--
--
local Monster = {} -- Create the monster class


function Monster:GetCFrame()
	-- Returns the CFrame of the monster's humanoidrootpart

	local humanoidRootPart = Self:FindFirstChild('HumanoidRootPart')

	if humanoidRootPart ~= nil and humanoidRootPart:IsA('BasePart') then
		return humanoidRootPart.CFrame
	else
		return CFrame.new()
	end
end

function Monster:GetMaximumDetectionDistance()
	-- Returns the maximum detection distance
	
	local setting = Settings.MaximumDetectionDistance.Value

	if setting < 0 then
		return math.huge
	else
		return setting
	end
end

function Monster:SearchForTarget()
	-- Finds the closest player and sets the target

	local players = Info.Players:GetPlayers()
	local closestCharacter, closestCharacterDistance

	for i=1, #players do
		local player = players[i]
		
		if player.Neutral or player.TeamColor ~= Settings.FriendlyTeam.Value then
			local character = player.Character
	
			if character ~= nil and character:FindFirstChild('Humanoid') ~= nil and character.Humanoid:IsA('Humanoid') and character.Name ~= player.Name.."'s Ragdoll" and character:FindFirstChild("HumanoidRootPart") ~= nil then
				local distance = player:DistanceFromCharacter(Monster:GetCFrame().p)
	
				if distance < Monster:GetMaximumDetectionDistance() then
					if closestCharacter == nil then
						closestCharacter, closestCharacterDistance = character, distance
					else
						if closestCharacterDistance > distance then
							closestCharacter, closestCharacterDistance = character, distance
						end
					end
				end
			end
		end
	end


	if closestCharacter ~= nil then
		Mind.CurrentTargetHumanoid.Value = closestCharacter.Humanoid
	end
end

function Monster:TryRecomputePath()
	if Data.AutoRecompute or tick() - Data.LastRecomputePath > 1/Info.RecomputePathFrequency then
		Monster:RecomputePath()
	end
end

function Monster:GetTargetCFrame()
	local targetHumanoid = Mind.CurrentTargetHumanoid.Value
	
	if Monster:TargetIsValid() then
		return targetHumanoid.Parent.Torso.CFrame
	else
		return CFrame.new()
	end
end

function Monster:IsAlive()
	return Self.Humanoid.Health > 0 and Self.Humanoid ~= nil
end

function Monster:TargetIsValid()
	local targetHumanoid = Mind.CurrentTargetHumanoid.Value
	
	if targetHumanoid ~= nil and targetHumanoid:IsA'Humanoid' and targetHumanoid.Parent:FindFirstChild("HumanoidRootPart") and targetHumanoid.Health > 0 then
		return true
	else
		return false
	end
end

function Monster:HasClearLineOfSight()
	-- Going to cast a ray to see if I can just see my target
	local myPos, targetPos = Monster:GetCFrame().p, Monster:GetTargetCFrame().p
	
	local hit, pos = workspace:FindPartOnRayWithIgnoreList(
		Ray.new(
			myPos,
			targetPos - myPos
		),
		{
			Self,
			Mind.CurrentTargetHumanoid.Value.Parent
		}
	)
	
	
	if hit == nil then
		return true
	else
		return false
	end
end

function Monster:RecomputePath()
	if not Data.Recomputing then
		if Monster:IsAlive() and Monster:TargetIsValid() then
			if Monster:HasClearLineOfSight() then
				Data.AutoRecompute = true
				Data.PathCoords = {
					Monster:GetCFrame().p,
					Monster:GetTargetCFrame().p
				}
				
				Data.LastRecomputePath = tick()
				Data.CurrentNode = nil
				Data.CurrentNodeIndex = 2 -- Starts chasing the target without evaluating its current position
			else
				-- Do pathfinding since you can't walk straight
				Data.Recomputing = true -- Basically a debounce.
				Data.AutoRecompute = false
				
				
				local path = Info.PathfindingService:ComputeSmoothPathAsync(
					Monster:GetCFrame().p,
					Monster:GetTargetCFrame().p,
					500
				)
				Data.PathCoords = path:GetPointCoordinates()
				
				
				Data.Recomputing = false
				Data.LastRecomputePath = tick()
				Data.CurrentNode = nil
				Data.CurrentNodeIndex = 1
			end
		end
	end
end

function Monster:Update()
	Monster:ReevaluateTarget()
	Monster:SearchForTarget()
	Monster:TryRecomputePath()
	Monster:TravelPath()
end

function Monster:TravelPath()
	local closest, closestDistance, closestIndex
	local myPosition = Monster:GetCFrame().p
	local skipCurrentNode = Data.CurrentNode ~= nil and (Data.CurrentNode - myPosition).magnitude < 3
	
	for i=Data.CurrentNodeIndex, #Data.PathCoords do
		local coord = Data.PathCoords[i]
		if not (skipCurrentNode and coord == Data.CurrentNode) then
			local distance = (coord - myPosition).magnitude
			
			if closest == nil then
				closest, closestDistance, closestIndex = coord, distance, i
			else
				if distance < closestDistance then
					closest, closestDistance, closestIndex = coord, distance, i
				else
					break
				end
			end
		end
	end
	
