/****************************************************************************

    AstroMenace
    Hardcore 3D space scroll-shooter with spaceship upgrade possibilities.
    Copyright (c) 2006-2019 Mikhail Kurinnoi, Viewizard


    AstroMenace is free software: you can redistribute it and/or modify
    it under the terms of the GNU General Public License as published by
    the Free Software Foundation, either version 3 of the License, or
    (at your option) any later version.

    AstroMenace is distributed in the hope that it will be useful,
    but WITHOUT ANY WARRANTY; without even the implied warranty of
    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
    GNU General Public License for more details.

    You should have received a copy of the GNU General Public License
    along with AstroMenace. If not, see <https://www.gnu.org/licenses/>.


    Website: https://viewizard.com/
    Project: https://github.com/viewizard/astromenace
    E-mail: viewizard@viewizard.com

*****************************************************************************/

#include "ground_object.h"
#include "../../assets/texture.h"
#include "../weapon/weapon.h"

// NOTE switch to nested namespace definition (namespace A::B::C { ... }) (since C++17)
namespace viewizard {
namespace astromenace {

struct sMilitaryBuildingData {
    float Armor;
    std::string Model3DFileName;
    std::string TextureFileName;
};

#pragma GCC diagnostic push
#pragma GCC diagnostic ignored "-Winline"
const std::vector<sMilitaryBuildingData> PresetMilitaryBuildingData {
    {80,    "models/militarybuilding/aa-gun-01.vw3d", "models/gr-01.vw2d"},
    {120,   "models/militarybuilding/aa-gun-02.vw3d", "models/gr-01.vw2d"},
    {80,    "models/militarybuilding/aa-gun-03.vw3d", "models/gr-02.vw2d"},
    {150,   "models/militarybuilding/aa-gun-04.vw3d", "models/gr-01.vw2d"},
    {250,   "models/militarybuilding/aa-gun-05.vw3d", "models/gr-03.vw2d"},
    {50,    "models/militarybuilding/artiler-gun-01.vw3d", "models/gr-03.vw2d"},
    {200,   "models/militarybuilding/artiler-gun-02.vw3d", "models/gr-01.vw2d"}
};
#pragma GCC diagnostic pop


/*
 * Constructor.
 */
cMilitaryBuilding::cMilitaryBuilding(const int MilitaryBuildingNum)
{
    if (MilitaryBuildingNum <= 0
        || static_cast<unsigned>(MilitaryBuildingNum) > PresetMilitaryBuildingData.size()) {
        std::cerr << __func__ << "(): "
                  << "Could not init cMilitaryBuilding object with Number "
                  << MilitaryBuildingNum << "\n";
        return;
    }

    ObjectType = eObjectType::PirateBuilding;
    InternalType = MilitaryBuildingNum;

    LoadObjectData(PresetMilitaryBuildingData[MilitaryBuildingNum - 1].Model3DFileName, *this);

    for (unsigned int i = 0; i < Chunks.size(); i++) {
        Texture[i] = GetPreloadedTextureAsset(PresetMilitaryBuildingData[MilitaryBuildingNum - 1].TextureFileName);
    }

    ArmorCurrentStatus = ArmorInitialStatus =
        PresetMilitaryBuildingData[MilitaryBuildingNum - 1].Armor / GameEnemyArmorPenalty;

    switch (MilitaryBuildingNum) {
    case 1:
        WeaponSlots.reserve(2);
        WeaponSlots.emplace_back(CreateWeapon(204), sVECTOR3D{0.3f, 4.6f, 2.6f});
        WeaponSlots.emplace_back(CreateWeapon(204), sVECTOR3D{-0.3f, 4.6f, 2.6f});
        WeaponFireType = 2;

        TargetHorizChunkNums.reserve(4);
        TargetHorizChunkNums.emplace_back(1);
        TargetHorizChunkNums.emplace_back(2);
        TargetHorizChunkNums.emplace_back(3);
        TargetHorizChunkNums.emplace_back(4);

        TargetVertChunkNums.reserve(3);
        TargetVertChunkNums.emplace_back(2);
        TargetVertChunkNums.emplace_back(3);
        TargetVertChunkNums.emplace_back(4);
        TargetVertChunksMaxAngle = 60.0f;
        break;

    case 2:
        WeaponSlots.emplace_back(CreateWeapon(204), sVECTOR3D{0.0f, 4.6f, 4.5f});
        if (auto sharedWeapon = WeaponSlots.back().Weapon.lock()) {
            sharedWeapon->NextFireTime /= 3.0f;
        }
        WeaponFireType = 2;

        TargetHorizChunkNums.reserve(4);
        TargetHorizChunkNums.emplace_back(1);
        TargetHorizChunkNums.emplace_back(2);
        TargetHorizChunkNums.emplace_back(3);
        TargetHorizChunkNums.emplace_back(4);

        TargetVertChunkNums.reserve(3);
        TargetVertChunkNums.emplace_back(2);
        TargetVertChunkNums.emplace_back(3);
        TargetVertChunkNums.emplace_back(4);
        TargetVertChunksMaxAngle = 60.0f;

