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from settings import * 
from random import uniform
from support import draw_bar
from timer import Timer

# overworld sprites
class Sprite(pygame.sprite.Sprite):
	def __init__(self, pos, surf, groups, z = WORLD_LAYERS['main']):
		super().__init__(groups)
		self.image = surf 
		self.rect = self.image.get_frect(topleft = pos)
		self.z = z
		self.y_sort = self.rect.centery
		self.hitbox = self.rect.copy()

class BorderSprite(Sprite):
	def __init__(self, pos, surf, groups):
		super().__init__(pos, surf, groups)
		self.hitbox = self.rect.copy()

class TransitionSprite(Sprite):
	def __init__(self, pos, size, target, groups):
		surf = pygame.Surface(size)
		super().__init__(pos, surf, groups)
		self.target = target

class CollidableSprite(Sprite):
	def __init__(self, pos, surf, groups):
		super().__init__(pos, surf, groups)
		self.hitbox = self.rect.inflate(0, -self.rect.height * 0.6)

class MonsterPatchSprite(Sprite):
	def __init__(self, pos, surf, groups, biome, monsters, level):
		self.biome = biome
		super().__init__(pos, surf, groups, WORLD_LAYERS['main' if biome != 'sand' else 'bg'])
		self.y_sort -= 40
		self.biome = biome
		self.monsters = monsters.split(',')
		self.level = level

class AnimatedSprite(Sprite):
	def __init__(self, pos, frames, groups, z = WORLD_LAYERS['main']):
		self.frame_index, self.frames = 0, frames
		super().__init__(pos, frames[self.frame_index], groups, z)

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

	def update(self, dt):
		self.animate(dt)

# battle sprites 
class MonsterSprite(pygame.sprite.Sprite):
	def __init__(self, pos, frames, groups, monster, index, pos_index, entity, apply_attack, create_monster):
		# data
		self.index = index 
		self.pos_index = pos_index
		self.entity = entity
		self.monster = monster
		self.frame_index, self.frames, self.state = 0, frames, 'idle'
		self.animation_speed = ANIMATION_SPEED + uniform(-1, 1)
		self.z = BATTLE_LAYERS['monster']
		self.highlight = False
		self.target_sprite = None
		self.current_attack = None
		self.apply_attack = apply_attack
		self.create_monster = create_monster

		# sprite setup
		super().__init__(groups)
		self.image = self.frames[self.state][self.frame_index]
		self.rect = self.image.get_frect(center = pos)

		# timers 
		self.timers = {
			'remove highlight': Timer(300, func = lambda: self.set_highlight(False)),
			'kill': Timer(600, func = self.destroy)
		}

	def animate(self, dt):
		self.frame_index += ANIMATION_SPEED * dt
		if self.state == 'attack' and self.frame_index >= len(self.frames['attack']):
			self.apply_attack(self.target_sprite, self.current_attack, self.monster.get_base_damage(self.current_attack))
			self.state = 'idle'

		self.adjusted_frame_index = int(self.frame_index % len(self.frames[self.state]))
		self.image = self.frames[self.state][self.adjusted_frame_index]

		if self.highlight:
			white_surf = pygame.mask.from_surface(self.image).to_surface()
			white_surf.set_colorkey('black')
			self.image = white_surf

	def set_highlight(self, value):
		self.highlight = value
		if value: 
			self.timers['remove highlight'].activate()

	def activate_attack(self, target_sprite, attack):
		self.state = 'attack'
		self.frame_index = 0
		self.target_sprite = target_sprite
		self.current_attack = attack
		self.monster.reduce_energy(attack)

	def delayed_kill(self, new_monster):
		if not self.timers['kill'].active:
			self.next_monster_data = new_monster
			self.timers['kill'].activate()

	def destroy(self):
		if self.next_monster_data:
			self.create_monster(*self.next_monster_data)
		self.kill()

