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from settings import * 
from support import check_connections
from timer import Timer
from random import choice
from monster import Monster

class Entity(pygame.sprite.Sprite):
	def __init__(self, pos, frames, groups, facing_direction):
		super().__init__(groups)
		self.z = WORLD_LAYERS['main']

		# graphics 
		self.frame_index, self.frames = 0, frames
		self.facing_direction = facing_direction

		# movement 
		self.direction = vector()
		self.speed = 250
		self.blocked = False

		# sprite setup
		self.image = self.frames[self.get_state()][self.frame_index]
		self.rect = self.image.get_frect(center = pos)
		self.hitbox = self.rect.inflate(-self.rect.width / 2, -60)

		self.y_sort = self.rect.centery

	def animate(self, dt):
		self.frame_index += ANIMATION_SPEED * dt
		self.image = self.frames[self.get_state()][int(self.frame_index % len(self.frames[self.get_state()]))]

	def get_state(self):
		moving = bool(self.direction)
		if moving:
			if self.direction.x != 0:
				self.facing_direction = 'right' if self.direction.x > 0 else 'left'
			if self.direction.y != 0:
				self.facing_direction = 'down' if self.direction.y > 0 else 'up'
		return f"{self.facing_direction}{'' if moving else '_idle'}"

	def change_facing_direction(self, target_pos):
		relation = vector(target_pos) - vector(self.rect.center)
		if abs(relation.y) < 30:
			self.facing_direction = 'right' if relation.x > 0 else 'left'
		else:
			self.facing_direction = 'down' if relation.y > 0 else 'up'

	def block(self):
		self.blocked = True
		self.direction = vector(0,0)

	def unblock(self):
		self.blocked = False

class Character(Entity):
	def __init__(self, pos, frames, groups, facing_direction, character_data, player, create_dialog, collision_sprites, radius, nurse, notice_sound):
		super().__init__(pos, frames, groups, facing_direction)
		self.character_data = character_data
		self.player = player
		self.create_dialog = create_dialog
		self.collision_rects = [sprite.rect for sprite in collision_sprites if sprite is not self]
		self.nurse = nurse
		self.monsters = {i: Monster(name, lvl) for i, (name, lvl) in character_data['monsters'].items()} if 'monsters' in character_data else None

		# movement 
		self.has_moved = False
		self.can_rotate = True
		self.has_noticed = False
		self.radius = int(radius)
		self.view_directions = character_data['directions']

		self.timers = {
			'look around': Timer(1500, autostart = True, repeat = True, func = self.random_view_direction),
			'notice': Timer(500, func = self.start_move)
		}
		self.notice_sound = notice_sound

	def random_view_direction(self):
		if self.can_rotate:
			self.facing_direction = choice(self.view_directions)

	def get_dialog(self):
		return self.character_data['dialog'][f"{'defeated' if self.character_data['defeated'] else 'default'}"]

	def raycast(self):
		if check_connections(self.radius, self, self.player) and self.has_los() and not self.has_moved and not self.has_noticed:
			self.player.block()
			self.player.change_facing_direction(self.rect.center)
			self.timers['notice'].activate()
			self.can_rotate = False
			self.has_noticed = True
			self.player.noticed = True
			self.notice_sound.play()

	def has_los(self):
		if vector(self.rect.center).distance_to(self.player.rect.center) < self.radius:
			collisions = [bool(rect.clipline(self.rect.center, self.player.rect.center)) for rect in self.collision_rects]
			return not any(collisions)

	def start_move(self):
		relation = (vector(self.player.rect.center) - vector(self.rect.center)).normalize()
		self.direction = vector(round(relation.x), round(relation.y))

	def move(self, dt):
		if not self.has_moved and self.direction:
			if not self.hitbox.inflate(10,10).colliderect(self.player.hitbox):
				self.rect.center += self.direction * self.speed * dt
				self.hitbox.center = self.rect.center
			else:
				self.direction = vector()
				self.has_moved = True
				self.create_dialog(self)
				self.player.noticed = False

	def update(self, dt):
		for timer in self.timers.values():
			timer.update()

		self.animate(dt)
		if self.character_data['look_around']:
			self.raycast()
			self.move(dt)

class Player(Entity):
	def __init__(self, pos, frames, groups, facing_direction, collision_sprites):
		super().__init__(pos, frames, groups, facing_direction)
		self.collision_sprites = collision_sprites
		self.noticed = False

	def input(self):
		keys = pygame.key.get_pressed()
		input_vector = vector()
		if keys[pygame.K_UP]:
			input_vector.y -= 1
		if keys[pygame.K_DOWN]:
			input_vector.y += 1
		if keys[pygame.K_LEFT]:
			input_vector.x -= 1
		if keys[pygame.K_RIGHT]:
			input_vector.x += 1
		self.direction = input_vector.normalize() if input_vector else input_vector

	def move(self, dt):
		self.rect.centerx += self.direction.x * self.speed * dt
		self.hitbox.centerx = self.rect.centerx
		self.collisions('horizontal')

		self.rect.centery += self.direction.y * self.speed * dt
		self.hitbox.centery = self.rect.centery
		self.collisions('vertical')

	def collisions(self, axis):
		for sprite in self.collision_sprites:
			if sprite.hitbox.colliderect(self.hitbox):
				if axis == 'horizontal':
					if self.direction.x > 0: 
						self.hitbox.right = sprite.hitbox.left
					if self.direction.x < 0:
						self.hitbox.left = sprite.hitbox.right
					self.rect.centerx = self.hitbox.centerx
				else:
					if self.direction.y > 0:
						self.hitbox.bottom = sprite.hitbox.top
					if self.direction.y < 0:
						self.hitbox.top = sprite.hitbox.bottom
					self.rect.centery = self.hitbox.centery

	def update(self, dt):
		self.y_sort = self.rect.centery
		if not self.blocked:
			self.input()
			self.move(dt)
		self.animate(dt)