require "class"

local easing = require "easing"

local trace = function() end

local START_DRAG_TIME = (1/30)*8


local PlayerController = Class(function(self, inst)
    self.inst = inst
    self.enabled = true
    
    self.handler = TheInput:AddGeneralControlHandler(function(control, value) self:OnControl(control, value) end)
    self.inst:StartUpdatingComponent(self)
    self.draggingonground = false
    self.startdragtestpos = nil
    self.startdragtime = nil

	self.inst:ListenForEvent("buildstructure", function(inst, data) self:OnBuild() end, GetPlayer())

 	self.inst:ListenForEvent("equip", function(inst, data) self:OnEquip(data) end, GetPlayer())
    self.inst:ListenForEvent("unequip", function(inst, data) self:OnUnequip(data) end,  GetPlayer())
    

    self.inst:ListenForEvent("mountboat", function(player, boatdata)
    	if boatdata.boat then
	    	inst.boatequipfn = function(boat, data)
	    		self:OnEquip(data)
	    	end
	    	inst.boatunequipfn = function(boat, data)
	    		self:OnUnequip(data)
	    	end

	    	self.inst:ListenForEvent("equip", inst.boatequipfn, boatdata.boat)
	    	self.inst:ListenForEvent("unequip", inst.boatunequipfn, boatdata.boat)

	    	if boatdata.boat.components.container and boatdata.boat.components.container:GetItemInBoatSlot(BOATEQUIPSLOTS.BOAT_LAMP) then
	    		self:OnEquip({item = boatdata.boat.components.container:GetItemInBoatSlot(BOATEQUIPSLOTS.BOAT_LAMP), eslot = BOATEQUIPSLOTS.BOAT_LAMP})
	    	end
	   	end
	end, GetPlayer())

    self.inst:ListenForEvent("dismountboat", function(player, boatdata)
    	if self.inst.boatequipfn then
    		self.inst:RemoveEventCallback("equip", inst.boatequipfn, boatdata.boat)
    	end

    	if self.inst.boatunequipfn then
    		self.inst:RemoveEventCallback("unequip", inst.boatunequipfn, boatdata.boat)
    	end

    	if boatdata.boat.components.container and boatdata.boat.components.container:GetItemInBoatSlot(BOATEQUIPSLOTS.BOAT_LAMP) then
    		self:OnUnequip({item = boatdata.boat.components.container:GetItemInBoatSlot(BOATEQUIPSLOTS.BOAT_LAMP), eslot = BOATEQUIPSLOTS.BOAT_LAMP})
    	end
	end, GetPlayer())


    self.reticule = nil

    self.terraformer = nil

    self.LMBaction = nil
    self.RMBaction = nil

    self.mousetimeout = 10
    self.time_direct_walking = 0
    self.deploy_mode = not TheInput:ControllerAttached()
	--TheInput:AddMoveHandler(function(x,y) self.using_mouse = true self.mousetimeout = 3 end)
end)

function PlayerController:OnBuild()
	self:CancelPlacement()
end

function PlayerController:IsEnabled()
	return self.enabled and self.inst.HUD and not self.inst.HUD:IsControllerCraftingOpen() and not self.inst.HUD:IsControllerInventoryOpen()
end

function PlayerController:OnEquip(data)
	local controller_mode = TheInput:ControllerAttached()
	--Blink Staff
	if data.item.components.reticule and (data.eslot == EQUIPSLOTS.HANDS or data.eslot == BOATEQUIPSLOTS.BOAT_LAMP) then
		self.reticule = data.item.components.reticule
		if controller_mode and self.reticule and not self.reticule.reticule then
			self.reticule:CreateReticule()
		end
	end
end

function PlayerController:OnUnequip(data)
	if self.reticule and data.item.components.reticule and (data.eslot == EQUIPSLOTS.HANDS or data.eslot == BOATEQUIPSLOTS.BOAT_LAMP) then
		self.reticule:DestroyReticule()
		self.reticule = nil
	end
end

function PlayerController:OnControl(control, down)
	if not self:IsEnabled() then return end
	if not IsPaused() then

		if control == CONTROL_PRIMARY then
			self:OnLeftClick(down)
			return 
		elseif control == CONTROL_SECONDARY then
			self:OnRightClick(down)
			return 
		end
		
		if down then
			if self.placer_recipe and control == CONTROL_CANCEL then
				self:CancelPlacement()
			else
				if control == CONTROL_INSPECT then
					self:DoInspectButton()
				elseif control == CONTROL_ACTION then
					self:DoActionButton()
				elseif control == CONTROL_ATTACK then
					self:DoAttackButton()
				elseif control == CONTROL_CONTROLLER_ALTACTION then
					self:DoControllerAltAction()
				elseif control == CONTROL_CONTROLLER_ACTION then
					self:DoControllerAction()
				elseif control == CONTROL_CONTROLLER_ATTACK then
					self:DoControllerAttack()
				end
				
				local inv_obj = self:GetCursorInventoryObject()
				
				if inv_obj then
					local is_equipped = (inv_obj.components.equippable and inv_obj.components.equippable:IsEquipped())
					
