#ifndef ENTITY_ENUMS_H
#define ENTITY_ENUMS_H
/*
Copyright (c) 2019-2022 Péter Magyar

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/

#include "core/object.h"
#include "core/ustring.h"

class EntityEnums : public Object {
	GDCLASS(EntityEnums, Object);

public:
	static const String BINDING_STRING_ENTITY_PLAYER_TYPES;
	static const String BINDING_STRING_ENTITY_CONTOLLER;
	static const String BINDING_STRING_ENTITY_FLAGS;
	static const String BINDING_STRING_ENTITY_STATE_TYPES;
	static const String BINDING_STRING_COMMON_CHARCATER_SKELETON_POINTS;
	static const String BINDING_STRING_AI_STATES;
	static const String BINDING_STRING_PET_STATES;
	static const String BINDING_STRING_ENTITY_IMMUNITY_FLAGS;
	static const String BINDING_STRING_ENTITY_RELATION_TYPE;
	static const String BINDING_STRING_ENTITY_INTERACTION_TYPE;
	static const String BINDING_STRING_ENTITY_PLAYSTYLE_TYPE;
	static const String BINDING_STRING_ENTITY_WINDOWS;
	static const String BINDING_STRING_ENTITY_ENTITY_RESOURCE_INDICES;

	enum EntityPlayerType {
		ENTITY_PLAYER_TYPE_NONE,
		ENTITY_PLAYER_TYPE_PLAYER,
		ENTITY_PLAYER_TYPE_NETWORKED,
		ENTITY_PLAYER_TYPE_AI,
		ENTITY_PLAYER_TYPE_DISPLAY,
	};

	enum EntityController {
		ENITIY_CONTROLLER_NONE,
		ENITIY_CONTROLLER_PLAYER,
		ENITIY_CONTROLLER_AI
	};

	enum EntityFlags {
		ENITIY_FLAGS_NONE = 0,

		ENTITY_FLAGS_UNTARGETALBE = 1 << 0,
		ENTITY_FLAGS_HIDDEN = 1 << 1,
		ENTITY_FLAGS_INTERACTABLE = 1 << 2,
		ENTITY_FLAGS_HOSTILE = 1 << 3,
	};

	enum EntityStateTypeFlags {
		ENTITY_STATE_TYPE_FLAG_NONE = 0,
		ENTITY_STATE_TYPE_FLAG_STUN = 1 << 0,
		ENTITY_STATE_TYPE_FLAG_ROOT = 1 << 1,
		ENTITY_STATE_TYPE_FLAG_FROZEN = 1 << 2,
		ENTITY_STATE_TYPE_FLAG_SILENCED = 1 << 3,
		ENTITY_STATE_TYPE_FLAG_DISORIENTED = 1 << 4,
		ENTITY_STATE_TYPE_FLAG_FEARED = 1 << 5,
		ENTITY_STATE_TYPE_FLAG_BURNING = 1 << 6,
		ENTITY_STATE_TYPE_FLAG_COLD = 1 << 7,
		ENTITY_STATE_TYPE_FLAG_CURSED = 1 << 8,
		ENTITY_STATE_TYPE_FLAG_PACIFIED = 1 << 9,
	};

	enum EntityStateTypeIndexes {
		ENTITY_STATE_TYPE_INDEX_NONE = 0,
		ENTITY_STATE_TYPE_INDEX_STUN = 1,
		ENTITY_STATE_TYPE_INDEX_ROOT = 2,
		ENTITY_STATE_TYPE_INDEX_FROZEN = 3,
		ENTITY_STATE_TYPE_INDEX_SILENCED = 4,
		ENTITY_STATE_TYPE_INDEX_DISORIENTED = 5,
		ENTITY_STATE_TYPE_INDEX_FEARED = 6,
		ENTITY_STATE_TYPE_INDEX_BURNING = 7,
		ENTITY_STATE_TYPE_INDEX_COLD = 8,
		ENTITY_STATE_TYPE_INDEX_CURSED = 9,
		ENTITY_STATE_TYPE_INDEX_PACIFIED = 10,

