--[[
	Implementation
]]



local function isAlive()
	return maid.humanoid.Health > 0 and maid.humanoid:GetState() ~= Enum.HumanoidStateType.Dead
end

local function destroy()
	maid:destroy()
end

local function patrol()
	while isAlive() do
		if not attacking then
			local position = getRandomPointInCircle(startPosition, PATROL_RADIUS)
			maid.humanoid.WalkSpeed = PATROL_WALKSPEED
			maid.humanoid:MoveTo(position)
		end

		wait(random:NextInteger(MIN_REPOSITION_TIME, MAX_REPOSITION_TIME))
	end
end

local function isInstaceAttackable(targetInstance)
	local targetHumanoid = targetInstance and targetInstance.Parent and targetInstance.Parent:FindFirstChild("Humanoid")
	if not targetHumanoid then
		return false
	end

	-- Determine if they are attackable, depening on the attack mode
	local isEnemy = false
	if ATTACK_MODE == 1 then
		-- Attack characters with the SoldierEnemy tag
		if
			CollectionService:HasTag(targetInstance.Parent, "SoldierEnemy") and
			not CollectionService:HasTag(targetInstance.Parent, "SoldierFriend") then
			isEnemy = true
		end
	elseif ATTACK_MODE == 2 then
		-- Attack all humanoids without the SoldierFriend tag
		if not CollectionService:HasTag(targetInstance.Parent, "SoldierFriend") then
			isEnemy = true
		end
	elseif ATTACK_MODE == 3 then
		-- Attack all humanoids
		isEnemy = true
	end

	local isAttackable = false
	local distance = (maid.humanoidRootPart.Position - targetInstance.Position).Magnitude

	if distance <= ATTACK_RADIUS then
		local ray = Ray.new(
			maid.humanoidRootPart.Position,
			(targetInstance.Parent.HumanoidRootPart.Position - maid.humanoidRootPart.Position).Unit * distance
		)

		local part = Workspace:FindPartOnRayWithIgnoreList(ray, {
			targetInstance.Parent, maid.instance,
		}, false, true)

		if
			isEnemy and
			targetInstance ~= maid.instance and
			targetInstance:IsDescendantOf(Workspace) and
			targetHumanoid.Health > 0 and
			targetHumanoid:GetState() ~= Enum.HumanoidStateType.Dead and
			not part
		then
			isAttackable = true
		end
	end

	return isAttackable
end

local function fireGun()
	-- Do damage to the target
	local targetHunanoid = target.Parent:FindFirstChild("Humanoid")
	targetHunanoid:TakeDamage(ATTACK_DAMAGE)

	-- Play the pistol firing animation
	maid.attackAnimation:Play()

	-- Play the pistol firing sound effect
	maid.gunFireSound:Play()

	-- Muzzle flash
	local firingPositionAttachment = maid.instance.Pistol.Handle.FiringPositionAttachment
	firingPositionAttachment.FireEffect:Emit(10)
	firingPositionAttachment.PointLight.Enabled = true

	wait(0.1)

	firingPositionAttachment.PointLight.Enabled = false
end

local function findTargets()
	-- Do a new search region if we are not already searching through an existing search region
	if not searchingForTargets and tick() - timeSearchEnded >= SEARCH_DELAY then
		searchingForTargets = true

		-- Create a new region
		local centerPosition = maid.humanoidRootPart.Position
		local topCornerPosition = centerPosition + Vector3.new(ATTACK_RADIUS, ATTACK_RADIUS, ATTACK_RADIUS)
		local bottomCornerPosition = centerPosition + Vector3.new(-ATTACK_RADIUS, -ATTACK_RADIUS, -ATTACK_RADIUS)

		searchRegion = Region3.new(bottomCornerPosition, topCornerPosition)
		searchParts = Workspace:FindPartsInRegion3(searchRegion, maid.instance, math.huge)

		newTarget = nil
		newTargetDistance = nil

		-- Reset to defaults
		searchIndex = 1
	end

	if searchingForTargets then
		-- Search through our list of parts and find attackable humanoids
		local checkedParts = 0
		while searchingForTargets and searchIndex <= #searchParts and checkedParts < MAX_PARTS_PER_HEARTBEAT do
			local currentPart = searchParts[searchIndex]
			if currentPart and isInstaceAttackable(currentPart) then
				local character = currentPart.Parent
				local distance = (character.HumanoidRootPart.Position - maid.humanoidRootPart.Position).magnitude

				-- Determine if the charater is the closest
				if not newTargetDistance or distance < newTargetDistance then
					newTarget = character.HumanoidRootPart
					newTargetDistance = distance
				end
			end

			searchIndex = searchIndex + 1

			checkedParts = checkedParts + 1
		end

		if searchIndex >= #searchParts then
			target = newTarget
			searchingForTargets = false
			timeSearchEnded = tick()
		end
	end
end

local function attack()
	attacking = true

	local originalWalkSpeed = maid.humanoid.WalkSpeed
	maid.humanoid.WalkSpeed = 16

	maid.attackIdleAnimation:Play()

	local shotsFired = 0
	while attacking and isInstaceAttackable(target) and isAlive() do
		fireGun()

		shotsFired = (shotsFired + 1) % CLIP_CAPACITY

		if shotsFired == CLIP_CAPACITY - 1 then
			maid.reloadAnimation:Play()
			wait(RELOAD_DELAY)
		else
			wait(ATTACK_DELAY)
		end
	end

	maid.humanoid.WalkSpeed = originalWalkSpeed

	maid.attackIdleAnimation:Stop()

	attacking = false
end