#ifndef TRAINING_MODS_H
#define TRAINING_MODS_H

#ifndef M_PI
    #define M_PI 3.14159265358979323846
#endif
#include "useful/useful.h"
#include "useful/crc32.h"
#include "useful/const_value_table.h"

#include "useful/raygun_printer.hpp"

#include "imports/lib/l2c.hpp"
#include "saltysd/saltysd_dynamic.h"
#include "saltysd/saltysd_helper.hpp"
#include "acmd_wrapper.hpp"
#include "taunt_toggles.h"

using namespace lib;
using namespace app::lua_bind;
using namespace app::sv_animcmd;

u64 fighter_manager_addr;

bool is_operation_cpu(u64 module_accessor) {
	int entry_id = WorkModule::get_int(module_accessor, FIGHTER_INSTANCE_WORK_ID_INT_ENTRY_ID);
	u64 fighter_information = FighterManager::get_fighter_information(LOAD64(fighter_manager_addr), entry_id);

	return FighterInformation::is_operation_cpu(fighter_information);
}

bool is_in_hitstun(u64 module_accessor) {
	int status_kind = StatusModule::status_kind(module_accessor);
	return status_kind >= FIGHTER_STATUS_KIND_DAMAGE && status_kind <= FIGHTER_STATUS_KIND_DAMAGE_FALL;
}

namespace app::lua_bind {
	namespace WorkModule {
		// Force DI
		float get_float_replace(u64 module_accessor, int var) {
			// call original WorkModule::get_float_impl
			u64 work_module = load_module(module_accessor, 0x50);
			float (*get_float)(u64, int) =
					(float (*)(u64, int))(load_module_impl(work_module, 0x58));

			float ret_val = get_float(work_module, var);

			if (var == FIGHTER_STATUS_DAMAGE_WORK_FLOAT_VECOR_CORRECT_STICK_X || var == FIGHTER_STATUS_DAMAGE_WORK_FLOAT_VECOR_CORRECT_STICK_Y) {
				if (is_training_mode() && is_operation_cpu(module_accessor) && is_in_hitstun(module_accessor)) {
					if (DI_STATE != NONE) {
						float angle = (DI_STATE - 1) * M_PI / 4.0;

						// Either 0 (right) or PI (left)
						if (DI_STATE == DI_RANDOM_IN_AWAY) {
							angle = app::sv_math::rand(hash40("fighter"), 2) * M_PI;
						}
						// If facing left, reverse angle
						if (PostureModule::lr(module_accessor) != -1.0) angle -= M_PI;

						if (var == FIGHTER_STATUS_DAMAGE_WORK_FLOAT_VECOR_CORRECT_STICK_X)
							return cos(angle);

						if (var == FIGHTER_STATUS_DAMAGE_WORK_FLOAT_VECOR_CORRECT_STICK_Y)
							return sin(angle);
					}
				}
			}
			
			return ret_val;
		}

		float get_param_float_replace(u64 module_accessor, u64 param_type, u64 param_hash) {
			if (is_training_mode()) {
				if (TOGGLE_STATE == INFINITE_SHIELD) {
					if (param_type == hash40("common")) {
						if (param_hash == hash40("shield_dec1")) return 0.0;
						if (param_hash == hash40("shield_recovery1")) return 999.0;
						// doesn't work, somehow. This parameter isn't checked?
						if (param_hash == hash40("shield_damage_mul")) return 0.0;
					}
				}
			}

			// call original
			u64 work_module = load_module(module_accessor, 0x50);
			float (*get_param_float)(u64, u64, u64) =
					(float (*)(u64, u64, u64))(load_module_impl(work_module, 0x240));

			return get_param_float(work_module, param_type, param_hash);
		}

		// Force ledge option
		u64 enable_transition_term_replace(u64 module_accessor, int transition_id) {
			if (TOGGLE_STATE == LEDGE_OPTION && is_training_mode() && is_operation_cpu(module_accessor)) {
				if (StatusModule::status_kind(module_accessor) == FIGHTER_STATUS_KIND_CLIFF_WAIT) {
					if (transition_id == FIGHTER_STATUS_TRANSITION_TERM_ID_CONT_CLIFF_CLIMB) {
						int status = 0;
						int ledge_case = LEDGE_OPTION;
						
						if (LEDGE_OPTION == RANDOM_LEDGE)
							ledge_case = app::sv_math::rand(hash40("fighter"), 4) + 1;

						switch (ledge_case) {
							case NEUTRAL_LEDGE:
								status = FIGHTER_STATUS_KIND_CLIFF_CLIMB; break;
							case ROLL_LEDGE:
								status = FIGHTER_STATUS_KIND_CLIFF_ESCAPE; break;
							case JUMP_LEDGE:
								status = FIGHTER_STATUS_KIND_CLIFF_JUMP1; break;
							case ATTACK_LEDGE:
								status = FIGHTER_STATUS_KIND_CLIFF_ATTACK; break;
						}
						
