local S = minetest.get_translator("mobs_mc")

local function reload(self)
	if not self or not self.object then return end
	minetest.sound_play("mcl_bows_crossbow_drawback_1", {object = self.object, max_hear_distance=16}, true)
	local props = self.object:get_properties()
	if not props then return end
	props.textures[2] = "mcl_bows_crossbow_3.png^[resize:16x16"
	self.object:set_properties(props)
end

local function reset_animation(self, animation)
	if not self or not self.object or self.current_animation ~= animation then return end
	self.current_animation = "stand_reload" -- Mobs Redo won't set the animation unless we do this
	mobs.set_mob_animation(self, animation)
end

pillager = {
	description = S("Pillager"),
	type = "monster",
	spawn_class = "hostile",
	hostile = true,
	rotate = 270,
	hp_min = 24,
	hp_max = 24,
	xp_min = 6,
	xp_max = 6,
	breath_max = -1,
	eye_height = 1.5,
	projectile_cooldown = 3, -- Useless
	shoot_interval = 3, -- Useless
	shoot_offset = 1.5,
	dogshoot_switch = 1,
	dogshoot_count_max = 1.8,
	projectile_cooldown_min = 3,
	projectile_cooldown_max = 2.5,
	armor = {fleshy = 100},
	collisionbox = {-0.3, -0.01, -0.3, 0.3, 1.98, 0.3},
	pathfinding = 1,
	group_attack = true,
	visual = "mesh",
	mesh = "mobs_mc_pillager.b3d",

    --head code
	has_head = false,
	head_bone = "head",

	swap_y_with_x = true,
	reverse_head_yaw = true,

	head_bone_pos_y = 2.4,
	head_bone_pos_z = 0,

	head_height_offset = 1.1,
	head_direction_offset = 0,
	head_pitch_modifier = 0,
	--end head code

	visual_size = {x=2.75, y=2.75},
	makes_footstep_sound = true,
	walk_velocity = 1.2,
	run_velocity = 4,
	damage = 2,
	reach = 8,
	view_range = 16,
	fear_height = 4,
	attack_type = "projectile",
	arrow = "mcl_bows:arrow_entity",
	sounds = {
		random = "mobs_mc_pillager_grunt2",
		war_cry = "mobs_mc_pillager_grunt1",
		death = "mobs_mc_pillager_ow2",
		damage = "mobs_mc_pillager_ow1",
		distance = 16,
	},
	textures = {
		{
			"mobs_mc_pillager.png", -- Skin
			"mcl_bows_crossbow_3.png^[resize:16x16", -- Wielded item
		}
	},
	drops = {
		{
			name = "mcl_bows:arrow",
			chance = 1,
			min = 0,
			max = 2,
			looting = "common",
		},
		{
			name = "mcl_bows:crossbow",
			chance = 100 / 8.5,
			min = 1,
			max = 1,
			looting = "rare",
		},
	},
	animation = {
		unloaded_walk_start = 1,
		unloaded_walk_end = 40,
		unloaded_stand_start = 41,
		unloaded_stand_end = 60,
		
		reload_stand_speed = 20,
		reload_stand_start = 61,
		reload_stand_end = 100,
		
		stand_speed = 6,
		stand_start = 101,
		stand_end = 109,
		
		walk_speed = 25,
		walk_start = 111,
		walk_end = 150,
		run_speed = 40,
		run_start = 111,
		run_end = 150,
		
		reload_run_speed = 20,
		reload_run_start = 151,
		reload_run_end = 190,
		
		die_speed = 15,
		die_start = 191,
		die_end = 192,
		die_loop = false,
		
		stand_unloaded_start = 40,
		stand_unloaded_end = 59,
	},
	shoot_arrow = function(self, pos, dir)
		minetest.sound_play("mcl_bows_crossbow_shoot", {object = self.object, max_hear_distance=16}, true)
		local props = self.object:get_properties()
		props.textures[2] = "mcl_bows_crossbow_0.png^[resize:16x16"
		self.object:set_properties(props)
		local old_anim = self.current_animation
		if old_anim == "run" then
			mobs.set_mob_animation(self, "reload_run")
		end
		if old_anim == "stand" then
			mobs.set_mob_animation(self, "reload_stand")
		end
		self.current_animation = old_anim -- Mobs Redo will imediately reset the animation otherwise
		minetest.after(1, reload, self)
		minetest.after(2, reset_animation, self, old_anim)
		mobs.shoot_projectile_handling(
			"mcl_bows:arrow", pos, dir, self.object:get_yaw(),
			self.object, 30, math.random(3,4))
		
		-- While we are at it, change the sounds since there is no way to do this in Mobs Redo
		if self.sounds and self.sounds.random then
			self.sounds = table.copy(self.sounds)
			self.sounds.random = "mobs_mc_pillager_grunt" .. math.random(2)
		end
	end,
}

mobs:register_mob("mobs_mc:pillager", pillager)
mobs:register_egg("mobs_mc:pillager", S("Pillager"), "mobs_mc_spawn_icon_pillager.png", 0)
