#include "Class.h"
#include "olcPixelGameEngine.h"
#include "DEFINES.h"
#include "Player.h"
#include "Effect.h"
#include "Crawler.h"
#include "BulletTypes.h"
#include "config.h"
#include "util.h"

INCLUDE_MONSTER_LIST
INCLUDE_BULLET_LIST
INCLUDE_game

void Wizard::Initialize(){
    READFROMCONFIG(Wizard,WIZARD);
    Wizard::idle_n="WIZARD_IDLE_N";
    Wizard::idle_e="WIZARD_IDLE_E";
    Wizard::idle_s="WIZARD_IDLE_S";
    Wizard::idle_w="WIZARD_IDLE_W";
    Wizard::walk_n="WIZARD_WALK_N";
    Wizard::walk_e="WIZARD_WALK_E";
    Wizard::walk_s="WIZARD_WALK_S";
    Wizard::walk_w="WIZARD_WALK_W";
}

SETUP_CLASS(Wizard)

void Wizard::OnUpdate(float fElapsedTime){
    if(attack_cooldown_timer>0){
		idle_n="WIZARD_IDLE_ATTACK_N";
		idle_e="WIZARD_IDLE_ATTACK_E";
		idle_s="WIZARD_IDLE_ATTACK_S";
		idle_w="WIZARD_IDLE_ATTACK_W";
		walk_n="WIZARD_ATTACK_N";
		walk_e="WIZARD_ATTACK_E";
		walk_s="WIZARD_ATTACK_S";
		walk_w="WIZARD_ATTACK_W";
	} else {
		idle_n="WIZARD_IDLE_N";
		idle_e="WIZARD_IDLE_E";
		idle_s="WIZARD_IDLE_S";
		idle_w="WIZARD_IDLE_W";
		walk_n="WIZARD_WALK_N";
		walk_e="WIZARD_WALK_E";
		walk_s="WIZARD_WALK_S";
		walk_w="WIZARD_WALK_W";
	}
	if(GetState()==State::CASTING){
		switch(GetFacingDirection()){
			case UP:{
				UpdateAnimation("WIZARD_CAST_N",WIZARD|WITCH);
			}break;
			case DOWN:{
				UpdateAnimation("WIZARD_CAST_S",WIZARD|WITCH);
			}break;
			case LEFT:{
				UpdateAnimation("WIZARD_CAST_W",WIZARD|WITCH);
			}break;
			case RIGHT:{
				UpdateAnimation("WIZARD_CAST_E",WIZARD|WITCH);
			}break;
		}
	}
}