						StatusModule::change_status_request_from_script(module_accessor, status, 1);
					}
				}
			}

			// call original WorkModule::enable_transition_term_group_impl
			u64 work_module = load_module(module_accessor, 0x50);
			u64 (*enable_transition_term)(u64, int) =
					(u64(*)(u64, int))(load_module_impl(work_module, 0x188));

			return enable_transition_term(work_module, transition_id);
		}
	}  // namespace WorkModule

	namespace ControlModule {
		int get_command_flag_cat_replace(u64 module_accessor, int category) {
			// call original
			u64 control_module = load_module(module_accessor, 0x48);
			int (*get_command_flag_cat)(u64, int) =
					(int (*)(u64, int))load_module_impl(control_module, 0x350);
			int flag = get_command_flag_cat(control_module, category);

			if (is_training_mode() && is_operation_cpu(module_accessor)) {
				if (is_in_hitstun(module_accessor)) {
					if (TOGGLE_STATE == MASH_AIRDODGE)
						if (category == FIGHTER_PAD_COMMAND_CATEGORY1)
							flag |= FIGHTER_PAD_CMD_CAT1_FLAG_AIR_ESCAPE;

					if (TOGGLE_STATE == MASH_JUMP)
						if (category == FIGHTER_PAD_COMMAND_CATEGORY1)
							flag |= FIGHTER_PAD_CMD_CAT1_FLAG_JUMP_BUTTON;
				}
			}

			return flag;
		}

		bool check_button_on_replace(u64 module_accessor, int button) {
			if (button == CONTROL_PAD_BUTTON_GUARD_HOLD ||
					button == CONTROL_PAD_BUTTON_GUARD) {
				if (is_training_mode() && is_operation_cpu(module_accessor)) {
					if (TOGGLE_STATE == HOLD_SHIELD || TOGGLE_STATE == INFINITE_SHIELD)
						return true;
					if (TOGGLE_STATE == MASH_AIRDODGE && is_in_hitstun(module_accessor))
						return true;
				}
			}

			// call original
			u64 control_module = load_module(module_accessor, 0x48);
			bool (*check_button_on)(u64, int) =
					(bool (*)(u64, int))load_module_impl(control_module, 0x260);
			return check_button_on(control_module, button);
		}

		bool check_button_off_replace(u64 module_accessor, int button) {
			if (button == CONTROL_PAD_BUTTON_GUARD_HOLD ||
					button == CONTROL_PAD_BUTTON_GUARD) {
				if (is_training_mode() && is_operation_cpu(module_accessor)) {
					if (TOGGLE_STATE == HOLD_SHIELD || TOGGLE_STATE == INFINITE_SHIELD)
						return false;
				}
			}

			// call original
			u64 control_module = load_module(module_accessor, 0x48);
			bool (*check_button_off)(u64, int) =
					(bool (*)(u64, int))load_module_impl(control_module, 0x268);
			return check_button_off(control_module, button);
		}

		#define SAVE_STATE 1
		#define DEFAULT 2
		#define CAMERA_MOVE 3
		#define POS_MOVE 4

		int save_state_player_state = DEFAULT;
		int save_state_cpu_state = DEFAULT;
		bool save_state_move_alert = false;

		float save_state_x_player = 0;
		float save_state_y_player = 0;
		float save_state_percent_player = 0;
		float save_state_lr_player = 1.0;
		int save_state_situation_kind_player = 0;

		float save_state_x_cpu = 0;
		float save_state_y_cpu = 0;
		float save_state_percent_cpu = 0;
		float save_state_lr_cpu = 1.0;
		int save_state_situation_kind_cpu = 0;

		int get_pad_flag_replace(u64 module_accessor) {
			if (is_training_mode()) {
				float* save_state_x;
				float* save_state_y;
				float* save_state_percent;
				float* save_state_lr;
				int* save_state_situation_kind;
				int* save_state;
				if (is_operation_cpu(module_accessor)) {
					save_state_x = &save_state_x_cpu;
					save_state_y = &save_state_y_cpu;
					save_state_percent = &save_state_percent_cpu;
					save_state_lr = &save_state_lr_cpu;
					save_state_situation_kind = &save_state_situation_kind_cpu;
					save_state = &save_state_cpu_state;
				} else {
					save_state_x = &save_state_x_player;
					save_state_y = &save_state_y_player;
					save_state_percent = &save_state_percent_player;
					save_state_lr = &save_state_lr_player;
					save_state_situation_kind = &save_state_situation_kind_player;
					save_state = &save_state_player_state;
				}

				// Grab + Dpad up: reset state
				if (ControlModule::check_button_on(module_accessor, CONTROL_PAD_BUTTON_CATCH) &&
						ControlModule::check_button_trigger(module_accessor, CONTROL_PAD_BUTTON_APPEAL_HI)) {
					if (*save_state == DEFAULT) {
						save_state_player_state = CAMERA_MOVE;
						save_state_cpu_state = CAMERA_MOVE;
					}
				}