					if control == CONTROL_INVENTORY_DROP then
						self.inst.components.inventory:DropItem(inv_obj, true)
					elseif control == CONTROL_INVENTORY_EXAMINE then
						self.inst.components.locomotor:PushAction( BufferedAction(self.inst, inv_obj, ACTIONS.LOOKAT))
					elseif control == CONTROL_INVENTORY_USEONSELF and is_equipped then
						self.inst.components.locomotor:PushAction( BufferedAction(self.inst, nil, ACTIONS.UNEQUIP, inv_obj))
					elseif control == CONTROL_INVENTORY_USEONSELF and not is_equipped then
						if inv_obj.components.deployable and not self.deploy_mode and inv_obj.components.inventoryitem:GetGrandOwner() == self.inst then
							self.deploy_mode = true
						else
							if not self.inst.sg:HasStateTag("busy") then
								self.inst.components.locomotor:PushAction(self:GetItemSelfAction(inv_obj), true)
							end
						end
					elseif control == CONTROL_INVENTORY_USEONSCENE and not is_equipped then						
						if inv_obj.components.inventoryitem:GetGrandOwner() ~= self.inst then
							self.inst.components.inventory:GiveItem(inv_obj)
						else
							self:DoAction(self:GetItemUseAction(inv_obj))
						end
					elseif control == CONTROL_INVENTORY_USEONSCENE and is_equipped then
						local action = self:GetItemSelfAction(inv_obj)
						if action.action ~= ACTIONS.UNEQUIP then
							self.inst.components.locomotor:PushAction(action)
						end
					end
				end
			end
		end
	end
end

function PlayerController:GetCursorInventoryObject()
	if self.inst.HUD and self.inst.HUD.controls and self.inst.HUD.controls.inv  then
		return self.inst.HUD.controls.inv:GetCursorItem()
	end
end

function PlayerController:DoControllerAction()
	self.time_direct_walking = 0
	if self.placer then
		if self.placer.components.placer.can_build then
			self.inst.components.builder:MakeRecipe(self.placer_recipe, Vector3(self.placer.Transform:GetWorldPosition()), self.placer:GetRotation())
			return true
		end
	elseif self.deployplacer then
		if self.deployplacer.components.placer.can_build then
			local act = self.deployplacer.components.placer:GetDeployAction()
			if act.distance < 1 then 
				act.distance = 1
			end 
			self:DoAction(act)
		end
	elseif self.controller_target then
		self:DoAction( self:GetSceneItemControllerAction(self.controller_target) )
	end
end

function PlayerController:DoControllerAltAction()
	self.time_direct_walking = 0
	
	if self.placer_recipe then 
		self:CancelPlacement()
		return
	end

	if self.deployplacer then
		self:CancelDeployPlacement()
		return
	end
	
	local l, r = self:GetGroundUseAction()
	if r then
		self:DoAction(r)
		return
	end
	
	if self.controller_target then
		local l, r = self:GetSceneItemControllerAction(self.controller_target)
		self:DoAction( r )
	end
end


function PlayerController:DoControllerAttack()
	self.time_direct_walking = 0

	local attack_target = self.controller_attack_target

	if attack_target and self.inst.components.combat.target ~= attack_target then
		local action = BufferedAction(self.inst, attack_target, ACTIONS.ATTACK)
		self.inst.components.locomotor:PushAction(action, true)
	elseif not attack_target and not self.inst.components.combat.target then
		local action = BufferedAction(self.inst, nil, ACTIONS.FORCEATTACK)
		self.inst.components.locomotor:PushAction(action, true)
	else
		return -- already doing it!
	end
end


function PlayerController:RotLeft()
	local rotamount = 45 ---90-- GetWorld():IsCave() and 22.5 or 45
	if TheCamera:CanControl() then  
		
		if IsPaused() then
			if GetWorld().minimap.MiniMap:IsVisible() then
				TheCamera:SetHeadingTarget(TheCamera:GetHeadingTarget() - rotamount) 
				TheCamera:Snap()
			end
		else
			TheCamera:SetHeadingTarget(TheCamera:GetHeadingTarget() - rotamount) 
			--UpdateCameraHeadings() 
		end
	end
end

function PlayerController:RotRight()
	local rotamount = 45 --90--GetWorld():IsCave() and 22.5 or 45
	if TheCamera:CanControl() then  
		
		if IsPaused() then
			if GetWorld().minimap.MiniMap:IsVisible() then
				TheCamera:SetHeadingTarget(TheCamera:GetHeadingTarget() + rotamount) 
				TheCamera:Snap()
			end
		else
			TheCamera:SetHeadingTarget(TheCamera:GetHeadingTarget() + rotamount) 
			--UpdateCameraHeadings() 
		end
	end
end

function PlayerController:OnRemoveEntity()
    self.handler:Remove()
end

function PlayerController:GetHoverTextOverride()
	if self.placer_recipe then
		return STRINGS.UI.HUD.BUILD.. " " .. ( STRINGS.NAMES[string.upper(self.placer_recipe.name)] or STRINGS.UI.HUD.HERE )
	end
end

function PlayerController:CancelPlacement()
	if self.placer then
		self.placer:Remove()
		self.placer = nil
	end
	self.placer_recipe = nil
end

function PlayerController:CancelDeployPlacement()
	self.deploy_mode = not TheInput:ControllerAttached()
	if self.deployplacer then
		self.deployplacer:Remove()
		self.deployplacer = nil
	end
end

function PlayerController:StartBuildPlacementMode(recipe, testfn)
	self.placer_recipe = recipe
	if self.placer then
		self.placer:Remove()
		self.placer = nil
	end
	self.placer = SpawnPrefab(recipe.placer)
	self.placer.components.placer:SetBuilder(self.inst, recipe)
	self.placer.components.placer.testfn = testfn
end


function PlayerController:Enable(val)
    self.enabled = val
end


function PlayerController:GetAttackTarget(force_attack)

	local x,y,z = self.inst.Transform:GetWorldPosition()
	
	local rad = self.inst.components.combat:GetAttackRange()
	
	
	if not self.directwalking then rad = rad + 6 end --for autowalking
	
	--To deal with entity collision boxes we need to pad the radius.
	local nearby_ents = TheSim:FindEntities(x,y,z, rad + 5)
	local tool = self.inst.components.inventory:GetEquippedItem(EQUIPSLOTS.HANDS)
	local has_weapon = tool and tool.components.weapon 
	
