from direct.actor import Actor
from direct.directnotify import DirectNotifyGlobal
from direct.fsm import FSM
from direct.fsm import State
from direct.interval.IntervalGlobal import *
from direct.showbase.PythonUtil import Functor
from direct.task.Task import Task
from panda3d.core import *
import types
import random
import Suit
import SuitDNA
from otp.avatar import Avatar
from toontown.battle import BattleParticles
from toontown.battle import BattleProps
from otp.nametag.NametagGroup import NametagGroup
from otp.nametag.NametagConstants import *
from toontown.toonbase import TTLocalizer
from toontown.toonbase import ToontownGlobals


GenericModel = 'phase_9/models/char/bossCog'
ModelDict = {'s': 'phase_9/models/char/sellbotBoss',
 'm': 'phase_10/models/char/cashbotBoss',
 'l': 'phase_11/models/char/lawbotBoss',
 'c': 'phase_12/models/char/bossbotBoss'}
AnimList = ('Ff_speech', 'ltTurn2Wave', 'wave', 'Ff_lookRt', 'turn2Fb', 'Ff_neutral', 'Bb_neutral', 'Ff2Bb_spin', 'Bb2Ff_spin', 'Fb_neutral', 'Bf_neutral', 'Fb_firstHit', 'Fb_downNeutral', 'Fb_downHit', 'Fb_fall', 'Fb_down2Up', 'Fb_downLtSwing', 'Fb_downRtSwing', 'Fb_DownThrow', 'Fb_UpThrow', 'Fb_jump', 'golf_swing')

class BossCog(Avatar.Avatar):
    notify = DirectNotifyGlobal.directNotify.newCategory('BossCog')
    healthColors = Suit.Suit.healthColors
    healthGlowColors = Suit.Suit.healthGlowColors

    def __init__(self):
        Avatar.Avatar.__init__(self)
        self.setFont(ToontownGlobals.getSuitFont())
        self.nametag.setSpeechFont(ToontownGlobals.getSuitFont())
        self.setPlayerType(NametagGroup.CCSuit)
        self.setPickable(0)
        self.doorA = None
        self.doorB = None
        self.bubbleL = None
        self.bubbleR = None
        self.raised = 1
        self.forward = 1
        self.happy = 1
        self.dizzy = 0
        self.nowRaised = 1
        self.nowForward = 1
        self.nowHappy = 1
        self.currentAnimIval = None
        self.queuedAnimIvals = []
        self.treadsLeftPos = 0
        self.treadsRightPos = 0
        self.healthBar = None
        self.healthCondition = 0
        self.animDoneEvent = 'BossCogAnimDone'
        self.animIvalName = 'BossCogAnimIval'
        return

    def delete(self):
        Avatar.Avatar.delete(self)
        self.removeHealthBar()
        self.setDizzy(0)
        self.stopAnimate()
        if self.doorA:
            self.doorA.request('Off')
            self.doorB.request('Off')
            self.doorA = None
            self.doorB = None
        return

    def setDNAString(self, dnaString):
        self.dna = SuitDNA.SuitDNA()
        self.dna.makeFromNetString(dnaString)
        self.setDNA(self.dna)

    def setDNA(self, dna):
        if self.style:
            pass
        else:
            self.style = dna
            self.generateBossCog()
            self.initializeDropShadow()
            if base.wantNametags:
                self.initializeNametag3d()

