//
// 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"));
    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