extends "PlayerGDBase.gd"
class_name NetworkedPlayerGD

# Copyright Péter Magyar relintai@gmail.com
# MIT License, functionality from this class needs to be protable to the entity spell system

#export (float) var MOUSE_SENSITIVITY : float = 0.05
#export (String) var map_path : String

const ray_length = 1000
const ACCEL : float = 100.0
const DEACCEL : float = 100.0
const GRAVITY : float = -24.8
const JUMP_SPEED : float = 3.8
const MAX_SLOPE_ANGLE : float = 40.0
const MOUSE_TARGET_MAX_OFFSET : int = 10

#var _on : bool = true

var y_rot : float = 0.0

#var vel : Vector3 = Vector3()
#var dir : Vector3 = Vector3()

var animation_tree : AnimationTree
var anim_node_state_machine : AnimationNodeStateMachinePlayback = null
#var animation_run : bool = false

func _ready() -> void:
	animation_tree = get_character_skeleton().get_animation_tree()
	
	if animation_tree != null:
		anim_node_state_machine = animation_tree["parameters/playback"]
	

#func _physics_process(delta : float) -> void:
#	if not _on:
#		return
#
	#process_movement(delta)

#func process_movement(delta : float) -> void:
#	if input_dir.x > 0.1 or input_dir.y > 0.1 or input_dir.x < -0.1 or input_dir.y < -0.1:
#		var forward : Vector3 = Vector3(0, 0, 1).rotated(Vector3(0, 1, 0), deg2rad(y_rot)) 
#		var right : Vector3 = forward.cross(Vector3(0, 1, 0)) * -input_dir.x
#		forward *= input_dir.y #only potentially make it zero after getting the right vector
#
#		dir = forward
#		dir += right
#
#		if dir.length_squared() > 0.1:
#			dir = dir.normalized()
#	else:
#		dir = Vector3()
#
#	vel.y += delta * GRAVITY
#
#	var hvel : Vector3 = vel
#	hvel.y = 0
#
#	var target : Vector3 = dir
#	target *= get_speed().ccurrent
#
#	var accel
#	if dir.dot(hvel) > 0:
#		accel = ACCEL
#	else:
#		accel = DEACCEL
#
#	hvel = hvel.linear_interpolate(target, accel * delta) as Vector3
#	vel.x = hvel.x
#	vel.z = hvel.z
#	vel = move_and_slide(vel, Vector3(0,1,0), false, 4, deg2rad(MAX_SLOPE_ANGLE))

func rotate_delta(x_delta : float) -> void:
	y_rot += x_delta
	
	if y_rot > 360:
		y_rot = 0
	if y_rot < 0:
		y_rot = 360
	
	rotation_degrees = Vector3(0.0, y_rot, 0.0)

#remote func set_position(position : Vector3, rot : Vector3) -> void:
#	translation = position
#	rotation = rot

remote func sset_position(position : Vector3, rotation : Vector3) -> void:

#	if get_network_master() != 1:
#		print(str(get_network_master()) + "npsset")

	if multiplayer.network_peer and multiplayer.is_network_server():
		cset_position(position, rotation)
		vrpc("cset_position", translation, rotation)
		
remote func cset_position(position : Vector3, rotation : Vector3) -> void:
#	if get_network_master() != 1:
#		print(str(get_network_master()) + "npcset")
		
	translation = position
	rotation = rotation
		
func _moved() -> void:
	if sis_casting():
		sfail_cast()