/*
 * Darkflame Universe
 * Copyright 2018
 */

#ifndef PROXIMITYMONITORCOMPONENT_H
#define PROXIMITYMONITORCOMPONENT_H

#include "BitStream.h"
#include "Entity.h"
#include "dpWorld.h"
#include "dpEntity.h"
#include "Component.h"

/**
 * Utility component for detecting how close entities are to named proximities for this entity. Allows you to store
 * proximity checks for multiple ojects.
 */
class ProximityMonitorComponent : public Component {
public:
	static const uint32_t ComponentType = COMPONENT_TYPE_PROXIMITY_MONITOR;
	
	ProximityMonitorComponent(Entity* parentEntity, int smallRadius = -1, int largeRadius = -1);
	~ProximityMonitorComponent() override;
    void Update(float deltaTime) override;

    /**
     * Creates an entry to check proximity for, given a name
     * @param proxRadius the radius to use for the physics entity we use to detect proximity
     * @param name the name of this check
     */
	void SetProximityRadius(float proxRadius, const std::string& name);

    /**
     * Creates an entry to check proximity for, given a name
     * @param entity the physics entity to add to our proximity sensors
     * @param name the name of this check
     */
	void SetProximityRadius(dpEntity* entity, const std::string& name);

    /**
     * Returns the last of entities that are used to check proximity, given a name
     * @param name the proximity name to retrieve physics objects for
     * @return a map of physics entities for this name, indexed by object ID
     */
	const std::map<LWOOBJID, dpEntity*>& GetProximityObjects(const std::string& name);

    /**
     * Checks if the passed object is in proximity of the named proximity sensor
     * @param name the name of the sensor to check proximity for
     * @param objectID the entity to check if they're in proximity
     * @return true if the object is in proximity, false otherwise
     */
	bool IsInProximity(const std::string& name, LWOOBJID objectID);

    /**
     * Returns all the proximity sensors stored on this component, indexed by name
     * @return all the proximity sensors stored on this component
     */
	const std::map<std::string, dpEntity*>& GetProximitiesData() const { return m_ProximitiesData; }

private:

    /**
     * All the proximity sensors for this component, indexed by name
     */
	std::map<std::string, dpEntity*> m_ProximitiesData = {};

    /**
     * Default value for the proximity data
     */
	static const std::map<LWOOBJID, dpEntity*> m_EmptyObjectMap;
};

#endif // PROXIMITYMONITORCOMPONENT_H