bool Wizard::AutoAttack(){
	attack_cooldown_timer=MAGIC_ATTACK_COOLDOWN;
	float angleToCursor=atan2(game->GetWorldMousePos().y-GetPos().y,game->GetWorldMousePos().x-GetPos().x);
	BULLET_LIST.push_back(std::make_unique<EnergyBolt>(EnergyBolt(GetPos(),{cos(angleToCursor)*"Wizard.Auto Attack.Speed"_F,sin(angleToCursor)*"Wizard.Auto Attack.Speed"_F},"Wizard.Auto Attack.Radius"_F/100*12,GetAttack()*"Wizard.Auto Attack.DamageMult"_F,upperLevel,true,WHITE)));
	return true;
}
void Wizard::InitializeClassAbilities(){
    #pragma region Wizard Right-click Ability (Teleport)
        Wizard::rightClickAbility.action=
            [](Player*p,vf2d pos={}){
                float pointMouseDirection=atan2(game->GetWorldMousePos().y-p->GetPos().y,game->GetWorldMousePos().x-p->GetPos().x);
                vf2d pointTowardsMouse={cos(pointMouseDirection),sin(pointMouseDirection)};
                float dist=std::clamp(geom2d::line<float>{p->GetPos(),game->GetWorldMousePos()}.length(),0.f,"Wizard.Right Click Ability.TeleportRange"_F/100*24);
                if(dist<"Wizard.Right Click Ability.TilesMin"_I*12)return false;
                vf2d teleportPoint=p->GetPos()+pointTowardsMouse*dist;
                while(dist>0&&game->HasTileCollision(game->GetCurrentLevel(),teleportPoint)&&p->CanPathfindTo(p->GetPos(),teleportPoint,"Wizard.Right Click Ability.TilesMax"_I)){
                    dist-=4;
                    teleportPoint=p->GetPos()+pointTowardsMouse*dist;
                }
                if(dist>0&&p->CanPathfindTo(p->GetPos(),teleportPoint,"Wizard.Right Click Ability.TilesMax"_I)){
                    p->SetState(State::TELEPORT);
                    p->teleportAnimationTimer="Wizard.Right Click Ability.AnimationTime"_F;
                    p->teleportTarget=teleportPoint;
                    p->teleportStartPosition=p->GetPos();
                    p->iframe_time="Wizard.Right Click Ability.IframeTime"_F;
                    for(int i=0;i<"Wizard.Right Click Ability.ParticleCount"_I;i++){
                        game->AddEffect(std::make_unique<Effect>(p->GetPos()+vf2d{(util::random("Wizard.Right Click Ability.ParticleRange"_F/100*2)-"Wizard.Right Click Ability.ParticleRange"_F/100)*12,(util::random("Wizard.Right Click Ability.ParticleRange"_F/100*2)-"Wizard.Right Click Ability.ParticleRange"_F/100)*12},util::random("Wizard.Right Click Ability.ParticleLifetimeMax"_F)+"Wizard.Right Click Ability.ParticleLifetimeMin"_F,"circle.png",p->upperLevel,"Wizard.Right Click Ability.ParticleSize"_F,"Wizard.Right Click Ability.ParticleFadetime"_F,vf2d{util::random("Wizard.Right Click Ability.ParticleSpeedMax"_F*2)+"Wizard.Right Click Ability.ParticleSpeedMin"_F,util::random("Wizard.Right Click Ability.ParticleSpeedMax"_F*2)+"Wizard.Right Click Ability.ParticleSpeedMin"_F},"Wizard.Right Click Ability.ParticleColor"_Pixel));
                    }
                    return true;
                } else {
                    p->notificationDisplay={"Cannot Teleport to that location!",0.5};
                    return false;
                }
            };
    #pragma endregion
    #pragma region Wizard Ability 1 (Fire Bolt)
        Wizard::ability1.action=
            [](Player*p,vf2d pos={}){
                float angleToCursor=atan2(game->GetWorldMousePos().y-p->GetPos().y,game->GetWorldMousePos().x-p->GetPos().x);
                BULLET_LIST.push_back(std::make_unique<FireBolt>(FireBolt(p->GetPos(),{cos(angleToCursor)*"Wizard.Ability 1.BulletSpeed"_F,sin(angleToCursor)*"Wizard.Ability 1.BulletSpeed"_F},"Wizard.Ability 1.Radius"_F/100*12,p->GetAttack()*"Wizard.Ability 1.InitialDamageMult"_F,p->upperLevel,true,"Wizard.Ability 1.BulletColor"_Pixel)));
                return true;
            };
    #pragma endregion
    #pragma region Wizard Ability 2 (Lightning Bolt)
        Wizard::ability2.action=
            [](Player*p,vf2d pos={}){
                float angleToCursor=atan2(game->GetWorldMousePos().y-p->GetPos().y,game->GetWorldMousePos().x-p->GetPos().x);
                BULLET_LIST.push_back(std::make_unique<LightningBolt>(LightningBolt(p->GetPos(),{cos(angleToCursor)*"Wizard.Ability 2.BulletSpeed"_F,sin(angleToCursor)*"Wizard.Ability 2.BulletSpeed"_F},"Wizard.Ability 2.Radius"_F/100*12,p->GetAttack()*"Wizard.Ability 2.DamageMult"_F,p->upperLevel,true,"Wizard.Ability 2.BulletColor"_Pixel)));
                return true;
            };
    #pragma endregion
    #pragma region Wizard Ability 3 (Meteor)
        Wizard::ability3.action=
            [](Player*p,vf2d pos={}){
                p->CastSpell(Wizard::ability3);
                game->AddEffect(std::make_unique<Meteor>(pos,3,"meteor.png",p->OnUpperLevel(),vf2d{"Wizard.Ability 3.MeteorRadius"_F/100/4,"Wizard.Ability 3.MeteorRadius"_F/100/4},"Wizard.Ability 3.MeteorFadeoutTime"_F));
                return true;
            };
    #pragma endregion
}