#include "golem.qh"

#ifdef SVQC
float autocvar_g_monster_golem_health;
string autocvar_g_monster_golem_loot = "health_mega electro";
float autocvar_g_monster_golem_damageforcescale = 0.1;
float autocvar_g_monster_golem_attack_smash_damage;
float autocvar_g_monster_golem_attack_smash_force = 100;
float autocvar_g_monster_golem_attack_smash_range = 200;
float autocvar_g_monster_golem_attack_claw_damage;
float autocvar_g_monster_golem_attack_lightning_damage;
float autocvar_g_monster_golem_attack_lightning_damage_zap = 15;
float autocvar_g_monster_golem_attack_lightning_force;
float autocvar_g_monster_golem_attack_lightning_radius;
float autocvar_g_monster_golem_attack_lightning_radius_zap;
float autocvar_g_monster_golem_attack_lightning_speed;
float autocvar_g_monster_golem_attack_lightning_speed_up;
float autocvar_g_monster_golem_speed_stop;
float autocvar_g_monster_golem_speed_run;
float autocvar_g_monster_golem_speed_walk;

.float golem_lastattack; // delay attacks separately

void M_Golem_Attack_Smash(entity this)
{
	makevectors(this.angles);
	Send_Effect(EFFECT_EXPLOSION_MEDIUM, (this.origin + (v_forward * 150)) - ('0 0 1' * this.maxs.z), '0 0 0', 1);
	sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);

	vector loc = this.origin + v_forward * 50;

	entity dmgent = spawn();
	dmgent.owner = dmgent.realowner = this;
	setorigin(dmgent, loc);
	RadiusDamage(dmgent, this,
		autocvar_g_monster_golem_attack_smash_damage * MONSTER_SKILLMOD(this),
		autocvar_g_monster_golem_attack_smash_damage * MONSTER_SKILLMOD(this) * 0.5,
		autocvar_g_monster_golem_attack_smash_range,
		this,
		NULL,
		autocvar_g_monster_golem_attack_smash_force,
		DEATH_MONSTER_GOLEM_SMASH.m_id,
		DMG_NOWEP,
		NULL
	);
	delete(dmgent);
}

void M_Golem_Attack_Swing(entity this)
{
	Monster_Attack_Melee(this, this.enemy, autocvar_g_monster_golem_attack_claw_damage, ((random() >= 0.5) ? this.anim_melee2 : this.anim_melee3), this.attack_range, 0.8, DEATH_MONSTER_GOLEM_CLAW.m_id, true);
}

#include <common/effects/qc/_mod.qh>

void M_Golem_Attack_Lightning_Explode(entity this, entity directhitentity)
{
	sound(this, CH_SHOTS, SND_MON_GOLEM_LIGHTNING_IMPACT, VOL_BASE, ATTEN_NORM);
	Send_Effect(EFFECT_ELECTRO_IMPACT, this.origin, '0 0 0', 1);

	this.event_damage = func_null;
	this.takedamage = DAMAGE_NO;
	set_movetype(this, MOVETYPE_NONE);
	this.velocity = '0 0 0';

	if (this.move_movetype == MOVETYPE_NONE)
		this.velocity = this.oldvelocity;

	RadiusDamage(this, this.realowner,
		autocvar_g_monster_golem_attack_lightning_damage,
		autocvar_g_monster_golem_attack_lightning_damage,
		autocvar_g_monster_golem_attack_lightning_radius,
		NULL,
		NULL,
		autocvar_g_monster_golem_attack_lightning_force,
		this.projectiledeathtype,
		DMG_NOWEP,
		directhitentity
	);

	FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_monster_golem_attack_lightning_radius_zap, it != this.realowner && it.takedamage,
	{
		te_csqc_lightningarc(this.origin, it.origin);
		Damage(it, this, this.realowner,
			autocvar_g_monster_golem_attack_lightning_damage_zap * MONSTER_SKILLMOD(this),
			DEATH_MONSTER_GOLEM_ZAP.m_id,
			DMG_NOWEP,
			it.origin,
			'0 0 0'
		);
	});

	setthink(this, SUB_Remove);
	this.nextthink = time + 0.2;
}

void M_Golem_Attack_Lightning_Explode_use(entity this, entity actor, entity trigger)
{
	M_Golem_Attack_Lightning_Explode(this, trigger);
}

void M_Golem_Attack_Lightning_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
{
	if (GetResource(this, RES_HEALTH) <= 0)
		return;
	if (!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
		return; // g_projectiles_damage says to halt