		ENTITY_STATE_TYPE_INDEX_MAX = 11,
	};

	static EntityStateTypeFlags get_state_flag_for_index(int index) {
		switch (index) {
			case ENTITY_STATE_TYPE_INDEX_STUN:
				return ENTITY_STATE_TYPE_FLAG_STUN;
			case ENTITY_STATE_TYPE_INDEX_ROOT:
				return ENTITY_STATE_TYPE_FLAG_ROOT;
			case ENTITY_STATE_TYPE_INDEX_FROZEN:
				return ENTITY_STATE_TYPE_FLAG_FROZEN;
			case ENTITY_STATE_TYPE_INDEX_SILENCED:
				return ENTITY_STATE_TYPE_FLAG_SILENCED;
			case ENTITY_STATE_TYPE_INDEX_DISORIENTED:
				return ENTITY_STATE_TYPE_FLAG_DISORIENTED;
			case ENTITY_STATE_TYPE_INDEX_FEARED:
				return ENTITY_STATE_TYPE_FLAG_FEARED;
			case ENTITY_STATE_TYPE_INDEX_BURNING:
				return ENTITY_STATE_TYPE_FLAG_BURNING;
			case ENTITY_STATE_TYPE_INDEX_COLD:
				return ENTITY_STATE_TYPE_FLAG_COLD;
			case ENTITY_STATE_TYPE_INDEX_CURSED:
				return ENTITY_STATE_TYPE_FLAG_CURSED;
			case ENTITY_STATE_TYPE_INDEX_PACIFIED:
				return ENTITY_STATE_TYPE_FLAG_PACIFIED;
		}

		return ENTITY_STATE_TYPE_FLAG_NONE;
	}

	enum EntityImmunityFlags {
		ENTITY_IMMUNITY_FLAG_NONE = 0,

		ENTITY_IMMUNITY_FLAG_STUN = 1 << 0,
		ENTITY_IMMUNITY_FLAG_ROOT = 1 << 1,
		ENTITY_IMMUNITY_FLAG_FREEZE = 1 << 2,
		ENTITY_IMMUNITY_FLAG_SILENCE = 1 << 3,
		ENTITY_IMMUNITY_FLAG_DISORIENT = 1 << 4,
		ENTITY_IMMUNITY_FLAG_FEAR = 1 << 5,
		ENTITY_IMMUNITY_FLAG_BURNING = 1 << 6,
		ENTITY_IMMUNITY_FLAG_COLD = 1 << 7,
		ENTITY_IMMUNITY_FLAG_PACIFY = 1 << 8,

		ENTITY_IMMUNITY_FLAG_MAGIC = 1 << 9,
		ENTITY_IMMUNITY_FLAG_POISON = 1 << 10,
		ENTITY_IMMUNITY_FLAG_PHYSICAL = 1 << 11,
		ENTITY_IMMUNITY_FLAG_CURSE = 1 << 12,
		ENTITY_IMMUNITY_FLAG_BLEED = 1 << 13,

		ENTITY_IMMUNITY_FLAG_MELEE = 1 << 14,
		ENTITY_IMMUNITY_FLAG_HOLY = 1 << 15,
		ENTITY_IMMUNITY_FLAG_SHADOW = 1 << 16,
		ENTITY_IMMUNITY_FLAG_NATURE = 1 << 17,
		ENTITY_IMMUNITY_FLAG_FIRE = 1 << 18,
		ENTITY_IMMUNITY_FLAG_FROST = 1 << 19,
		ENTITY_IMMUNITY_FLAG_LIGHTNING = 1 << 20,
		ENTITY_IMMUNITY_FLAG_CHAOS = 1 << 21,

		ENTITY_IMMUNITY_FLAG_SLOW = 1 << 22,
		ENTITY_IMMUNITY_FLAG_CRIT = 1 << 23,
		ENTITY_IMMUNITY_FLAG_AOE = 1 << 24,
		ENTITY_IMMUNITY_FLAG_DAMAGE = 1 << 25,
		ENTITY_IMMUNITY_FLAG_FALL_DAMAGE = 1 << 26,
		ENTITY_IMMUNITY_FLAG_PROJECTILE = 1 << 27,
		ENTITY_IMMUNITY_FLAG_DEBUFF = 1 << 28,
		ENTITY_IMMUNITY_FLAG_ATTACKS = 1 << 29,
		ENTITY_IMMUNITY_FLAG_DISPELL = 1 << 30,
	};

	enum CommonCharacterSkeletonPoints {
		COMMON_SKELETON_POINT_ROOT = 0,
		COMMON_SKELETON_POINT_PELVIS,
		COMMON_SKELETON_POINT_SPINE,
		COMMON_SKELETON_POINT_SPINE_1,
		COMMON_SKELETON_POINT_SPINE_2,
		COMMON_SKELETON_POINT_NECK,
		COMMON_SKELETON_POINT_HEAD,
		COMMON_SKELETON_POINT_TORSO,
		COMMON_SKELETON_POINT_RIGHT_HIP,
		COMMON_SKELETON_POINT_LEFT_HIP,
		COMMON_SKELETON_POINT_BACK,
		COMMON_SKELETON_POINT_LEFT_HAND,
		COMMON_SKELETON_POINT_RIGHT_HAND,

