#include "sergente.h"
#include "assets.h"
#include "game.h"

void initSergente(Entity * entity, Game * game) {
	entity->model = &game->assets.models[SERGENTE_ASSET];
	entity->collisionModel = entityCreateCollisionModel(*entity->model);
	entity->transformedCollisionModel = entityCreateCollisionModel(*entity->model);
	setEntityRadius(entity);

	entity->health = 0.375;

	// Allocate data.
	entity->data = KF_MALLOC(sizeof(Sergente));

	if (entity->data == NULL) {
		ALLOCATION_ERROR;
		return;
	}

	Sergente * data = (Sergente*)entity->data;

	data->flyToPoint = (EntityFlyToPointInfo){
		.controller.bangbang.speed = 85.0,
		.controller.bangbang.stopAt = 0.0,
		.controlType = ENTITY_FLY_TO_POINT_BANG_BANG,
		.rotationSpeed = 0.0,
		.applyRotation = false
	};

	createSergenteTarget(game, entity);

	data->timeSinceLastShot = 0.0;
	data->gunTarget = Vector3One();
}

void closeSergente(Entity * entity) {
	if (entity->data != NULL)
		KF_FREE(entity->data);

	entityFreeCollisionModel(entity->collisionModel);
	entityFreeCollisionModel(entity->transformedCollisionModel);
}

void updateRotationSergente(Game * game, Entity * entity) {
	float t = GetFrameTime();
	Entity * player = getEntityFromWorld(game->world, 0);

	// Get rotation.
	Matrix matrix = MatrixLookAt(player->position, entity->position, (Vector3){0.0, 1.0, 0.0});
	Quaternion rotation = QuaternionInvert(QuaternionFromMatrix(matrix));

	// Update current rotation.
	entity->rotation = QuaternionSlerp(entity->rotation, rotation, t * SERGENTE_ROTATION_SPEED);
}

Vector3 getSergenteShotSpread() {
	return Vector3Scale(
		(Vector3){
			(float)GetRandomValue(-UCHAR_MAX, UCHAR_MAX) / UCHAR_MAX,
			(float)GetRandomValue(-UCHAR_MAX, UCHAR_MAX) / UCHAR_MAX,
			(float)GetRandomValue(-UCHAR_MAX, UCHAR_MAX) / UCHAR_MAX
		},
		SERGENTE_SPREAD
	);
}

void updateGunsSergente(Game * game, Entity * entity) {
	int i;
	int hits = 0;
	float t = GetTime();
	Sergente * data = (Sergente*)entity->data;
	Entity * player = getEntityFromWorld(game->world, 0);
	Bullet shot;

	// Update the fucking gun target.
	Vector3 target = Vector3Normalize(Vector3Subtract(player->position, entity->position));
	data->gunTarget = Vector3Lerp(data->gunTarget, target, GetFrameTime() * SERGENTE_GUN_TARGETING_SPEED);

	// Cool down.
	if (t - data->timeSinceLastShot < SERGENTE_COOL_DOWN)
		return;

	// We will use random numbers later.
	SetRandomSeed(time(NULL));

	// Direction shit.
	Vector3 direction;

	// Shot the shots because this is a fucking shot gun.
	for (i = 0; i < SERGENTE_SHOT_COUNT; ++i) {
		direction = Vector3Add(data->gunTarget, getSergenteShotSpread());

		// Create shot.
		shot = createBulletFromDirection(*entity, direction, SERGENTE_DAMAGE);

		// Shoot it.
		hits += shootBulletAtEntity(player, shot).hit ? 1 : 0;

		data->shots[i] = shot;
	}

	//printf("%f\n", (float)hits / SERGENTE_SHOT_COUNT);

	data->timeSinceLastShot = t;
}

void updateSergente(Game * game, Entity * entity) {
	entityUpdateLastValues(entity);

	Sergente * data = (Sergente*)entity->data;

	entityFlyToPoint(entity, data->target, &data->flyToPoint);

	// Create next point.
	if (Vector3Distance(entity->position, data->target) <= SERGENTE_NEXT_POINT_THRESHOLD * GetFrameTime())
		createSergenteTarget(game, entity);

	updateGunsSergente(game, entity);
	updateRotationSergente(game, entity);
	entityCheckTransformedCollisionModel(entity);
}

void drawSergente(Game * game, Entity * entity) {
	entityDraw(entity);

	/*
	// Debug shots
	int i;
	Sergente * data = (Sergente*)entity->data;

	for (i = 0; i < SERGENTE_SHOT_COUNT; ++i) {
		DrawRay(data->shots[i].ray, BLUE);
		DrawCube(data->shots[i].ray.position, 1.0, 1.0, 1.0, BLUE);
	}

	// Test if facing player always.
	DrawLine3D(
		entity->position,
		Vector3Add(
			entity->position,
			Vector3Scale(Vector3RotateByQuaternion((Vector3){0.0, 0.0, 1.0}, entity->rotation), 500.0)
		),
		BLUE
	);

	// The fucking debug line.
	DrawLine3D(entity->position, ((Sergente*)entity->data)->target, BLUE);
	*/
}

void comeBackToPlayerSergente(Game * game, Entity * entity) {
	Entity * player = getEntityFromWorld(game->world, 0);
	Sergente * data = (Sergente*)entity->data;

	data->target = Vector3Subtract(player->position, entity->position);
	data->target = Vector3Scale(data->target, SERGENTE_COME_BACK_PERCENT);
	data->target = Vector3Add(entity->position, data->target);
}

void createSergenteTarget(Game * game, Entity * entity) {
	Sergente * data = (Sergente*)entity->data;
	Entity * player = getEntityFromWorld(game->world, 0);

	// To far away.
	if (Vector3Distance(entity->position, player->position) >= SERGENTE_COME_BACK_DIS) {
		comeBackToPlayerSergente(game, entity);
		return;
	}

	SetRandomSeed(time(NULL));

	// Set target direction.
	data->target = (Vector3){
		GetRandomValue(-UCHAR_MAX, UCHAR_MAX),
		GetRandomValue(-UCHAR_MAX, UCHAR_MAX),
		GetRandomValue(-UCHAR_MAX, UCHAR_MAX)
	};

	data->target = Vector3Normalize(data->target);

	// Scale target and transform.
	float dis = GetRandomValue(SERGENTE_TARGET_DIS_MIN, SERGENTE_TARGET_DIS_MAX);
	data->target = Vector3Scale(data->target, dis);
	data->target = Vector3Add(entity->position, data->target);
}