// ship_animator.cpp - Implementació del sistema de animación de naves
// © 2025 Port a C++20 con SDL3

#include "ship_animator.hpp"

#include <algorithm>
#include <cmath>

#include "core/defaults.hpp"
#include "core/graphics/shape_loader.hpp"
#include "core/math/easing.hpp"
#include "core/rendering/shape_renderer.hpp"

namespace Title {

ShipAnimator::ShipAnimator(Rendering::Renderer* renderer)
    : renderer_(renderer) {
}

void ShipAnimator::init() {
    // Carregar formes de naves con perspectiva pre-calculada
    auto forma_p1 = Graphics::ShapeLoader::load("ship_perspective.shp");   // Perspectiva izquierda
    auto forma_p2 = Graphics::ShapeLoader::load("ship2_perspective.shp");  // Perspectiva derecha

    // Configurar ship P1
    ships_[0].player_id = 1;
    ships_[0].shape = forma_p1;
    configurar_nau_p1(ships_[0]);

    // Configurar ship P2
    ships_[1].player_id = 2;
    ships_[1].shape = forma_p2;
    configurar_nau_p2(ships_[1]);
}

void ShipAnimator::update(float delta_time) {
    // Dispatcher segons state de cada ship
    for (auto& ship : ships_) {
        if (!ship.visible) {
            continue;
        }

        switch (ship.state) {
            case ShipState::ENTERING:
                actualitzar_entering(ship, delta_time);
                break;
            case ShipState::FLOATING:
                actualitzar_floating(ship, delta_time);
                break;
            case ShipState::EXITING:
                actualitzar_exiting(ship, delta_time);
                break;
        }
    }
}

void ShipAnimator::draw() const {
    for (const auto& ship : ships_) {
        if (!ship.visible) {
            continue;
        }

        // Renderizar ship (perspectiva ya incorporada a la shape)
        Rendering::render_shape(
            renderer_,
            ship.shape,
            ship.current_position,
            0.0F,  // angle (rotación 2D no utilitzada)
            ship.current_scale,
            1.0F,  // progress (siempre visible)
            1.0F   // brightness (brightness màxima)
        );
    }
}

void ShipAnimator::start_entry_animation() {
    using namespace Defaults::Title::Ships;

    // Configurar ship P1 para l'animación de entrada
    ships_[0].state = ShipState::ENTERING;
    ships_[0].state_time = 0.0F;
    ships_[0].initial_position = calcular_posicio_fora_pantalla(CLOCK_8_ANGLE);
    ships_[0].current_position = ships_[0].initial_position;
    ships_[0].current_scale = ships_[0].initial_scale;

    // Configurar ship P2 para l'animación de entrada
    ships_[1].state = ShipState::ENTERING;
    ships_[1].state_time = 0.0F;
    ships_[1].initial_position = calcular_posicio_fora_pantalla(CLOCK_4_ANGLE);
    ships_[1].current_position = ships_[1].initial_position;
    ships_[1].current_scale = ships_[1].initial_scale;
}

void ShipAnimator::trigger_exit_animation() {
    // Configurar ambdues naves para l'animación de salida
    for (auto& ship : ships_) {
        // Canviar state a EXITING
        ship.state = ShipState::EXITING;
        ship.state_time = 0.0F;

        // Preservar posición actual (pot estar a mig camí si START es prem durante ENTERING)
        ship.initial_position = ship.current_position;

        // La scale objetivo es preserva para calcular la interpolació
        // (current_scale pot ser diferent si está en ENTERING)
    }
}

void ShipAnimator::skip_to_floating_state() {
    // Posar ambdues naves directament en state FLOATING
    for (auto& ship : ships_) {
        ship.state = ShipState::FLOATING;
        ship.state_time = 0.0F;
        ship.oscillation_phase = 0.0F;

        // Posar en posición objetivo (sin animación)
        ship.current_position = ship.target_position;
        ship.current_scale = ship.target_scale;

        // NO establir visibilitat aquí - ya ho hace el caller
        // (evita fer visibles ambdues naves cuando solo una ha premut START)
    }
}

bool ShipAnimator::is_visible() const {
    // Retorna true si almenys una ship es visible
    for (const auto& ship : ships_) {
        if (ship.visible) {
            return true;
        }
    }
    return false;
}

void ShipAnimator::trigger_exit_animation_for_player(int player_id) {
    // Trobar la ship del player especificat
    for (auto& ship : ships_) {
        if (ship.player_id == player_id) {
            // Canviar state a EXITING solo per esta ship
            ship.state = ShipState::EXITING;
            ship.state_time = 0.0F;

