#pragma once

#include "RakPeerInterface.h"
#include "dCommonVars.h"
#include "BehaviorBranchContext.h"
#include "GameMessages.h"

#include <vector>

class Behavior;

struct BehaviorSyncEntry
{
	uint32_t handle = 0;

	float time = 0;

	bool ignoreInterrupts = false;
	
	Behavior* behavior = nullptr;

	BehaviorBranchContext branchContext;

	BehaviorSyncEntry();
};

struct BehaviorTimerEntry
{
	float time = 0;

	Behavior* behavior = nullptr;

	BehaviorBranchContext branchContext;

	LWOOBJID second = LWOOBJID_EMPTY;

	BehaviorTimerEntry();
};

struct BehaviorEndEntry
{
	Behavior* behavior = nullptr;

	uint32_t start = 0;

	BehaviorBranchContext branchContext;

	LWOOBJID second = LWOOBJID_EMPTY;
	
	BehaviorEndEntry();
};

struct BehaviorContext
{
	LWOOBJID originator = LWOOBJID_EMPTY;

	bool foundTarget = false;

	float skillTime = 0;

	uint32_t skillID = 0;

	uint32_t skillUId = 0;

	bool failed = false;

	bool clientInitalized = false;
	
	std::vector<BehaviorSyncEntry> syncEntries;
	
	std::vector<BehaviorTimerEntry> timerEntries;
	
	std::vector<BehaviorEndEntry> endEntries;

	std::vector<LWOOBJID> scheduledUpdates;

	bool unmanaged = false;

	LWOOBJID caster = LWOOBJID_EMPTY;

	uint32_t GetUniqueSkillId() const;

	void RegisterSyncBehavior(uint32_t syncId, Behavior* behavior, const BehaviorBranchContext& branchContext);

	void RegisterTimerBehavior(Behavior* behavior, const BehaviorBranchContext& branchContext, LWOOBJID second = LWOOBJID_EMPTY);

	void RegisterEndBehavior(Behavior* behavior, const BehaviorBranchContext& branchContext, LWOOBJID second = LWOOBJID_EMPTY);

	void ScheduleUpdate(LWOOBJID id);

	void ExecuteUpdates();
	
	void SyncBehavior(uint32_t syncId, RakNet::BitStream* bitStream);

	void Update(float deltaTime);
	
	void SyncCalculation(uint32_t syncId, float time, Behavior* behavior, const BehaviorBranchContext& branch, bool ignoreInterrupts = false);

	void InvokeEnd(uint32_t id);
	
	bool CalculateUpdate(float deltaTime);

	void Interrupt();

	void Reset();

	std::vector<LWOOBJID> GetValidTargets(int32_t ignoreFaction = 0, int32_t includeFaction = 0, const bool targetSelf = false, const bool targetEnemy = true, const bool targetFriend = false) const;
	
	explicit BehaviorContext(LWOOBJID originator, bool calculation = false);

	~BehaviorContext();
};
