-- Generic script for an enemy with a sword
-- that goes towards the hero if he sees him
-- and walks randomly otherwise.

-- Example of use from an enemy script:

-- local init_enemy = require("enemies/generic_soldier")
-- init_enemy(enemy)
-- enemy:set_properties({
--   main_sprite = "enemies/green_knight_soldier",
--   sword_sprite = "enemies/green_knight_soldier_sword",
--   life = 4,
--   damage = 2,
--   play_hero_seen_sound = false,
--   normal_speed = 32,
--   faster_speed = 64,
--   hurt_style = "normal"
-- })

-- The parameter of set_properties() is a table.
-- Its values are all optional except main_sprite
-- and sword_sprite.
return function(enemy)

  local properties = {}
  local going_hero = false
  local being_pushed = false
  local main_sprite = nil
  local sword_sprite = nil

  function enemy:set_properties(prop)

    properties = prop
    -- Set default values.
    if properties.life == nil then
      properties.life = 2
    end
    if properties.damage == nil then
      properties.damage = 2
    end
    if properties.play_hero_seen_sound == nil then
      properties.play_hero_seen_sound = false
    end
    if properties.normal_speed == nil then
      properties.normal_speed = 32
    end
    if properties.faster_speed == nil then
      properties.faster_speed = 64
    end
    if properties.hurt_style == nil then
      properties.hurt_style = "normal"
    end
  end

  function enemy:on_created()

    self:set_life(properties.life)
    self:set_damage(properties.damage)
    self:set_hurt_style(properties.hurt_style)
    sword_sprite = self:create_sprite(properties.sword_sprite)
    main_sprite = self:create_sprite(properties.main_sprite)
    self:set_size(16, 16)
    self:set_origin(8, 13)

    self:set_invincible_sprite(sword_sprite)
    self:set_attack_consequence_sprite(sword_sprite, "sword", "custom")
  end

  function enemy:on_restarted()

    if not being_pushed then
      if going_hero then
        self:go_hero()
      else
        self:go_random()
        self:check_hero()
      end
    end
  end

  function enemy:check_hero()

    local hero = self:get_map():get_entity("hero")
    local _, _, layer = self:get_position()
    local _, _, hero_layer = hero:get_position()
    local near_hero = layer == hero_layer
      and self:get_distance(hero) < 100

    if near_hero and not going_hero then
      if properties.play_hero_seen_sound then
        sol.audio.play_sound("hero_seen")
      end
      self:go_hero()
    elseif not near_hero and going_hero then
      self:go_random()
    end
    sol.timer.stop_all(self)
    sol.timer.start(self, 1000, function() self:check_hero() end)
  end

  function enemy:on_movement_changed(movement)

    if not being_pushed then
      local direction4 = movement:get_direction4()
      main_sprite:set_direction(direction4)
      sword_sprite:set_direction(direction4)
    end
  end

  function enemy:on_movement_finished(movement)

    if being_pushed then
      self:go_hero()
    end
  end

  function enemy:on_obstacle_reached(movement)

    if being_pushed then
      self:go_hero()
    end
  end

  function enemy:on_custom_attack_received(attack, sprite)

    if attack == "sword" and sprite == sword_sprite then
      sol.audio.play_sound("sword_tapping")
      being_pushed = true
      local x, y = self:get_position()
      local angle = self:get_angle(self:get_map():get_entity("hero")) + math.pi
      local movement = sol.movement.create("straight")
      movement:set_speed(128)
      movement:set_angle(angle)
      movement:set_max_distance(26)
      movement:set_smooth(true)
      movement:start(self)
    end
  end

  function enemy:go_random()
    local movement = sol.movement.create("random_path")
    movement:set_speed(properties.normal_speed)
    movement:start(self)
    being_pushed = false
    going_hero = false
  end

  function enemy:go_hero()
    local movement = sol.movement.create("target")
    movement:set_speed(properties.faster_speed)
    movement:start(self)
    being_pushed = false
    going_hero = true
  end

end
