent->GetState() != REBUILD_COMPLETED)
    {
        return;
    }

    auto* baseCombatAIComponent = intruder->GetComponent<BaseCombatAIComponent>();
    auto* movementAIComponent = intruder->GetComponent<MovementAIComponent>();

    if (baseCombatAIComponent == nullptr || movementAIComponent == nullptr)
    {
        return;
    }

    auto dir = intruder->GetRotation().GetForwardVector() * -1;
    dir.y += 15;
    dir.x *= 50;
    dir.z *= 50;

    // TODO: Figure out how todo knockback, I'll stun them for now

    if (NiPoint3::DistanceSquared(self->GetPosition(), movementAIComponent->GetCurrentPosition()) < 20 * 20)
    {
        baseCombatAIComponent->Stun(2.0f);
        movementAIComponent->SetDestination(baseCombatAIComponent->GetStartPosition());
    }

    baseCombatAIComponent->ClearThreat();
}