#include "Monster.h"
#include "MonsterStrategyHelpers.h"
#include "DEFINES.h"
#include "Crawler.h"
#include "utils.h"
#include "safemap.h"
#include "Effect.h"
#include "FallingDebris.h"

INCLUDE_game
INCLUDE_BULLET_LIST
INCLUDE_ANIMATION_DATA

typedef Attribute A;

void Monster::STRATEGY::SLIMEKING(Monster&m,float fElapsedTime,int strategyNumber){

	float bulletSpd=ConfigFloat("BulletSpd")/100*24;

	m.F(A::SHOOT_RING_TIMER)=std::max(0.f,m.F(A::SHOOT_RING_TIMER)-fElapsedTime);
	m.F(A::SHOOT_RING_DELAY)=std::max(0.f,m.F(A::SHOOT_RING_DELAY)-fElapsedTime);
	m.F(A::JUMP_LANDING_TIMER)=std::max(0.f,m.F(A::JUMP_LANDING_TIMER)-fElapsedTime);

	auto ShootBulletRing=[&](float angleOffset){
		int bulletCount=ConfigInt("Phase1.RingBulletCount");
		for(int i=0;i<bulletCount;i++){
			float angle=((2*PI)/bulletCount)*i+angleOffset;
			BULLET_LIST.emplace_back(std::make_unique<Bullet>(m.GetPos(),vf2d{cos(angle),sin(angle)}*bulletSpd,6,ConfigInt("ProjectileDamage"),m.OnUpperLevel(),false,YELLOW,vf2d{6,6}));
		}
	};
	auto StartJump=[&](float jumpDuration,vf2d targetPos,float recoveryTime){
		m.V(A::JUMP_ORIGINAL_POS)=m.GetPos();
		m.F(A::JUMP_ORIGINAL_LANDING_TIMER)=m.F(A::JUMP_LANDING_TIMER)=jumpDuration;
		m.V(A::JUMP_TARGET_POS)=targetPos;
		m.F(A::RECOVERY_TIME)=recoveryTime;
		m.state=State::JUMP;
	};

	if(m.state==State::RECOVERY){
		m.F(A::RECOVERY_TIME)=std::max(0.f,m.F(A::RECOVERY_TIME)-fElapsedTime);
		if(m.F(A::RECOVERY_TIME)==0){
			m.state=State::NORMAL;
		}
		return;
	}

	if(m.state==State::JUMP){
		float jumpLandingTimerRatio=m.F(A::JUMP_LANDING_TIMER)/m.F(A::JUMP_ORIGINAL_LANDING_TIMER);
		if(m.GetPos().x>game->GetPlayer()->GetPos().x){
			m.SetX(std::max(game->GetPlayer()->GetPos().x,m.GetPos().x-ConfigInt("JumpMoveSpd")*game->GetElapsedTime()));
		} else
		if(m.GetPos().x<game->GetPlayer()->GetPos().x){
			m.SetX(std::min(game->GetPlayer()->GetPos().x,m.GetPos().x+ConfigInt("JumpMoveSpd")*game->GetElapsedTime()));
		}
		if(m.GetPos().y>game->GetPlayer()->GetPos().y){
			m.SetY(std::max(game->GetPlayer()->GetPos().y,m.GetPos().y-ConfigInt("JumpMoveSpd")*game->GetElapsedTime()));
		} else
		if(m.GetPos().y<game->GetPlayer()->GetPos().y){
			m.SetY(std::min(game->GetPlayer()->GetPos().y,m.GetPos().y+ConfigInt("JumpMoveSpd")*game->GetElapsedTime()));
		}
		if(m.F(A::JUMP_LANDING_TIMER)>=m.F(A::JUMP_ORIGINAL_LANDING_TIMER)/2){
			m.SetZ(util::lerp(0,ConfigInt("JumpHeight"),1-jumpLandingTimerRatio));
		}else{
			m.SetZ(util::lerp(0,ConfigInt("JumpHeight"),jumpLandingTimerRatio*2));
		}
		if(m.F(A::JUMP_LANDING_TIMER)==0){
			m.state=State::RECOVERY;
			game->SetupWorldShake(0.6);
			geom2d::line<float>lineToPlayer(m.GetPos(),game->GetPlayer()->GetPos());
			float dist=lineToPlayer.length();
			for(int i=0;i<200;i++){
				float randomDir=util::random(2*PI);
				game->AddEffect(std::make_unique<FallingDebris>(m.GetPos()+vf2d{cos(randomDir),sin(randomDir)}*m.GetSizeMult()*8,util::random(1),"circle.png",m.OnUpperLevel(),vf2d{1,1},0.5,vf2d{cos(randomDir)*util::random(5),sin(randomDir)*-util::random(15)-5}*30,BLACK),true);
			}
			if(dist<12*m.GetSizeMult()){
				game->GetPlayer()->Hurt(ConfigInt("JumpAttackDamage"),m.OnUpperLevel(),m.GetZ());
				if(dist<0.001){
					float randomDir=util::random(2*PI);
					lineToPlayer={m.GetPos(),m.GetPos()+vf2d{cos(randomDir),sin(randomDir)}*1};
				}
				game->GetPlayer()->Knockback(lineToPlayer.vector().norm()*ConfigInt("JumpKnockbackFactor"));
			}
			m.SetStrategyDrawFunction([](Crawler*game){});
		} else
		if(m.F(A::JUMP_LANDING_TIMER)<=ConfigFloat("JumpWarningIndicatorTime")){
			m.SetStrategyDrawFunction([&](Crawler*game){
				Decal*dec=ANIMATION_DATA["range_indicator.png"].GetFrame(game->GetElapsedTime()).GetSourceImage()->Decal();
				game->view.DrawRotatedDecal(m.GetPos(),dec,0,dec->sprite->Size()/2,vf2d{m.GetSizeMult(),m.GetSizeMult()},RED);
			});
		}
		return;
	}