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

class MonsterOutlineSprite(pygame.sprite.Sprite):
	def __init__(self, monster_sprite, groups, frames):
		super().__init__(groups)
		self.z = BATTLE_LAYERS['outline']
		self.monster_sprite = monster_sprite
		self.frames = frames

		self.image = self.frames[self.monster_sprite.state][self.monster_sprite.frame_index]
		self.rect = self.image.get_frect(center = self.monster_sprite.rect.center)

	def update(self, _):
		self.image = self.frames[self.monster_sprite.state][self.monster_sprite.adjusted_frame_index]
		if not self.monster_sprite.groups():
			self.kill()

class MonsterNameSprite(pygame.sprite.Sprite):
	def __init__(self, pos, monster_sprite, groups, font):
		super().__init__(groups)
		self.monster_sprite = monster_sprite
		self.z = BATTLE_LAYERS['name']

		text_surf = font.render(monster_sprite.monster.name, False, COLORS['black'])
		padding = 10

		self.image = pygame.Surface((text_surf.get_width() + 2 * padding, text_surf.get_height() + 2 * padding)) 
		self.image.fill(COLORS['white'])
		self.image.blit(text_surf, (padding, padding))
		self.rect = self.image.get_frect(midtop = pos)

	def update(self, _):
		if not self.monster_sprite.groups():
			self.kill()

class MonsterLevelSprite(pygame.sprite.Sprite):
	def __init__(self, entity, pos, monster_sprite, groups, font):
		super().__init__(groups)
		self.monster_sprite = monster_sprite
		self.font = font
		self.z = BATTLE_LAYERS['name']

		self.image = pygame.Surface((60,26))
		self.rect = self.image.get_frect(topleft = pos) if entity == 'player' else self.image.get_frect(topright = pos)
		self.xp_rect = pygame.FRect(0,self.rect.height - 2,self.rect.width,2)

	def update(self, _):
		self.image.fill(COLORS['white'])

		text_surf = self.font.render(f'Lvl {self.monster_sprite.monster.level}', False, COLORS['black'])
		text_rect = text_surf.get_frect(center = (self.rect.width / 2, self.rect.height / 2))
		self.image.blit(text_surf, text_rect)

		draw_bar(self.image, self.xp_rect, self.monster_sprite.monster.xp, self.monster_sprite.monster.level_up, COLORS['black'], COLORS['white'], 0)

		if not self.monster_sprite.groups():
			self.kill()

class MonsterStatsSprite(pygame.sprite.Sprite):
	def __init__(self, pos, monster_sprite, size, groups, font):
		super().__init__(groups)
		self.monster_sprite = monster_sprite
		self.image = pygame.Surface(size) 
		self.rect = self.image.get_frect(midbottom = pos)
		self.font = font
		self.z = BATTLE_LAYERS['overlay']

	def update(self, _):
		self.image.fill(COLORS['white'])

		for index, (value, max_value) in enumerate(self.monster_sprite.monster.get_info()):
			color = (COLORS['red'], COLORS['blue'], COLORS['gray'])[index]
			if index < 2: # health and energy 
				text_surf = self.font.render(f'{int(value)}/{max_value}', False, COLORS['black'])
				text_rect = text_surf.get_frect(topleft = (self.rect.width * 0.05,index * self.rect.height / 2))
				bar_rect = pygame.FRect(text_rect.bottomleft + vector(0,-2), (self.rect.width * 0.9, 4))

				self.image.blit(text_surf, text_rect)
				draw_bar(self.image, bar_rect, value, max_value, color, COLORS['black'], 2)
			else: # initiative
				init_rect = pygame.FRect((0, self.rect.height - 2), (self.rect.width, 2)) 
				draw_bar(self.image, init_rect, value, max_value, color, COLORS['white'], 0)

		if not self.monster_sprite.groups():
			self.kill()

class AttackSprite(AnimatedSprite):
	def __init__(self, pos, frames, groups):
		super().__init__(pos, frames, groups, BATTLE_LAYERS['overlay'])
		self.rect.center = pos

	def animate(self, dt):
		self.frame_index += ANIMATION_SPEED * dt
		if self.frame_index < len(self.frames):
			self.image = self.frames[int(self.frame_index)]
		else:
			self.kill()

	def update(self, dt):
		self.animate(dt)

class TimedSprite(Sprite):
	def __init__(self, pos, surf, groups, duration):
		super().__init__(pos, surf, groups, z = BATTLE_LAYERS['overlay'])
		self.rect.center = pos
		self.death_timer = Timer(duration, autostart = True, func = self.kill)

	def update(self, _):
		self.death_timer.update()