use super::{
    super::{vek::*, Animation},
    CharacterSkeleton, SkeletonAttr,
};
use common::comp::item::{Hands, ToolKind};
use std::{f32::consts::PI, ops::Mul};

pub struct RunAnimation;

type RunAnimationDependency = (
    Option<ToolKind>,
    Option<ToolKind>,
    (Option<Hands>, Option<Hands>),
    Vec3<f32>,
    Vec3<f32>,
    Vec3<f32>,
    f32,
    Vec3<f32>,
    f32,
);

impl Animation for RunAnimation {
    type Dependency = RunAnimationDependency;
    type Skeleton = CharacterSkeleton;

    #[cfg(feature = "use-dyn-lib")]
    const UPDATE_FN: &'static [u8] = b"character_run\0";

    #[cfg_attr(feature = "be-dyn-lib", export_name = "character_run")]

    fn update_skeleton_inner(
        skeleton: &Self::Skeleton,
        (
            active_tool_kind,
            second_tool_kind,
            hands,
            velocity,
            orientation,
            last_ori,
            global_time,
            avg_vel,
            acc_vel,
        ): Self::Dependency,
        anim_time: f32,
        rate: &mut f32,
        s_a: &SkeletonAttr,
    ) -> Self::Skeleton {
        let mut next = (*skeleton).clone();

        let speed = Vec2::<f32>::from(velocity).magnitude();
        *rate = 1.0;
        let impact = (avg_vel.z).max(-8.0);
        let speednorm = (speed / 9.4).powf(0.6);

        let lab: f32 = 1.0;

        let footrotl = ((1.0 / (0.5 + (0.5) * ((acc_vel * 1.6 * lab + PI * 1.4).sin()).powi(2)))
            .sqrt())
            * ((acc_vel * 1.6 * lab + PI * 1.4).sin());

        let footrotr = ((1.0 / (0.5 + (0.5) * ((acc_vel * 1.6 * lab + PI * 0.4).sin()).powi(2)))
            .sqrt())
            * ((acc_vel * 1.6 * lab + PI * 0.4).sin());

        let noisea = (acc_vel * 11.0 + PI / 6.0).sin();
        let noiseb = (acc_vel * 19.0 + PI / 4.0).sin();

        let shorte = ((1.0 / (0.8 + 0.2 * ((acc_vel * lab * 1.6).sin()).powi(2))).sqrt())
            * ((acc_vel * lab * 1.6).sin());

        let shortalter = (acc_vel * lab * 1.6 + PI / -2.0).sin();

        let foothoril = (acc_vel * 1.6 * lab + PI * 1.45).sin();
        let foothorir = (acc_vel * 1.6 * lab + PI * (0.45)).sin();
        let footstrafel = (acc_vel * 1.6 * lab + PI * 1.45).sin();
        let footstrafer = (acc_vel * 1.6 * lab + PI * (0.95)).sin();

        let footvertl = (acc_vel * 1.6 * lab).sin();
        let footvertr = (acc_vel * 1.6 * lab + PI).sin();
        let footvertsl = (acc_vel * 1.6 * lab).sin();
        let footvertsr = (acc_vel * 1.6 * lab + PI * 0.5).sin();

        let shortalt = (acc_vel * lab * 1.6 + PI / 2.0).sin();

        let short = ((5.0 / (1.5 + 3.5 * ((acc_vel * lab * 1.6).sin()).powi(2))).sqrt())
            * ((acc_vel * lab * 1.6).sin());
        let direction = velocity.y * -0.098 * orientation.y + velocity.x * -0.098 * orientation.x;

        let side =
            (velocity.x * -0.098 * orientation.y + velocity.y * 0.098 * orientation.x) * -1.0;
        let sideabs = side.abs();
        let ori: Vec2<f32> = Vec2::from(orientation);
        let last_ori = Vec2::from(last_ori);
        let tilt = if ::vek::Vec2::new(ori, last_ori)
            .map(|o| o.magnitude_squared())
            .map(|m| m > 0.001 && m.is_finite())
            .reduce_and()
            && ori.angle_between(last_ori).is_finite()
        {
            ori.angle_between(last_ori).min(0.2)
                * last_ori.determine_side(Vec2::zero(), ori).signum()
        } else {
            0.0
        } * 1.3;

        let head_look = Vec2::new(
            (global_time + anim_time / 18.0).floor().mul(7331.0).sin() * 0.2,
            (global_time + anim_time / 18.0).floor().mul(1337.0).sin() * 0.1,
        );

