from panda3d.core import *
from libotp import *
from direct.interval.IntervalGlobal import *
from BattleBase import *
from direct.actor import Actor
from toontown.suit import SuitDNA
from direct.directnotify import DirectNotifyGlobal
import DistributedBattleBase
from toontown.toon import TTEmote
from otp.avatar import Emote
from toontown.toonbase import TTLocalizer
import MovieUtil
from direct.fsm import State
from toontown.suit import Suit
import SuitBattleGlobals
import random
from toontown.toonbase import ToontownGlobals

class DistributedBattleBldg(DistributedBattleBase.DistributedBattleBase):
    notify = DirectNotifyGlobal.directNotify.newCategory('DistributedBattleBldg')
    camFOFov = 30.0
    camFOPos = Point3(0, -10, 4)

    def __init__(self, cr):
        townBattle = cr.playGame.getPlace().townBattle
        DistributedBattleBase.DistributedBattleBase.__init__(self, cr, townBattle)
        self.streetBattle = 0
        self.fsm.addState(State.State('BuildingReward', self.enterBuildingReward, self.exitBuildingReward, ['Resume']))
        offState = self.fsm.getStateNamed('Off')
        offState.addTransition('BuildingReward')
        playMovieState = self.fsm.getStateNamed('PlayMovie')
        playMovieState.addTransition('BuildingReward')

    def generate(self):
        DistributedBattleBase.DistributedBattleBase.generate(self)

    def setBossBattle(self, value):
        self.bossBattle = value
        if self.bossBattle:
            self.battleMusic = base.loader.loadMusic('phase_7/audio/bgm/encntr_suit_winning_indoor.ogg')
        else:
            self.battleMusic = base.loader.loadMusic('phase_7/audio/bgm/encntr_general_bg_indoor.ogg')
        base.playMusic(self.battleMusic, looping=1, volume=0.9)

    def getBossBattleTaunt(self):
        return TTLocalizer.BattleBldgBossTaunt

    def disable(self):
        DistributedBattleBase.DistributedBattleBase.disable(self)
        self.battleMusic.stop()

    def delete(self):
        DistributedBattleBase.DistributedBattleBase.delete(self)
        del self.battleMusic

    def buildJoinPointList(self, avPos, destPos, toon = 0):
        return []

    def __faceOff(self, ts, name, callback):
        if len(self.suits) == 0:
            self.notify.warning('__faceOff(): no suits.')
            return
        if len(self.toons) == 0:
            self.notify.warning('__faceOff(): no toons.')
            return
        elevatorPos = self.toons[0].getPos()
        if len(self.suits) == 1:
            leaderIndex = 0
        elif self.bossBattle == 1:
            leaderIndex = 1
        else:
            maxTypeNum = -1
            for suit in self.suits:
                suitTypeNum = SuitDNA.getSuitType(suit.dna.name)
                if maxTypeNum < suitTypeNum:
                    maxTypeNum = suitTypeNum
                    leaderIndex = self.suits.index(suit)

        delay = FACEOFF_TAUNT_T
        suitTrack = Parallel()
        suitLeader = None
        for suit in self.suits:
            suit.setState('Battle')
            suitIsLeader = 0
            oneSuitTrack = Sequence()
            oneSuitTrack.append(Func(suit.loop, 'neutral'))
            oneSuitTrack.append(Func(suit.headsUp, elevatorPos))
            if self.suits.index(suit) == leaderIndex:
                suitLeader = suit
                suitIsLeader = 1
                if self.bossBattle == 1:
                    taunt = self.getBossBattleTaunt()
                else:
                    taunt = SuitBattleGlobals.getFaceoffTaunt(suit.getStyleName(), suit.doId)
                oneSuitTrack.append(Func(suit.setChatAbsolute, taunt, CFSpeech | CFTimeout))
            destPos, destHpr = self.getActorPosHpr(suit, self.suits)
            oneSuitTrack.append(Wait(delay))
            if suitIsLeader == 1:
                oneSuitTrack.append(Func(suit.clearChat))
            oneSuitTrack.append(self.createAdjustInterval(suit, destPos, destHpr))
            suitTrack.append(oneSuitTrack)

        toonTrack = Parallel()
        for toon in self.toons:
            oneToonTrack = Sequence()
            destPos, destHpr = self.getActorPosHpr(toon, self.toons)
            oneToonTrack.append(Wait(delay))
            oneToonTrack.append(self.createAdjustInterval(toon, destPos, destHpr, toon=1, run=1))
            toonTrack.append(oneToonTrack)

        camTrack = Sequence()

        def setCamFov(fov):
            base.camLens.setMinFov(fov / (4. / 3.))

