// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"
#include "Components/Button.h"
#include "Components/ProgressBar.h"
#include "Components/TextBlock.h"
#include "StatusEffect.h"
#include "NiagaraComponent.h"
#include "NiagaraFunctionLibrary.h"
#include "GameFramework/GameStateBase.h"
#include "StatusEffects/Thorns.h"
#include "TurnBaseCombatV2.generated.h"

class UNiagaraSystem;

UCLASS()
class THE_TWILIGHT_ABYSS_API ATurnBaseCombatV2 : public AGameStateBase
{
	GENERATED_BODY()

public:
	ATurnBaseCombatV2();

	int* EnemyHealth = nullptr;
	float* PlayerHealth = nullptr;
	UPROPERTY(EditDefaultsOnly)
	int DefaultActionPoints = 3;
	UPROPERTY(EditDefaultsOnly)
	int ActiveActionPoints = 0;
	
	UPROPERTY(EditDefaultsOnly)
	int ProbertiumResource = 10; 
	UPROPERTY(EditDefaultsOnly)
	int EisResource = 10;
	UPROPERTY(EditDefaultsOnly)
	int AzosResource = 10;
	UPROPERTY(EditDefaultsOnly)
	int IroquoidResource = 10;

	UPROPERTY(EditDefaultsOnly)
	UNiagaraSystem* GunEffect;

	UPROPERTY(VisibleAnywhere)
	AActor* PlayerActor;
	UPROPERTY(VisibleAnywhere)
	AActor* EnemyActor;
	// AActor* ActiveActor;
	UPROPERTY(BlueprintReadWrite)
	UUserWidget* HUD;
	/*
	TODO:
	Reference Player Inventory 
	*/
	UPROPERTY(EditAnywhere)
	TSubclassOf<UUserWidget> HUDWidget;
	UPROPERTY(EditAnywhere)
	TMap<FString, int32> ValidCombos =
	{
		{"P", 5},
		{"PP", 15},
		{"PPP", 20},
		{"E", 5},
		{"EE", 15},
		{"EEE", 20},
		{"A", 5},
		{"AA", 15},
		{"AAA", 20},
		{"I", 5},
		{"II", 15},
		{"III", 20},
		{"IA", 15},
		{"IIA", 20},
		{"EP", 15},
		{"EEP", 20},
		{"AE", 15},
		{"AAE", 20},
		{"PI", 15},
		{"PPI", 20}
	};
	UPROPERTY(EditAnywhere)
	TMap<FString, FString> SpecialCombos =
	{
		//{"IIA", "ReduceActSpeed"},
		//{"EEP", "AreaOfEffect"},
		{"AAE", "Thorns"},
		{"PPI", "DamageOverTime"}
	};

	FString BattleLog;

	UFUNCTION(BlueprintCallable)
	void StartCombat(AActor* Enemy);
	UFUNCTION(BlueprintCallable)
	void EndCombat();
	UFUNCTION(BlueprintCallable)
	void FKeyPressed();
	UFUNCTION(BlueprintCallable)
	void WKeyPressed();

	DECLARE_EVENT_TwoParams(ATurnBaseCombatV2, FOnPlayerTurn, AActor*, AActor*);
	DECLARE_EVENT_TwoParams(ATurnBaseCombatV2, FOnEnemyTurn, AActor*, AActor*);
	FOnPlayerTurn OnPlayerTurn;
	FOnEnemyTurn OnEnemyTurn;
	
protected:
	virtual void BeginPlay() override;
	void ExecuteCast(FString Combo);
	void UseActionPoint();
	void ReuseActionPoint();
	void RevertActionPoints();
	void DamagePlayer(int Damage);
	void DamageEnemy(int Damage);
	void UpdateProgressBars() const;

private:
	bool IsValidCombo(FString Combo) const;
	bool IsSpecialCombo(FString Combo) const;

	UPROPERTY()
	TSubclassOf<UStatusEffect> ThornsStatusEffect;

	UPROPERTY()
	TArray<UStatusEffect*> StatusEffects;

	UPROPERTY(VisibleAnywhere)
	bool bIsPlayerTurn = true;

	UPROPERTY(VisibleAnywhere)
	FString CurrentComboString = "";

	void SwitchTurn();

	UPROPERTY(VisibleAnywhere)
	UTextBlock* TurnIndicatorTextBlock;
	UPROPERTY(VisibleAnywhere)
	UTextBlock* CurrentComboTextBlock;
	UPROPERTY(VisibleAnywhere)
	UTextBlock* BattleLogTextBlock;
	UPROPERTY(VisibleAnywhere)
	UTextBlock* ActionPointsTextBlock;

	UPROPERTY(VisibleAnywhere)
	UProgressBar* PlayerHealthBar;
	UPROPERTY(VisibleAnywhere)
	UProgressBar* EnemyHealthBar;

	UPROPERTY(VisibleAnywhere)
	UProgressBar* ProbertiumResourceBar;
	UPROPERTY(VisibleAnywhere)
	UProgressBar* EisResourceBar;
	UPROPERTY(VisibleAnywhere)
	UProgressBar* AzosResourceBar;
	UPROPERTY(VisibleAnywhere)
	UProgressBar* IroquoidResourceBar;

	UPROPERTY(VisibleAnywhere)
	UButton* CastButton;

	UPROPERTY(VisibleAnywhere)
	UButton* PButton;
	UPROPERTY(VisibleAnywhere)
	UButton* EButton;
	UPROPERTY(VisibleAnywhere)
	UButton* AButton;
	UPROPERTY(VisibleAnywhere)
	UButton* IButton;

	UPROPERTY(VisibleAnywhere)
	UButton* BackspaceButton;
	UPROPERTY(VisibleAnywhere)
	UButton* RunButton;

	UFUNCTION()
	void CastButtonOnClick();

	UFUNCTION()
	void PButtonOnClick();
	UFUNCTION()
	void EButtonOnClick();
	UFUNCTION()
	void AButtonOnClick();
	UFUNCTION()
	void IButtonOnClick();

	UFUNCTION()
	void BackspaceButtonOnClick();
	UFUNCTION()
	void RunButtonOnClick();

	void UpdateComboString(FString NewCombo) const;
	void UpdateActionPoints() const;

	void AddBattleLogMessage(FString Message);
	void ClearBattleLog();
	void UpdateBattleLog();
	void UpdateResourceBars() const;
	void ToggleButtons() const;
	void EnemyTurn();
};