    def generateBossCog(self):
        self.throwSfx = loader.loadSfx('phase_9/audio/sfx/CHQ_VP_frisbee_gears.ogg')
        self.swingSfx = loader.loadSfx('phase_9/audio/sfx/CHQ_VP_swipe.ogg')
        self.spinSfx = loader.loadSfx('phase_9/audio/sfx/CHQ_VP_spin.ogg')
        self.rainGearsSfx = loader.loadSfx('phase_9/audio/sfx/CHQ_VP_raining_gears.ogg')
        self.swishSfx = loader.loadSfx('phase_5/audio/sfx/General_throw_miss.ogg')
        self.boomSfx = loader.loadSfx('phase_3.5/audio/sfx/ENC_cogfall_apart.ogg')
        self.deathSfx = loader.loadSfx('phase_9/audio/sfx/CHQ_VP_big_death.ogg')
        self.upSfx = loader.loadSfx('phase_9/audio/sfx/CHQ_VP_raise_up.ogg')
        self.downSfx = loader.loadSfx('phase_9/audio/sfx/CHQ_VP_collapse.ogg')
        self.reelSfx = loader.loadSfx('phase_9/audio/sfx/CHQ_VP_reeling_backwards.ogg')
        self.birdsSfx = loader.loadSfx('phase_4/audio/sfx/SZ_TC_bird1.ogg')
        self.dizzyAlert = loader.loadSfx('phase_5/audio/sfx/AA_sound_aoogah.ogg')
        self.grunt = loader.loadSfx('phase_9/audio/sfx/Boss_COG_VO_grunt.ogg')
        self.murmur = loader.loadSfx('phase_9/audio/sfx/Boss_COG_VO_murmur.ogg')
        self.statement = loader.loadSfx('phase_9/audio/sfx/Boss_COG_VO_statement.ogg')
        self.question = loader.loadSfx('phase_9/audio/sfx/Boss_COG_VO_question.ogg')
        self.dialogArray = [self.grunt,
         self.murmur,
         self.statement,
         self.question,
         self.statement,
         self.statement]
        dna = self.style
        filePrefix = ModelDict[dna.dept]
        self.loadModel(GenericModel + '-legs-zero', 'legs')
        self.loadModel(filePrefix + '-torso-zero', 'torso')
        self.loadModel(filePrefix + '-head-zero', 'head')
        self.twoFaced = dna.dept == 's'
        self.attach('head', 'torso', 'joint34')
        self.attach('torso', 'legs', 'joint_pelvis')
        self.rotateNode = self.attachNewNode('rotate')
        geomNode = self.getGeomNode()
        geomNode.reparentTo(self.rotateNode)
        self.frontAttack = self.rotateNode.attachNewNode('frontAttack')
        self.frontAttack.setPos(0, -10, 10)
        self.frontAttack.setScale(2)
        self.setHeight(26)
        self.nametag3d.setScale(2)
        for partName in ('legs', 'torso', 'head'):
            animDict = {}
            for anim in AnimList:
                animDict[anim] = '%s-%s-%s' % (GenericModel, partName, anim)

            self.loadAnims(animDict, partName)

        self.stars = BattleProps.globalPropPool.getProp('stun')
        self.stars.setPosHprScale(7, 0, 0, 0, 0, -90, 3, 3, 3)
        self.stars.loop('stun')
        self.pelvis = self.getPart('torso')
        self.pelvisForwardHpr = VBase3(0, 0, 0)
        self.pelvisReversedHpr = VBase3(-180, 0, 0)
        self.neck = self.getPart('head')
        self.neckForwardHpr = VBase3(0, 0, 0)
        self.neckReversedHpr = VBase3(0, -540, 0)
        self.axle = self.find('**/joint_axle')
        self.doorA = self.__setupDoor('**/joint_doorFront', 'doorA', self.doorACallback, VBase3(0, 0, 0), VBase3(0, 0, -80), CollisionPolygon(Point3(5, -4, 0.32), Point3(0, -4, 0), Point3(0, 4, 0), Point3(5, 4, 0.32)))
        self.doorB = self.__setupDoor('**/joint_doorRear', 'doorB', self.doorBCallback, VBase3(0, 0, 0), VBase3(0, 0, 80), CollisionPolygon(Point3(-5, 4, 0.84), Point3(0, 4, 0), Point3(0, -4, 0), Point3(-5, -4, 0.84)))
        treadsModel = loader.loadModel('%s-treads' % GenericModel)
        treadsModel.reparentTo(self.axle)
        self.treadsLeft = treadsModel.find('**/right_tread')
        self.treadsRight = treadsModel.find('**/left_tread')
        self.doorA.request('Closed')
        self.doorB.request('Closed')

    def initializeBodyCollisions(self, collIdStr):
        Avatar.Avatar.initializeBodyCollisions(self, collIdStr)
        if not self.ghostMode:
            self.collNode.setCollideMask(self.collNode.getIntoCollideMask() | ToontownGlobals.PieBitmask)