            // Preservar posición actual (pot estar a mig camí si START es prem durante ENTERING)
            ship.initial_position = ship.current_position;

            // La scale objetivo es preserva para calcular la interpolació
            // (current_scale pot ser diferent si está en ENTERING)
            break;  // Solo una ship per player
        }
    }
}

void ShipAnimator::set_visible(bool visible) {
    for (auto& ship : ships_) {
        ship.visible = visible;
    }
}

bool ShipAnimator::is_animation_complete() const {
    // Comprovar si todas las naves són invisibles (han completat l'animación de salida)
    for (const auto& ship : ships_) {
        if (ship.visible) {
            return false;  // Aún hay alguna ship visible
        }
    }
    return true;  // Todas las naves són invisibles
}

// Métodos de animación (stubs)
void ShipAnimator::actualitzar_entering(TitleShip& ship, float delta_time) {
    using namespace Defaults::Title::Ships;

    ship.state_time += delta_time;

    // Esperar al delay antes de començar l'animación
    if (ship.state_time < ship.entry_delay) {
        // Aún en delay: la ship es queda fuera de pantalla (posición inicial)
        ship.current_position = ship.initial_position;
        ship.current_scale = ship.initial_scale;
        return;
    }

    // Cálculo del progrés (restant el delay)
    float elapsed = ship.state_time - ship.entry_delay;
    float progress = std::min(1.0F, elapsed / ENTRY_DURATION);

    // Aplicar easing (ease_out_quad per arribada suau)
    float eased_progress = Easing::ease_out_quad(progress);

    // Lerp posición (inicial → objetivo)
    ship.current_position.x = Easing::lerp(ship.initial_position.x, ship.target_position.x, eased_progress);
    ship.current_position.y = Easing::lerp(ship.initial_position.y, ship.target_position.y, eased_progress);

    // Lerp scale (grande → normal)
    ship.current_scale = Easing::lerp(ship.initial_scale, ship.target_scale, eased_progress);

    // Transicionar a FLOATING cuando completi
    if (elapsed >= ENTRY_DURATION) {
        ship.state = ShipState::FLOATING;
        ship.state_time = 0.0F;
        ship.oscillation_phase = 0.0F;  // Reiniciar fase de oscil·lació
    }
}

void ShipAnimator::actualitzar_floating(TitleShip& ship, float delta_time) {
    using namespace Defaults::Title::Ships;

    // Actualitzar time i fase de oscil·lació
    ship.state_time += delta_time;
    ship.oscillation_phase += delta_time;

    // Oscil·lació sinusoïdal X/Y (parámetros específics per ship)
    float offset_x = ship.amplitude_x * std::sin(2.0F * Defaults::Math::PI * ship.frequency_x * ship.oscillation_phase);
    float offset_y = ship.amplitude_y * std::sin((2.0F * Defaults::Math::PI * ship.frequency_y * ship.oscillation_phase) + FLOAT_PHASE_OFFSET);

    // Aplicar oscil·lació a la posición objetivo
    ship.current_position.x = ship.target_position.x + offset_x;
    ship.current_position.y = ship.target_position.y + offset_y;

    // Escala constant (sin "breathing" per ara)
    ship.current_scale = ship.target_scale;
}

void ShipAnimator::actualitzar_exiting(TitleShip& ship, float delta_time) {
    using namespace Defaults::Title::Ships;

    ship.state_time += delta_time;

    // Calcular progrés (0.0 → 1.0)
    float progress = std::min(1.0F, ship.state_time / EXIT_DURATION);

    // Aplicar easing (ease_in_quad per aceleración hacia el point de fuga)
    float eased_progress = Easing::ease_in_quad(progress);

    // Vec2 de fuga (centro del starfield)
    constexpr Vec2 punt_fuga{.x = VANISHING_POINT_X, .y = VANISHING_POINT_Y};

