-- Note that VehicleController does not derive from BaseCharacterController, it is a special case


local VehicleController = {}
VehicleController.__index = VehicleController

function VehicleController.new(CONTROL_ACTION_PRIORITY)
	local self = setmetatable({}, VehicleController)

	self.CONTROL_ACTION_PRIORITY = CONTROL_ACTION_PRIORITY

	self.enabled = false
	self.vehicleSeat = nil
	self.throttle = 0
	self.steer = 0

	self.acceleration = 0
	self.decceleration = 0
	self.turningRight = 0
	self.turningLeft = 0

	self.vehicleMoveVector = ZERO_VECTOR3

	self.autoPilot = {}
	self.autoPilot.MaxSpeed = 0
	self.autoPilot.MaxSteeringAngle = 0

	return self
end

function VehicleController:BindContextActions()
	if useTriggersForThrottle then
		ContextActionService:BindActionAtPriority("throttleAccel", (function(actionName, inputState, inputObject)
			self:OnThrottleAccel(actionName, inputState, inputObject)
			return Enum.ContextActionResult.Pass
		end), false, self.CONTROL_ACTION_PRIORITY, Enum.KeyCode.ButtonR2)
		ContextActionService:BindActionAtPriority("throttleDeccel", (function(actionName, inputState, inputObject)
			self:OnThrottleDeccel(actionName, inputState, inputObject)
			return Enum.ContextActionResult.Pass
		end), false, self.CONTROL_ACTION_PRIORITY, Enum.KeyCode.ButtonL2)
	end
	ContextActionService:BindActionAtPriority("arrowSteerRight", (function(actionName, inputState, inputObject)
		self:OnSteerRight(actionName, inputState, inputObject)
		return Enum.ContextActionResult.Pass
	end), false, self.CONTROL_ACTION_PRIORITY, Enum.KeyCode.Right)
	ContextActionService:BindActionAtPriority("arrowSteerLeft", (function(actionName, inputState, inputObject)
		self:OnSteerLeft(actionName, inputState, inputObject)
		return Enum.ContextActionResult.Pass
	end), false, self.CONTROL_ACTION_PRIORITY, Enum.KeyCode.Left)
end

function VehicleController:Enable(enable, vehicleSeat)
	if enable == self.enabled and vehicleSeat == self.vehicleSeat then
		return
	end

	self.enabled = enable
	self.vehicleMoveVector = ZERO_VECTOR3

	if enable then
		if vehicleSeat then
			self.vehicleSeat = vehicleSeat

			if FFlagUserClickToMoveFollowPathRefactor then
				self:SetupAutoPilot()
			end

			self:BindContextActions()
		end
	else
		if useTriggersForThrottle then
			ContextActionService:UnbindAction("throttleAccel")
			ContextActionService:UnbindAction("throttleDeccel")
		end
		ContextActionService:UnbindAction("arrowSteerRight")
		ContextActionService:UnbindAction("arrowSteerLeft")
		self.vehicleSeat = nil
	end
end

function VehicleController:OnThrottleAccel(actionName, inputState, inputObject)
	if FFlagBetterHandlingVehicleInputStates then
		if inputState == Enum.UserInputState.End or inputState == Enum.UserInputState.Cancel then
			self.acceleration = 0
		else
			self.acceleration = -1
		end
	else
		self.acceleration = (inputState ~= Enum.UserInputState.End) and -1 or 0
	end
	self.throttle = self.acceleration + self.decceleration
end

function VehicleController:OnThrottleDeccel(actionName, inputState, inputObject)
	if FFlagBetterHandlingVehicleInputStates then
		if inputState == Enum.UserInputState.End or inputState == Enum.UserInputState.Cancel then
			self.decceleration = 0
		else
			self.decceleration = 1
		end
	else
		self.decceleration = (inputState ~= Enum.UserInputState.End) and 1 or 0
	end
	self.throttle = self.acceleration + self.decceleration
end

function VehicleController:OnSteerRight(actionName, inputState, inputObject)
	if FFlagBetterHandlingVehicleInputStates then
		if inputState == Enum.UserInputState.End or inputState == Enum.UserInputState.Cancel then
			self.turningRight = 0
		else
			self.turningRight = 1
		end
	else
		self.turningRight = (inputState ~= Enum.UserInputState.End) and 1 or 0
	end
	self.steer = self.turningRight + self.turningLeft
end

function VehicleController:OnSteerLeft(actionName, inputState, inputObject)
	if FFlagBetterHandlingVehicleInputStates then
		if inputState == Enum.UserInputState.End or inputState == Enum.UserInputState.Cancel then
			self.turningLeft = 0
		else
			self.turningLeft = -1
		end
	else
		self.turningLeft = (inputState ~= Enum.UserInputState.End) and -1 or 0
	end
	self.steer = self.turningRight + self.turningLeft
end