#include "pingpong_paddle.h"

#include <godot_cpp/core/class_db.hpp>
#include <godot_cpp/classes/input.hpp>
#include <godot_cpp/classes/engine.hpp>
#include <godot_cpp/classes/node.hpp>
#include <godot_cpp/classes/scene_tree.hpp>
#include <godot_cpp/classes/viewport.hpp>

using namespace godot;

void PingPongPaddle::_bind_methods() {
    // 属性
    ClassDB::bind_method(D_METHOD("get_speed"), &PingPongPaddle::get_speed);
    ClassDB::bind_method(D_METHOD("set_speed", "value"), &PingPongPaddle::set_speed);
    ClassDB::add_property("PingPongPaddle", PropertyInfo(Variant::FLOAT, "speed"), "set_speed", "get_speed");

    ClassDB::bind_method(D_METHOD("get_is_player"), &PingPongPaddle::get_is_player);
    ClassDB::bind_method(D_METHOD("set_is_player", "value"), &PingPongPaddle::set_is_player);
    ClassDB::add_property("PingPongPaddle", PropertyInfo(Variant::BOOL, "is_player"), "set_is_player", "get_is_player");

    ClassDB::bind_method(D_METHOD("get_ball_path"), &PingPongPaddle::get_ball_path);
    ClassDB::bind_method(D_METHOD("set_ball_path", "value"), &PingPongPaddle::set_ball_path);
    ClassDB::add_property("PingPongPaddle", PropertyInfo(Variant::NODE_PATH, "ball_path"), "set_ball_path", "get_ball_path");
}

PingPongPaddle::PingPongPaddle() {
    speed = 350.0f;
    is_player = true;
}

PingPongPaddle::~PingPongPaddle() {
}

void PingPongPaddle::_draw() {
    // 画一个白色矩形表示球拍
    draw_rect(Rect2(Vector2(-10.0f, -60.0f), Vector2(20.0f, 120.0f)), Color(1.0f, 1.0f, 1.0f));
}

void PingPongPaddle::_physics_process(double delta) {
    queue_redraw();
    float move_amount = 0.0f;

    if (is_player) {
        // 玩家控制：读取上下输入
        Input *input = Input::get_singleton();
        if (input->is_action_pressed("ui_up")) {
            move_amount = -1.0f;
        } else if (input->is_action_pressed("ui_down")) {
            move_amount = 1.0f;
        }
    } else {
        // AI 控制：追踪球的位置
        if (!ball_path.is_empty()) {
            Node *node = get_node_or_null(ball_path);
            if (node) {
                Node2D *ball = Object::cast_to<Node2D>(node);
                if (ball) {
                    float ball_y = ball->get_global_position().y;
                    float paddle_y = get_global_position().y;
                    if (ball_y < paddle_y - 20.0f) {
                        move_amount = -1.0f;
                    } else if (ball_y > paddle_y + 20.0f) {
                        move_amount = 1.0f;
                    }
                }
            }
        }
    }

    // 移动
    Vector2 velocity = Vector2(0.0f, move_amount * speed * (float)delta);
    move_and_collide(velocity);

    // 限制移动范围（不超出屏幕）
    Viewport *viewport = get_viewport();
    if (viewport) {
        Vector2 screen_size = viewport->get_visible_rect().size;
        Vector2 pos = get_global_position();
        if (pos.y < half_height) {
            set_global_position(Vector2(pos.x, half_height));
        } else if (pos.y > screen_size.y - half_height) {
            set_global_position(Vector2(pos.x, screen_size.y - half_height));
        }
    }
}

void PingPongPaddle::set_speed(float p_speed) {
    speed = p_speed;
}

float PingPongPaddle::get_speed() const {
    return speed;
}

void PingPongPaddle::set_is_player(bool p_is_player) {
    is_player = p_is_player;
}

bool PingPongPaddle::get_is_player() const {
    return is_player;
}

void PingPongPaddle::set_ball_path(const NodePath &p_path) {
    ball_path = p_path;
}

NodePath PingPongPaddle::get_ball_path() const {
    return ball_path;
}
