use super::{
    super::{vek::*, Animation},
    CharacterSkeleton, SkeletonAttr,
};
use common::{
    comp::item::{Hands, ToolKind},
    states::utils::{AbilityInfo, StageSection},
};
use std::f32::consts::PI;

pub struct AlphaAnimation;

type AlphaAnimationDependency = (
    (Option<Hands>, Option<Hands>),
    Option<StageSection>,
    Option<AbilityInfo>,
);
impl Animation for AlphaAnimation {
    type Dependency = AlphaAnimationDependency;
    type Skeleton = CharacterSkeleton;

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

    #[cfg_attr(feature = "be-dyn-lib", export_name = "character_alpha")]
    #[allow(clippy::approx_constant)] // TODO: Pending review in #587
    fn update_skeleton_inner(
        skeleton: &Self::Skeleton,
        (hands, stage_section, ability_info): Self::Dependency,
        anim_time: f32,
        rate: &mut f32,
        s_a: &SkeletonAttr,
    ) -> Self::Skeleton {
        *rate = 1.0;
        let mut next = (*skeleton).clone();

        let (move1, move2, move3, move2h) = match stage_section {
            Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0, 0.0),
            Some(StageSection::Swing) => (1.0, anim_time.powi(2), 0.0, anim_time.powf(0.25)),
            Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4), 1.0),
            _ => (0.0, 0.0, 0.0, 0.0),
        };

        next.main.position = Vec3::new(0.0, 0.0, 0.0);
        next.main.orientation = Quaternion::rotation_x(0.0);
        next.second.position = Vec3::new(0.0, 0.0, 0.0);
        next.second.orientation = Quaternion::rotation_z(0.0);
        next.torso.position = Vec3::new(0.0, 0.0, 0.1) * s_a.scaler;
        next.torso.orientation = Quaternion::rotation_z(0.0);

        match ability_info.and_then(|a| a.tool) {
            Some(ToolKind::Sword) | Some(ToolKind::SwordSimple) => {
                next.main.position = Vec3::new(0.0, 0.0, 0.0);
                next.main.orientation = Quaternion::rotation_x(0.0);

                next.chest.orientation =
                    Quaternion::rotation_z(move1 * 1.1 + move2 * -2.0 + move3 * 0.2);

                next.head.position = Vec3::new(0.0 + move2 * 2.0, s_a.head.0, s_a.head.1);
                next.head.orientation =
                    Quaternion::rotation_z(move1 * -0.9 + move2 * 1.8 + move3 * -0.2);
            },

            Some(ToolKind::Axe) => {
                let (move1, move2, move3) = match stage_section {
                    Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
                    Some(StageSection::Swing) => (1.0, anim_time, 0.0),
                    Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
                    _ => (0.0, 0.0, 0.0),
                };
                next.head.position = Vec3::new(move2 * 2.0, s_a.head.0 + move2 * 2.0, s_a.head.1);
                next.chest.orientation =
                    Quaternion::rotation_x(0.0 + move1 * 0.6 + move2 * -0.6 + move3 * 0.4)
                        * Quaternion::rotation_y(0.0 + move1 * 0.0 + move2 * 0.0 + move3 * 0.0)
                        * Quaternion::rotation_z(0.0 + move1 * 1.5 + move2 * -2.5 + move3 * 1.5);
                next.head.orientation =
                    Quaternion::rotation_z(0.0 + move1 * -1.5 + move2 * 2.5 + move3 * -1.0);
            },

            Some(ToolKind::Hammer) | Some(ToolKind::HammerSimple) | Some(ToolKind::Pick) => {
                let (move1, move2, move3) = match stage_section {
                    Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
                    Some(StageSection::Swing) => (1.0, anim_time.powf(0.25), 0.0),
                    Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
                    _ => (0.0, 0.0, 0.0),
                };
                let pullback = 1.0 - move3;
                let moveret1 = move1 * pullback;
                let moveret2 = move2 * pullback;

                next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
                next.head.orientation = Quaternion::rotation_x(moveret1 * 0.1 + moveret2 * 0.3)
                    * Quaternion::rotation_z(move1 * -0.2 + moveret2 * 0.2);
                next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + moveret2 * -2.0);
                next.chest.orientation = Quaternion::rotation_x(moveret1 * 0.4 + moveret2 * -0.7)
                    * Quaternion::rotation_y(moveret1 * 0.3 + moveret2 * -0.4)
                    * Quaternion::rotation_z(moveret1 * 0.5 + moveret2 * -0.5);
            },
            Some(ToolKind::Debug) => {
                next.hand_l.position = Vec3::new(-7.0, 4.0, 3.0);
                next.hand_l.orientation = Quaternion::rotation_x(1.27);
                next.main.position = Vec3::new(-5.0, 5.0, 23.0);
                next.main.orientation = Quaternion::rotation_x(PI);
            },
            _ => {},
        }

