-- This Source Code Form is subject to the terms of the bCDDL, v. 1.1.
-- If a copy of the bCDDL was not distributed with this
-- file, You can obtain one at http://beamng.com/bCDDL-1.1.txt
local M = {}

M.dependencies = {'career_career'}

local playerData = {
  trafficActive = 0
} -- traffic data, parking data, etc.
local testTrafficAmounts = {
  traffic = 1,
  police = 0,
  parkedCars = 1,
  active = 1
} -- amounts to use if restrict mode is true

M.ensureTraffic = false
M.preStart = true
M.debugMode = not shipping_build

local function getPlayerData()
  return playerData
end

local function setPlayerData(newId, oldId)
  -- oldId is optional and is used if the vehicle was switched
  playerData.isParked = gameplay_parking.getCurrentParkingSpot(newId) and true or false

  if oldId then
    gameplay_parking.disableTracking(oldId)
  end
  if not gameplay_walk.isWalking() then
    gameplay_parking.enableTracking(newId)
  end

  playerData.traffic = gameplay_traffic.getTrafficData()[newId]
  playerData.parking = gameplay_parking.getTrackingData()[newId]
end

-- RLS
local function getPlayerIsCop()
  local vehId = be:getPlayerVehicleID(0)
  if vehId and gameplay_traffic.getTrafficData()[vehId] and career_modules_inventory.getInventoryIdFromVehicleId(vehId) then
    local vehicle = scenetree.findObjectById(vehId)
    local invId = career_modules_inventory.getInventoryIdFromVehicleId(vehId)
    local vehicleRole = career_modules_inventory.getVehicleRole(invId)
    if vehicleRole ~= nil then
      print("setting role to " .. vehicleRole)
      local trafficVehicle = gameplay_traffic.getTrafficData()[vehId]
      if trafficVehicle then
        trafficVehicle:setRole(vehicleRole)
      else
        print("no traffic vehicle")
      end
    end
    local licenseText = career_modules_inventory.getLicensePlateText(vehId)
    if licenseText and licenseText:lower() == "repo" then
      return false
    end
    local role = gameplay_traffic.getTrafficData()[vehId].role.name
    if role == 'police' then
      local vehicleRole = career_modules_inventory.getVehicleRole(invId)
      if vehicleRole == nil then
        career_modules_inventory.setVehicleRole(invId, 'police')
      end
      gameplay_traffic.setTrafficVars({
        enableRandomEvents = true
      })
      return true
    else
      gameplay_traffic.setTrafficVars({
        enableRandomEvents = false
      })
      return false
    end
  end
  return false
end

local function setTrafficVars()
  -- temporary police adjustment
  gameplay_traffic.setTrafficVars({
    enableRandomEvents = false
  })
  gameplay_police.setPursuitVars({
    arrestRadius = 15,
    evadeTime = 30
  })
  gameplay_parking.setParkingVars({
    precision = 0.2
  }) -- allows for relaxed parking detection
end

local function isNoPoliceModActive()
  if career_career.hardcoreMode or career_modules_hardcore.isHardcoreMode() then
    return false
  end
  local mods = core_modmanager.getMods()
  for modName, modData in pairs(mods) do
    if modName:lower():find("rls_no_police") and modData.active then
      return true
    end
  end
  return false
end

local function isNoParkedModActive()
  local mods = core_modmanager.getMods()
  for modName, modData in pairs(mods) do
    if modName:lower():find("rls_no_parked") and modData.active then
      return true
    end
  end
  return false
end

local function setupTraffic(forceSetup)
  if forceSetup or
    (gameplay_traffic.getState() == "off" and not gameplay_traffic.getTrafficList(true)[1] and playerData.trafficActive ==
      0) then
    log("I", "career", "Now spawning traffic for career mode")
    local restrict = settings.getValue('trafficRestrictForCareer')
    if shipping_build then
      restrict = false
    end -- this line may be temporary

    -- traffic amount
    local amount = settings.getValue('trafficAmount')
    if amount == 0 then -- auto amount
      amount = gameplay_traffic.getIdealSpawnAmount()
    end
    if not getAllVehiclesByType()[1] then -- if player vehicle does not exist yet
      amount = amount - 1
    end
    if not M.debugMode then
      if isNoParkedModActive() then
        amount = clamp(amount, 5, 50) -- at least 5 vehicles should get spawned without parked
      else
        amount = clamp(amount, 2, 50) -- at least 2 vehicles should get spawned with parked
      end
    end

