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extends "res://scripts/machines/NetworkedMachine.gd"

export var team = 0

const accel = 50000
const turn_accel = 50000

export(float, 0.0, 1.0) var sail_out = 0.0
export var sail_speed : float = 0.5
var sail_turn = 0
export var sail_turn_speed = 30
const SAIL_MAX = 90

var rudder_turn : float = 0.0
export var rudder_speed = 25
export var rudder_constant = 1800
const RUDDER_MAX = 60

const health_max = 1000
var health = health_max
const max_depth = 2

#controls
var throttle: float = 0.0
var rudder: float = 0.0
var mainsheet: float = 0.0

func get_init_info():
	return {"sail_out" : sail_out, "rudder_turn" : rudder_turn, "sail_turn" : sail_turn, "health" : health, "in_use" : in_use}

func mp_init(init_info):
	for variable in init_info.keys():
		set(variable, init_info[variable])

# Called when the node enters the scene tree for the first time.
func _ready():
	world = get_tree().get_root().find_node("GAMEWORLD", true, false)
	mass = 13500
	weight = mass * 9.8

func on_no_control():
	rudder = 0.0
	throttle = 0.0
	mainsheet = 0.0

func auto_sail(delta):
	var in_range = global_transform.basis.x.dot(world.winddir) >= 0
	if in_range:
		if Vector2(world.winddir.x, world.winddir.z).angle_to(Vector2($Mast.global_transform.basis.x.x,$Mast.global_transform.basis.x.z)) < 0:
			sail_turn -= sail_turn_speed*delta
		else:
			sail_turn += sail_turn_speed*delta
	else:
		if abs(Vector2(world.winddir.x, world.winddir.z).angle_to(Vector2(global_transform.basis.z.x,global_transform.basis.z.z))) < PI/2:
			sail_turn -= sail_turn_speed*delta
		else:
			sail_turn += sail_turn_speed*delta

func direction_input(fwd,bwd,left,right,_left,_right):
	throttle = fwd - bwd
	rudder = left - right
	mainsheet = _left - _right

remotesync func damage(amount, _type,  shooter, extra = ""):
	health -= amount
	print(health)

# Called every frame. 'delta' is the elapsed time since the previous frame.
func _physics_process(delta):
	$Mast/Sail.scale.y = sail_out
	$Rudder.rotation_degrees.y = rudder_turn
	$Mast.rotation_degrees.y = sail_turn
	var push_force = accel*sail_out*world.winddir.dot($Mast.global_transform.basis.x)
	if world.winddir.angle_to($Mast.global_transform.basis.x) < PI/2:
		add_force(global_transform.basis.x*push_force, Vector3.ZERO)
	add_torque(Vector3(0,-rudder_turn*rudder_constant*(0.5+linear_velocity.dot(global_transform.basis.x)),0))
	add_torque(Vector3(-1000000*angular_velocity.x,0,0))
	add_torque(Vector3(0,0,-1000000*angular_velocity.z))
	rudder_turn += rudder_speed*delta*(-0.25 if rudder_turn > 0 else 0.25)
	for point in $FloatPoints.get_children():
		for area in point.get_overlapping_areas():
			if area.name == "WaterArea":
				var depth = area.global_transform.origin.y-point.global_transform.origin.y
				var floatiness = 0.275 if health <= 0 else 1
				if floatiness == 0.275:
					depth = 0.05
				add_force(Vector3.UP*weight*depth*floatiness, point.global_transform.origin-global_transform.origin)
	if in_use:
		rudder_turn += rudder_speed*delta*(rudder)
		sail_out += sail_speed*delta*(throttle)
		sail_turn += sail_turn_speed*delta*(mainsheet)
		auto_sail(delta)
		sail_out = clamp(sail_out, 0, 1)
		rudder_turn = clamp(rudder_turn, -RUDDER_MAX, RUDDER_MAX)
		sail_turn = clamp(sail_turn, -SAIL_MAX, SAIL_MAX)
		
		#add_force(transform.basis.x*accel*Input.get_action_strength("move_forward"), Vector3.ZERO)