#include "PersonalFortress.h"
#include "GameMessages.h"
#include "SkillComponent.h"
#include "DestroyableComponent.h"
#include "EntityManager.h"

void PersonalFortress::OnStartup(Entity* self)
{
    auto* owner = self->GetOwner();
    self->AddTimer("FireSkill", 1.5);
    GameMessages::SendSetStunned(owner->GetObjectID(), PUSH, owner->GetSystemAddress(), LWOOBJID_EMPTY,
        true, true, true, true, true, true, true, true, true
    );
    
    auto* destroyableComponent = owner->GetComponent<DestroyableComponent>();

    if (destroyableComponent != nullptr)
    {
        destroyableComponent->PushImmunity();
    }

    EntityManager::Instance()->SerializeEntity(owner);
}

void PersonalFortress::OnDie(Entity* self, Entity* killer)
{
    auto* owner = self->GetOwner();
    GameMessages::SendSetStunned(owner->GetObjectID(), POP, owner->GetSystemAddress(), LWOOBJID_EMPTY,
        true, true, true, true, true, true, true, true, true
    );

    auto* destroyableComponent = owner->GetComponent<DestroyableComponent>();

    if (destroyableComponent != nullptr)
    {
        destroyableComponent->PopImmunity();
    }

    EntityManager::Instance()->SerializeEntity(owner);
}

void PersonalFortress::OnTimerDone(Entity* self, std::string timerName)
{
    if (timerName == "FireSkill")
    {
        auto* owner = self->GetOwner();

        auto* skillComponent = self->GetComponent<SkillComponent>();

        if (skillComponent == nullptr)
        {
            return;
        }

        skillComponent->CalculateBehavior(650, 13364, LWOOBJID_EMPTY, true, false);
    }
}