    def generateHealthBar(self):
        self.removeHealthBar()
        chestNull = self.find('**/joint_lifeMeter')
        if chestNull.isEmpty():
            return
        model = loader.loadModel('phase_3.5/models/gui/matching_game_gui')
        button = model.find('**/minnieCircle')
        button.setScale(6.0)
        button.setP(-20)
        button.setColor(self.healthColors[0])
        button.reparentTo(chestNull)
        self.healthBar = button
        glow = BattleProps.globalPropPool.getProp('glow')
        glow.reparentTo(self.healthBar)
        glow.setScale(0.28)
        glow.setPos(-0.005, 0.01, 0.015)
        glow.setColor(self.healthGlowColors[0])
        button.flattenLight()
        self.healthBarGlow = glow
        self.healthCondition = 0

    def updateHealthBar(self):
        if self.healthBar == None:
            return
        health = 1.0 - float(self.bossDamage) / float(self.bossMaxDamage)
        if health > 0.95:
            condition = 0
        elif health > 0.9:
            condition = 1
        elif health > 0.8:
            condition = 2
        elif health > 0.7:
            condition = 3#Yellow
        elif health > 0.6:
            condition = 4
        elif health > 0.5:
            condition = 5
        elif health > 0.3:
            condition = 6#Orange
        elif health > 0.15:
            condition = 7
        elif health > 0.05:
            condition = 8#Red
        elif health > 0.0:
            condition = 9#Blinking Red
        else:
            condition = 10
        if self.healthCondition != condition:
            if condition == 9:
                blinkTask = Task.loop(Task(self.__blinkRed), Task.pause(0.75), Task(self.__blinkGray), Task.pause(0.1))
                taskMgr.add(blinkTask, self.uniqueName('blink-task'))
            elif condition == 10:
                if self.healthCondition == 9:
                    taskMgr.remove(self.uniqueName('blink-task'))
                blinkTask = Task.loop(Task(self.__blinkRed), Task.pause(0.25), Task(self.__blinkGray), Task.pause(0.1))
                taskMgr.add(blinkTask, self.uniqueName('blink-task'))
            else:
                self.healthBar.setColor(self.healthColors[condition], 1)
                self.healthBarGlow.setColor(self.healthGlowColors[condition], 1)
            self.healthCondition = condition

    def __blinkRed(self, task):
        if not self.healthBar:
            return
        self.healthBar.setColor(self.healthColors[8], 1)
        self.healthBarGlow.setColor(self.healthGlowColors[8], 1)
        if self.healthCondition == 10:
            self.healthBar.setScale(1.17)
        return Task.done

    def __blinkGray(self, task):
        if not self.healthBar:
            return
        self.healthBar.setColor(self.healthColors[9], 1)
        self.healthBarGlow.setColor(self.healthGlowColors[9], 1)
        if self.healthCondition == 10:
            self.healthBar.setScale(1.0)
        return Task.done

    def removeHealthBar(self):
        if self.healthBar:
            self.healthBar.removeNode()
            self.healthBar = None
        if self.healthCondition == 9 or self.healthCondition == 10:
            taskMgr.remove(self.uniqueName('blink-task'))
        self.healthCondition = 0
        return

    def reverseHead(self):
        self.neck.setHpr(self.neckReversedHpr)

    def forwardHead(self):
        self.neck.setHpr(self.neckForwardHpr)

    def reverseBody(self):
        self.pelvis.setHpr(self.pelvisReversedHpr)

    def forwardBody(self):
        self.pelvis.setHpr(self.pelvisForwardHpr)

    def getShadowJoint(self):
        return self.getGeomNode()

    def getNametagJoints(self):
        return []

    def getDialogueArray(self):
        return self.dialogArray

    def doorACallback(self, isOpen):
        pass

    def doorBCallback(self, isOpen):
        pass

    def __rollTreadsInterval(self, object, start = 0, duration = 0, rate = 1):

        def rollTexMatrix(t, object = object):
            object.setTexOffset(TextureStage.getDefault(), t, 0)

        return LerpFunctionInterval(rollTexMatrix, fromData=start, toData=start + rate * duration, duration=duration)

    def rollLeftTreads(self, duration, rate):
        start = self.treadsLeftPos
        self.treadsLeftPos += duration * rate
        return self.__rollTreadsInterval(self.treadsLeft, start=start, duration=duration, rate=rate)