	
	--
	if closest ~= nil then
		Data.CurrentNode = closest
		Data.CurrentNodeIndex = closestIndex
		
		local humanoid = Self:FindFirstChild 'Humanoid'
		
		if humanoid ~= nil and humanoid:IsA'Humanoid' then
			humanoid:MoveTo(closest)
		end
		
		if Monster:IsAlive() and Monster:TargetIsValid() then
			Monster:TryJumpCheck()
			Monster:TryAttack()
		end
		
		if closestIndex == #Data.PathCoords then
			-- Reached the end of the path, force a new check
			Data.AutoRecompute = true
		end
	end
end

function Monster:TryJumpCheck()
	if tick() - Data.LastJumpCheck > 1/Info.JumpCheckFrequency then
		Monster:JumpCheck()
	end
end

function Monster:TryAttack()
	if tick() - Data.LastAttack > 1/Settings.AttackFrequency.Value then
		Monster:Attack()
	end
end

function Monster:Attack()
	local myPos, targetPos = Monster:GetCFrame().p, Monster:GetTargetCFrame().p
	
	if (myPos - targetPos).magnitude <= Settings.AttackRange.Value then
		Mind.CurrentTargetHumanoid.Value:TakeDamage(Settings.AttackDamage.Value)
		Data.LastAttack = tick()
		Data.AttackTrack:Play()
		
		for _,v in pairs(game.Players:GetPlayers()) do
			if v:IsA("Player") then
				local deathmessage = game.ReplicatedStorage.deathtemplate:Clone()
				deathmessage.Parent = v.PlayerGui.DeathList.Frame
				deathmessage.enemy.Text = script.Parent.Name
				deathmessage.player.Text = Mind.CurrentTargetHumanoid.Value.Parent.Name
				deathmessage.death.Image = script.Parent.HumanoidRootPart:FindFirstChildOfClass("Beam").Texture
			end
		end
	end
end

function Monster:JumpCheck()
	-- Do a raycast to check if we need to jump
	local myCFrame = Monster:GetCFrame()
	local checkVector = (Monster:GetTargetCFrame().p - myCFrame.p).unit*2
	
	local hit, pos = workspace:FindPartOnRay(
		Ray.new(
			myCFrame.p + Vector3.new(0, -2.4, 0),
			checkVector
		),
		Self
	)
	
	if hit ~= nil and not hit:IsDescendantOf(Mind.CurrentTargetHumanoid.Value.Parent) then
		-- Do a slope check to make sure we're not walking up a ramp
		
		local hit2, pos2 = workspace:FindPartOnRay(
			Ray.new(
				myCFrame.p + Vector3.new(0, -2.3, 0),
				checkVector
			),
			Self
		)
		
		if hit2 == hit then
			if ((pos2 - pos)*Vector3.new(1,0,1)).magnitude < 0.05 then -- Will pass for any ramp with <2 slope
				Self.Humanoid.Jump = true
			end
		end
	end
	
	Data.LastJumpCheck = tick()
end

function Monster:Connect()
	Mind.CurrentTargetHumanoid.Changed:connect(function(humanoid)
		if humanoid ~= nil then
			assert(humanoid:IsA'Humanoid', 'Monster target must be a humanoid')
			
			Monster:RecomputePath()
		end
	end)
end

function Monster:Initialize()
	Monster:Connect()
	
	if Settings.AutoDetectSpawnPoint.Value then
		Settings.SpawnPoint.Value = Monster:GetCFrame().p
	end
end

function Monster:Respawn(point)
	local point = point or Settings.SpawnPoint.Value
	
	for index, obj in next, Data.BaseMonster:Clone():GetChildren() do
		if obj.Name == 'Configurations' or obj.Name == 'Mind' or obj.Name == 'Respawned' or obj.Name == 'Died' or obj.Name == 'MonsterScript' or obj.Name == 'Respawn' then
			obj:Destroy()
		else
			Self[obj.Name]:Destroy()
			obj.Parent = Self
		end
	end
	
	Monster:InitializeUnique()
	
	Self.Parent = workspace
	
	Self.HumanoidRootPart.CFrame = CFrame.new(point)
	Settings.SpawnPoint.Value = point
	Self.Respawned:Fire()
end

function Monster:InitializeUnique()
	Data.AttackTrack = Self.Humanoid:LoadAnimation(script.Attack)
end

function Monster:ReevaluateTarget()
	local currentTarget = Mind.CurrentTargetHumanoid.Value
	
	if currentTarget ~= nil and currentTarget:IsA'Humanoid' then
		local character = currentTarget.Parent
		
		if character ~= nil then
			local player = Info.Players:GetPlayerFromCharacter(character)
			
			if player ~= nil then
				if not player.Neutral and player.TeamColor == Settings.FriendlyTeam.Value then
					Mind.CurrentTargetHumanoid.Value = nil
				end
			end
		end
		
		
		if currentTarget == Mind.CurrentTargetHumanoid.Value then
			if currentTarget.Parent:FindFirstChild("HumanoidRootPart") then
				local torso = currentTarget.Parent.HumanoidRootPart

				if torso ~= nil and torso:IsA 'BasePart' then
					if Settings.CanGiveUp.Value and (torso.Position - Monster:GetCFrame().p).magnitude > Monster:GetMaximumDetectionDistance() then
						Mind.CurrentTargetHumanoid.Value = nil
					end
				end
			else
				Mind.CurrentTargetHumanoid.Value = nil
			end
		end
	end
end