        BarrelChunkNums.emplace_back(4);
        break;

    case 3:
        WeaponSlots.reserve(2);
        WeaponSlots.emplace_back(CreateWeapon(205), sVECTOR3D{2.8f, 5.3f, 7.5f});
        if (auto sharedWeapon = WeaponSlots.back().Weapon.lock()) {
            sharedWeapon->NextFireTime /= 2.0f;
        }
        WeaponSlots.emplace_back(CreateWeapon(205), sVECTOR3D{-2.8f, 5.3f, 7.5f});
        if (auto sharedWeapon = WeaponSlots.back().Weapon.lock()) {
            sharedWeapon->NextFireTime /= 2.0f;
        }
        WeaponFireType = 3;

        TargetHorizChunkNums.reserve(2);
        TargetHorizChunkNums.emplace_back(1);
        TargetHorizChunkNums.emplace_back(2);

        TargetVertChunkNums.emplace_back(2);
        TargetVertChunksMaxAngle = 60.0f;
        break;

    case 4:
        WeaponSlots.reserve(2);
        WeaponSlots.emplace_back(CreateWeapon(204), sVECTOR3D{3.6f, 8.5f, 4.0f});
        if (auto sharedWeapon = WeaponSlots.back().Weapon.lock()) {
            sharedWeapon->NextFireTime /= 2.0f;
        }
        WeaponSlots.emplace_back(CreateWeapon(204), sVECTOR3D{-3.6f, 8.5f, 4.0f});
        if (auto sharedWeapon = WeaponSlots.back().Weapon.lock()) {
            sharedWeapon->NextFireTime /= 2.0f;
        }
        WeaponFireType = 2;

        TargetHorizChunkNums.reserve(4);
        TargetHorizChunkNums.emplace_back(1);
        TargetHorizChunkNums.emplace_back(2);
        TargetHorizChunkNums.emplace_back(3);
        TargetHorizChunkNums.emplace_back(4);

        TargetVertChunkNums.reserve(3);
        TargetVertChunkNums.emplace_back(2);
        TargetVertChunkNums.emplace_back(3);
        TargetVertChunkNums.emplace_back(4);
        TargetVertChunksMaxAngle = 60.0f;

        BarrelChunkNums.reserve(2);
        BarrelChunkNums.emplace_back(3);
        BarrelChunkNums.emplace_back(4);
        break;

    case 5:
        WeaponSlots.reserve(2);
        WeaponSlots.emplace_back(CreateWeapon(204), sVECTOR3D{1.95f, 6.5f, 3.7f});
        if (auto sharedWeapon = WeaponSlots.back().Weapon.lock()) {
            sharedWeapon->NextFireTime /= 3.0f;
        }
        WeaponSlots.emplace_back(CreateWeapon(204), sVECTOR3D{-1.95f, 6.5f, 3.7f});
        if (auto sharedWeapon = WeaponSlots.back().Weapon.lock()) {
            sharedWeapon->NextFireTime /= 3.0f;
        }
        WeaponFireType = 2;

        TargetHorizChunkNums.reserve(2);
        TargetHorizChunkNums.emplace_back(1);
        TargetHorizChunkNums.emplace_back(2);

        TargetVertChunkNums.emplace_back(2);
        TargetVertChunksMaxAngle = 60.0f;
        break;

    case 6:
        WeaponSlots.emplace_back(CreateWeapon(204), sVECTOR3D{0.0f, 3.0f, 7.0f});
        if (auto sharedWeapon = WeaponSlots.back().Weapon.lock()) {
            sharedWeapon->NextFireTime /= 3.5f;
        }

        TargetHorizChunkNums.reserve(2);
        TargetHorizChunkNums.emplace_back(2);
        TargetHorizChunkNums.emplace_back(1);

        TargetVertChunkNums.emplace_back(1);
        TargetVertChunksMaxAngle = 80.0f;
        break;

    case 7:
        WeaponSlots.emplace_back(CreateWeapon(211), sVECTOR3D{0.0f, 5.2f, 10.3f});

        TargetHorizChunkNums.reserve(4);
        TargetHorizChunkNums.emplace_back(4);
        TargetHorizChunkNums.emplace_back(2);
        TargetHorizChunkNums.emplace_back(3);
        TargetHorizChunkNums.emplace_back(1);

        TargetVertChunkNums.reserve(3);
        TargetVertChunkNums.emplace_back(3);
        TargetVertChunkNums.emplace_back(2);
        TargetVertChunkNums.emplace_back(1);
        TargetVertChunksMaxAngle = 60.0f;

        BarrelChunkNums.emplace_back(1);
        break;
    }

    if (!TargetHorizChunkNums.empty()) {
        BaseBound = Chunks[TargetHorizChunkNums[0]].Location;
    }

    if (!TargetVertChunkNums.empty()) {
        if (!TargetHorizChunkNums.empty()) {
            MiddleBound = Chunks[TargetVertChunkNums[0]].Location - Chunks[TargetHorizChunkNums[0]].Location;
        } else {
            MiddleBound = Chunks[TargetVertChunkNums[0]].Location;
        }
    }

    for (auto &tmpWeaponSlot : WeaponSlots) {
        if (!TargetVertChunkNums.empty()) {
            tmpWeaponSlot.Bound = tmpWeaponSlot.Location - Chunks[TargetVertChunkNums[0]].Location;
        } else if (!TargetHorizChunkNums.empty()) {
            tmpWeaponSlot.Bound = tmpWeaponSlot.Location - Chunks[TargetHorizChunkNums[0]].Location;
        } else {
            tmpWeaponSlot.Bound = tmpWeaponSlot.Location;
        }
    }
}

} // astromenace namespace
} // viewizard namespace