		COMMON_SKELETON_POINT_WEAPON_LEFT,
		COMMON_SKELETON_POINT_WEAPON_RIGHT,
		COMMON_SKELETON_POINT_WEAPON_LEFT_BACK,
		COMMON_SKELETON_POINT_WEAPON_RIGHT_BACK,

		COMMON_SKELETON_POINT_WEAPON_LEFT_SHIELD,
		COMMON_SKELETON_POINT_WEAPON_RIGHT_SHIELD,

		COMMON_SKELETON_POINTS_MAX,
	};

	enum AIStates {
		AI_STATE_OFF = 0,
		AI_STATE_REST,
		AI_STATE_PATROL,
		AI_STATE_FOLLOW_PATH,
		AI_STATE_REGENERATE,
		AI_STATE_ATTACK,

		AI_STATE_PET_OFF,
		AI_STATE_PET_FOLLOW,
		AI_STATE_PET_STOP,
		AI_STATE_PET_ATTACK,

		AI_STATE_MAX,
	};

	enum EntityRelationType {
		ENTITY_RELATION_TYPE_NEUTRAL = 0,
		ENTITY_RELATION_TYPE_FRIENDLY,
		ENTITY_RELATION_TYPE_HOSTILE,
	};

	enum EntityInteractionType {
		ENITIY_INTERACTION_TYPE_NORMAL = 0,
		ENITIY_INTERACTION_TYPE_SPEAK,
		ENITIY_INTERACTION_TYPE_LOOT,
		ENITIY_INTERACTION_TYPE_USE,
		ENITIY_INTERACTION_TYPE_TRAIN,
		ENITIY_INTERACTION_TYPE_VENDOR,
		ENITIY_INTERACTION_TYPE_NONE,
	};

	enum EntityClassPlaystyleType {
		ENTITY_CLASS_PLAYSTYLE_TYPE_MELEE = 0,
		ENTITY_CLASS_PLAYSTYLE_TYPE_SPELL,
		ENTITY_CLASS_PLAYSTYLE_TYPE_HYBRID,
		ENTITY_CLASS_PLAYSTYLE_TYPE_NONE,
	};

	enum EntityWindows {
		ENTITY_WINDOW_LOOT = 0,
		ENTITY_WINDOW_CONTAINER,
		ENTITY_WINDOW_VENDOR,
		ENTITY_WINDOW_TRAINER,
	};

	enum EntityResourceIndices {
		ENTITY_RESOURCE_INDEX_HEALTH = 0,
		ENTITY_RESOURCE_INDEX_SPEED = 1,
		ENTITY_RESOURCE_INDEX_RESOURCES_BEGIN = 2,
	};

	enum {
		BASE_XP = 50,
		ENTITY_INTERACT_RANGE = 4,
		ENTITY_INTERACT_RANGE_SQUARED = ENTITY_INTERACT_RANGE * ENTITY_INTERACT_RANGE,
	};

	EntityEnums() {}

protected:
	static void _bind_methods();
};

VARIANT_ENUM_CAST(EntityEnums::EntityPlayerType);
VARIANT_ENUM_CAST(EntityEnums::EntityController);
VARIANT_ENUM_CAST(EntityEnums::EntityFlags);
VARIANT_ENUM_CAST(EntityEnums::EntityStateTypeFlags);
VARIANT_ENUM_CAST(EntityEnums::EntityStateTypeIndexes);
VARIANT_ENUM_CAST(EntityEnums::CommonCharacterSkeletonPoints);
VARIANT_ENUM_CAST(EntityEnums::AIStates);
VARIANT_ENUM_CAST(EntityEnums::EntityImmunityFlags);
VARIANT_ENUM_CAST(EntityEnums::EntityRelationType);
VARIANT_ENUM_CAST(EntityEnums::EntityInteractionType);
VARIANT_ENUM_CAST(EntityEnums::EntityClassPlaystyleType);
VARIANT_ENUM_CAST(EntityEnums::EntityWindows);
VARIANT_ENUM_CAST(EntityEnums::EntityResourceIndices);

#endif