    -- parked cars amount
    local parkedAmount = settings.getValue('trafficParkedAmount')
    if isNoParkedModActive() then
      parkedAmount = 0
    else
      if parkedAmount == 0 then -- auto amount
        parkedAmount = clamp(gameplay_traffic.getIdealSpawnAmount(nil, true), 4, 20)
      end
      if not M.debugMode then
        parkedAmount = clamp(parkedAmount, 2, 50) -- at least 2 vehicles should get spawned
      end
    end

    -- police amount and vehicle pooling
    local policeAmount = M.debugMode and testTrafficAmounts.police or 2 -- temporarily disabled by default
    if isNoPoliceModActive() then
      policeAmount = 0
    end
    local extraAmount = policeAmount -- enables traffic pooling
    playerData.trafficActive = restrict and testTrafficAmounts.active or amount -- store the amount here for future usage
    if playerData.trafficActive == 0 then
      playerData.trafficActive = math.huge
    end

    -- this will spawn vehicles near the center of the map (player vehicle not ready yet)
    -- if this would wait until player vehicle active, then the loading screen would fade out early...
    gameplay_parking.setupVehicles(restrict and testTrafficAmounts.parkedCars or parkedAmount)
    gameplay_traffic.setupTraffic(restrict and testTrafficAmounts.traffic + extraAmount or amount + extraAmount, 0, {
      policeAmount = policeAmount,
      simpleVehs = true,
      autoLoadFromFile = true
    })
    setTrafficVars()

    M.ensureTraffic = false
  else
    if playerData.trafficActive == 0 then
      playerData.trafficActive = gameplay_traffic.getTrafficVars().activeAmount
    end
    if not career_career.tutorialEnabled then
      setPlayerData(be:getPlayerVehicleID(0))
    end
  end -- Added end to close the main if-else block
end -- Added end to close the function

local function hasLicensePlate(inventoryId)
  for partId, part in pairs(career_modules_partInventory.getInventory()) do
    if part.location == inventoryId then
      if string.find(part.name, "licenseplate") then
        return true
      end
    end
  end
end

local function resetPursuit()
  local vehId = be:getPlayerVehicleID(0)
  local playerTrafficData = gameplay_traffic.getTrafficData()[vehId]
  if playerTrafficData and playerTrafficData.pursuit then
    playerTrafficData.pursuit.mode = 0
    playerTrafficData.pursuit.score = 0
  end
end

local function onPursuitAction(vehId, action, data)
  if vehId ~= be:getPlayerVehicleID(0) then
    return
  end