	local playerRad = self.inst.Physics:GetRadius()
	
	for k,guy in ipairs(nearby_ents) do

		if guy ~= self.inst and
		   guy:IsValid() and 
		   not guy:IsInLimbo() and
		   not (guy.sg and guy.sg:HasStateTag("invisible")) and
		   guy.components.health and not guy.components.health:IsDead() and 
		   guy.components.combat and guy.components.combat:CanBeAttacked(self.inst) and
		   not (guy.components.follower and guy.components.follower.leader == self.inst) and
		   --Now we ensure the target is in range.
		   distsq(guy:GetPosition(), self.inst:GetPosition()) <= math.pow(rad + playerRad + guy.Physics:GetRadius() + 0.1 , 2) then
				if (guy:HasTag("monster") and has_weapon) or
					guy:HasTag("hostile") or
					self.inst.components.combat:IsRecentTarget(guy) or
					guy.components.combat.target == self.inst or
					force_attack then
						return guy
				end
		end
	end

end

--

function PlayerController:DoAttackButton()
	local attack_target = self:GetAttackTarget(TheInput:IsControlPressed(CONTROL_FORCE_ATTACK)) 			
	if attack_target and self.inst.components.combat.target ~= attack_target then
		local action = BufferedAction(self.inst, attack_target, ACTIONS.ATTACK)
		self.inst.components.locomotor:PushAction(action, true)
	else
		return -- already doing it!
	end
	
	
end

function PlayerController:GetActionButtonAction()
	if self.actionbuttonoverride then
		return self.actionbuttonoverride(self.inst)
	end

	if self:IsEnabled() and not (self.inst.sg:HasStateTag("working") or self.inst.sg:HasStateTag("doing")) then

		local tool = self.inst.components.inventory:GetEquippedItem(EQUIPSLOTS.HANDS)

		--bug catching (has to go before combat)
		if tool and tool.components.tool and tool.components.tool:CanDoAction(ACTIONS.NET) then
			local target = FindEntity(self.inst, 5, 
				function(guy) 
					return  guy.components.health and not guy.components.health:IsDead() and 
							guy.components.workable and
							guy.components.workable.action == ACTIONS.NET
				end)
			if target then
			    return BufferedAction(self.inst, target, ACTIONS.NET, tool)
			end
		end
			
		
		--catching
		local rad = 8
		local projectile = FindEntity(self.inst, rad, function(guy)
		    return guy.components.projectile
		           and guy.components.projectile:IsThrown()
		           and self.inst.components.catcher
		           and self.inst.components.catcher:CanCatch()
		end)
		if projectile then
			return BufferedAction(self.inst, projectile, ACTIONS.CATCH)
		end
		
		rad = self.directwalking and 3 or 6
		--pickup
		local pickup = FindEntity(self.inst, rad, function(guy) return (guy.components.inventoryitem and guy.components.inventoryitem.canbepickedup) or
																		(tool and tool.components.tool and guy.components.workable and guy.components.workable.workable and tool.components.tool:CanDoAction(guy.components.workable.action)) or
																		(guy.components.pickable and guy.components.pickable:CanBePicked() and guy.components.pickable.caninteractwith) or
																		(guy.components.stewer and guy.components.stewer.done) or
																		(guy.components.crop and guy.components.crop:IsReadyForHarvest()) or
																		(guy.components.harvestable and guy.components.harvestable:CanBeHarvested()) or
																		(guy.components.trap and guy.components.trap.issprung) or
																		(guy.components.dryer and guy.components.dryer:IsDone()) or
																		(guy.components.activatable and guy.components.activatable.inactive) or 
																		(guy.components.drivable and guy.components.drivable.driver == nil) or 
																		(tool and tool.components.tool and guy.components.hackable  and guy.components.hackable:CanBeHacked() and tool.components.tool:CanDoAction(ACTIONS.HACK))
																		 end)

		local has_active_item = self.inst.components.inventory:GetActiveItem() ~= nil
		if pickup and not has_active_item then
			local action = nil
			
			if (tool and tool.components.tool and pickup.components.workable and pickup.components.workable:IsActionValid(pickup.components.workable.action) and tool.components.tool:CanDoAction(pickup.components.workable.action)) then
				action = pickup.components.workable.action
			elseif pickup.components.trap and pickup.components.trap.issprung then
				action = ACTIONS.CHECKTRAP
			elseif pickup.components.activatable and pickup.components.activatable.inactive then
				action = ACTIONS.ACTIVATE
			elseif pickup.components.inventoryitem and pickup.components.inventoryitem.canbepickedup then 
				action = ACTIONS.PICKUP 
			elseif pickup.components.pickable and pickup.components.pickable:CanBePicked() then 
				action = ACTIONS.PICK 
			elseif pickup.components.harvestable and pickup.components.harvestable:CanBeHarvested() then
				action = ACTIONS.HARVEST
			elseif pickup.components.crop and pickup.components.crop:IsReadyForHarvest() then
				action = ACTIONS.HARVEST
			elseif pickup.components.dryer and pickup.components.dryer:IsDone() then
				action = ACTIONS.HARVEST
			elseif pickup.components.stewer and pickup.components.stewer.done then
				action = ACTIONS.HARVEST
			elseif pickup.components.drivable and not pickup.components.drivable.driver then 
				action = ACTIONS.MOUNT
			elseif (tool and tool.components.tool and pickup.components.hackable  and pickup.components.hackable:CanBeHacked() and tool.components.tool:CanDoAction(ACTIONS.HACK)) then
				action = ACTIONS.HACK
			end
			if action then
			    local ba = BufferedAction(self.inst, pickup, action, tool)
			    --ba.distance = self.directwalking and rad or 1
			    return ba
			end
		end
	end	
end


