local progress
local DisableControlAction = DisableControlAction
local DisablePlayerFiring = DisablePlayerFiring
local playerState = LocalPlayer.state
local createdProps = {}

---@class ProgressPropProps
---@field model string
---@field bone? number
---@field pos vector3
---@field rot vector3

---@class ProgressProps
---@field label? string
---@field duration number
---@field position? 'middle' | 'bottom'
---@field useWhileDead? boolean
---@field allowRagdoll? boolean
---@field allowCuffed? boolean
---@field allowFalling? boolean
---@field allowSwimming? boolean
---@field canCancel? boolean
---@field anim? { dict?: string, clip: string, flag?: number, blendIn?: number, blendOut?: number, duration?: number, playbackRate?: number, lockX?: boolean, lockY?: boolean, lockZ?: boolean, scenario?: string, playEnter?: boolean }
---@field prop? ProgressPropProps | ProgressPropProps[]
---@field disable? { move?: boolean, sprint?: boolean, car?: boolean, combat?: boolean, mouse?: boolean }

local function createProp(ped, prop)
    lib.requestModel(prop.model)
    local coords = GetEntityCoords(ped)
    local object = CreateObject(prop.model, coords.x, coords.y, coords.z, false, false, false)

    AttachEntityToEntity(object, ped, GetPedBoneIndex(ped, prop.bone or 60309), prop.pos.x, prop.pos.y, prop.pos.z, prop.rot.x, prop.rot.y, prop.rot.z, true, true, false, true, 0, true)
    SetModelAsNoLongerNeeded(prop.model)

    return object
end

local function interruptProgress(data)
    if not data.useWhileDead and IsEntityDead(cache.ped) then return true end
    if not data.allowRagdoll and IsPedRagdoll(cache.ped) then return true end
    if not data.allowCuffed and IsPedCuffed(cache.ped) then return true end
    if not data.allowFalling and IsPedFalling(cache.ped) then return true end
    if not data.allowSwimming and IsPedSwimming(cache.ped) then return true end
end

local isFivem = cache.game == 'fivem'

local controls = {
    INPUT_LOOK_LR = isFivem and 1 or 0xA987235F,
    INPUT_LOOK_UD = isFivem and 2 or 0xD2047988,
    INPUT_SPRINT = isFivem and 21 or 0x8FFC75D6,
    INPUT_AIM = isFivem and 25 or 0xF84FA74F,
    INPUT_MOVE_LR = isFivem and 30 or 0x4D8FB4C1,
    INPUT_MOVE_UD = isFivem and 31 or 0xFDA83190,
    INPUT_DUCK = isFivem and 36 or 0xDB096B85,
    INPUT_VEH_MOVE_LEFT_ONLY = isFivem and 63 or 0x9DF54706,
    INPUT_VEH_MOVE_RIGHT_ONLY = isFivem and 64 or 0x97A8FD98,
    INPUT_VEH_ACCELERATE = isFivem and 71 or 0x5B9FD4E2,
    INPUT_VEH_BRAKE = isFivem and 72 or 0x6E1F639B,
    INPUT_VEH_EXIT = isFivem and 75 or 0xFEFAB9B4,
    INPUT_VEH_MOUSE_CONTROL_OVERRIDE = isFivem and 106 or 0x39CCABD5
}

local function startProgress(data)
    playerState.invBusy = true
    progress = data
    local anim = data.anim

    if anim then
        if anim.dict then
            lib.requestAnimDict(anim.dict)

            TaskPlayAnim(cache.ped, anim.dict, anim.clip, anim.blendIn or 3.0, anim.blendOut or 1.0, anim.duration or -1, anim.flag or 49, anim.playbackRate or 0, anim.lockX, anim.lockY, anim.lockZ)
            RemoveAnimDict(anim.dict)
        elseif anim.scenario then
            TaskStartScenarioInPlace(cache.ped, anim.scenario, 0, anim.playEnter ~= nil and anim.playEnter or true)
        end
    end

    if data.prop then
        playerState:set('lib:progressProps', data.prop, true)
    end