    def rollRightTreads(self, duration, rate):
        start = self.treadsRightPos
        self.treadsRightPos += duration * rate
        return self.__rollTreadsInterval(self.treadsRight, start=start, duration=duration, rate=rate)

    class DoorFSM(FSM.FSM):

        def __init__(self, name, animate, callback, openedHpr, closedHpr, uniqueName):
            FSM.FSM.__init__(self, name)
            self.animate = animate
            self.callback = callback
            self.openedHpr = openedHpr
            self.closedHpr = closedHpr
            self.uniqueName = uniqueName
            self.ival = 0
            self.openSfx = loader.loadSfx('phase_9/audio/sfx/CHQ_VP_door_open.ogg')
            self.closeSfx = loader.loadSfx('phase_9/audio/sfx/CHQ_VP_door_close.ogg')
            self.request('Closed')

        def filterOpening(self, request, args):
            if request == 'close':
                return 'Closing'
            return self.defaultFilter(request, args)

        def enterOpening(self):
            intervalName = self.uniqueName('open-%s' % self.animate.getName())
            self.callback(0)
            ival = Parallel(SoundInterval(self.openSfx, node=self.animate, volume=0.2), self.animate.hprInterval(1, self.openedHpr, blendType='easeInOut'), Sequence(Wait(0.2), Func(self.callback, 1)), name=intervalName)
            ival.start()
            self.ival = ival

        def exitOpening(self):
            self.ival.pause()
            self.ival = None
            return

        def filterOpened(self, request, args):
            if request == 'close':
                return 'Closing'
            return self.defaultFilter(request, args)

        def enterOpened(self):
            self.animate.setHpr(self.openedHpr)
            self.callback(1)

        def filterClosing(self, request, args):
            if request == 'open':
                return 'Opening'
            return self.defaultFilter(request, args)

        def enterClosing(self):
            intervalName = self.uniqueName('close-%s' % self.animate.getName())
            self.callback(1)
            ival = Parallel(SoundInterval(self.closeSfx, node=self.animate, volume=0.2), self.animate.hprInterval(1, self.closedHpr, blendType='easeInOut'), Sequence(Wait(0.8), Func(self.callback, 0)), name=intervalName)
            ival.start()
            self.ival = ival

        def exitClosing(self):
            self.ival.pause()
            self.ival = None
            return

        def filterClosed(self, request, args):
            if request == 'open':
                return 'Opening'
            return self.defaultFilter(request, args)

        def enterClosed(self):
            self.animate.setHpr(self.closedHpr)
            self.callback(0)

    def __setupDoor(self, jointName, name, callback, openedHpr, closedHpr, cPoly):
        joint = self.find(jointName)
        children = joint.getChildren()
        animate = joint.attachNewNode(name)
        children.reparentTo(animate)
        cnode = CollisionNode('BossZap')
        cnode.setCollideMask(ToontownGlobals.PieBitmask | ToontownGlobals.WallBitmask | ToontownGlobals.CameraBitmask)
        cnode.addSolid(cPoly)
        animate.attachNewNode(cnode)
        fsm = self.DoorFSM(name, animate, callback, openedHpr, closedHpr, self.uniqueName)
        return fsm

    def doAnimate(self, anim = None, now = 0, queueNeutral = 1, raised = None, forward = None, happy = None):
        if now:
            self.stopAnimate()
        if not self.twoFaced:
            happy = 1
        if raised == None:
            raised = self.raised
        if forward == None:
            forward = self.forward
        if happy == None:
            happy = self.happy
        if now:
            self.raised = raised
            self.forward = forward
            self.happy = happy
        if self.currentAnimIval == None:
            self.accept(self.animDoneEvent, self.__getNextAnim)
        else:
            queueNeutral = 0
        ival, changed = self.__getAnimIval(anim, raised, forward, happy)
        if changed or queueNeutral:
            self.queuedAnimIvals.append((ival,
             self.raised,
             self.forward,
             self.happy))
            if self.currentAnimIval == None:
                self.__getNextAnim()
        return

