import 'package:wolf_3d_data_types/wolf_3d_data_types.dart';
import 'package:wolf_3d_entities/wolf_3d_entities.dart';

abstract class MapObject {
  // --- Player Spawns ---
  static const int playerNorth = 19;
  static const int playerEast = 20;
  static const int playerSouth = 21;
  static const int playerWest = 22;

  // --- Static Decorations ---
  static const int waterPuddle = 23;
  static const int greenBarrel = 24;
  static const int chairTable = 25;
  static const int floorLamp = 26;
  static const int chandelier = 27;
  static const int hangingSkeleton = 28;
  static const int dogFoodDecoration = 29;
  static const int whiteColumn = 30;
  static const int pottedPlant = 31;
  static const int blueSkeleton = 32;
  static const int vent = 33;
  static const int kitchenCans = 34;
  static const int exitSign = 35;
  static const int brownPlant = 36;
  static const int bowl = 37;
  static const int armoredSuit = 38;
  static const int emptyCage = 39;
  static const int cageWithSkeleton = 40;
  static const int bones = 41;
  static const int goldenKeyBowl = 42;

  // --- Collectibles ---
  static const int goldKey = 43;
  static const int silverKey = 44;
  static const int bed = 45;
  static const int basket = 46;
  static const int food = 47;
  static const int medkit = 48;
  static const int ammoClip = 49;
  static const int machineGun = 50;
  static const int chainGun = 51;
  static const int cross = 52;
  static const int chalice = 53;
  static const int chest = 54;
  static const int crown = 55;
  static const int extraLife = 56;

  // --- Environmental ---
  static const int bloodPoolSmall = 57;
  static const int barrel = 58;
  static const int wellFull = 59;
  static const int wellEmpty = 60;
  static const int bloodPoolLarge = 61;
  static const int flag = 62;
  static const int aardwolfSign = 63;
  static const int bonesAndSkull = 64;
  static const int wallHanging = 65;
  static const int stove = 66;
  static const int spearRack = 67;
  static const int vines = 68;

  // --- Logic & Triggers ---
  static const int pushwallTrigger = 98;
  static const int secretExitTrigger = 99;
  static const int normalExitTrigger = 100;

  // --- Wall Textures (From VSWAP/MAPHEAD) ---
  static const int normalElevatorSwitch = 21;
  static const int secretElevatorSwitch = 41;

  // Bosses (Shared between WL1 and WL6)
  static const int bossHansGrosse = 214;

  // WL6 Exclusive Bosses
  static const int bossDrSchabbs = 215;
  static const int bossTransGrosse = 216;
  static const int bossUbermutant = 217;
  static const int bossDeathKnight = 218;
  static const int bossMechaHitler = 219;
  static const int bossHitlerGhost = 220;
  static const int bossGretelGrosse = 221;
  static const int bossGiftmacher = 222;
  static const int bossFettgesicht = 223;

  // --- Enemy Range Constants ---
  static const int guardStart = 108; // 108-143
  static const int officerStart = 144; // 144-179
  static const int ssStart = 180; // 180-215
  static const int dogStart = 216; // 216-251
  static const int mutantStart = 252; // 252-287

  // --- Missing Decorative Bodies ---
  static const int deadGuard = 124; // Decorative only in WL1
  static const int deadAardwolf = 125; // Decorative only in WL1

  /// Returns true if the object ID exists in the Shareware version.
  /// Returns true if the object ID exists in the Shareware version.
  static bool isSharewareCompatible(int id) {
    // Standard Decorations & Collectibles
    if (id <= vines) return true;

    // Logic Triggers (Exits/Pushwalls)
    if (id >= pushwallTrigger && id <= normalExitTrigger) return true;

    // Guards (108-143 includes dead bodies at 124/125)
    if (id >= guardStart && id < officerStart) return true;

    // Dogs (216-251) - These ARE in Shareware!
    if (id >= dogStart && id < mutantStart) return true;

    // Episode 1 Boss
    if (id == bossHansGrosse) return true;

    return false;
  }

  static double getAngle(int id) {
    // Player spawn
    switch (id) {
      case playerNorth:
        return CardinalDirection.north.radians;
      case playerEast:
        return CardinalDirection.east.radians;
      case playerSouth:
        return CardinalDirection.south.radians;
      case playerWest:
        return CardinalDirection.west.radians;
    }

    // Boss check
    if (id == bossHansGrosse) return 0.0;

    final EnemyType? type = EnemyType.fromMapId(id);
    if (type == null) return 0.0; // Not a standard directional enemy

    // Normalize patrolling enemies back to the standing block, THEN get the
    // 4-way angle
    int directionIndex = ((id - type.mapBaseId) % 18) % 4;
    return CardinalDirection.fromEnemyIndex(directionIndex).radians;
  }

  static bool shouldSpawn(int id, Difficulty selectedDifficulty) {
    EnemyType? type = EnemyType.fromMapId(id);

    // If it's not a standard enemy (it's a decoration, boss, or player), spawn it
    if (type == null) return true;

    int offset = id - type.mapBaseId;
    int normalizedOffset = offset >= 18 ? offset - 18 : offset;

    return switch (normalizedOffset) {
      < 4 => true, // Spawns on all difficulties
      < 8 => selectedDifficulty.level >= Difficulty.bringEmOn.level, // Normal
      < 16 =>
        selectedDifficulty.level >=
            Difficulty.iAmDeathIncarnate.level, // Hard & Ambush
      _ => true, // Dead bodies (decorations)
    };
  }
}