function PlayerController:DoActionButton()
	--do the placement
	if self.placer then
		if self.placer.components.placer.can_build then
			self.inst.components.builder:MakeRecipe(self.placer_recipe, Vector3(self.placer.Transform:GetWorldPosition()), self.placer:GetRotation())
			return true
		end
	else
		local ba = self:GetActionButtonAction()
		if ba then
			self.inst.components.locomotor:PushAction(ba, true)
		end
		return true
	end
end

function PlayerController:DoInspectButton()
	if self.controller_target and GetPlayer():CanExamine() then
		self.inst.components.locomotor:PushAction( BufferedAction(self.inst, self.controller_target, ACTIONS.LOOKAT))
	end
	return true
end

function PlayerController:UsingMouse()
	if TheInput:ControllerAttached() then
		return false
	else
		return true
	end
end

function PlayerController:OnUpdate(dt)
	
	
	if not TheInput:IsControlPressed(CONTROL_PRIMARY) then
		if self.draggingonground then
			self.draggingonground = false
			TheFrontEnd:LockFocus(false)
			self.startdragtime = nil
		end
	end
	
	local controller_mode = TheInput:ControllerAttached()

    if not self:IsEnabled() then 
		if self.directwalking then
			self.inst.components.locomotor:Stop()
			self.directwalking = false
		end
		
		if self.placer then
			self.placer:Remove()
			self.placer = nil
		end

		self:CancelDeployPlacement()		

		if self.reticule and self.reticule.reticule then
			self.reticule.reticule:Hide()
		end

		if self.terraformer then
			self.terraformer:Remove()
			self.terraformer = nil
		end

		self.LMBaction = nil 
		self.RMBaction = nil 
		
		return
	end
    
    local new_highlight = nil
    if controller_mode then
    	self:UpdateControllerInteractionTarget(dt)
    	self:UpdateControllerAttackTarget(dt)
    	new_highlight = self.controller_target
    else
    	self.LMBaction, self.RMBaction = self.inst.components.playeractionpicker:DoGetMouseActions()
    	new_highlight = (self.LMBaction and self.LMBaction.target) or (self.RMBaction and self.RMBaction.target)
    	self.controller_attack_target = nil
    end

    if new_highlight ~= self.highlight_guy then
    	if self.highlight_guy and self.highlight_guy:IsValid() then
    		if self.highlight_guy.components.highlight then
    			self.highlight_guy.components.highlight:UnHighlight()
    		end
    	end
    	self.highlight_guy = new_highlight
    end

	if self.highlight_guy and self.highlight_guy:IsValid() then
		if not self.highlight_guy.components.highlight then
			self.highlight_guy:AddComponent("highlight")
		end

		
		local override = self.highlight_guy.highlight_override
		if override then
			self.highlight_guy.components.highlight:Highlight(override[1], override[2], override[3])
		else
			self.highlight_guy.components.highlight:Highlight()
		end
	else
		self.highlight_guy = nil
	end

	self:DoCameraControl()    

	local active_item = self.inst.components.inventory:GetActiveItem()
	
	if not controller_mode then			
		if self.reticule then
			self.reticule:DestroyReticule()
			self.reticule = nil
		end
	end
	

		
	local placer_item = nil
	if controller_mode then
		placer_item = self:GetCursorInventoryObject()
	else
		placer_item = active_item
	end
	
	local show_deploy_placer = placer_item and ( placer_item.components.deployable and self.deploy_mode ) and self.placer == nil 
	
	if show_deploy_placer then
		local placer_name = placer_item.components.deployable.placer or ((placer_item.prefab or "") .. "_placer")
		if self.deployplacer and self.deployplacer.prefab ~= placer_name then
			self:CancelDeployPlacement()
		end
		
		if not self.deployplacer then
			self.deployplacer = SpawnPrefab(placer_name)
			if self.deployplacer then
				self.deployplacer.components.placer:SetBuilder(self.inst, nil, placer_item)
				
				self.deployplacer.components.placer.testfn = function(pt) 
					return placer_item.components.deployable:CanDeploy(pt)
				end
				
				self.deployplacer.components.placer:OnUpdate(0)  --so that our position is accurate on the first frame
			end
		end
	else
		self:CancelDeployPlacement()
	end

	local terraform = false
	if controller_mode then
		local l, r = self:GetGroundUseAction()
		terraform = r and r.action == ACTIONS.TERRAFORM
	else
		local action_r = self:GetRightMouseAction()	
		terraform = action_r and action_r.action == ACTIONS.TERRAFORM and action_r
	end

	local show_rightaction_reticule = self.placer == nil and self.deployplacer == nil

	if show_rightaction_reticule then

		if terraform and not self.terraformer then
			self.terraformer = SpawnPrefab("gridplacer")
			if self.terraformer then
				self.terraformer.components.placer:SetBuilder(GetPlayer())
				self.terraformer.components.placer:OnUpdate(0)
			end
		elseif not terraform and self.terraformer then
			self.terraformer:Remove()
			self.terraformer = nil
		end

		if self.reticule and self.reticule.reticule then
			self.reticule.reticule:Show()
		end

	else
		if self.terraformer then
			self.terraformer:Remove()
			self.terraformer = nil
		end

		if self.reticule and self.reticule.reticule then
			self.reticule.reticule:Hide()
		end
	end