				// move to camera bounds
				if (*save_state == CAMERA_MOVE) {
					*save_state = POS_MOVE;

					float left_right = (*save_state_x > 0) - (*save_state_x < 0);
					float y_pos = 0;
					if (*save_state_situation_kind == SITUATION_KIND_GROUND) y_pos = -50;

					Vector3f pos = {.x = left_right * 50, .y = y_pos, .z = 0};
					PostureModule::set_pos(module_accessor, &pos);
					StatusModule::set_situation_kind(module_accessor, SITUATION_KIND_AIR, 0);
				}

				// move to correct pos
				if (*save_state == POS_MOVE) {
					*save_state = DEFAULT;

					Vector3f pos = {.x = *save_state_x, .y = *save_state_y, .z = 0};
					PostureModule::set_pos(module_accessor, &pos);
					PostureModule::set_lr(module_accessor, *save_state_lr);
					DamageModule::add_damage(module_accessor, -1.0 * DamageModule::damage(module_accessor, 0), 0);
					DamageModule::add_damage(module_accessor, *save_state_percent, 0);
					StatusModule::set_situation_kind(module_accessor, *save_state_situation_kind, 0);

					// Doesn't work, and I don't know why yet.
					/*if (*save_state_situation_kind == SITUATION_KIND_GROUND)
						StatusModule::change_status_request(module_accessor, FIGHTER_STATUS_KIND_WAIT, 0);
					else if (*save_state_situation_kind == SITUATION_KIND_AIR)
						StatusModule::change_status_request(module_accessor, FIGHTER_STATUS_KIND_FALL, 0);
					else if (*save_state_situation_kind == SITUATION_KIND_CLIFF)
						StatusModule::change_status_request(module_accessor, FIGHTER_STATUS_KIND_CLIFF_CATCH, 0);
					*/
				}

				// Grab + Dpad down: Save state
				if (ControlModule::check_button_on(module_accessor, CONTROL_PAD_BUTTON_CATCH) &&
						ControlModule::check_button_trigger(module_accessor, CONTROL_PAD_BUTTON_APPEAL_LW)) {
					save_state_player_state = SAVE_STATE;
					save_state_cpu_state = SAVE_STATE;
				}

				if (*save_state == SAVE_STATE) {
					*save_state = DEFAULT;

					*save_state_x = PostureModule::pos_x(module_accessor);
					*save_state_y = PostureModule::pos_y(module_accessor);
					*save_state_lr = PostureModule::lr(module_accessor);
					*save_state_percent = DamageModule::damage(module_accessor, 0);
					*save_state_situation_kind = StatusModule::situation_kind(module_accessor);
				}
			}

			// call original
			u64 control_module = load_module(module_accessor, 0x48);
			int (*get_pad_flag)(u64) =
					(int (*)(u64))load_module_impl(control_module, 0x348);
			return get_pad_flag(control_module);
		}
	}  // namespace ControlModule
}  // namespace app::lua_bind

void training_mods_main() {
	fighter_manager_addr = SaltySDCore_FindSymbol("_ZN3lib9SingletonIN3app14FighterManagerEE9instance_E");
	// Mash airdodge/jump
	SaltySD_function_replace_sym(
		"_ZN3app8lua_bind40ControlModule__get_command_flag_cat_implEPNS_26BattleObjectModuleAccessorEi",
		(u64)&ControlModule::get_command_flag_cat_replace);
	
	// Set DI
	SaltySD_function_replace_sym(
		"_ZN3app8lua_bind26WorkModule__get_float_implEPNS_26BattleObjectModuleAccessorEi",
		(u64)&WorkModule::get_float_replace);

	// Hold/Infinite shield
	SaltySD_function_replace_sym(
		"_ZN3app8lua_bind35ControlModule__check_button_on_implEPNS_26BattleObjectModuleAccessorEi",
		(u64)&ControlModule::check_button_on_replace);
	SaltySD_function_replace_sym(
		"_ZN3app8lua_bind36ControlModule__check_button_off_implEPNS_26BattleObjectModuleAccessorEi",
		(u64)&ControlModule::check_button_off_replace);
	SaltySD_function_replace_sym(
		"_ZN3app8lua_bind32WorkModule__get_param_float_implEPNS_26BattleObjectModuleAccessorEmm",
		(u64)&WorkModule::get_param_float_replace);

	// Ledge options
	SaltySD_function_replace_sym(
		"_ZN3app8lua_bind39WorkModule__enable_transition_term_implEPNS_26BattleObjectModuleAccessorEi",
		(u64)&WorkModule::enable_transition_term_replace);

	// Save states: in beta
	/*SaltySD_function_replace_sym(
		"_ZN3app8lua_bind32ControlModule__get_pad_flag_implEPNS_26BattleObjectModuleAccessorE",
		(u64)&ControlModule::get_pad_flag_replace);*/
}

#endif // TRAINING_MODS_H