#include "NtSentinelWalkwayServer.h"
#include "PhantomPhysicsComponent.h"
#include "EntityManager.h"


void NtSentinelWalkwayServer::OnStartup(Entity* self) 
{
    auto* phantomPhysicsComponent = self->GetComponent<PhantomPhysicsComponent>();
    
    if (phantomPhysicsComponent == nullptr)
    {
        Game::logger->Log("NtSentinelWalkwayServer", "Failed to find PhantomPhysicsComponent\n");

        return;
    }

    auto force = self->GetVar<int32_t>(u"force");

    if (force == 0)
    {
        force = 115;
    }

    Game::logger->Log("NtSentinelWalkwayServer", "Setting force to %i\n", force);

    const auto forward = self->GetRotation().GetRightVector() * -1;

    phantomPhysicsComponent->SetEffectType(0); // PUSH
    phantomPhysicsComponent->SetDirectionalMultiplier(force);
    phantomPhysicsComponent->SetDirection(forward);
    phantomPhysicsComponent->SetPhysicsEffectActive(true);

    EntityManager::Instance()->SerializeEntity(self);

    self->SetProximityRadius(3, "speedboost");
}

void NtSentinelWalkwayServer::OnProximityUpdate(Entity* self, Entity* entering, std::string name, std::string status)
{
    if (name != "speedboost" || !entering->IsPlayer() || status != "ENTER")
    {
        return;
    }

    auto* player = entering;

    auto* missionComponent = player->GetComponent<MissionComponent>();

    if (missionComponent != nullptr)
    {
        missionComponent->Progress(MissionTaskType::MISSION_TASK_TYPE_SCRIPT, self->GetLOT());
    }
}