    if self.startdragtime and not self.draggingonground and TheInput:IsControlPressed(CONTROL_PRIMARY) then
        local now = GetTime()
        if now - self.startdragtime > START_DRAG_TIME then
			TheFrontEnd:LockFocus(true)
            self.draggingonground = true
        end
    end

	if self.draggingonground and TheFrontEnd:GetFocusWidget() ~= self.inst.HUD then
		TheFrontEnd:LockFocus(false)
		self.draggingonground = false
		
		self.inst.components.locomotor:Stop()
	end

	if not self.inst.sg:HasStateTag("busy") then
		
		if self.draggingonground then
			local pt = TheInput:GetWorldPosition()
			local dst = distsq(pt, Vector3(self.inst.Transform:GetWorldPosition()))

			if dst > 1 then
				local angle = self.inst:GetAngleToPoint(pt)
				self.inst:ClearBufferedAction()
				self.inst.components.locomotor:RunInDirection(angle)
			end
			self.directwalking = false
		else
	        self:DoDirectWalking(dt)
		end
    end
    
    --do automagic control repeats
	if self.inst.sg:HasStateTag("idle") then
	    if TheInput:IsControlPressed(CONTROL_ACTION) then
			self:OnControl(CONTROL_ACTION, true)
	    elseif TheInput:IsControlPressed(CONTROL_CONTROLLER_ACTION) then
			self:OnControl(CONTROL_CONTROLLER_ACTION, true)
		end
	end
	
	if not self.inst.sg:HasStateTag("busy") and not self.directwalking then
		if TheInput:IsControlPressed(CONTROL_ATTACK) then
			self:OnControl(CONTROL_ATTACK, true)
		elseif TheInput:IsControlPressed(CONTROL_CONTROLLER_ATTACK) then
			self:OnControl(CONTROL_CONTROLLER_ATTACK, true)
		end
	end
end


function PlayerController:GetWorldControllerVector()
	local xdir = TheInput:GetAnalogControlValue(CONTROL_MOVE_RIGHT) - TheInput:GetAnalogControlValue(CONTROL_MOVE_LEFT)
	local ydir = TheInput:GetAnalogControlValue(CONTROL_MOVE_UP) - TheInput:GetAnalogControlValue(CONTROL_MOVE_DOWN)
	local deadzone = .3

	if math.abs(xdir) < deadzone and math.abs(ydir) < deadzone then xdir = 0 ydir = 0 end
	if xdir ~= 0 or ydir ~= 0 then
	    local CameraRight = TheCamera:GetRightVec()
		local CameraDown = TheCamera:GetDownVec()
		local dir = CameraRight * xdir - CameraDown * ydir
		dir = dir:GetNormalized()
		return dir
	end
end


function PlayerController:CanAttackWithController(target)
	return target ~= self.inst and
			target:IsValid() and 
			(target.components.health and target.components.health.currenthealth > 0) and
			not target:IsInLimbo() and
			not target:HasTag("wall") and
			not (target.sg and target.sg:HasStateTag("invisible")) and
			target.components.health and not target.components.health:IsDead() and 
			target.components.combat and target.components.combat:CanBeAttacked(self.inst)
end


local must_have_attack ={"HASCOMBATCOMPONENT"}
local cant_have_attack ={"FX", "NOCLICK", "DECOR", "INLIMBO"}

function PlayerController:UpdateControllerAttackTarget(dt)
--	if self.controllerattacktargetage then
	--	self.controllerattacktargetage = self.controllerattacktargetage + dt
	---end
	
	--if self.controller_attack_target and self.controllerattacktargetage and self.controllerattacktargetage < .3 then return end

	local heading_angle = -(self.inst.Transform:GetRotation())
	local dir = Vector3(math.cos(heading_angle*DEGREES),0, math.sin(heading_angle*DEGREES))
	
	local me_pos = Vector3(self.inst.Transform:GetWorldPosition())
	
	
	local min_rad = 4
	local max_range = self.inst.components.combat:GetAttackRange() + 3

	local rad = 8
	if self.controller_attack_target and self.controller_attack_target:IsValid() and self:CanAttackWithController(self.controller_attack_target) then
		local distsq = self.inst:GetDistanceSqToInst(self.controller_attack_target)
		if distsq <= max_range*max_range then
			rad = math.min(rad, math.sqrt(distsq) * .5)
		end
	end
	
	local x,y,z = me_pos:Get()
	local nearby_ents = TheSim:FindEntities(x,y,z, rad, must_have_attack, cant_have_attack)

	local target = nil
	local target_score = nil
	local target_action = nil

	if self.controller_attack_target then
		table.insert(nearby_ents, self.controller_attack_target)
	end

	for k,v in pairs(nearby_ents) do
	
		local canattack = self:CanAttackWithController(v)

		if canattack then

			local px,py,pz = v.Transform:GetWorldPosition()
			local ox,oy,oz = px - me_pos.x, py - me_pos.y, pz - me_pos.z
			local dsq = ox*ox + oy*oy +oz*oz
			local dist = dsq > 0 and math.sqrt(dsq) or 0
			
			local dot = 0
			if dist > 0 then
				local nx, ny, nz = ox/dist, oy/dist, oz/dist
				dot = nx*dir.x + ny*dir.y + nz*dir.z
			end
			
			if (dist < min_rad or dot > 0) and dist < max_range then
				
				local score = (1 + dot)* (1 / math.max(min_rad*min_rad, dsq))

				if (v.components.follower and v.components.follower.leader == self.inst) or self.inst.components.combat:IsAlly(v) then
					score = score * .25
				elseif v:HasTag("monster") then
					score = score * 4
				end

				if v.components.combat.target == self.inst then
					score = score * 6
				end

				if self.controller_attack_target == v then
					score = score * 10
				end

				if not target or target_score < score then
					target = v
					target_score = score
				end
			end
		end
	end

	if not target and self.controller_target and self.controller_target:HasTag("wall") and self.controller_target.components.health and self.controller_target.components.health.currenthealth > 0 then
		target = self.controller_target
	end

	if target ~= self.controller_attack_target then
		self.controller_attack_target = target
	--	self.controllerattacktargetage = 0
	end
	