    local disable = data.disable

    while progress do
        if disable then
            if disable.mouse then
                DisableControlAction(0, controls.INPUT_LOOK_LR, true)
                DisableControlAction(0, controls.INPUT_LOOK_UD, true)
                DisableControlAction(0, controls.INPUT_VEH_MOUSE_CONTROL_OVERRIDE, true)
            end

            if disable.move then
                DisableControlAction(0, controls.INPUT_SPRINT, true)
                DisableControlAction(0, controls.INPUT_MOVE_LR, true)
                DisableControlAction(0, controls.INPUT_MOVE_UD, true)
                DisableControlAction(0, controls.INPUT_DUCK, true)
            end

            if disable.sprint and not disable.move then
                DisableControlAction(0, controls.INPUT_SPRINT, true)
            end

            if disable.car then
                DisableControlAction(0, controls.INPUT_VEH_MOVE_LEFT_ONLY, true)
                DisableControlAction(0, controls.INPUT_VEH_MOVE_RIGHT_ONLY, true)
                DisableControlAction(0, controls.INPUT_VEH_ACCELERATE, true)
                DisableControlAction(0, controls.INPUT_VEH_BRAKE, true)
                DisableControlAction(0, controls.INPUT_VEH_EXIT, true)
            end

            if disable.combat then
                DisableControlAction(0, controls.INPUT_AIM, true)
                DisablePlayerFiring(cache.playerId, true)
            end
        end

        if interruptProgress(progress) then
            progress = false
        end

        Wait(0)
    end

    if data.prop then
        playerState:set('lib:progressProps', nil, true)
    end

    if anim then
        if anim.dict then
            StopAnimTask(cache.ped, anim.dict, anim.clip, 1.0)
            Wait(0) -- This is needed here otherwise the StopAnimTask is cancelled
        else
            ClearPedTasks(cache.ped)
        end
    end

    playerState.invBusy = false

    if progress == false then
        SendNUIMessage({ action = 'progressCancel' })
        return false
    end

    return true
end

---@param data ProgressProps
---@return boolean?
function lib.progressBar(data)
    while progress ~= nil do Wait(0) end

    if not interruptProgress(data) then
        SendNUIMessage({
            action = 'progress',
            data = {
                label = data.label,
                duration = data.duration
            }
        })

        return startProgress(data)
    end
end

---@param data ProgressProps
---@return boolean?
function lib.progressCircle(data)
    while progress ~= nil do Wait(0) end

    if not interruptProgress(data) then
        SendNUIMessage({
            action = 'circleProgress',
            data = {
                duration = data.duration,
                position = data.position,
                label = data.label
            }
        })

        return startProgress(data)
    end
end

function lib.cancelProgress()
    if not progress then
        error('No progress bar is active')
    end

    progress = false
end

---@return boolean
function lib.progressActive()
    return progress and true
end

RegisterNUICallback('progressComplete', function(data, cb)
    cb(1)
    progress = nil
end)

RegisterCommand('cancelprogress', function()
    if progress?.canCancel then progress = false end
end)

RegisterKeyMapping('cancelprogress', locale('cancel_progress'), 'keyboard', 'x')

local function deleteProgressProps(serverId)
    local playerProps = createdProps[serverId]
    if not playerProps then return end
    for i = 1, #playerProps do
        local prop = playerProps[i]
        if DoesEntityExist(prop) then
            DeleteEntity(prop)
        end
    end
    createdProps[serverId] = nil
end

RegisterNetEvent('onPlayerDropped', function(serverId)
    deleteProgressProps(serverId)
end)

AddStateBagChangeHandler('lib:progressProps', nil, function(bagName, key, value, reserved, replicated)
    if replicated then return end

    local ply = GetPlayerFromStateBagName(bagName)
    if ply == 0 then return end

    local ped = GetPlayerPed(ply)
    local serverId = GetPlayerServerId(ply)
    
    if not value then
        return deleteProgressProps(serverId)
    end
    
    createdProps[serverId] = {}
    local playerProps = createdProps[serverId]
    
    if value.model then
        playerProps[#playerProps+1] = createProp(ped, value)
    else
        for i = 1, #value do
            local prop = value[i]

            if prop then
                playerProps[#playerProps+1] = createProp(ped, prop)
            end
        end
    end
end)
