local enemy = ...

-- Generic script for an enemy that is in a sleep state,
-- and goes towards the the hero when he sees him,
-- and then goes randomly if it loses sight.
-- The enemy has only two new sprites animation: an asleep one,
-- and an awaking transition.
-- a different walking one can be set in the properties, though.

-- Example of use from an enemy script:

-- sol.main.load_file("enemies/generic_waiting_for_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,
--   asleep_animation = "asleep",
--   awaking_animation = "awaking",
--   normal_animation = "walking",
--   obstacle_behavior = "flying",
--   awakening_sound  = "stone"
-- })

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

local properties = {}
local going_hero = false
local awaken = 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.asleep_animation == nil then
    properties.asleep_animation = "asleep"
  end
  if properties.awaking_animation == nil then
    properties.awaking_animation = "awaking"
  end
  if properties.normal_animation == nil then
    properties.normal_animation = "walking"
  end
end

function enemy:on_created()

  self:set_life(properties.life)
  self:set_damage(properties.damage)
  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_invincible()
  self:set_size(16, 16)
  self:set_origin(8, 12)
  if not properties.obstacle_behavior == nil then
    self:set_obstacle_behavior(properties.obstacle_behavior)
  end

  local sprite = self:create_sprite(properties.sprite)
  function sprite:on_animation_finished(animation)
    -- If the awakening transition is finished, make the enemy go toward the hero.
    if animation == properties.awaking_animation then
      self:set_animation(properties.normal_animation)
      enemy:set_size(16, 16)
      enemy:set_origin(8, 13)
      enemy:snap_to_grid()
      enemy:set_default_attack_consequences()
      awaken = true
      enemy:go_hero()
    end
  end
  sprite:set_animation(properties.asleep_animation)
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 awaken and not going_hero then
    self:check_hero()
  end
end

function enemy:on_restarted()

  if not awaken then
    local sprite = self:get_sprite()
    sprite:set_animation(properties.asleep_animation)
  else
    self:go_hero()
  end
  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 awaken then
    if near_hero and not going_hero then
      self:go_hero()
    elseif not near_hero and going_hero then
      self:go_random()
    end
  elseif not awaken and near_hero then
    self:wake_up()
  end

  sol.timer.stop_all(self)
  sol.timer.start(self, 1000, function() self:check_hero() end)
end

function enemy:wake_up()

  self:stop_movement()
  local sprite = self:get_sprite()
  sprite:set_animation(properties.awaking_animation)
  if properties.awakening_sound ~= nil then
    sol.audio.play_sound(properties.awakening_sound)
  end
end

function enemy:go_random()

  local m = sol.movement.create("random")
  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

