#include "NtImagBeamBuffer.h"
#include "EntityManager.h"
#include "SkillComponent.h"

void NtImagBeamBuffer::OnStartup(Entity* self) 
{
    self->SetProximityRadius(100, "ImagZone");

    self->AddTimer("BuffImag", 2.0f);
}

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

    if (status == "ENTER")
    {
        const auto& iter = std::find(m_EntitiesInProximity.begin(), m_EntitiesInProximity.end(), entering->GetObjectID());

        if (iter == m_EntitiesInProximity.end())
        {
            m_EntitiesInProximity.push_back(entering->GetObjectID());
        }
    }
    else if (status == "LEAVE")
    {
        const auto& iter = std::find(m_EntitiesInProximity.begin(), m_EntitiesInProximity.end(), entering->GetObjectID());

        if (iter != m_EntitiesInProximity.end())
        {
            m_EntitiesInProximity.erase(iter);
        }
    }
}

void NtImagBeamBuffer::OnTimerDone(Entity* self, std::string timerName) 
{
    if (timerName != "BuffImag")
    {
        return;
    }

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

    if (skillComponent == nullptr)
    {
        return;
    }

    for (const auto entityID : m_EntitiesInProximity)
    {
        auto* entity = EntityManager::Instance()->GetEntity(entityID);

        if (entity == nullptr)
        {
            continue;
        }

        skillComponent->CalculateBehavior(1311, 30235, entityID, true);
    }

    self->AddTimer("BuffImag", 2.0f);
}