        camTrack.append(Func(camera.wrtReparentTo, suitLeader))
        camTrack.append(Func(setCamFov, self.camFOFov))
        suitHeight = suitLeader.getHeight()
        suitOffsetPnt = Point3(0, 0, suitHeight)
        MidTauntCamHeight = suitHeight * 0.66
        MidTauntCamHeightLim = suitHeight - 1.8
        if MidTauntCamHeight < MidTauntCamHeightLim:
            MidTauntCamHeight = MidTauntCamHeightLim
        TauntCamY = 18
        TauntCamX = 0
        TauntCamHeight = random.choice((MidTauntCamHeight, 1, 11))
        camTrack.append(Func(camera.setPos, TauntCamX, TauntCamY, TauntCamHeight))
        camTrack.append(Func(camera.lookAt, suitLeader, suitOffsetPnt))
        camTrack.append(Wait(delay))
        camPos = Point3(0, -6, 4)
        camHpr = Vec3(0, 0, 0)
        camTrack.append(Func(camera.reparentTo, base.localAvatar))
        camTrack.append(Func(setCamFov, ToontownGlobals.DefaultCameraFov))
        camTrack.append(Func(camera.setPosHpr, camPos, camHpr))
        mtrack = Parallel(suitTrack, toonTrack, camTrack)
        done = Func(callback)
        track = Sequence(mtrack, done, name=name)
        track.start(ts)
        self.storeInterval(track, name)
        return

    def enterFaceOff(self, ts):
        if len(self.toons) > 0 and base.localAvatar == self.toons[0]:
            Emote.globalEmote.disableAll(self.toons[0], 'dbattlebldg, enterFaceOff')
        self.delayDeleteMembers()
        self.__faceOff(ts, self.faceOffName, self.__handleFaceOffDone)
        return None

    def __handleFaceOffDone(self):
        self.notify.debug('FaceOff done')
        self.d_faceOffDone(base.localAvatar.doId)

    def exitFaceOff(self):
        self.notify.debug('exitFaceOff()')
        if len(self.toons) > 0 and base.localAvatar == self.toons[0]:
            Emote.globalEmote.releaseAll(self.toons[0], 'dbattlebldg exitFaceOff')
        self.clearInterval(self.faceOffName)
        self._removeMembersKeep()
        camera.wrtReparentTo(self)
        base.camLens.setMinFov(self.camFov / (4. / 3.))
        return None

    def __playReward(self, ts, callback):
        toonTracks = Parallel()
        for toon in self.toons:
            toonTracks.append(Sequence(Func(toon.loop, 'victory'), Wait(FLOOR_REWARD_TIMEOUT), Func(toon.loop, 'neutral')))

        name = self.uniqueName('floorReward')
        track = Sequence(toonTracks, Func(callback), name=name)
        camera.setPos(0, 0, 1)
        camera.setHpr(180, 10, 0)
        self.storeInterval(track, name)
        track.start(ts)

    def enterReward(self, ts):
        self.notify.debug('enterReward()')
        self.delayDeleteMembers()
        self.__playReward(ts, self.__handleFloorRewardDone)
        return None

    def __handleFloorRewardDone(self):
        return None

    def exitReward(self):
        self.notify.debug('exitReward()')
        self.clearInterval(self.uniqueName('floorReward'))
        self._removeMembersKeep()
        NametagGlobals.setMasterArrowsOn(1)
        for toon in self.toons:
            toon.startSmooth()

        return None

    def enterBuildingReward(self, ts):
        self.delayDeleteMembers()
        if self.hasLocalToon():
            NametagGlobals.setMasterArrowsOn(0)
        self.movie.playReward(ts, self.uniqueName('building-reward'), self.__handleBuildingRewardDone, noSkip=True)
        return None

    def __handleBuildingRewardDone(self):
        if self.hasLocalToon():
            self.d_rewardDone(base.localAvatar.doId)
        self.movie.resetReward()
        self.fsm.request('Resume')

    def exitBuildingReward(self):
        self.movie.resetReward(finish=1)
        self._removeMembersKeep()
        NametagGlobals.setMasterArrowsOn(1)
        return None

    def enterResume(self, ts = 0):
        if self.hasLocalToon():
            self.removeLocalToon()
        return None

    def exitResume(self):
        return None