        next.head.position = Vec3::new(0.0, 1.0 * speednorm + s_a.head.0, s_a.head.1 + short * 0.1);
        next.head.orientation =
            Quaternion::rotation_z(tilt * -2.5 + head_look.x * 0.2 - short * 0.02)
                * Quaternion::rotation_x(head_look.y + 0.45 * speednorm);
        next.head.scale = Vec3::one() * s_a.head_scale;

        next.chest.position = Vec3::new(
            0.0,
            s_a.chest.0,
            s_a.chest.1 + 1.0 * speednorm + shortalt * -0.8,
        );
        next.chest.orientation = Quaternion::rotation_z(short * 0.06 + tilt * -0.6)
            * Quaternion::rotation_y(tilt * 1.6)
            * Quaternion::rotation_x(
                impact * 0.06 + shortalter * 0.035 + speednorm * -0.5 + (tilt.abs()),
            );

        next.belt.position = Vec3::new(0.0, 0.25 + s_a.belt.0, 0.25 + s_a.belt.1);
        next.belt.orientation = Quaternion::rotation_x(0.1 * speednorm)
            * Quaternion::rotation_z(short * 0.1 + tilt * -1.1)
            * Quaternion::rotation_y(tilt * 0.5);

        next.back.position = Vec3::new(0.0, s_a.back.0, s_a.back.1);
        next.back.orientation =
            Quaternion::rotation_x(-0.05 + short * 0.02 + noisea * 0.02 + noiseb * 0.02);

        next.shorts.position = Vec3::new(0.0, 0.65 + s_a.shorts.0, 0.65 * speednorm + s_a.shorts.1);
        next.shorts.orientation = Quaternion::rotation_x(0.2 * speednorm)
            * Quaternion::rotation_z(short * 0.25 + tilt * -1.5)
            * Quaternion::rotation_y(tilt * 0.7);

        next.hand_l.position = Vec3::new(
            -s_a.hand.0 + foothorir * -1.3 * speednorm,
            3.0 * speednorm + s_a.hand.1 + foothorir * -7.0 * speednorm,
            1.5 * speednorm + s_a.hand.2 - foothorir * 5.5 * speednorm,
        );
        next.hand_l.orientation =
            Quaternion::rotation_x(0.6 * speednorm + (footrotr * -1.2) * speednorm)
                * Quaternion::rotation_y(footrotr * 0.4 * speednorm);

        next.hand_r.position = Vec3::new(
            s_a.hand.0 + foothoril * 1.3 * speednorm,
            3.0 * speednorm + s_a.hand.1 + foothoril * -7.0 * speednorm,
            1.5 * speednorm + s_a.hand.2 - foothoril * 5.5 * speednorm,
        );
        next.hand_r.orientation =
            Quaternion::rotation_x(0.6 * speednorm + (footrotl * -1.2) * speednorm)
                * Quaternion::rotation_y(footrotl * -0.4 * speednorm);

        //
        next.foot_l.position = Vec3::new(
            -s_a.foot.0 + footstrafel * sideabs * 3.0 + tilt * -2.0,
            s_a.foot.1
                + (1.0 - sideabs) * (-1.5 * speednorm + foothoril * -10.5 * speednorm)
                + (direction * 5.0).max(0.0),
            s_a.foot.2
                + (1.0 - sideabs) * (2.0 * speednorm + ((footvertl * -2.1 * speednorm).max(-1.0)))
                + side * ((footvertsl * 1.5).max(-1.0)),
        );
        next.foot_l.orientation = Quaternion::rotation_x(
            (1.0 - sideabs) * (-0.2 + foothoril * -0.9 * speednorm) + sideabs * -0.5,
        ) * Quaternion::rotation_y(
            tilt * 2.0 + side * 0.3 + side * (foothoril * 0.3),
        ) * Quaternion::rotation_z(side * 0.2);

        next.foot_r.position = Vec3::new(
            s_a.foot.0 + footstrafer * sideabs * 3.0 + tilt * -2.0,
            s_a.foot.1
                + (1.0 - sideabs) * (-1.5 * speednorm + foothorir * -10.5 * speednorm)
                + (direction * 5.0).max(0.0),
            s_a.foot.2
                + (1.0 - sideabs) * (2.0 * speednorm + ((footvertr * -2.1 * speednorm).max(-1.0)))
                + side * ((footvertsr * -1.5).max(-1.0)),
        );
        next.foot_r.orientation = Quaternion::rotation_x(
            (1.0 - sideabs) * (-0.2 + foothorir * -0.9 * speednorm) + sideabs * -0.5,
        ) * Quaternion::rotation_y(
            tilt * 2.0 + side * 0.3 + side * (foothorir * 0.3),
        ) * Quaternion::rotation_z(side * 0.2);
        //