  local playerIsCop = getPlayerIsCop()
  local inventoryId = career_modules_inventory.getInventoryIdFromVehicleId(vehId)
  if action == "start" then -- pursuit started
    gameplay_parking.disableTracking(vehId)
    if inventoryId and hasLicensePlate(inventoryId) then
      gameplay_police.setPursuitVars({
        evadeLimit = 55
      })
    else
      gameplay_police.setPursuitVars({
        evadeLimit = 35
      })
    end
    -- core_recoveryPrompt.deactivateAllButtons()
    log("I", "career", "Police pursuing player, now deactivating recovery prompt buttons")
  elseif action == "reset" then -- pursuit ended, return to normal
    if not gameplay_walk.isWalking() then
      gameplay_parking.enableTracking(vehId)
    end
    -- core_recoveryPrompt.setDefaultsForCareer()
    log("I", "career", "Pursuit ended, now activating recovery prompt buttons")
    resetPursuit()
  elseif action == "evade" then
    if not gameplay_walk.isWalking() then
      gameplay_parking.enableTracking(vehId)
      if playerIsCop == true then
        local pity = math.floor(30 * data.score) / 100
        career_saveSystem.saveCurrent()
        career_modules_payment.reward({
          money = {
            amount = pity
          },
          beamXP = {
            amount = math.floor(pity / 20)
          },
          police = {
            amount = math.floor(pity / 20)
          },
          specialized = {
            amount = math.floor(pity / 20)
          }
        }, {
          label = "The suspect got away, Here is " .. pity .. " for repairs",
          tags = {"gameplay", "reward", "police"}
        }, true)
        career_saveSystem.saveCurrent()
        ui_message("The suspect got away, Here is " .. pity .. " for repairs", 5, "Police", "info")
      else
        if vehId ~= be:getPlayerVehicleID(0) then
          return
        end
        if playerIsCop == false then
          local reward = math.floor(110 * (data.score or 10)) / 100
          career_modules_payment.reward({
            money = {
              amount = reward
            },
            beamXP = {
              amount = math.floor(reward / 20)
            },
            criminal = {
              amount = math.floor(reward / 20)
            },
            adventurer = {
              amount = math.floor(reward / 20)
            }
          }, {
            label = "You sold your dashcam footage for $" .. reward,
            tags = {"gameplay", "reward", "criminal"}
          }, true)
          career_saveSystem.saveCurrent()
          ui_message("You sold your dashcam footage for $" .. reward, 5, "Criminal", "info")
          career_modules_inventory.addEvade(inventoryId)
        end
      end
      -- core_recoveryPrompt.setDefaultsForCareer()
      log("I", "career", "Pursuit ended, now activating recovery prompt buttons")
    end
    resetPursuit()
  elseif action == "arrest" then -- pursuit arrest, make the player pay a fine
    if playerIsCop == true then
      local bonus = math.floor(240 * data.score) / 100

      career_modules_payment.reward({
        money = {
          amount = bonus
        },
        beamXP = {
          amount = math.floor(bonus / 20)
        },
        police = {
          amount = math.floor(bonus / 20)
        },
        specialized = {
          amount = math.floor(bonus / 20)
        }
      }, {
        label = "Arrest Bonus",
        tags = {"gameplay", "reward", "police"}
      }, true)
      ui_message("Arrest Bonus: $" .. bonus, 5, "Police", "info")
      career_modules_inventory.addSuspectCaught(inventoryId)
    end
    career_saveSystem.saveCurrent()
    --       end
  end
end

local function onPlayerCameraReady()
  setupTraffic() -- spawns traffic while the loading screen did not fade out yet
end

local function onVehicleSwitched(oldId, newId)
  if be:getPlayerVehicleID(0) ~= newId then
    return
  end
  if not career_career.tutorialEnabled and not gameplay_missions_missionManager.getForegroundMissionId() then
    setPlayerData(newId, oldId)
    setTrafficVars()
    local playerIsCop = getPlayerIsCop()
    if playerIsCop then
      ui_message("You are now a cop", 5, "Police", "info")
    end
  end
end

local function playerPursuitActive()
  return playerData.traffic and playerData.traffic.pursuit and playerData.traffic.pursuit.mode ~= 0
end

local function resetPlayerState()
  setPlayerData(be:getPlayerVehicleID(0))
  if playerData.traffic then
    playerData.traffic:resetAll()
  end

  setTrafficVars()
end

local function retrieveFavoriteVehicle()
  local inventory = career_modules_inventory
  local favoriteVehicleInventoryId = inventory.getFavoriteVehicle()
  if not favoriteVehicleInventoryId then
    return
  end
  local vehInfo = inventory.getVehicles()[favoriteVehicleInventoryId]
  if not vehInfo then
    return
  end

  local vehId = inventory.getVehicleIdFromInventoryId(favoriteVehicleInventoryId)
  if vehId then
    local playerVehObj = getPlayerVehicle(0)
    spawn.safeTeleport(getObjectByID(vehId), playerVehObj:getPosition(), quatFromDir(playerVehObj:getDirectionVector()),
      nil, nil, nil, nil, false)
    core_vehicleBridge.executeAction(getObjectByID(vehId), 'setIgnitionLevel', 0)
  elseif not vehInfo.timeToAccess and not career_modules_insurance.inventoryVehNeedsRepair(favoriteVehicleInventoryId) then
    inventory.spawnVehicle(favoriteVehicleInventoryId, nil, function()
      local playerVehObj = getPlayerVehicle(0)
      local vehId = inventory.getVehicleIdFromInventoryId(favoriteVehicleInventoryId)
      spawn.safeTeleport(getObjectByID(vehId), playerVehObj:getPosition(),
        quatFromDir(playerVehObj:getDirectionVector()), nil, nil, nil, nil, false)
    end)
  end
end