	TakeResource(this, RES_HEALTH, damage);

	if (GetResource(this, RES_HEALTH) <= 0)
		W_PrepareExplosionByDamage(this, attacker, adaptor_think2use);
}

void M_Golem_Attack_Lightning_Touch(entity this, entity toucher)
{
	PROJECTILE_TOUCH(this, toucher);

	this.use(this, NULL, toucher);
}

void M_Golem_Attack_Lightning_Think(entity this)
{
	this.nextthink = time;
	if (time > this.cnt)
	{
		M_Golem_Attack_Lightning_Explode(this, NULL);
		return;
	}
}

void M_Golem_Attack_Lightning(entity this)
{
	monster_makevectors(this, this.enemy);

	entity gren = new(grenade);
	gren.owner = gren.realowner = this;
	gren.bot_dodge = true;
	gren.bot_dodgerating = autocvar_g_monster_golem_attack_lightning_damage;
	set_movetype(gren, MOVETYPE_BOUNCE);
	PROJECTILE_MAKETRIGGER(gren);
	gren.projectiledeathtype = DEATH_MONSTER_GOLEM_ZAP.m_id;
	setorigin(gren, CENTER_OR_VIEWOFS(this));
	setsize(gren, '-8 -8 -8', '8 8 8');
	gren.scale = 2.5;

	gren.cnt = time + 5;
	gren.nextthink = time;
	setthink(gren, M_Golem_Attack_Lightning_Think);
	gren.use = M_Golem_Attack_Lightning_Explode_use;
	settouch(gren, M_Golem_Attack_Lightning_Touch);

	gren.takedamage = DAMAGE_YES;
	SetResourceExplicit(gren, RES_HEALTH, 50);
	gren.damageforcescale = 0;
	gren.event_damage = M_Golem_Attack_Lightning_Damage;
	gren.damagedbycontents = true;
	IL_PUSH(g_damagedbycontents, gren);
	gren.missile_flags = MIF_SPLASH | MIF_ARC;
	W_SetupProjVelocity_Explicit(gren, v_forward, v_up, autocvar_g_monster_golem_attack_lightning_speed, autocvar_g_monster_golem_attack_lightning_speed_up, 0, 0, false);

	gren.angles = vectoangles(gren.velocity);
	gren.flags = FL_PROJECTILE;
	IL_PUSH(g_projectiles, gren);
	IL_PUSH(g_bot_dodge, gren);

	CSQCProjectile(gren, true, PROJECTILE_GOLEM_LIGHTNING, true);
}

.int state;

bool M_Golem_Attack(int attack_type, entity actor, entity targ, .entity weaponentity)
{
	switch (attack_type)
	{
		case MONSTER_ATTACK_MELEE:
		{
			setanim(actor, ((random() >= 0.5) ? actor.anim_melee2 : actor.anim_melee3), false, true, true);
			int swing_cnt = bound(1, floor(random() * 4), 3);
			Monster_Delay(actor, swing_cnt, 0.5, M_Golem_Attack_Swing);
			actor.anim_finished = actor.attack_finished_single[0] = time + (0.5 * swing_cnt); // set this for the delay
			return true;
		}
		case MONSTER_ATTACK_RANGED:
		{
			float randomness = random();

			if (time < actor.golem_lastattack || !IS_ONGROUND(actor))
				return false;

			if (randomness <= 0.5 && vdist(actor.enemy.origin - actor.origin, <=, autocvar_g_monster_golem_attack_smash_range))
			{
				setanim(actor, actor.anim_melee1, false, true, true);
				Monster_Delay(actor, 1, 1.1, M_Golem_Attack_Smash);
				if (actor.animstate_endtime > time)
					actor.anim_finished = actor.animstate_endtime;
				else
					actor.anim_finished = time + 1.2;
				actor.attack_finished_single[0] = actor.anim_finished + 0.2;
				actor.state = MONSTER_ATTACK_MELEE; // kinda a melee attack
				actor.golem_lastattack = time + 3 + random() * 1.5;
				return true;
			}
			else if (randomness <= 0.1 && vdist(actor.enemy.origin - actor.origin, >=, autocvar_g_monster_golem_attack_smash_range * 1.5)) // small chance, don't want this spammed
			{
				setanim(actor, actor.anim_melee2, true, true, false);
				actor.state = MONSTER_ATTACK_MELEE; // maybe we should rename this to something more general
				actor.attack_finished_single[0] = time + 1.1;
				actor.anim_finished = 1.1;
				actor.golem_lastattack = time + 3 + random() * 1.5;
				Monster_Delay(actor, 1, 0.6, M_Golem_Attack_Lightning);
				return true;
			}
			return false;
		}
	}

	return false;
}

spawnfunc(monster_golem)
{
	Monster_Spawn(this, true, MON_GOLEM);
}
// compatibility
spawnfunc(monster_shambler)
{
	spawnfunc_monster_golem(this);
}

METHOD(Golem, mr_think, bool(Golem this, entity actor))
{
	TC(Golem, this);
	return true;
}