	switch(m.phase){
		case 0:{
			m.size=ConfigInt("Phase1.Size")/100;
			m.diesNormally=false;
			m.F(A::IFRAME_TIME_UPON_HIT)=0;
			m.iframe_timer=ConfigFloat("Phase5.IframeTimePerHit");
			m.phase=1;
		}break;
		case 1:{
			if(m.hp<=m.maxhp*ConfigFloat("Phase2.Change")/100){
				m.phase=2;
				m.SetSize(ConfigFloat("Phase2.Size")/100,false);
			}
			if(m.F(A::SHOOT_RING_TIMER)==0){
				if(m.I(A::PATTERN_REPEAT_COUNT)>=ConfigInt("Phase1.JumpAfter")){
					StartJump(ConfigFloat("Phase1.AirborneTime"),game->GetPlayer()->GetPos(),ConfigFloat("Phase1.LandingRecoveryTime"));
					m.I(A::PATTERN_REPEAT_COUNT)=0;
					return;
				}
				m.I(A::SHOOT_RING_COUNTER)=ConfigInt("Phase1.ShootRingCount")-1;
				m.F(A::SHOOT_RING_DELAY)=ConfigFloat("Phase1.ShootRingDelay");
				ShootBulletRing(m.F(A::SHOOT_RING_OFFSET));
				m.F(A::SHOOT_RING_TIMER)=ConfigFloat("Phase1.ShootRepeatTime");
				m.B(A::SHOOT_RING_RIGHT)=bool(rand()%2);
				m.I(A::PATTERN_REPEAT_COUNT)++;
			}
			if(m.I(A::SHOOT_RING_COUNTER)>0){
				if(m.F(A::SHOOT_RING_DELAY)==0){
					m.I(A::SHOOT_RING_COUNTER)--;
					m.F(A::SHOOT_RING_DELAY)=ConfigFloat("Phase1.ShootRingDelay");
					if(m.B(A::SHOOT_RING_RIGHT)){
						m.F(A::SHOOT_RING_OFFSET)+=util::degToRad(ConfigFloat("Phase1.RingOffset"));
					}else{
						m.F(A::SHOOT_RING_OFFSET)-=util::degToRad(ConfigFloat("Phase1.RingOffset"));
					}
					ShootBulletRing(m.F(A::SHOOT_RING_OFFSET));
				}
			}
		}break;
		case 2:{
			if(m.hp<=m.maxhp*ConfigFloat("Phase3.Change")/100){
				m.phase=3;
				m.SetSize(ConfigFloat("Phase3.Size")/100,false);
			}
		}break;
		case 3:{
			if(m.hp<=m.maxhp*ConfigFloat("Phase4.Change")/100){
				m.phase=4;
				m.SetSize(ConfigFloat("Phase4.Size")/100,false);
			}
		}break;
		case 4:{
			if(m.hp<=0){
				m.phase=5;
				m.F(A::IFRAME_TIME_UPON_HIT)=1;
			}
		}break;
	}
}