local function deleteTrailers(veh)
  local trailerData = core_trailerRespawn.getTrailerData()
  local trailerDataThisVeh = trailerData[veh:getId()]

  if trailerDataThisVeh then
    local trailer = getObjectByID(trailerDataThisVeh.trailerId)
    deleteTrailers(trailer)
    career_modules_inventory.removeVehicleObject(career_modules_inventory.getInventoryIdFromVehicleId(
      trailerDataThisVeh.trailerId))
  end
end

local teleportTrailerJob = function(job)
  local args = job.args[1]
  local vehicle = getObjectByID(args.vehicleId)
  local trailer = getObjectByID(args.trailerId)
  local vehRot = quat(0, 0, 1, 0) * quat(vehicle:getRefNodeRotation())
  local vehBB = vehicle:getSpawnWorldOOBB()
  local vehBBCenter = vehBB:getCenter()

  local trailerBB = vehicle:getSpawnWorldOOBB()

  spawn.safeTeleport(trailer, vehBBCenter - vehicle:getDirectionVector() *
    (vehBB:getHalfExtents().y + trailerBB:getHalfExtents().y), vehRot, nil, nil, nil, true, args.resetVeh)

  core_trailerRespawn.getTrailerData()[args.vehicleId] = nil
end

local function teleportToGarage(garageId, veh, resetVeh)
  freeroam_facilities.teleportToGarage(garageId, veh, resetVeh)
  freeroam_bigMapMode.navigateToMission(nil)
  core_vehicleBridge.executeAction(veh, 'setIgnitionLevel', 0)

  local trailerData = core_trailerRespawn.getTrailerData()
  local primaryTrailerData = trailerData[veh:getId()]
  if primaryTrailerData then
    local teleportArgs = {
      trailerId = primaryTrailerData.trailerId,
      vehicleId = veh:getId(),
      resetVeh = resetVeh
    }
    -- need to do this with one frame delay, otherwise the safeTeleport gets confused with two vehicles
    core_jobsystem.create(teleportTrailerJob, 0.1, teleportArgs)

    career_modules_inventory.updatePartConditionsOfSpawnedVehicles(function()
      local trailer = getObjectByID(primaryTrailerData.trailerId)
      deleteTrailers(trailer)
      career_modules_fuel.minimumRefuelingCheck(veh:getId())
    end)
  else
    career_modules_fuel.minimumRefuelingCheck(veh:getId())
  end
end

local function onVehicleParkingStatus(vehId, data)
  if not gameplay_missions_missionManager.getForegroundMissionId() and
    not career_modules_linearTutorial.isLinearTutorialActive() and vehId == be:getPlayerVehicleID(0) then
    if data.event == "valid" then -- this refers to fully stopping while aligned in a parking spot
      if not playerData.isParked then
        playerData.isParked = true
      end
    elseif data.event == "exit" then
      playerData.isParked = false
    end
  end
end

local function onTrafficStarted()
  if not career_career.tutorialEnabled and not gameplay_missions_missionManager.getForegroundMissionId() then
    gameplay_traffic.insertTraffic(be:getPlayerVehicleID(0), true) -- assumes that player vehicle is ready
    setPlayerData(be:getPlayerVehicleID(0))
    gameplay_traffic.setActiveAmount(playerData.trafficActive)

    for k, v in pairs(gameplay_traffic.getTrafficData()) do
      if v.role.name == "police" then
        v.activeProbability = 0.15 -- this should be based on career progression as well as zones
      end
    end
  end
end

local function onTrafficStopped()
  if playerData.traffic then
    table.clear(playerData.traffic)
  end

  if M.ensureTraffic then -- temp solution to reset traffic
    setupTraffic(true)
  end
end

local function onPlayerCameraReady()
  setupTraffic() -- spawns traffic while the loading screen did not fade out yet
end

