/*************************************************************************/
/*  gsai_radius_proximity.cpp                                            */
/*************************************************************************/
/*                         This file is part of:                         */
/*                          PANDEMONIUM ENGINE                           */
/*             https://github.com/Relintai/pandemonium_engine            */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar.                              */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
/*                                                                       */
/* 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 "gsai_radius_proximity.h"

#include "../gsai_steering_agent.h"
#include "scene/main/scene_tree.h"

float GSAIRadiusProximity::get_radius() const {
	return radius;
}

void GSAIRadiusProximity::set_radius(const float val) {
	radius = val;
}

int GSAIRadiusProximity::_find_neighbors(Ref<FuncRef> callback) {
	ERR_FAIL_COND_V(!agent.is_valid(), 0);

	int agent_count = agents.size();
	int neighbor_count = 0;
	int current_frame;
	Variant arg;
	const Variant *argptr[1];
	argptr[0] = &arg;
	Variant::CallError err;

	SceneTree *scene_tree = SceneTree::get_singleton();

	if (scene_tree) {
		current_frame = scene_tree->get_frame();
	} else {
		current_frame = -_last_frame;
	}

	if (current_frame != _last_frame) {
		_last_frame = current_frame;
		Vector3 owner_position = agent->get_position();

		for (int i = 0; i < agent_count; ++i) {
			Ref<GSAISteeringAgent> current_agent = agents[i];

			ERR_CONTINUE(!current_agent.is_valid());

			if (current_agent != agent) {
				float distance_squared = owner_position.distance_squared_to(current_agent->get_position());
				float range_to = radius + current_agent->get_bounding_radius();

				arg = current_agent.get_ref_ptr();

				if (distance_squared < range_to * range_to) {
					if (callback->call_func(argptr, 1, err)) {
						current_agent->set_is_tagged(true);
						neighbor_count += 1;
						continue;
					}
				}
			}

			current_agent->set_is_tagged(false);
		}

	} else {
		for (int i = 0; i < agent_count; ++i) {
			Ref<GSAISteeringAgent> current_agent = agents[i];

			ERR_CONTINUE(!current_agent.is_valid());

			if (current_agent != agent && current_agent->get_is_tagged()) {
				arg = current_agent.get_ref_ptr();

				if (callback->call_func(argptr, 1, err)) {
					neighbor_count += 1;
				}
			}
		}
	}

	return neighbor_count;
}

GSAIRadiusProximity::GSAIRadiusProximity() {
	radius = 0.0;
	_last_frame = 0;
}

GSAIRadiusProximity::~GSAIRadiusProximity() {
}

void GSAIRadiusProximity::_bind_methods() {
	ClassDB::bind_method(D_METHOD("get_radius"), &GSAIRadiusProximity::get_radius);
	ClassDB::bind_method(D_METHOD("set_radius", "value"), &GSAIRadiusProximity::set_radius);
	ADD_PROPERTY(PropertyInfo(Variant::REAL, "radius"), "set_radius", "get_radius");
}