local enemy = ...

-- Generic script for an enemy that goes towards the
-- the hero if he sees him, and walks randomly otherwise.
-- The enemy has only one sprite. See generic_soldier.lua
-- for an enemy with a sword.

-- Example of use from an enemy script:

-- sol.main.load_file("enemies/generic_towards_hero")(enemy)
-- enemy:set_properties({
--   sprite = "enemies/globul",
--   life = 4,
--   damage = 2,
--   normal_speed = 32,
--   faster_speed = 48,
--   hurt_style = "normal",
--   push_hero_on_sword = false,
--   pushed_when_hurt = true,
--   movement_create = function()
--     local m = sol.movement.create("random_path")
--     return m
--   end
-- })

-- The parameter of set_properties() is a table.
-- Its values are all optional except the sprite.

local properties = {}
local going_hero = false

function enemy:set_properties(prop)

  properties = prop
  -- set default values
  if properties.life == nil then
    properties.life = 2
  end
  if properties.damage == nil then
    properties.damage = 2
  end
  if properties.normal_speed == nil then
    properties.normal_speed = 32
  end
  if properties.faster_speed == nil then
    properties.faster_speed = 48
  end
  if properties.hurt_style == nil then
    properties.hurt_style = "normal"
  end
  if properties.pushed_when_hurt == nil then
    properties.pushed_when_hurt = true
  end
  if properties.push_hero_on_sword == nil then
    properties.push_hero_on_sword = false
  end
  if properties.movement_create == nil then
    properties.movement_create = function()
      local m = sol.movement.create("random_path")
      return m
    end
  end
end

function enemy:on_created()

  self:set_life(properties.life)
  self:set_damage(properties.damage)
  self:create_sprite(properties.sprite)
  self:set_hurt_style(properties.hurt_style)
  self:set_pushed_back_when_hurt(properties.pushed_when_hurt)
  self:set_push_hero_on_sword(properties.push_hero_on_sword)
  self:set_size(16, 16)
  self:set_origin(8, 13)
end

function enemy:on_movement_changed(movement)

  local direction4 = movement:get_direction4()
  local sprite = self:get_sprite()
  sprite:set_direction(direction4)
end

function enemy:on_obstacle_reached(movement)

  if not going_hero then
    self:go_random()
    self:check_hero()
  end
end

function enemy:on_restarted()
  self:go_random()
  self:check_hero()
end

function enemy:check_hero()

    local hero = self:get_map():get_hero()
    local _, _, layer = self:get_position()
    local _, _, hero_layer = hero:get_position()
    local near_hero =
        layer == hero_layer
        and self:get_distance(hero) < 100
        and self:is_in_same_region(hero)

    if near_hero and not going_hero then
        self:go_hero()
    elseif not near_hero and going_hero then
        self:go_random()
    end

    sol.timer.stop_all(self)
    sol.timer.start(self, 100, function() self:check_hero() end)
end

function enemy:go_random()
  local m = properties.movement_create()
  m:set_speed(properties.normal_speed)
  m:start(self)
  going_hero = false
end

function enemy:go_hero()
  local m = sol.movement.create("target")
  m:set_speed(properties.faster_speed)
  m:start(self)
  going_hero = true
end