	

end

function PlayerController:UpdateControllerInteractionTarget(dt)

	if self.controller_target and (not self.controller_target:IsValid() or self.controller_target:IsInLimbo() or self.controller_target:HasTag("NOCLICK")) then
		self.controller_target = nil
	end

	if self.placer or ( self.deployplacer and self.deploy_mode ) then
		self.controller_target = nil
		self.controllertargetage = 0
		return
	end

	if self.controllertargetage then
		self.controllertargetage = self.controllertargetage + dt
	end

	if self.controllertargetage and self.controllertargetage < .2 then return end

	local heading_angle = -(self.inst.Transform:GetRotation())
	local dir = Vector3(math.cos(heading_angle*DEGREES),0, math.sin(heading_angle*DEGREES))

	local me_pos = Vector3(self.inst.Transform:GetWorldPosition())

	local inspect_rad = .75
	local min_rad = 1.5
	local max_rad = 6
	local rad = max_rad
	if self.controller_target and self.controller_target:IsValid() then
		local dsq = self.inst:GetDistanceSqToInst(self.controller_target)
		rad = math.max(min_rad, math.min(rad, math.sqrt(dsq)))
	end

	local x,y,z = me_pos:Get()

	local nearby_ents = TheSim:FindEntities(x,y,z, rad, nil, {"FX", "NOCLICK", "DECOR", "INLIMBO"})

	if self.controller_target and not self.controller_target:IsInLimbo() then
		table.insert(nearby_ents, self.controller_target) --may double add.. should be harmless?
	end


	local target = nil
	local target_score = nil
	local target_action = nil
	local target_dist = nil

	for k,v in pairs(nearby_ents) do
		if v ~= self.inst then
		
			local px,py,pz = v.Transform:GetWorldPosition()
			local ox,oy,oz = px - me_pos.x, py-me_pos.y, pz-me_pos.z
			local dsq = ox*ox + oy*oy +oz*oz

			local already_target = self.controller_target == v or self.controller_attack_target == v
									
			local should_consider = dsq < min_rad*min_rad or
									(ox*dir.x + oy*dir.y +oz*dir.z) > 0 or
									already_target
									
			if dsq > max_rad*max_rad then
				should_consider = false
			end

			if should_consider then

				local dist = dsq > 0 and math.sqrt(dsq) or 0

				local dot = 0
				if dist > 0 then
					local nx, ny, nz = ox/dist, oy/dist, oz/dist
					dot = nx*dir.x + ny*dir.y + nz*dir.z
				end
				
				--keep the angle component between [0..1]
				local angle_component = (dot + 1)/2
				
				--distance doesn't matter when you're really close, and then attenuates down from 1 as you get farther away
				local dist_component = dsq < min_rad*min_rad and 1 or (1 / (dsq/(min_rad*min_rad)))
				local add = 0
				
				--for stuff that's *really* close - ie, just dropped
				if dsq < .25*.25 then
					add = 1
				end
				local mult = 1
				
				if v == self.controller_target and not v:HasTag("wall") then
					mult = 1.5--just a little hysteresis
				end
				
				local score = angle_component*dist_component*mult + add
				
				--print (v, angle_component, dist_component, mult, add, score)
				
				if not target_score or score > target_score or not target_action then
					
					--this is kind of expensive, so ideally we don't get here for many objects
					local l,r = self:GetSceneItemControllerAction(v)
					local action = l or r

					if not action then
						local inv_obj = self:GetCursorInventoryObject()
						if inv_obj then
							action = self:GetItemUseAction(inv_obj, v)
						end
					end
					
					if ((action or v.components.inspectable) and (not target_score or score > target_score)) --better real action
					   --or ((action or v.components.inspectable) and ((not target or (target and not target_action)) )) --it's inspectable, so it's better than nothing
					   --or (target and not target_action and action and not( dist > inspect_rad and target_dist < inspect_rad))  --replacing an inspectable with an actual action
						then
							target = v
							target_dist = dist
							target_score = score
							target_action = action
					end
				end
			end
		end
	end


	if target ~= self.controller_target then
		self.controller_target = target
		self.controllertargetage = 0
	end
	
end


function PlayerController:DoDirectWalking(dt)

	local dir = self:GetWorldControllerVector()
	if dir then
		local ang = -math.atan2(dir.z, dir.x)/DEGREES

		self.inst:ClearBufferedAction()
		self.inst.components.locomotor:SetBufferedAction(nil)
		self.inst.components.locomotor:RunInDirection(ang)
		if not self.directwalking then
			self.time_direct_walking = 0
		end

		self.directwalking = true

		self.time_direct_walking = self.time_direct_walking + dt

		if self.time_direct_walking > .2 then
			if not self.inst.sg:HasStateTag("attack") then
				self.inst.components.combat:SetTarget(nil)
			end
		end
	else
		if self.directwalking then
			self.inst.components.locomotor:Stop() --bargle
			self.directwalking = false
		end
	end
end

function PlayerController:WalkButtonDown()
	return  TheInput:IsControlPressed(CONTROL_MOVE_UP) or TheInput:IsControlPressed(CONTROL_MOVE_DOWN) or TheInput:IsControlPressed(CONTROL_MOVE_LEFT) or TheInput:IsControlPressed(CONTROL_MOVE_RIGHT)
end