        next.shoulder_l.position = Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
        next.shoulder_l.orientation = Quaternion::rotation_x(short * 0.15);
        next.shoulder_l.scale = Vec3::one() * 1.1;

        next.shoulder_r.position = Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
        next.shoulder_r.orientation = Quaternion::rotation_x(short * -0.15);
        next.shoulder_r.scale = Vec3::one() * 1.1;

        next.glider.position = Vec3::new(0.0, 0.0, 10.0);
        next.glider.scale = Vec3::one() * 0.0;

        match active_tool_kind {
            Some(ToolKind::Dagger) => {
                next.main.position = Vec3::new(-4.0, -5.0, 7.0);
                next.main.orientation =
                    Quaternion::rotation_y(0.25 * PI) * Quaternion::rotation_z(1.5 * PI);
            },
            Some(ToolKind::Shield) => {
                next.main.position = Vec3::new(-0.0, -5.0, 3.0);
                next.main.orientation =
                    Quaternion::rotation_y(0.25 * PI) * Quaternion::rotation_z(-1.5 * PI);
            },
            Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => {
                next.main.position = Vec3::new(2.0, -5.0, -1.0);
                next.main.orientation = Quaternion::rotation_y(-0.5) * Quaternion::rotation_z(1.57);
            },
            Some(ToolKind::Bow) => {
                next.main.position = Vec3::new(0.0, -5.0, 6.0);
                next.main.orientation = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
            },
            _ => {
                next.main.position = Vec3::new(-7.0, -5.0, 15.0);
                next.main.orientation =
                    Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57 + shorte * -0.2);
            },
        }

        match second_tool_kind {
            Some(ToolKind::Dagger) => {
                next.second.position = Vec3::new(4.0, -6.0, 7.0);
                next.second.orientation =
                    Quaternion::rotation_y(-0.25 * PI) * Quaternion::rotation_z(-1.5 * PI);
            },
            Some(ToolKind::Shield) => {
                next.second.position = Vec3::new(0.0, -4.0, 3.0);
                next.second.orientation =
                    Quaternion::rotation_y(-0.25 * PI) * Quaternion::rotation_z(1.5 * PI);
            },
            _ => {
                next.second.position = Vec3::new(-7.0, -5.0, 15.0);
                next.second.orientation =
                    Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
            },
        }

        next.lantern.position = Vec3::new(s_a.lantern.0, s_a.lantern.1, s_a.lantern.2);
        next.lantern.orientation =
            Quaternion::rotation_x(shorte * 0.7 + 0.4) * Quaternion::rotation_y(shorte * 0.4);
        next.lantern.scale = Vec3::one() * 0.65;
        next.hold.scale = Vec3::one() * 0.0;

        next.torso.position = Vec3::new(0.0, 0.0, 0.0) * s_a.scaler;
        next.torso.scale = Vec3::one() / 11.0 * s_a.scaler;

        match hands {
            (Some(Hands::One), _) => match active_tool_kind {
                Some(ToolKind::Axe) | Some(ToolKind::Hammer) | Some(ToolKind::Sword) => {
                    next.main.position = Vec3::new(-4.0, -5.0, 10.0);
                    next.main.orientation =
                        Quaternion::rotation_y(2.35) * Quaternion::rotation_z(1.57);
                },

                _ => {},
            },
            (_, _) => {},
        };
        match hands {
            (None | Some(Hands::One), Some(Hands::One)) => match second_tool_kind {
                Some(ToolKind::Axe) | Some(ToolKind::Hammer) | Some(ToolKind::Sword) => {
                    next.second.position = Vec3::new(4.0, -5.5, 10.0);
                    next.second.orientation =
                        Quaternion::rotation_y(-2.35) * Quaternion::rotation_z(1.57);
                },
                _ => {},
            },
            (_, _) => {},
        };

        next.second.scale = match hands {
            (Some(Hands::One) | None, Some(Hands::One)) => Vec3::one(),
            (_, _) => Vec3::zero(),
        };
        next
    }
}
