use super::utils::*;
use crate::{
    combat::AttackSource,
    comp::{
        character_state::{AttackFilters, OutputEvents},
        CharacterState, StateUpdate,
    },
    states::behavior::{CharacterBehavior, JoinData},
};
use serde::{Deserialize, Serialize};
use std::time::Duration;

#[derive(Copy, Clone, Debug, PartialEq, Eq, Serialize, Deserialize)]
pub struct ParryWindow {
    pub buildup: bool,
    pub recover: bool,
}

/// Separated out to condense update portions of character state
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct StaticData {
    /// How long until state should deal damage
    pub buildup_duration: Duration,
    /// How long the state has until exiting
    pub recover_duration: Duration,
    /// Max angle (45.0 will give you a 90.0 angle window)
    pub max_angle: f32,
    /// What percentage incoming damage is reduced by
    pub block_strength: f32,
    /// What durations are considered a parry
    pub parry_window: ParryWindow,
    /// What key is used to press ability
    pub ability_info: AbilityInfo,
    /// Energy consumed to initiate the block
    pub energy_cost: f32,
    /// Energy recovered upon successful parry
    pub energy_regen: f32,
    /// Whether block can be held
    pub can_hold: bool,
    /// What kinds of attacks the block applies to
    pub blocked_attacks: AttackFilters,
}

#[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, output_events: &mut OutputEvents) -> StateUpdate {
        let mut update = StateUpdate::from(data);

        handle_orientation(data, &mut update, 1.0, None);
        handle_move(data, &mut update, 0.4);

        match self.stage_section {
            StageSection::Buildup => {
                if self.timer < self.static_data.buildup_duration {
                    // Build up
                    update.character = CharacterState::BasicBlock(Data {
                        timer: tick_attack_or_default(data, self.timer, None),
                        ..*self
                    });
                } else {
                    // Transitions to swing section of stage
                    update.character = CharacterState::BasicBlock(Data {
                        timer: Duration::default(),
                        stage_section: if self.static_data.can_hold {
                            StageSection::Action
                        } else {
                            StageSection::Recover
                        },
                        ..*self
                    });
                }
            },
            StageSection::Action => {
                if self.static_data.can_hold
                    && input_is_pressed(data, self.static_data.ability_info.input)
                {
                    // Block
                    update.character = CharacterState::BasicBlock(Data {
                        timer: tick_attack_or_default(data, self.timer, None),
                        ..*self
                    });
                } else {
                    // Transitions to recover section of stage
                    update.character = CharacterState::BasicBlock(Data {
                        timer: Duration::default(),
                        stage_section: StageSection::Recover,
                        ..*self
                    });
                }
            },
            StageSection::Recover => {
                if self.timer < self.static_data.recover_duration {
                    // Recovery
                    update.character = CharacterState::BasicBlock(Data {
                        timer: tick_attack_or_default(data, self.timer, None),
                        ..*self
                    });
                } else {
                    // Done
                    end_ability(data, &mut update);
                }
            },
            _ => {
                // If it somehow ends up in an incorrect stage section
                end_ability(data, &mut update);
            },
        }

        // At end of state logic so an interrupt isn't overwritten
        handle_interrupts(data, &mut update, output_events);

        update
    }
}

impl Data {
    pub fn is_parry(&self, attack: AttackSource) -> bool {
        let could_block = self.static_data.blocked_attacks.applies(attack);
        let timed = match self.stage_section {
            StageSection::Buildup => self.static_data.parry_window.buildup,
            StageSection::Recover => self.static_data.parry_window.recover,
            _ => false,
        };
        could_block && timed
    }
}