METHOD(Golem, mr_pain, float(Golem this, entity actor, float damage_take, entity attacker, float deathtype))
{
	TC(Golem, this);
	actor.pain_finished = time + 0.5;
	setanim(actor, ((random() >= 0.5) ? actor.anim_pain2 : actor.anim_pain1), true, true, false);
	return damage_take;
}

METHOD(Golem, mr_death, bool(Golem this, entity actor))
{
	TC(Golem, this);
	setanim(actor, actor.anim_die1, false, true, true);
	return true;
}
#endif // SVQC
#ifdef GAMEQC
METHOD(Golem, mr_anim, bool(Golem this, entity actor))
{
	TC(Golem, this);
	vector none = '0 0 0';
	actor.anim_idle = animfixfps(actor, '0 1 1', none);
	actor.anim_walk = animfixfps(actor, '1 1 1', none);
	actor.anim_run = animfixfps(actor, '2 1 1', none);
	//actor.anim_melee1 = animfixfps(actor, '3 1 5', none); // analyze models and set framerate
	actor.anim_melee2 = animfixfps(actor, '4 1 5', none); // analyze models and set framerate
	actor.anim_melee3 = animfixfps(actor, '5 1 5', none); // analyze models and set framerate
	//actor.anim_melee4 = animfixfps(actor, '6 1 5', none); // analyze models and set framerate
	actor.anim_melee1 = animfixfps(actor, '6 1 5', none); // analyze models and set framerate
	actor.anim_pain1 = animfixfps(actor, '7 1 2', none); // 0.5 seconds
	actor.anim_pain2 = animfixfps(actor, '8 1 2', none); // 0.5 seconds
	//actor.anim_pain3 = animfixfps(actor, '9 1 2', none); // 0.5 seconds
	//actor.anim_pain4 = animfixfps(actor, '10 1 2', none); // 0.5 seconds
	//actor.anim_pain5 = animfixfps(actor, '11 1 2', none); // 0.5 seconds
	actor.anim_spawn = animfixfps(actor, '12 1 5', none); // analyze models and set framerate
	actor.anim_die1 = animfixfps(actor, '13 1 0.5', none); // 2 seconds
	//actor.anim_dead = animfixfps(actor, '14 1 0.5', none); // 2 seconds
	actor.anim_die2 = animfixfps(actor, '15 1 0.5', none); // 2 seconds
	// dead2 16
	//actor.anim_dieback = animfixfps(actor, '16 1 0.5', none); // 2 seconds
	//actor.anim_deadback = animfixfps(actor, '17 1 0.5', none); // 2 seconds
	//actor.anim_dead2 = animfixfps(actor, '18 1 0.5', none); // 2 seconds
	//actor.anim_dead3 = animfixfps(actor, '19 1 0.5', none); // 2 seconds
	//actor.anim_dead4 = animfixfps(actor, '20 1 0.5', none); // 2 seconds
	//actor.anim_dead5 = animfixfps(actor, '21 1 0.5', none); // 2 seconds
	//actor.anim_dead6 = animfixfps(actor, '22 1 0.5', none); // 2 seconds
	return true;
}
#endif // GAMEQC
#ifdef SVQC
METHOD(Golem, mr_setup, bool(Golem this, entity actor))
{
	TC(Golem, this);
	if (!GetResource(actor, RES_HEALTH))
		SetResourceExplicit(actor, RES_HEALTH, autocvar_g_monster_golem_health);
	if (!actor.attack_range)      actor.attack_range = 150;
	if (!actor.speed)             actor.speed = autocvar_g_monster_golem_speed_walk;
	if (!actor.speed2)            actor.speed2 = autocvar_g_monster_golem_speed_run;
	if (!actor.stopspeed)         actor.stopspeed = autocvar_g_monster_golem_speed_stop;
	if (!actor.damageforcescale)  actor.damageforcescale = autocvar_g_monster_golem_damageforcescale;

	actor.monster_loot = autocvar_g_monster_golem_loot;

	setanim(actor, actor.anim_spawn, false, true, true);
	actor.spawn_time = actor.animstate_endtime;
	StatusEffects_apply(STATUSEFFECT_SpawnShield, actor, actor.spawn_time, 0);
	actor.monster_attackfunc = M_Golem_Attack;

	return true;
}
#endif // SVQC
#ifdef MENUQC
METHOD(Golem, describe, string(Golem this))
{
	TC(Golem, this);
	PAGE_TEXT_INIT();
	PAR(_("Golems are large powerful brutes capable of taking and dealing a beating. Keeping your distance is advised."));
	PAR(_("The Golem's primary melee attack is a series of punches. "
	      "On occasion the Golem may jump into the air, dealing massive damage in an area as it slams the ground."));
	PAR(_("To deal with distant foes, the Golem may throw a chunk of its electrified rocky exterior, zapping nearby targets on impact."));
	return PAGE_TEXT;
}
#endif // MENUQC
