use crate::{
    combat::{
        self, Attack, AttackDamage, AttackEffect, CombatEffect, CombatRequirement, Damage,
        DamageKind, DamageSource, GroupTarget, Knockback,
    },
    comp::{
        character_state::OutputEvents,
        shockwave::{self, ShockwaveDodgeable},
        CharacterState, StateUpdate,
    },
    event::{LocalEvent, ServerEvent},
    outcome::Outcome,
    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 until state should deal damage
    pub buildup_duration: Duration,
    /// How long the state is swinging for
    pub swing_duration: Duration,
    /// How long the state has until exiting
    pub recover_duration: Duration,
    /// Base damage
    pub damage: f32,
    /// Base poise damage
    pub poise_damage: f32,
    /// Knockback
    pub knockback: Knockback,
    /// Angle of the shockwave
    pub shockwave_angle: f32,
    /// Vertical angle of the shockwave
    pub shockwave_vertical_angle: f32,
    /// Speed of the shockwave
    pub shockwave_speed: f32,
    /// How long the shockwave travels for
    pub shockwave_duration: Duration,
    /// If the shockwave can be dodged, and in what way
    pub dodgeable: ShockwaveDodgeable,
    /// Movement speed efficiency
    pub move_efficiency: f32,
    /// What key is used to press ability
    pub ability_info: AbilityInfo,
    /// Adds an effect onto the main damage of the attack
    pub damage_effect: Option<CombatEffect>,
    /// What kind of damage the attack does
    pub damage_kind: DamageKind,
    /// Used to specify the shockwave to the frontend
    pub specifier: shockwave::FrontendSpecifier,
    /// How fast enemy can rotate
    pub ori_rate: f32,
}

#[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, self.static_data.ori_rate, None);
        handle_move(data, &mut update, self.static_data.move_efficiency);

        match self.stage_section {
            StageSection::Buildup => {
                if self.timer < self.static_data.buildup_duration {
                    // Build up
                    update.character = CharacterState::Shockwave(Data {
                        timer: tick_attack_or_default(data, self.timer, None),
                        ..*self
                    });
                } else {
                    // Attack
                    let poise = AttackEffect::new(
                        Some(GroupTarget::OutOfGroup),
                        CombatEffect::Poise(self.static_data.poise_damage),
                    )
                    .with_requirement(CombatRequirement::AnyDamage);
                    let knockback = AttackEffect::new(
                        Some(GroupTarget::OutOfGroup),
                        CombatEffect::Knockback(self.static_data.knockback),
                    )
                    .with_requirement(CombatRequirement::AnyDamage);
                    let mut damage = AttackDamage::new(
                        Damage {
                            source: DamageSource::Shockwave,
                            kind: self.static_data.damage_kind,
                            value: self.static_data.damage,
                        },
                        Some(GroupTarget::OutOfGroup),
                        rand::random(),
                    );
                    if let Some(effect) = self.static_data.damage_effect {
                        damage = damage.with_effect(effect);
                    }
                    let precision_mult = combat::compute_precision_mult(data.inventory, data.msm);
                    let attack = Attack::default()
                        .with_damage(damage)
                        .with_precision(precision_mult)
                        .with_effect(poise)
                        .with_effect(knockback)
                        .with_combo_increment();
                    let properties = shockwave::Properties {
                        angle: self.static_data.shockwave_angle,
                        vertical_angle: self.static_data.shockwave_vertical_angle,
                        speed: self.static_data.shockwave_speed,
                        duration: self.static_data.shockwave_duration,
                        attack,
                        dodgeable: self.static_data.dodgeable,
                        owner: Some(*data.uid),
                        specifier: self.static_data.specifier,
                    };
                    output_events.emit_server(ServerEvent::Shockwave {
                        properties,
                        pos: *data.pos,
                        ori: *data.ori,
                    });

                    // Transitions to swing
                    update.character = CharacterState::Shockwave(Data {
                        timer: Duration::default(),
                        stage_section: StageSection::Action,
                        ..*self
                    });
                }
            },
            StageSection::Action => {
                if self.timer < self.static_data.swing_duration {
                    // Swings
                    update.character = CharacterState::Shockwave(Data {
                        timer: tick_attack_or_default(data, self.timer, None),
                        ..*self
                    });
                    // Send local event used for frontend shenanigans
                    match self.static_data.specifier {
                        shockwave::FrontendSpecifier::IceSpikes => {
                            output_events.emit_local(LocalEvent::CreateOutcome(
                                Outcome::FlashFreeze {
                                    pos: data.pos.0
                                        + *data.ori.look_dir() * (data.body.max_radius()),
                                },
                            ));
                        },
                        shockwave::FrontendSpecifier::Ground => {
                            output_events.emit_local(LocalEvent::CreateOutcome(
                                Outcome::GroundSlam {
                                    pos: data.pos.0
                                        + *data.ori.look_dir() * (data.body.max_radius()),
                                },
                            ));
                        },
                        shockwave::FrontendSpecifier::Steam => {
                            output_events.emit_local(LocalEvent::CreateOutcome(Outcome::Steam {
                                pos: data.pos.0 + *data.ori.look_dir() * (data.body.max_radius()),
                            }));
                        },
                        shockwave::FrontendSpecifier::Fire => {
                            output_events.emit_local(LocalEvent::CreateOutcome(
                                Outcome::FireShockwave {
                                    pos: data.pos.0
                                        + *data.ori.look_dir() * (data.body.max_radius()),
                                },
                            ));
                        },
                        _ => {
                            output_events.emit_local(LocalEvent::CreateOutcome(Outcome::Swoosh {
                                pos: data.pos.0 + *data.ori.look_dir() * (data.body.max_radius()),
                            }));
                        },
                    }
                } else {
                    // Transitions to recover
                    update.character = CharacterState::Shockwave(Data {
                        timer: Duration::default(),
                        stage_section: StageSection::Recover,
                        ..*self
                    });
                }
            },
            StageSection::Recover => {
                if self.timer < self.static_data.recover_duration {
                    // Recovers
                    update.character = CharacterState::Shockwave(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
    }
}
