-- localize math functions
local math = math
local HALF_PI     = math.pi / 2
local DOUBLE_PI   = math.pi * 2

-- localize vector functions
local vector = vector

local minetest_yaw_to_dir = minetest.yaw_to_dir
local minetest_dir_to_yaw = minetest.dir_to_yaw

local DEFAULT_JUMP_HEIGHT = 5
local DEFAULT_FLOAT_SPEED = 4
local DEFAULT_CLIMB_SPEED = 3

local flow                = mobs.get_flowing_dir

mobs.stick_in_cobweb = function(self)
	local current_velocity = self.object:get_velocity()

	local goal_velocity = vector.multiply(vector.normalize(current_velocity), 0.4)

	goal_velocity.y = -0.5

	local new_velocity_addition = vector.subtract(goal_velocity,current_velocity)

	--smooths out mobs a bit
	if vector.length(new_velocity_addition) >= 0.0001 then
		self.object:add_velocity(new_velocity_addition)
	end
end

--this is a generic float function
mobs.float = function(self)

	local acceleration = self.object:get_acceleration()

	if not acceleration then
		return
	end

	if acceleration.y ~= 0 then
		self.object:set_acceleration({x=0, y=0, z=0})
	end

	if self.jump_only then
		self.object:set_acceleration({x=acceleration.x, y=-5, z=acceleration.z})
		return
	end

	local current_velocity = self.object:get_velocity()

	local new_velocity_addition = DEFAULT_FLOAT_SPEED - current_velocity.y

	--smooths out mobs a bit
	if new_velocity_addition >= 0.0001 then
		self.object:add_velocity({x = 0, y = new_velocity_addition, z = 0})
	end

	--mobs flow from Crafter
	local pos = self.object:get_pos()
	if pos then
		local flow_dir = flow(pos)
		if flow_dir then
			flow_dir = vector.multiply(flow_dir,10)
			local vel = self.object:get_velocity()
			local acceleration = vector.new(flow_dir.x-vel.x,flow_dir.y-vel.y,flow_dir.z-vel.z)
			acceleration = vector.multiply(acceleration, 0.1)
			self.object:add_velocity(acceleration)
		end
	end
end

--this is a generic climb function
mobs.climb = function(self)

	local current_velocity = self.object:get_velocity()

	local goal_velocity = {
		x = 0,
		y = DEFAULT_CLIMB_SPEED,
		z = 0,
	}

	local new_velocity_addition = vector.subtract(goal_velocity,current_velocity)

	new_velocity_addition.x = 0
	new_velocity_addition.z = 0

	--smooths out mobs a bit
	if vector.length(new_velocity_addition) >= 0.0001 then
		self.object:add_velocity(new_velocity_addition)
	end
end



--[[
 _                     _
| |                   | |
| |     __ _ _ __   __| |
| |    / _` | '_ \ / _` |
| |___| (_| | | | | (_| |
\_____/\__,_|_| |_|\__,_|
]]


-- move mob in facing direction
--this has been modified to be internal
--internal = lua (self.yaw)
--engine = c++ (self.object:get_yaw())
mobs.set_velocity = function(self, v)

	local yaw = (self.yaw or 0)

	local current_velocity = self.object:get_velocity()

	local goal_velocity = {
		x = (math.sin(yaw) * -v),
		y = 0,
		z = (math.cos(yaw) * v),
	}


	local new_velocity_addition = vector.subtract(goal_velocity,current_velocity)

	if vector.length(new_velocity_addition) > vector.length(goal_velocity) then
		vector.multiply(new_velocity_addition, (vector.length(goal_velocity) / vector.length(new_velocity_addition)))
	end

	new_velocity_addition.y = 0

	--smooths out mobs a bit
	if vector.length(new_velocity_addition) >= 0.0001 then
		self.object:add_velocity(new_velocity_addition)
	end
end



-- calculate mob velocity
mobs.get_velocity = function(self)

	local v = self.object:get_velocity()

	v.y = 0

	if v then
		return vector.length(v)
	end

	return 0
end

--make mobs jump
mobs.jump = function(self, velocity)

    if self.object:get_velocity().y ~= 0 or not self.old_velocity or (self.old_velocity and self.old_velocity.y > 0) then
        return
    end

	--fallback velocity to allow modularity
    velocity = velocity or DEFAULT_JUMP_HEIGHT

    self.object:add_velocity(vector.new(0,velocity,0))
end

--make mobs fall slowly
mobs.mob_fall_slow = function(self)

	local current_velocity = self.object:get_velocity()

	local goal_velocity = {
		x = 0,
		y = -2,
		z = 0,
	}


	local new_velocity_addition = vector.subtract(goal_velocity,current_velocity)

	new_velocity_addition.x = 0
	new_velocity_addition.z = 0

	if vector.length(new_velocity_addition) > vector.length(goal_velocity) then
		vector.multiply(new_velocity_addition, (vector.length(goal_velocity) / vector.length(new_velocity_addition)))
	end

	new_velocity_addition.x = 0
	new_velocity_addition.z = 0

	--smooths out mobs a bit
	if vector.length(new_velocity_addition) >= 0.0001 then
		self.object:add_velocity(new_velocity_addition)
	end

end


--[[
 _____          _
/  ___|        (_)
\ `--.__      ___ _ __ ___
 `--. \ \ /\ / / | '_ ` _ \
/\__/ /\ V  V /| | | | | | |
\____/  \_/\_/ |_|_| |_| |_|
]]--