function PlayerController:DoCameraControl()
	--camera controls
	local time = GetTime()

	local ROT_REPEAT = .25
	local ZOOM_REPEAT = .1

	if not self.lastrottime or time - self.lastrottime > ROT_REPEAT then
		
		if TheInput:IsControlPressed(CONTROL_ROTATE_LEFT) then
			self:RotLeft()
			self.lastrottime = time
		elseif TheInput:IsControlPressed(CONTROL_ROTATE_RIGHT) then
			self:RotRight()
			self.lastrottime = time
		end
	end

    if not TheCamera:CanControl()
        or (self.inst.HUD ~= nil and
            self.inst.HUD:IsCraftingOpen()) then
        --Check crafting again because this time
        --we block even with mouse crafting open
        return
    end

	if not self.lastzoomtime or time - self.lastzoomtime > ZOOM_REPEAT then
		if TheInput:IsControlPressed(CONTROL_ZOOM_IN) then
			TheCamera:ZoomIn()
			self.lastzoomtime = time
		elseif TheInput:IsControlPressed(CONTROL_ZOOM_OUT) then
			TheCamera:ZoomOut()
			self.lastzoomtime = time
		end
	end
end

function PlayerController:OnLeftUp()
    
    if not self:IsEnabled() then return end    

	if self.draggingonground then
		
		if not self:WalkButtonDown() then
			self.inst.components.locomotor:Stop() --bargle
		end
		self.draggingonground = false
		TheFrontEnd:LockFocus(false)
	end
	self.startdragtime = nil
	
end



function PlayerController:DoAction(buffaction)
    if buffaction then
    
        if self.inst.bufferedaction then
            if self.inst.bufferedaction.action == buffaction.action and self.inst.bufferedaction.target == buffaction.target then
                return;
            end
        end
        
        if buffaction.target then
            if not buffaction.target.components.highlight then
				buffaction.target:AddComponent("highlight")
            end
            
            buffaction.target.components.highlight:Flash(.2, .125, .1)
        end
		
        if  buffaction.invobject and 
            buffaction.invobject.components.equippable and 
            buffaction.invobject.components.equippable.equipslot == EQUIPSLOTS.HANDS and 
            (buffaction.action ~= ACTIONS.DROP and buffaction.action ~= ACTIONS.STORE) then
            
                if not buffaction.invobject.components.equippable.isequipped then 
                    self.inst.components.inventory:Equip(buffaction.invobject)
                end
                
                if self.inst.components.inventory:GetActiveItem() == buffaction.invobject then
                    self.inst.components.inventory:SetActiveItem(nil)
                end
        end
        
        self.inst.components.locomotor:PushAction(buffaction, true)
    end    

end


function PlayerController:OnLeftClick(down)
    
    if not self:UsingMouse() then return end
    
	if not down then return self:OnLeftUp() end

    self.startdragtime = nil

    if not self:IsEnabled() then return end
    
    if TheInput:GetHUDEntityUnderMouse() then 
		self:CancelPlacement()
		return 
    end

	if self.placer_recipe and self.placer then
		--do the placement
		if self.placer.components.placer.can_build then
			self.inst.components.builder:MakeRecipe(self.placer_recipe, TheInput:GetWorldPosition(), self.placer:GetRotation())
			self:CancelPlacement()
		end
		return
	end
    
    
    self.inst.components.combat.target = nil
    
    if self.inst.inbed then
        self.inst.inbed.components.bed:StopSleeping()
        return
    end
    
    local action = self:GetLeftMouseAction()
    if action then
	    self:DoAction( action )
	else
		local endPos = TheInput:GetWorldPosition() 
		if not self.inst.components.driver:GetIsDriving() and self.inst:GetIsOnWater(endPos.x, endPos.y, endPos.z) then 
			local stoppos = nil--position 
            local myPos = self.inst:GetPosition()
            local dir = (endPos - myPos):GetNormalized()
            local dist = (endPos - myPos):Length()
            local step = 0.25
            local numSteps = dist/step

            for i = 0, numSteps, 1 do 
                local testPos = myPos + dir * step * i 
                local testTile = GetWorld().Map:GetTileAtPoint(testPos.x , testPos.y, testPos.z) 
                if GetWorld().Map:IsWater(testTile) then
                    if i > 0 then  
                        stoppos =  myPos + dir * (step * (i - 1))
                    else  
                        stoppos =  myPos + dir * (step * i)
                    end 
                    endPos = stoppos
                    break
                end 
            end 
		end 

		self:DoAction( BufferedAction(self.inst, nil, ACTIONS.WALKTO, nil, endPos) ) 		
	    local clicked = TheInput:GetWorldEntityUnderMouse()
	    if not clicked then
	        self.startdragtime = GetTime()
	    end
    end
    
end


function PlayerController:OnRightClick(down)

    if not self:UsingMouse() then return end

	if not down then return end

    self.startdragtime = nil

	if self.placer_recipe then 
		self:CancelPlacement()
		return
	end

    if not self:IsEnabled() then return end
    
    if TheInput:GetHUDEntityUnderMouse() then return end

    if not self:GetRightMouseAction() then
        self.inst.components.inventory:ReturnActiveItem()
    end
    
    if self.inst.inbed then
        self.inst.inbed.components.bed:StopSleeping()
        return
    end
    
    local action = self:GetRightMouseAction()
    if action then
		self:DoAction(action )
	end
		
    
end

function PlayerController:ShakeCamera(inst, shakeType, duration, speed, maxShake, maxDist)
    local distSq = self.inst:GetDistanceSqToInst(inst)
    local t = math.max(0, math.min(1, distSq / (maxDist*maxDist) ) )
    local scale = easing.outQuad(t, maxShake, -maxShake, 1)
    if scale > 0 then
        TheCamera:Shake(shakeType, duration, speed, scale)
    end
end