        match hands {
            (Some(Hands::Two), _) | (None, Some(Hands::Two)) => match ability_info
                .and_then(|a| a.tool)
            {
                Some(ToolKind::Sword) | Some(ToolKind::SwordSimple) => {
                    next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
                    next.hand_l.orientation =
                        Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
                    next.hand_r.position = Vec3::new(s_a.shr.0, s_a.shr.1, s_a.shr.2);
                    next.hand_r.orientation =
                        Quaternion::rotation_x(s_a.shr.3) * Quaternion::rotation_y(s_a.shr.4);

                    next.control.position = Vec3::new(
                        s_a.sc.0 + move2 * 10.0,
                        s_a.sc.1 + move1 * -4.0 + move2 * 16.0 + move3 * -4.0,
                        s_a.sc.2 + move1 * 1.0,
                    );
                    next.control.orientation = Quaternion::rotation_x(s_a.sc.3 + move1 * -1.3)
                        * Quaternion::rotation_y(s_a.sc.4 + move1 * -0.7 + move2 * 1.2)
                        * Quaternion::rotation_z(s_a.sc.5 + move1 * -1.57 + move3 * -1.57);
                },
                Some(ToolKind::Axe) => {
                    next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
                    next.hand_l.orientation =
                        Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4);
                    next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
                    next.hand_r.orientation =
                        Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);

                    let (move1, move2, move3) = match stage_section {
                        Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
                        Some(StageSection::Swing) => (1.0, anim_time, 0.0),
                        Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
                        _ => (0.0, 0.0, 0.0),
                    };
                    next.control.position = Vec3::new(
                        s_a.ac.0 + move1 * -1.0 + move2 * -2.0 + move3 * 0.0,
                        s_a.ac.1 + move1 * -3.0 + move2 * 3.0 + move3 * -3.5,
                        s_a.ac.2 + move1 * 6.0 + move2 * -15.0 + move3 * -2.0,
                    );
                    next.control.orientation =
                        Quaternion::rotation_x(s_a.ac.3 + move1 * 0.0 + move2 * -3.0 + move3 * 0.4)
                            * Quaternion::rotation_y(
                                s_a.ac.4 + move1 * -0.0 + move2 * -0.6 + move3 * 0.8,
                            )
                            * Quaternion::rotation_z(
                                s_a.ac.5 + move1 * -2.0 + move2 * -1.0 + move3 * 2.5,
                            )
                },
                Some(ToolKind::Hammer) | Some(ToolKind::HammerSimple) | Some(ToolKind::Pick) => {
                    let (move1, move2, move3) = match stage_section {
                        Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
                        Some(StageSection::Swing) => (1.0, anim_time, 0.0),
                        Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
                        _ => (0.0, 0.0, 0.0),
                    };
                    let pullback = 1.0 - move3;
                    let moveret1 = move1 * pullback;
                    let moveret2 = move2 * pullback;
                    next.hand_l.position =
                        Vec3::new(s_a.hhl.0, s_a.hhl.1, s_a.hhl.2 + moveret2 * -7.0);
                    next.hand_l.orientation =
                        Quaternion::rotation_x(s_a.hhl.3) * Quaternion::rotation_y(s_a.hhl.4);
                    next.hand_r.position = Vec3::new(s_a.hhr.0, s_a.hhr.1, s_a.hhr.2);
                    next.hand_r.orientation =
                        Quaternion::rotation_x(s_a.hhr.3) * Quaternion::rotation_y(s_a.hhr.4);

                    next.control.position = Vec3::new(
                        s_a.hc.0 + moveret1 * -13.0 + moveret2 * 3.0,
                        s_a.hc.1 + (moveret2 * 5.0),
                        s_a.hc.2 + moveret1 * 5.0 + moveret2 * -8.0,
                    );
                    next.control.orientation =
                        Quaternion::rotation_x(s_a.hc.3 + (moveret1 * 1.5 + moveret2 * -2.9))
                            * Quaternion::rotation_y(s_a.hc.4 + moveret1 * 1.57 + moveret2 * 0.5)
                            * Quaternion::rotation_z(s_a.hc.5 + (moveret2 * -0.5));
                },
                _ => {},
            },
            (_, _) => {},
        };

