#include "SwitchBehavior.h"
#include "BehaviorBranchContext.h"
#include "EntityManager.h"
#include "dLogger.h"
#include "DestroyableComponent.h"
#include "BehaviorContext.h"
#include "BuffComponent.h"

void SwitchBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, const BehaviorBranchContext branch)
{
	auto state = true;

	if (this->m_imagination > 0 || !this->m_isEnemyFaction)
	{
		bitStream->Read(state);
	}

    auto* entity = EntityManager::Instance()->GetEntity(context->originator);

    if (entity == nullptr)
    {
        return;
    }

    auto* destroyableComponent = entity->GetComponent<DestroyableComponent>();
	
	if (destroyableComponent == nullptr)
	{
		return;
	}

    Game::logger->Log("SwitchBehavior", "[%i] State: (%d), imagination: (%i) / (%f)\n", entity->GetLOT(), state, destroyableComponent->GetImagination(), destroyableComponent->GetMaxImagination());

	if (state || (entity->GetLOT() == 8092 && destroyableComponent->GetImagination() >= m_imagination))
	{
		this->m_actionTrue->Handle(context, bitStream, branch);
	}
	else
	{
		this->m_actionFalse->Handle(context, bitStream, branch);
	}
}

void SwitchBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch)
{
	auto state = true;
	
	if (this->m_imagination > 0 || !this->m_isEnemyFaction)
	{
		auto* entity = EntityManager::Instance()->GetEntity(branch.target);

		state = entity != nullptr;

		if (state && m_targetHasBuff != 0)
		{
		    auto* buffComponent = entity->GetComponent<BuffComponent>();

			if (buffComponent != nullptr && !buffComponent->HasBuff(m_targetHasBuff))
			{
				state = false;
			}
		}

		bitStream->Write(state);
	}

	if (state)
	{
		this->m_actionTrue->Calculate(context, bitStream, branch);
	}
	else
	{
		this->m_actionFalse->Calculate(context, bitStream, branch);
	}
}

void SwitchBehavior::Load()
{
	this->m_actionTrue = GetAction("action_true");
	
	this->m_actionFalse = GetAction("action_false");
	
	this->m_imagination = GetInt("imagination");
	
	this->m_isEnemyFaction = GetBoolean("isEnemyFaction");

	this->m_targetHasBuff = GetInt("target_has_buff");
}