function PlayerController:GetLeftMouseAction( )
    return self.LMBaction
end

function PlayerController:GetRightMouseAction( )
    return self.RMBaction
end

function PlayerController:GetItemSelfAction(item)
	if not item then
		return
	end
	local lmb = self.inst.components.playeractionpicker:GetInventoryActions(item, false)
	local rmb = self.inst.components.playeractionpicker:GetInventoryActions(item, true)
	
	local action = (rmb and rmb[1]) or (lmb and lmb[1])		
	if action.action ~= ACTIONS.LOOKAT then
		return action
	end
end

function PlayerController:GetSceneItemControllerAction(item)

    local lmb, rmb = nil, nil
    
	local acts = self.inst.components.playeractionpicker:GetClickActions(item)
	if acts and #acts > 0 then
		local action = acts[1]
		if action.action ~= ACTIONS.LOOKAT and action.action ~= ACTIONS.ATTACK and action.action ~= ACTIONS.WALKTO then
			lmb = acts[1]
		end
	end

	acts = self.inst.components.playeractionpicker:GetRightClickActions(item)
	if acts and #acts > 0 then
		local action = acts[1]
		if action.action ~= ACTIONS.LOOKAT and action.action ~= ACTIONS.ATTACK and action.action ~= ACTIONS.WALKTO then
			rmb = action
		end
	end
	
	if rmb and lmb and rmb.action == lmb.action then
		rmb = nil
	end
	
	return lmb, rmb

end

function PlayerController:GetGroundUseAction()
	


	--Check dismount conditions 
	local isBoating = self.inst.components.driver:GetIsDriving()
	if TheInput:ControllerAttached() and isBoating then --Does position == nil mean controller anyway? 
        --Check if the player is close to land and facing towards it
        local angle = self.inst.Transform:GetRotation() * DEGREES
        local dir = Vector3(math.cos(angle), 0, -math.sin(angle))
        dir = dir:GetNormalized()

        local myPos = self.inst:GetPosition()
        local step = 0.4
        local numSteps = 8 
        local landingPos = nil 
       	
       	--[[
       	if not self.inst.bargle then 
       		self.inst.bargle = SpawnPrefab("coconut")
       	end
       	local test = myPos + dir * step * numSteps
       	self.inst.bargle.Transform:SetPosition(test:Get())
		]]
        for i = 0, numSteps, 1 do 
            local testPos = myPos + dir * step * i 
            local testTile = GetWorld().Map:GetTileAtPoint(testPos.x , testPos.y, testPos.z) 
            if not GetWorld().Map:IsWater(testTile) then 
                landingPos =  myPos + dir * ((step * i)) 
                break
            end 
        end 
        if landingPos then 
        	landingPos.x, landingPos.y, landingPos.z = GetWorld().Map:GetTileCenterPoint(landingPos.x,0, landingPos.z)
        	local l = nil 
        	return l, BufferedAction(self.inst, nil, ACTIONS.DISMOUNT, nil, landingPos) 
        end 
    end 


	local position = (self.reticule and self.reticule.targetpos) or
	(self.terraformer and self.terraformer:GetPosition()) or
	(self.placer and self.placer:GetPosition()) or 
	(self.deployplacer and self.deployplacer:GetPosition()) or 
	self.inst:GetPosition()
	--local position = Vector3(self.inst.Transform:GetWorldPosition())
	local tile = GetWorld().Map:GetTileAtPoint(position.x, position.y, position.z)
    local passable = tile ~= GROUND.IMPASSABLE
	if passable then
		local boatitem = self.inst.components.driver and self.inst.components.driver.vehicle and self.inst.components.driver.vehicle.components.container:GetItemInBoatSlot(BOATEQUIPSLOTS.BOAT_LAMP)
	    local equipitem = self.inst.components.inventory:GetEquippedItem(EQUIPSLOTS.HANDS)
	    local l = nil
	    local r = nil

		if equipitem then
			l = self.inst.components.playeractionpicker:GetPointActions(position, equipitem, false)			
			r = self.inst.components.playeractionpicker:GetPointActions(position, equipitem, true)
		end

		if boatitem then
			l = self.inst.components.playeractionpicker:GetPointActions(position, boatitem, false)			
			r = self.inst.components.playeractionpicker:GetPointActions(position, boatitem, true)
		end

		l = l and l[1]
		r = r and r[1]

		if l and l.action == ACTIONS.DROP then
			l = nil
		end
		if l or r then
			if l and l.action == ACTIONS.TERRAFORM then
				l.distance = 2
			end
			if r and r.action == ACTIONS.TERRAFORM then
				r.distance = 2
			end
			return l, r
		end
	end	    
end

function PlayerController:GetItemUseAction(active_item, target)
	if not active_item then
		return
	end
	
	target = target or self.controller_target
	if target then
		local lmb = self.inst.components.playeractionpicker:GetUseItemActions(target, active_item, false)
		local rmb = self.inst.components.playeractionpicker:GetUseItemActions(target, active_item, true)
		local act= (rmb and rmb[1]) or (lmb and lmb[1])
				
		if act and active_item.components.tool and active_item.components.equippable and active_item.components.tool:CanDoAction(act.action)then
			return
		end
		
		if act and act.action == ACTIONS.STORE and target and target.components.inventoryitem and target.components.inventoryitem:GetGrandOwner() == self.inst then
			return
		end
		
		if act and act.action ~= ACTIONS.COMBINESTACK and act and act.action ~= ACTIONS.ATTACK then
			return act
		end
	end	
end

return PlayerController