    // Lerp posición hacia el point de fuga (preservar posición inicial actual)
    // Nota: initial_position conté la posición on estava cuando es va activar EXITING
    ship.current_position.x = Easing::lerp(ship.initial_position.x, punt_fuga.x, eased_progress);
    ship.current_position.y = Easing::lerp(ship.initial_position.y, punt_fuga.y, eased_progress);

    // Escala redueix a 0 (simula Z → infinit)
    ship.current_scale = ship.target_scale * (1.0F - eased_progress);

    // Marcar invisible cuando l'animación completi
    if (progress >= 1.0F) {
        ship.visible = false;
    }
}

// Configuración
void ShipAnimator::configurar_nau_p1(TitleShip& ship) {
    using namespace Defaults::Title::Ships;

    // Estat inicial: FLOATING (per test estàtic)
    ship.state = ShipState::FLOATING;
    ship.state_time = 0.0F;

    // Posicions (clock 8, bottom-left)
    ship.target_position = {.x = P1_TARGET_X(), .y = P1_TARGET_Y()};

    // Calcular posición inicial (fuera de pantalla)
    ship.initial_position = calcular_posicio_fora_pantalla(CLOCK_8_ANGLE);
    ship.current_position = ship.initial_position;  // Començar fuera de pantalla

    // Escales
    ship.target_scale = FLOATING_SCALE;
    ship.current_scale = FLOATING_SCALE;
    ship.initial_scale = ENTRY_SCALE_START;

    // Flotació
    ship.oscillation_phase = 0.0F;

    // Parámetros de entrada
    ship.entry_delay = P1_ENTRY_DELAY;

    // Parámetros de oscil·lació específics P1
    ship.amplitude_x = FLOAT_AMPLITUDE_X;
    ship.amplitude_y = FLOAT_AMPLITUDE_Y;
    ship.frequency_x = FLOAT_FREQUENCY_X_BASE * P1_FREQUENCY_MULTIPLIER;
    ship.frequency_y = FLOAT_FREQUENCY_Y_BASE * P1_FREQUENCY_MULTIPLIER;

    // Visibilitat
    ship.visible = true;
}

void ShipAnimator::configurar_nau_p2(TitleShip& ship) {
    using namespace Defaults::Title::Ships;

    // Estat inicial: FLOATING (per test estàtic)
    ship.state = ShipState::FLOATING;
    ship.state_time = 0.0F;

    // Posicions (clock 4, bottom-right)
    ship.target_position = {.x = P2_TARGET_X(), .y = P2_TARGET_Y()};

    // Calcular posición inicial (fuera de pantalla)
    ship.initial_position = calcular_posicio_fora_pantalla(CLOCK_4_ANGLE);
    ship.current_position = ship.initial_position;  // Començar fuera de pantalla

    // Escales
    ship.target_scale = FLOATING_SCALE;
    ship.current_scale = FLOATING_SCALE;
    ship.initial_scale = ENTRY_SCALE_START;

    // Flotació
    ship.oscillation_phase = 0.0F;

    // Parámetros de entrada
    ship.entry_delay = P2_ENTRY_DELAY;

    // Parámetros de oscil·lació específics P2
    ship.amplitude_x = FLOAT_AMPLITUDE_X;
    ship.amplitude_y = FLOAT_AMPLITUDE_Y;
    ship.frequency_x = FLOAT_FREQUENCY_X_BASE * P2_FREQUENCY_MULTIPLIER;
    ship.frequency_y = FLOAT_FREQUENCY_Y_BASE * P2_FREQUENCY_MULTIPLIER;

    // Visibilitat
    ship.visible = true;
}

Vec2 ShipAnimator::calcular_posicio_fora_pantalla(float angle_rellotge) const {
    using namespace Defaults::Title::Ships;

    // Convertir angle del rellotge a radians (per exemple: 240° per clock 8)
    // Calcular posición en direcció radial des del centro, pero més lluny
    // ENTRY_OFFSET es calcula automàticament: (SHIP_MAX_RADIUS * ENTRY_SCALE_START) + ENTRY_OFFSET_MARGIN
    float extended_radius = CLOCK_RADIUS + ENTRY_OFFSET;

    float x = (Defaults::Game::WIDTH / 2.0F) + (extended_radius * std::cos(angle_rellotge));
    float y = (Defaults::Game::HEIGHT / 2.0F) + (extended_radius * std::sin(angle_rellotge));

    return {.x = x, .y = y};
}

}  // namespace Title
