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

INCLUDE_MONSTER_LIST
INCLUDE_BULLET_LIST
INCLUDE_game

std::string Ranger::name="Ranger";
Class Ranger::cl=RANGER;
Ability Ranger::rightClickAbility=Ability("Retreat",7,0,VERY_DARK_BLUE,DARK_BLUE);
Ability Ranger::ability1=Ability("Rapid Fire",12,35);
Ability Ranger::ability2=Ability("Charged Shot",15,40);
Ability Ranger::ability3=Ability("Multishot",25,50);
Ability Ranger::ability4=Ability("???",0,0);
AnimationState Ranger::idle_n=RANGER_IDLE_N;
AnimationState Ranger::idle_e=RANGER_IDLE_E;
AnimationState Ranger::idle_s=RANGER_IDLE_S;
AnimationState Ranger::idle_w=RANGER_IDLE_W;
AnimationState Ranger::walk_n=RANGER_WALK_N;
AnimationState Ranger::walk_e=RANGER_WALK_E;
AnimationState Ranger::walk_s=RANGER_WALK_S;
AnimationState Ranger::walk_w=RANGER_WALK_W;

SETUP_CLASS(Ranger)

void Ranger::OnUpdate(float fElapsedTime){
    if(GetState()==SHOOT_ARROW){
        if(attack_cooldown_timer<=ARROW_ATTACK_COOLDOWN-0.3){
            SetState(NORMAL);
        }
    }
}

bool Ranger::AutoAttack(){
    attack_cooldown_timer=ARROW_ATTACK_COOLDOWN;
    geom2d::line pointTowardsCursor(GetPos(),game->GetWorldMousePos());
    vf2d extendedLine=pointTowardsCursor.upoint(1.1);
    float angleToCursor=atan2(extendedLine.y-GetPos().y,extendedLine.x-GetPos().x);
    BULLET_LIST.push_back(std::make_unique<Arrow>(Arrow(GetPos(),extendedLine,vf2d{cos(angleToCursor)*250,float(sin(angleToCursor)*250-PI/8*250)}+movementVelocity,12,GetAttack(),OnUpperLevel(),true)));
    SetState(State::SHOOT_ARROW);
    if(angleToCursor<=PI/4&&angleToCursor>-PI/4){
        UpdateAnimation(AnimationState::RANGER_SHOOT_E);
    } else 
    if(angleToCursor>=3*PI/4||angleToCursor<-3*PI/4){
        UpdateAnimation(AnimationState::RANGER_SHOOT_W);
    } else 
    if(angleToCursor<=3*PI/4&&angleToCursor>PI/4){
        UpdateAnimation(AnimationState::RANGER_SHOOT_S);
    } else 
    if(angleToCursor>=-3*PI/4&&angleToCursor<-PI/4){
        UpdateAnimation(AnimationState::RANGER_SHOOT_N);
    }
    return false;
}

void Ranger::InitializeClassAbilities(){
    #pragma region Ranger Right-click Ability (???)
        Ranger::rightClickAbility.action=
            [](Player*p,vf2d pos={}){
                return false;
            };
    #pragma endregion
    #pragma region Ranger Ability 1 (???)
        Ranger::ability1.action=
            [](Player*p,vf2d pos={}){
                return false;
            };
    #pragma endregion
    #pragma region Ranger Ability 2 (???)
        Ranger::ability2.action=
            [](Player*p,vf2d pos={}){
                return false;
            };
    #pragma endregion
    #pragma region Ranger Ability 3 (???)
        Ranger::ability3.action=
            [](Player*p,vf2d pos={}){
                return false;
            };
    #pragma endregion
}