/**
 * Thanks to Simon for his early research on the racing system.
 */

#pragma once

#include "BitStream.h"
#include "Entity.h"
#include "Component.h"

/**
 * Information for each player in the race
 */
struct RacingPlayerInfo {

    /**
     * The ID of the player
     */
    LWOOBJID playerID;

    /**
     * The ID of the car the player is driving
     */
    LWOOBJID vehicleID;

    /**
     * The index of this player in the list of players
     */
    uint32_t playerIndex;

    /**
     * Whether the player has finished loading or not
     */
    bool playerLoaded;

    /**
     * Scripted activity component score
     */
    float data[10] {};

    /**
     * Point that the player will respawn at if they smash their car
     */
    NiPoint3 respawnPosition;

    /**
     * Rotation that the player will respawn at if they smash their car
     */
    NiQuaternion respawnRotation;

    /**
     * The index in the respawn point the player is now at
     */
    uint32_t respawnIndex;

    /**
     * The number of laps the player has completed
     */
    uint32_t lap;

    /**
     * Whether or not the player has finished the race
     */
    uint32_t finished;

    /**
     * Unused
     */
    uint16_t reachedPoints;

    /**
     * The fastest lap time of the player
     */
    time_t bestLapTime = 0;

    /**
     * The current lap time of the player
     */
    time_t lapTime = 0;

    /**
     * The number of times this player smashed their car
     */
    uint32_t smashedTimes = 0;

    /**
     * Whether or not the player should be smashed if the game is reloaded
     */
    bool noSmashOnReload = false;

    /**
     * Whether or not this player has collected their rewards from completing the race
     */
    bool collectedRewards = false;

    /**
     * Unused
     */
    time_t raceTime = 0;
};

/**
 * Component that's attached to a manager entity in each race zone that loads player vehicles, keep scores, etc.
 */
class RacingControlComponent : public Component {
public:
	static const uint32_t ComponentType = COMPONENT_TYPE_RACING_CONTROL;
	
	RacingControlComponent(Entity* parentEntity);
	~RacingControlComponent();

    void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags);
    void Update(float deltaTime);

    /**
     * Invoked when a player loads into the zone.
     */
    void OnPlayerLoaded(Entity* player);

    /**
     * Initalize the player's vehicle.
     * 
     * @param player The player who's vehicle to initialize.
     * @param initialLoad Is this the first time the player is loading in this race?
     */
    void LoadPlayerVehicle(Entity* player, bool initialLoad = false);

    /**
     * Invoked when the client says it has loaded in.
     */
    void OnRacingClientReady(Entity* player);

    /**
     * Invoked when the client says it should be smashed.
     */
    void OnRequestDie(Entity* player);

    /**
     * Invoked when the player has finished respawning.
     */
    void OnRacingPlayerInfoResetFinished(Entity* player);

    /**
     * Invoked when the player responds to the GUI.
     */
    void HandleMessageBoxResponse(Entity* player, const std::string& id);

    /**
     * Get the reacing data from a player's LWOOBJID.
     */
    RacingPlayerInfo* GetPlayerData(LWOOBJID playerID);

    /**
     * Formats a time to a string, currently unused
     * @param time the time to format
     * @return the time formatted as string
     */
    static std::string FormatTimeString(time_t time);

private:

    /**
     * The players that are currently racing
     */
    std::vector<RacingPlayerInfo> m_RacingPlayers;

    /**
     * The paths that are followed for the camera scenes
     */
    std::u16string m_PathName;

    /**
     * The ID of the activity for participating in this race
     */
    uint32_t m_ActivityID;

    /**
     * The world the players return to when they finish the race
     */
    uint32_t m_MainWorld;

    /**
     * The number of laps that are remaining for the winning player
     */
    uint16_t m_RemainingLaps;

    /**
     * The ID of the player that's currently winning the race
     */
    LWOOBJID m_LeadingPlayer;

    /**
     * The overall best lap from all the players
     */
    float m_RaceBestLap;

    /**
     * The overall best time from all the players
     */
    float m_RaceBestTime;

    /**
     * Whether or not the race has started
     */
    bool m_Started;

    /**
     * The time left until the race will start
     */
    float m_StartTimer;

    /**
     * The time left for loading the players
     */
    float m_LoadTimer;

    /**
     * Whether or not all players have loaded
     */
    bool m_Loaded;

    /**
     * The number of loaded players
     */
    uint32_t m_LoadedPlayers;

    /**
     * All the players that are in the lobby, loaded or not
     */
    std::vector<LWOOBJID> m_LobbyPlayers;

    /**
     * The number of players that have fi nished the race
     */
    uint32_t m_Finished;

    /**
     * The time the race was started
     */
    time_t m_StartTime;

    /**
     * Timer for tracking how long a player was alone in this race
     */
    float m_EmptyTimer;

    bool m_SoloRacing;
};
