package io.anuke.mindustry;

import com.badlogic.gdx.Application.ApplicationType;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.files.FileHandle;
import com.badlogic.gdx.graphics.Color;
import io.anuke.mindustry.core.*;
import io.anuke.mindustry.entities.Bullet;
import io.anuke.mindustry.entities.Player;
import io.anuke.mindustry.entities.TileEntity;
import io.anuke.mindustry.entities.effect.Shield;
import io.anuke.mindustry.entities.enemies.Enemy;
import io.anuke.mindustry.core.Platform;
import io.anuke.mindustry.net.ClientDebug;
import io.anuke.mindustry.net.ServerDebug;
import io.anuke.ucore.UCore;
import io.anuke.ucore.entities.EffectEntity;
import io.anuke.ucore.entities.Entities;
import io.anuke.ucore.entities.EntityGroup;
import io.anuke.ucore.scene.ui.layout.Unit;

import java.util.Locale;

public class Vars{

	public static final boolean testMobile = false;
	//shorthand for whether or not this is running on android
	public static final boolean mobile = (Gdx.app.getType() == ApplicationType.Android) ||
											Gdx.app.getType() == ApplicationType.iOS || testMobile;
	public static final boolean ios = Gdx.app.getType() == ApplicationType.iOS;
	public static final boolean android = Gdx.app.getType() == ApplicationType.Android;
	//shorthand for whether or not this is running on GWT
	public static final boolean gwt = (Gdx.app.getType() == ApplicationType.WebGL);
	//whether to send block state change events to players
	public static final boolean syncBlockState = false;
	//how far away from the player blocks can be placed
	public static final float placerange = 66;
	//respawn time in frames
	public static final float respawnduration = 60*4;
	//time between waves in frames (on normal mode)
	public static final float wavespace = 60*60*(mobile ? 1 : 1);
	//waves can last no longer than 3 minutes, otherwise the next one spawns
	public static final float maxwavespace = 60*60*4f;
	//advance time the pathfinding starts at
	public static final float aheadPathfinding = 60*15;
	//how far away from spawn points the player can't place blocks
	public static final float enemyspawnspace = 65;
	//discord group URL
	public static final String discordURL = "https://discord.gg/mindustry";
	//directory for user-created map data
	public static final FileHandle customMapDirectory = gwt ? null : UCore.isAssets() ?
			Gdx.files.local("../../desktop/mindustry-maps") : Gdx.files.local("mindustry-maps/");
	//save file directory
	public static final FileHandle saveDirectory = gwt ? null : UCore.isAssets() ?
			Gdx.files.local("../../desktop/mindustry-saves") : Gdx.files.local("mindustry-saves/");
	//scale of the font
	public static float fontscale = Math.max(Unit.dp.scl(1f)/2f, 0.5f);
	//camera zoom displayed on startup
	public static final int baseCameraScale = Math.round(Unit.dp.scl(4));
	//how much the zoom changes every zoom button press (unused?)
	public static final int zoomScale = Math.round(Unit.dp.scl(1));
	//if true, player speed will be increased, massive amounts of resources will be given on start, and other debug options will be available
	public static boolean debug = false;
	public static boolean debugNet = true;
	public static boolean console = false;
	//whether the player can clip through walls
	public static boolean noclip = false;
	//whether to draw chunk borders
	public static boolean debugChunks = false;
	//whether turrets have infinite ammo (only with debug)
	public static boolean infiniteAmmo = true;
	//whether to show paths of enemies
	public static boolean showPaths = false;
	//if false, player is always hidden
	public static boolean showPlayer = true;
	//whether to hide ui, only on debug
	public static boolean showUI = true;
    //whether to show block debug
    public static boolean showBlockDebug = false;

	public static boolean headless = false;

	public static float controllerMin = 0.25f;

	public static float baseControllerSpeed = 11f;

	public static final int saveSlots = 64;
	//amount of drops that are left when breaking a block
	public static final float breakDropAmount = 0.5f;
	
	//only if smoothCamera
	public static boolean snapCamera = true;
	
	public static final int tilesize = 8;

	public static final Locale[] locales = {new Locale("en"), new Locale("fr"), new Locale("ru"), new Locale("uk", "UA"), new Locale("pl"),
			new Locale("de"), new Locale("pt", "BR"), new Locale("ko"), new Locale("in", "ID"), new Locale("ita"), new Locale("es")};

	public static final Color[] playerColors = {
			Color.valueOf("82759a"),
			Color.valueOf("c0c1c5"),
			Color.valueOf("fff0e7"),
			Color.valueOf("7d2953"),
			Color.valueOf("ff074e"),
			Color.valueOf("ff072a"),
			Color.valueOf("ff76a6"),
			Color.valueOf("a95238"),
			Color.valueOf("ffa108"),
			Color.valueOf("feeb2c"),
			Color.valueOf("ffcaa8"),
			Color.valueOf("008551"),
			Color.valueOf("00e339"),
			Color.valueOf("423c7b"),
			Color.valueOf("4b5ef1"),
			Color.valueOf("2cabfe"),
	};

	//server port
	public static final int port = 6567;
	public static final int webPort = 6568;

	public static final GameState state = new GameState();
	public static final ThreadHandler threads = new ThreadHandler(Platform.instance.getThreadProvider());

	public static final ServerDebug serverDebug = new ServerDebug();
	public static final ClientDebug clientDebug = new ClientDebug();

	public static Control control;
	public static Logic logic;
	public static Renderer renderer;
	public static UI ui;
	public static World world;
	public static NetCommon netCommon;
	public static NetServer netServer;
	public static NetClient netClient;
	
	public static Player player;

	public static final EntityGroup<Player> playerGroup = Entities.addGroup(Player.class).enableMapping();
	public static final EntityGroup<Enemy> enemyGroup = Entities.addGroup(Enemy.class).enableMapping();
	public static final EntityGroup<TileEntity> tileGroup = Entities.addGroup(TileEntity.class, false);
	public static final EntityGroup<Bullet> bulletGroup = Entities.addGroup(Bullet.class);
	public static final EntityGroup<Shield> shieldGroup = Entities.addGroup(Shield.class, false);
	public static final EntityGroup<EffectEntity> effectGroup = Entities.addGroup(EffectEntity.class, false);
}