    def stopAnimate(self):
        self.ignore(self.animDoneEvent)
        self.queuedAnimIvals = []
        if self.currentAnimIval:
            self.currentAnimIval.setDoneEvent('')
            self.currentAnimIval.finish()
            self.currentAnimIval = None
        self.raised = self.nowRaised
        self.forward = self.nowForward
        self.happy = self.nowHappy
        return

    def __getNextAnim(self):
        if self.queuedAnimIvals:
            ival, raised, forward, happy = self.queuedAnimIvals[0]
            del self.queuedAnimIvals[0]
        else:
            ival, changed = self.__getAnimIval(None, self.raised, self.forward, self.happy)
            raised = self.raised
            forward = self.forward
            happy = self.happy
        if self.currentAnimIval:
            self.currentAnimIval.setDoneEvent('')
            self.currentAnimIval.finish()
        self.currentAnimIval = ival
        self.currentAnimIval.start()
        self.nowRaised = raised
        self.nowForward = forward
        self.nowHappy = happy
        return

    def __getAnimIval(self, anim, raised, forward, happy):
        ival, changed = self.__doGetAnimIval(anim, raised, forward, happy)
        seq = Sequence(ival, name=self.animIvalName)
        seq.setDoneEvent(self.animDoneEvent)
        return (seq, changed)

    def __doGetAnimIval(self, anim, raised, forward, happy):
        if raised == self.raised and forward == self.forward and happy == self.happy:
            return (self.getAnim(anim), anim != None)
        startsHappy = self.happy
        endsHappy = self.happy
        ival = Sequence()
        if raised and not self.raised:
            upIval = self.getAngryActorInterval('Fb_down2Up')
            if self.forward:
                ival = upIval
            else:
                ival = Sequence(Func(self.reverseBody), upIval, Func(self.forwardBody))
            ival = Parallel(SoundInterval(self.upSfx, node=self), ival)
        if forward != self.forward:
            if forward:
                animName = 'Bb2Ff_spin'
            else:
                animName = 'Ff2Bb_spin'
            ival = Sequence(ival, ActorInterval(self, animName))
            startsHappy = 1
            endsHappy = 1
        startNeckHpr = self.neckForwardHpr
        endNeckHpr = self.neckForwardHpr
        if self.happy != startsHappy:
            startNeckHpr = self.neckReversedHpr
        if happy != endsHappy:
            endNeckHpr = self.neckReversedHpr
        if startNeckHpr != endNeckHpr:
            ival = Sequence(Func(self.neck.setHpr, startNeckHpr), ParallelEndTogether(ival, Sequence(self.neck.hprInterval(0.5, endNeckHpr, startHpr=startNeckHpr, blendType='easeInOut'), Func(self.neck.setHpr, self.neckForwardHpr))))
        elif endNeckHpr != self.neckForwardHpr:
            ival = Sequence(Func(self.neck.setHpr, startNeckHpr), ival, Func(self.neck.setHpr, self.neckForwardHpr))
        if not raised and self.raised:
            downIval = self.getAngryActorInterval('Fb_down2Up', playRate=-1)
            if forward:
                ival = Sequence(ival, downIval)
            else:
                ival = Sequence(ival, Func(self.reverseBody), downIval, Func(self.forwardBody))
            ival = Parallel(SoundInterval(self.downSfx, node=self), ival)
        self.raised = raised
        self.forward = forward
        self.happy = happy
        if anim != None:
            ival = Sequence(ival, self.getAnim(anim))
        return (ival, 1)

    def setDizzy(self, dizzy):
        if dizzy and not self.dizzy:
            base.playSfx(self.dizzyAlert)
        self.dizzy = dizzy
        if dizzy:
            self.stars.reparentTo(self.neck)
            base.playSfx(self.birdsSfx, looping=1)
        else:
            self.stars.detachNode()
            self.birdsSfx.stop()

    def getAngryActorInterval(self, animName, **kw):
        if self.happy:
            ival = Sequence(Func(self.reverseHead), ActorInterval(self, animName, **kw), Func(self.forwardHead))
        else:
            ival = ActorInterval(self, animName, **kw)
        return ival

