// Copyright (c) 2023 Alex Diener. All rights reserved.

#include "PROJECT_NAME/EntityToken.h"
#include "PROJECT_NAME/Sprites.h"
#include "PROJECT_NAME/Utilities.h"

#define stemobject_implementation EntityToken

stemobject_vtable_begin();
stemobject_vtable_entry(createWithEncodedState);
stemobject_vtable_entry(initWithEncodedState);
stemobject_vtable_entry(copy);
stemobject_vtable_entry(initCopy);
stemobject_vtable_entry(dispose);
stemobject_vtable_entry(getComponent);
stemobject_vtable_entry(enumerateProperties);
stemobject_vtable_end();

EntityToken * EntityToken_create(Vector2i position, struct RoomState * roomState) {
	stemobject_create_implementation(init, position, roomState)
}

static void initComponents(EntityToken * self, Vector2i position) {
	stemobject_assign_vtable(self->pickupComponent, EntityComponent_pickup);
	stemobject_assign_vtable(self->positionComponent, EntityComponent_position);
	stemobject_assign_vtable(self->spriteComponent, EntityComponent_sprite);
	EntityComponent_pickup_init(&self->pickupComponent);
	EntityComponent_position_init(&self->positionComponent, position);
	EntityComponent_sprite_init(&self->spriteComponent, SPRITE_ID_TOKEN, DRAW_LAYER_ENTITY, 0);
}

bool EntityToken_init(EntityToken * self, Vector2i position, struct RoomState * roomState) {
	call_super(init, self, roomState);
	initComponents(self, position);
	return true;
}

EntityToken * EntityToken_createWithEncodedState(struct memreadContext * memreadContext, struct RoomState * roomState) {
	GameEntity_createWithEncodedState_implementation();
}

void EntityToken_initWithEncodedState(EntityToken * self, struct memreadContext * memreadContext, struct RoomState * roomState) {
	initComponents(self, VECTOR2i_ZERO);
	call_super_virtual(initWithEncodedState, self, memreadContext, roomState);
	self->positionComponent.lastPosition = self->positionComponent.position;
}

EntityToken * EntityToken_copy(EntityToken * self, struct RoomState * roomState) {
	stemobject_copy_implementation(initCopy, roomState)
}

void EntityToken_initCopy(EntityToken * self, compat_type(EntityToken *) originalUntyped, struct RoomState * roomState) {
	call_super_virtual(initCopy, self, originalUntyped, roomState);
	EntityToken * original = originalUntyped;
	initComponents(self, original->positionComponent.position);
	call_virtual(initCopy, &self->pickupComponent, &original->pickupComponent);
	call_virtual(initCopy, &self->positionComponent, &original->positionComponent);
	call_virtual(initCopy, &self->spriteComponent, &original->spriteComponent);
}

void EntityToken_dispose(EntityToken * self) {
	call_super_virtual(dispose, self);
}

compat_type(GameEntityComponent *) EntityToken_getComponent(EntityToken * self, ComponentType type) {
	switch (type) {
		case COMPONENT_PICKUP:
			return &self->pickupComponent;
		case COMPONENT_POSITION:
			return &self->positionComponent;
		case COMPONENT_SPRITE:
			return &self->spriteComponent;
		default:
			break;
	}
	return NULL;
}

void EntityToken_enumerateProperties(EntityToken * self, bool transient, GameEntity_enumeratePropertiesCallback callback, void * context) {
	call_super_virtual(enumerateProperties, self, transient, callback, context);
	if (!transient) {
		callback(&self->positionComponent.position, PROPERTY_TYPE_Vector2i_int8_t, context);
	}
}