local function onUpdate(dtReal, dtSim, dtRaw)
  if M.preStart and freeroam_specialTriggers and playerData.traffic then -- this cycles all lights triggers, to eliminate lag spikes (move this code later)
    if not playerData.preStartTicks then
      playerData.preStartTicks = 6
    end
    playerData.preStartTicks = playerData.preStartTicks - 1
    for k, v in pairs(freeroam_specialTriggers.getTriggers()) do
      if not v.vehIds[be:getPlayerVehicleID(0)] then
        if playerData.preStartTicks == 3 then
          freeroam_specialTriggers.setTriggerActive(k, true, true)
        elseif playerData.preStartTicks == 0 then
          freeroam_specialTriggers.setTriggerActive(k, false, true)
          M.preStart = false
        end
      end
    end
    if playerData.preStartTicks == 0 then
      playerData.preStartTicks = nil
    end
  end

  if not playerPursuitActive() then
    return
  end

  -- for now, prevent pursuit softlock by making the police give up
  if not playerData.pursuitStuckTimer then
    playerData.pursuitStuckTimer = 0
  end
  if (playerData.traffic.speed < 3 and playerData.traffic.pursuit.timers.arrest == 0 and
    playerData.traffic.pursuit.timers.evade == 0) then
    playerData.pursuitStuckTimer = playerData.pursuitStuckTimer + dtSim
    if playerData.pursuitStuckTimer >= 10 then
      log("I", "career", "Ending pursuit early due to conflict")
      gameplay_police.evadeVehicle(be:getPlayerVehicleID(0), true)
      playerData.pursuitStuckTimer = 0
    end
  else
    playerData.pursuitStuckTimer = 0
  end
end

local function onCareerModulesActivated(alreadyInLevel)
  if alreadyInLevel then
    setupTraffic()
  end
end

local function onClientStartMission()
  setupTraffic()
end

local function buildCamPath(targetPos, endDir)
  local camMode = core_camera.getGlobalCameras().bigMap

  local path = {
    looped = false,
    manualFov = false
  }
  local startPos = core_camera.getPosition() + vec3(0, 0, 30)

  local m1 = {
    fov = 30,
    movingEnd = false,
    movingStart = false,
    positionSmooth = 0.5,
    pos = startPos,
    rot = quatFromDir(targetPos - startPos),
    time = 0,
    trackPosition = false
  }
  local m2 = {
    fov = 30,
    movingEnd = false,
    movingStart = false,
    positionSmooth = 0.5,
    pos = startPos,
    rot = quatFromDir(targetPos - startPos),
    time = 0.5,
    trackPosition = false
  }
  local m3 = {
    fov = core_camera.getFovDeg(),
    movingEnd = false,
    movingStart = false,
    positionSmooth = 0.5,
    pos = core_camera.getPosition(),
    rot = endDir and quatFromDir(endDir) or core_camera.getQuat(),
    time = 5.5,
    trackPosition = false
  }
  path.markers = {m1, m2, m3}

  return path
end

local function showPosition(pos)
  local camDir = pos - getPlayerVehicle(0):getPosition()
  if gameplay_walk.isWalking() then
    gameplay_walk.setRot(camDir)
  end

  local camDirLength = camDir:length()
  local rayDist = castRayStatic(getPlayerVehicle(0):getPosition(), camDir, camDirLength)

  if rayDist < camDirLength then
    -- Play cam path to show where the position is
    local camPath = buildCamPath(pos, camDir)
    local initData = {}
    initData.finishedPath = function(this)
      core_camera.setVehicleCameraByIndexOffset(0, 1)
    end
    core_paths.playPath(camPath, 0, initData)
  end
end

M.getPlayerData = getPlayerData
M.retrieveFavoriteVehicle = retrieveFavoriteVehicle
M.playerPursuitActive = playerPursuitActive
M.resetPlayerState = resetPlayerState
M.teleportToGarage = teleportToGarage
M.showPosition = showPosition

M.getPlayerIsCop = getPlayerIsCop

M.onPlayerCameraReady = onPlayerCameraReady
M.onTrafficStarted = onTrafficStarted
M.onTrafficStopped = onTrafficStopped
M.onPursuitAction = onPursuitAction
M.onVehicleParkingStatus = onVehicleParkingStatus
M.onVehicleSwitched = onVehicleSwitched
M.onCareerModulesActivated = onCareerModulesActivated
M.onClientStartMission = onClientStartMission
M.onUpdate = onUpdate

return M
