//
// Created by Иван Ильин on 22.09.2021.
//

#ifndef SHOOTER_SHOOTER_H
#define SHOOTER_SHOOTER_H

#include "engine/Engine.h"
#include "Player.h"
#include "PlayerController.h"
#include "PlayerController.h"
#include "engine/gui/Window.h"

#include "ShooterClient.h"
#include "ShooterServer.h"


class Shooter final : public Engine {
private:
    std::shared_ptr<Player> player = std::make_shared<Player>(ObjectNameTag("Player"),
                                                              ShooterConsts::CUBE_OBJ,
                                                              Vec3D{1.5, 1.9, 1.5});
    std::shared_ptr<PlayerController> playerController = std::make_shared<PlayerController>(player, keyboard, mouse);

    Window mainMenu;

    std::shared_ptr<ShooterServer> server = std::make_shared<ShooterServer>();
    std::shared_ptr<ShooterClient> client = std::make_shared<ShooterClient>(player);

    bool inGame = false;
    int fireTraces = 0;

    void start() override;
    void update() override;
    void gui() override;
    void play();
    void drawPlayerStats();
    void drawStatsTable();

    void initNetwork();

    void spawnPlayer(sf::Uint16 id);
    void removePlayer(sf::Uint16 id);
    void addFireTrace(const Vec3D &from, const Vec3D &to);
    void removeFireTrace(const ObjectNameTag &traceName);
    void addBonus(const std::string &bonusName, const Vec3D &position);
    void removeBonus(const ObjectNameTag &bonusName);
    void addWeapon(std::shared_ptr<Weapon> weapon);
    void removeWeapon(std::shared_ptr<Weapon> weapon);
    void changeEnemyWeapon(const std::string &weaponName, sf::Uint16 enemyId);

public:
    Shooter() : mainMenu(screen, mouse) {};
};


#endif //SHOOTER_SHOOTER_H