#include "FvHorsemenTrigger.h"
#include "EntityManager.h"
#include "MissionComponent.h"

void FvHorsemenTrigger::OnStartup(Entity* self) {
	self->SetProximityRadius(40, "horsemenTrigger");

	self->SetVar<std::vector<LWOOBJID>>(u"players", {});
}

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

	auto players = self->GetVar<std::vector<LWOOBJID>>(u"players");

	const auto& iter = std::find(players.begin(), players.end(), entering->GetObjectID());

	if (status == "ENTER" && iter == players.end()) {
		players.push_back(entering->GetObjectID());
	} else if (status == "LEAVE" && iter != players.end()) {
		players.erase(iter);
	}

	self->SetVar<std::vector<LWOOBJID>>(u"players", players);
}

void
FvHorsemenTrigger::OnFireEventServerSide(Entity* self, Entity* sender, std::string args, int32_t param1, int32_t param2,
	int32_t param3) {
	auto players = self->GetVar<std::vector<LWOOBJID>>(u"players");

	if (args == "HorsemenDeath") {
		for (const auto& playerId : self->GetVar<std::vector<LWOOBJID>>(u"players")) {
			auto* player = Game::entityManager->GetEntity(playerId);

			if (player == nullptr) {
				continue;
			}

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

			if (missionComponent == nullptr) {
				continue;
			}

			for (const auto missionId : m_Missions) {
				missionComponent->ForceProgressTaskType(missionId, 1, 1);
			}
		}
	}
}