# Original: https://raw.githubusercontent.com/Calinou/fps-test/master/scripts/player.gd

extends RigidBody

var view_sensitivity = 0.25

# Walking speed and jumping height are defined later.
var walk_speed = 0.8 # Actually acceleration; m/s/s
var jump_speed = 3 # m/s
var air_accel = .3 # m/s/s
var floor_friction = 1-0.08
var air_friction = 1-0.03
var player_info # Set by lobby

var walk_speed_build = 0.006 # `walk_speed` per `switch_charge`
var air_speed_build = 0.006 # `air_accel` per `switch_chare`

var switch_charge = 0
var switch_charge_cap = 200 # While switching is always at 100, things like speed boost might go higher!
var movement_charge = 0.15 # In percent per meter (except when heroes change that)

const fall_height = -50

var debug_node

slave var slave_transform = Basis()
slave var slave_lin_v = Vector3()
slave var slave_ang_v = Vector3()

export(NodePath) var tp_camera
export(NodePath) var master_only

func _ready():

	set_process_input(true)
	debug_node = get_node("/root/Level/Debug")
	if is_network_master():
		get_node(tp_camera).set_enabled(true)
		spawn()
	else:
		remove_child(get_node(master_only))

func spawn():
	var placement = Vector3()
	var x_varies = 10
	var y_varies = 20
	# No Z, because that's the left-right question
	if player_info.is_right_team:
		placement = get_node("/root/Level/RightSpawn").get_translation()
	else:
		placement = get_node("/root/Level/LeftSpawn").get_translation()
	# So we don't all spawn on top of each other
	placement.x += rand_range(0, x_varies)
	placement.y += rand_range(0, y_varies)
	set_transform(Basis())
	set_translation(placement)
	set_linear_velocity(Vector3())

func _input(event):
	if is_network_master():
		if Input.is_action_just_pressed("switch_hero"):
			switch_hero_interface()
		# Quit the game:
		if Input.is_action_pressed("quit"):
			quit()

func toggle_mouse_capture():
	if (Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED):
		Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
		view_sensitivity = 0
	else:
		Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
		view_sensitivity = 0.25

# Update visual yaw + pitch components to match camera
func set_rotation():
	get_node("Yaw").set_rotation(Vector3(0, deg2rad(get_node(tp_camera).cam_yaw), 0))
	get_node("Yaw/Pitch").set_rotation(Vector3(deg2rad(-get_node(tp_camera).cam_pitch), 0, 0))

func _integrate_forces(state):
	if is_network_master():
		control_player(state)
		rpc_unreliable("set_status", get_status())
	set_rotation()

slave func set_status(s):
	set_transform(s[0])
	set_linear_velocity(s[1])
	set_angular_velocity(s[2])
	get_node(tp_camera).cam_yaw = s[3]
	get_node(tp_camera).cam_pitch = s[4]

func get_status():
	return [
		get_transform(),
		get_linear_velocity(),
		get_angular_velocity(),
		get_node(tp_camera).cam_yaw,
		get_node(tp_camera).cam_pitch,
	]

func control_player(state):

	var aim = get_node("Yaw").get_global_transform().basis

	var direction = Vector3()

	if Input.is_action_pressed("move_forwards"):
		direction -= aim[2]
	if Input.is_action_pressed("move_backwards"):
		direction += aim[2]
	if Input.is_action_pressed("move_left"):
		direction -= aim[0]
	if Input.is_action_pressed("move_right"):
		direction += aim[0]

	direction = direction.normalized()
	var ray = get_node("Ray")

	if ray.is_colliding():
		var up = state.get_total_gravity().normalized()
		var normal = ray.get_collision_normal()
		var floor_velocity = Vector3()
		var object = ray.get_collider()

		var accel = (1 + switch_charge * walk_speed_build) * walk_speed
		state.apply_impulse(Vector3(), direction * accel * get_mass())
		var lin_v = state.get_linear_velocity()
		lin_v.x *= floor_friction
		lin_v.z *= floor_friction
		state.set_linear_velocity(lin_v)

		if Input.is_action_pressed("jump"):
			state.apply_impulse(Vector3(), normal * jump_speed * get_mass())

	else:
		var accel = (1 + switch_charge * air_speed_build) * air_accel
		state.apply_impulse(Vector3(), direction * accel * get_mass())
		var lin_v = state.get_linear_velocity()
		lin_v.x *= air_friction
		lin_v.z *= air_friction
		state.set_linear_velocity(lin_v)

	state.integrate_forces()

func _process(delta):
	# All player code not caused by input, and not causing movement
	if is_network_master():
		var vel = get_linear_velocity()
		switch_charge += movement_charge * vel.length() * delta
		var switch_node = get_node("MasterOnly/SwitchCharge")
		switch_node.set_text("%.f%%" % switch_charge)
		if switch_charge >= 100:
			# Let switch_charge keep building, because we use it for walk_speed and things
			switch_node.set_text("100%% (%.f)\nQ - Switch hero" % switch_charge)
		if switch_charge > switch_charge_cap:
			# There is however a cap
			switch_charge = switch_charge_cap

		if get_translation().y < fall_height:
			spawn()
			switch_hero_interface()

func switch_hero_interface():
	# Interface needs the mouse!
	toggle_mouse_capture()
	# Pause so if we have walls and such nothing funny happens
	get_tree().set_pause(true)
	var interface = preload("res://scenes/HeroSelect.tscn").instance()
	add_child(interface)
	interface.get_node("Confirm").connect("pressed", self, "switch_hero_master")

func switch_hero_master():
	rpc("switch_hero", get_node("HeroSelect/Hero").get_selected_id())
	# Remove the mouse and enable looking again
	toggle_mouse_capture()
	get_tree().set_pause(false)

sync func switch_hero(hero):
	var new_hero = load("res://scenes/heroes/%d.tscn" % hero).instance()
	var net_id = int(get_name())
	set_name("%d-delete" % net_id) # Can't have duplicate names
	new_hero.set_name("%d" % net_id)
	new_hero.set_network_master(net_id)
	new_hero.player_info = player_info
	get_node("/root/Level/Players").call_deferred("add_child", new_hero)
	# We must wait until after _ready is called, so that we don't end up at spawn
	new_hero.call_deferred("set_status", get_status())
	queue_free()

func _exit_scene():
	Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)

# Functions
# =========

# Quits the game:
func quit():
	get_tree().quit()