use crate::{
    comp::{CharacterState, StateUpdate},
    event::ServerEvent,
    states::{
        behavior::{CharacterBehavior, JoinData},
        utils::*,
    },
};
use serde::{Deserialize, Serialize};
use std::time::Duration;

/// Separated out to condense update portions of character state
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct StaticData {
    /// How long the state builds up for
    pub buildup_duration: Duration,
    /// How long the state recovers for
    pub recover_duration: Duration,
    /// What the max range of the teleport is
    pub max_range: f32,
    /// Miscellaneous information about the ability
    pub ability_info: AbilityInfo,
}

#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct Data {
    /// Struct containing data that does not change over the course of the
    /// character state
    pub static_data: StaticData,
    /// Timer for each stage
    pub timer: Duration,
    /// What section the character stage is in
    pub stage_section: StageSection,
}

impl CharacterBehavior for Data {
    fn behavior(&self, data: &JoinData) -> StateUpdate {
        let mut update = StateUpdate::from(data);

        match self.stage_section {
            StageSection::Buildup => {
                if self.timer < self.static_data.buildup_duration {
                    // Build up
                    update.character = CharacterState::Blink(Data {
                        timer: self
                            .timer
                            .checked_add(Duration::from_secs_f32(data.dt.0))
                            .unwrap_or_default(),
                        ..*self
                    });
                } else {
                    // Blinks to target location, defaults to 25 meters in front if no target
                    // provided
                    if let Some(input_attr) = self.static_data.ability_info.input_attr {
                        if let Some(target) = input_attr.target_entity {
                            update.server_events.push_front(ServerEvent::TeleportTo {
                                entity: data.entity,
                                target,
                                max_range: Some(self.static_data.max_range),
                            });
                        } else if let Some(pos) = input_attr.select_pos {
                            update.pos.0 = pos;
                        } else {
                            update.pos.0 += *data.inputs.look_dir * 25.0;
                        }
                    }
                    // Transitions to recover section of stage
                    update.character = CharacterState::Blink(Data {
                        timer: Duration::default(),
                        stage_section: StageSection::Recover,
                        ..*self
                    });
                }
            },
            StageSection::Recover => {
                if self.timer < self.static_data.recover_duration {
                    // Recovery
                    update.character = CharacterState::Blink(Data {
                        timer: self
                            .timer
                            .checked_add(Duration::from_secs_f32(data.dt.0))
                            .unwrap_or_default(),
                        ..*self
                    });
                } else {
                    // Done
                    update.character = CharacterState::Wielding;
                }
            },
            _ => {
                // If it somehow ends up in an incorrect stage section
                update.character = CharacterState::Wielding;
            },
        }

        update
    }
}