    def getAnim(self, anim):
        ival = None
        if anim == None:
            partName = None
            if self.happy:
                animName = 'Ff_neutral'
            else:
                animName = 'Fb_neutral'
            if self.raised:
                ival = ActorInterval(self, animName)
            else:
                ival = Parallel(ActorInterval(self, animName, partName=['torso', 'head']), ActorInterval(self, 'Fb_downNeutral', partName='legs'))
            if not self.forward:
                ival = Sequence(Func(self.reverseBody), ival, Func(self.forwardBody))
        elif anim == 'down2Up':
            ival = Parallel(SoundInterval(self.upSfx, node=self), self.getAngryActorInterval('Fb_down2Up'))
            self.raised = 1
        elif anim == 'up2Down':
            ival = Parallel(SoundInterval(self.downSfx, node=self), self.getAngryActorInterval('Fb_down2Up', playRate=-1))
            self.raised = 0
        elif anim == 'throw':
            self.doAnimate(None, raised=1, happy=0, queueNeutral=0)
            ival = Parallel(Sequence(SoundInterval(self.throwSfx, node=self), duration=0), self.getAngryActorInterval('Fb_UpThrow'))
        elif anim == 'hit':
            if self.raised:
                self.raised = 0
                ival = self.getAngryActorInterval('Fb_firstHit')
            else:
                ival = self.getAngryActorInterval('Fb_downHit')
            ival = Parallel(SoundInterval(self.reelSfx, node=self), ival)
        elif anim == 'ltSwing' or anim == 'rtSwing':
            self.doAnimate(None, raised=0, happy=0, queueNeutral=0)
            if anim == 'ltSwing':
                ival = Sequence(Track((0, self.getAngryActorInterval('Fb_downLtSwing')), (0.9, SoundInterval(self.swingSfx, node=self)), (1, Func(self.bubbleL.unstash))), Func(self.bubbleL.stash))
            else:
                ival = Sequence(Track((0, self.getAngryActorInterval('Fb_downRtSwing')), (0.9, SoundInterval(self.swingSfx, node=self)), (1, Func(self.bubbleR.unstash))), Func(self.bubbleR.stash))
        elif anim == 'frontAttack':
            self.doAnimate(None, raised=1, happy=0, queueNeutral=0)
            pe = BattleParticles.loadParticleFile('bossCogFrontAttack.ptf')
            ival = Sequence(Func(self.reverseHead), ActorInterval(self, 'Bb2Ff_spin'), Func(self.forwardHead))
            if self.forward:
                ival = Sequence(Func(self.reverseBody), ParallelEndTogether(ival, self.pelvis.hprInterval(0.5, self.pelvisForwardHpr, blendType='easeInOut')))
            ival = Sequence(Track((0, ival), (0, Sequence(Func(self.setChatAbsolute, random.choice(TTLocalizer.VPSpinMessages), CFSpeech | CFTimeout), SoundInterval(self.spinSfx, node=self))), (0.9, Parallel(SoundInterval(self.rainGearsSfx, node=self), ParticleInterval(pe, self.frontAttack, worldRelative=0, duration=1.5, cleanup=True), duration=0)), (1.9, Func(self.bubbleF.unstash))), Func(self.bubbleF.stash))
            self.forward = 1
            self.happy = 0
            self.raised = 1
        elif anim == 'areaAttack':
            if self.twoFaced:
                self.doAnimate(None, raised=1, happy=0, queueNeutral=0)
            else:
                self.doAnimate(None, raised=1, happy=1, queueNeutral=1)
            ival = Parallel(ActorInterval(self, 'Fb_jump'), Sequence(Func(self.setChatAbsolute, random.choice(TTLocalizer.JumpBossTaunts[self.dna.dept]), CFSpeech | CFTimeout), SoundInterval(self.swishSfx, duration=1.1, node=self), SoundInterval(self.boomSfx, duration=1.9)), Sequence(Wait(1.21), Func(self.announceAreaAttack)))
            if self.twoFaced:
                self.happy = 0
            else:
                self.happy = 1
            self.raised = 1
        elif anim == 'Fb_fall':
            ival = Parallel(ActorInterval(self, 'Fb_fall'), Sequence(SoundInterval(self.reelSfx, node=self), SoundInterval(self.deathSfx)))
        elif isinstance(anim, types.StringType):
            ival = ActorInterval(self, anim)
        else:
            ival = anim
        return ival