--make mobs flop
mobs.flop = function(self, velocity)

    if self.object:get_velocity().y ~= 0 or not self.old_velocity or (self.old_velocity and self.old_velocity.y > 0) then
        return false
    end

	mobs.set_velocity(self, 0)

	--fallback velocity to allow modularity
    velocity = velocity or DEFAULT_JUMP_HEIGHT

	--create a random direction (2d yaw)
	local dir = DOUBLE_PI * math.random()

	--create a random force value
	local force = math.random(0,3) + math.random()

	--convert the yaw to a direction vector then multiply it times the force
	local final_additional_force = vector.multiply(minetest_yaw_to_dir(dir), force)

	--place in the "flop" velocity to make the mob flop
	final_additional_force.y = velocity

    self.object:add_velocity(final_additional_force)

	return true
end



-- move mob in facing direction
--this has been modified to be internal
--internal = lua (self.yaw)
--engine = c++ (self.object:get_yaw())
mobs.set_swim_velocity = function(self, v)

	local yaw = (self.yaw or 0)
	local pitch = (self.pitch or 0)

	if v == 0 then
		pitch = 0
	end

	local current_velocity = self.object:get_velocity()

	local goal_velocity = {
		x = (math.sin(yaw) * -v),
		y = pitch,
		z = (math.cos(yaw) * v),
	}


	local new_velocity_addition = vector.subtract(goal_velocity,current_velocity)

	if vector.length(new_velocity_addition) > vector.length(goal_velocity) then
		vector.multiply(new_velocity_addition, (vector.length(goal_velocity) / vector.length(new_velocity_addition)))
	end

	--smooths out mobs a bit
	if vector.length(new_velocity_addition) >= 0.0001 then
		self.object:add_velocity(new_velocity_addition)
	end
end

--[[
______ _
|  ___| |
| |_  | |_   _
|  _| | | | | |
| |   | | |_| |
\_|   |_|\__, |
          __/ |
         |___/
]]--

-- move mob in facing direction
--this has been modified to be internal
--internal = lua (self.yaw)
--engine = c++ (self.object:get_yaw())
mobs.set_fly_velocity = function(self, v)

	local yaw = (self.yaw or 0)
	local pitch = (self.pitch or 0)

	if v == 0 then
		pitch = 0
	end

	local current_velocity = self.object:get_velocity()

	local goal_velocity = {
		x = (math.sin(yaw) * -v),
		y = pitch,
		z = (math.cos(yaw) * v),
	}


	local new_velocity_addition = vector.subtract(goal_velocity,current_velocity)

	if vector.length(new_velocity_addition) > vector.length(goal_velocity) then
		vector.multiply(new_velocity_addition, (vector.length(goal_velocity) / vector.length(new_velocity_addition)))
	end

	--smooths out mobs a bit
	if vector.length(new_velocity_addition) >= 0.0001 then
		self.object:add_velocity(new_velocity_addition)
	end
end

--a quick and simple pitch calculation between two vector positions
mobs.calculate_pitch = function(pos1, pos2)

	if pos1 == nil or pos2 == nil then
		return false
	end

    return minetest_dir_to_yaw(vector.new(vector.distance(vector.new(pos1.x,0,pos1.z),vector.new(pos2.x,0,pos2.z)),0,pos1.y - pos2.y)) + HALF_PI
end

--make mobs fly up or down based on their y difference
mobs.set_pitch_while_attacking = function(self)
	local pos1 = self.object:get_pos()
	local pos2 = self.attacking:get_pos()

	local pitch = mobs.calculate_pitch(pos2,pos1)

	self.pitch = pitch
end



--[[
   ___
  |_  |
    | |_   _ _ __ ___  _ __
    | | | | | '_ ` _ \| '_ \
/\__/ / |_| | | | | | | |_) |
\____/ \__,_|_| |_| |_| .__/
                      | |
                      |_|
]]--

--special mob jump movement
mobs.jump_move = function(self, velocity)

    if self.object:get_velocity().y ~= 0 or not self.old_velocity or (self.old_velocity and self.old_velocity.y > 0) then
        return
    end

	--make the mob stick for a split second
	mobs.set_velocity(self,0)

	--fallback velocity to allow modularity
    local jump_height = DEFAULT_JUMP_HEIGHT

	local yaw = (self.yaw or 0)

	local current_velocity = self.object:get_velocity()

	local goal_velocity = {
		x = (math.sin(yaw) * -velocity),
		y = jump_height,
		z = (math.cos(yaw) * velocity),
	}


	local new_velocity_addition = vector.subtract(goal_velocity,current_velocity)

	if vector.length(new_velocity_addition) > vector.length(goal_velocity) then
		vector.multiply(new_velocity_addition, (vector.length(goal_velocity) / vector.length(new_velocity_addition)))
	end

	--smooths out mobs a bit
	if vector.length(new_velocity_addition) >= 0.0001 then
		self.object:add_velocity(new_velocity_addition)
	end
end

--make it so mobs do not glitch out and freak out
--when moving around over nodes
mobs.swap_auto_step_height_adjust = function(self)
	local y_vel = self.object:get_velocity().y

	if y_vel == 0 and self.stepheight ~= self.stepheight_backup then
		self.stepheight = self.stepheight_backup
	elseif y_vel ~= 0 and self.stepheight ~= 0 then
		self.stepheight = 0
	end
end