        match hands {
            (Some(Hands::One), _) => match ability_info.and_then(|a| a.tool) {
                Some(ToolKind::Sword) | Some(ToolKind::SwordSimple) => {
                    next.control_l.position = Vec3::new(-7.0, 8.0, 2.0);
                    next.control_l.orientation = Quaternion::rotation_x(-0.3 + move2 * 2.0)
                        * Quaternion::rotation_y(move1 * -1.2 + move2 * -1.5)
                        * Quaternion::rotation_z(move2 * 1.5);
                    next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
                    next.hand_l.orientation = Quaternion::rotation_x(1.57)
                },
                Some(ToolKind::Axe) => {
                    next.control_l.position = Vec3::new(
                        -7.0 + move2 * 5.0,
                        8.0 + move1 * 3.0 + move2 * 7.0,
                        2.0 + move1 * -6.0 + move2 * 10.0,
                    );
                    next.control_l.orientation = Quaternion::rotation_x(-0.3 + move2 * 2.0)
                        * Quaternion::rotation_y(move1 * -1.2 + move2 * -2.5)
                        * Quaternion::rotation_z(move2 * 1.5);
                    next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
                    next.hand_l.orientation = Quaternion::rotation_x(1.57)
                },
                Some(ToolKind::Hammer) | Some(ToolKind::HammerSimple) | Some(ToolKind::Pick) => {
                    next.control_l.position = Vec3::new(
                        -7.0,
                        8.0 + move1 * -4.0 + move2 * 4.0,
                        2.0 + move1 * 16.0 + move2 * -19.0,
                    );
                    next.control_l.orientation =
                        Quaternion::rotation_x(-0.3 + move1 * 1.9 + move2 * -3.0)
                            * Quaternion::rotation_y(0.0)
                            * Quaternion::rotation_z(0.0);
                    next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
                    next.hand_l.orientation = Quaternion::rotation_x(1.57)
                },

                _ => {},
            },
            (_, _) => {},
        };
        match hands {
            (None | Some(Hands::One), Some(Hands::One)) => {
                match ability_info.and_then(|a| a.tool) {
                    Some(ToolKind::Sword) | Some(ToolKind::SwordSimple) => {
                        next.control_r.position = Vec3::new(7.0 + move2 * 8.0, 8.0, 2.0);
                        next.control_r.orientation = Quaternion::rotation_x(-0.3 + move2 * 2.0)
                            * Quaternion::rotation_y(move1 * -1.8 + move2 * -1.5)
                            * Quaternion::rotation_z(move2 * 1.5);
                        next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
                        next.hand_r.orientation = Quaternion::rotation_x(1.57)
                    },
                    Some(ToolKind::Axe) => {
                        next.control_r.position = Vec3::new(
                            7.0 + move2 * 5.0,
                            8.0 + move1 * 3.0 + move2 * 7.0,
                            2.0 + move1 * -6.0 + move2 * 8.0,
                        );
                        next.control_r.orientation = Quaternion::rotation_x(-0.3 + move2 * 2.0)
                            * Quaternion::rotation_y(move1 * -1.8 + move2 * -1.5)
                            * Quaternion::rotation_z(move2 * 1.5);
                        next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
                        next.hand_r.orientation = Quaternion::rotation_x(1.57)
                    },
                    Some(ToolKind::Hammer)
                    | Some(ToolKind::HammerSimple)
                    | Some(ToolKind::Pick) => {
                        next.control_r.position = Vec3::new(
                            7.0,
                            8.0 + move1 * -4.0 + move2h * 4.0,
                            2.0 + move1 * 12.0 + move2h * -16.0,
                        );
                        next.control_r.orientation =
                            Quaternion::rotation_x(-0.3 + move1 * 2.3 + move2h * -3.5)
                                * Quaternion::rotation_y(0.0)
                                * Quaternion::rotation_z(0.0);
                        next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
                        next.hand_r.orientation = Quaternion::rotation_x(1.57)
                    },
                    _ => {},
                }
            },
            (_, _) => {},
        };

        match hands {
            (None, None) | (None, Some(Hands::One)) => {
                next.hand_l.position = Vec3::new(-4.5, 8.0, 5.0);
                next.hand_l.orientation = Quaternion::rotation_x(1.9) * Quaternion::rotation_y(-0.5)
            },
            (_, _) => {},
        };
        match hands {
            (None, None) | (Some(Hands::One), None) => {
                next.hand_r.position = Vec3::new(4.5, 8.0, 5.0);
                next.hand_r.orientation = Quaternion::rotation_x(1.9) * Quaternion::rotation_y(0.5)
            },
            (_, _) => {},
        };

        if let (None, Some(Hands::Two)) = hands {
            next.second = next.main;
        }

        next
    }
}