--[[
Minetest Mod Storage Drawers - A Mod adding storage drawers

Copyright (C) 2017 LNJ <git@lnj.li>

MIT License

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
]]

core.register_entity("drawers:visual", {
	initial_properties = {
		hp_max = 1,
		physical = false,
		collide_with_objects = false,
		collisionbox = {-0.4374, -0.4374, 0,  0.4374, 0.4374, 0}, -- for param2 0, 2
		visual = "upright_sprite", -- "wielditem" for items without inv img?
		visual_size = {x = 0.6, y = 0.6},
		textures = {"drawers_empty.png"},
		spritediv = {x = 1, y = 1},
		initial_sprite_basepos = {x = 0, y = 0},
		is_visible = true,
	},

	get_staticdata = function(self)
		return core.serialize({
			drawer_posx = self.drawer_pos.x,
			drawer_posy = self.drawer_pos.y,
			drawer_posz = self.drawer_pos.z,
			texture = self.texture,
			drawerType = self.drawerType,
			visualId = self.visualId
		})
	end,

	on_activate = function(self, staticdata, dtime_s)
		-- Restore data
		local data = core.deserialize(staticdata)
		if data then
			self.drawer_pos = {
				x = data.drawer_posx,
				y = data.drawer_posy,
				z = data.drawer_posz,
			}
			self.texture = data.texture
			self.drawerType = data.drawerType or 1
			self.visualId = data.visualId or ""
		else
			self.drawer_pos = drawers.last_drawer_pos
			self.texture = drawers.last_texture or "drawers_empty.png"
			self.visualId = drawers.last_visual_id
			self.drawerType = drawers.last_drawer_type
		end

		-- add self to public drawer visuals
		-- this is needed because there is no other way to get this class
		-- only the underlying LuaEntitySAO
		-- PLEASE contact me, if this is wrong
		local vId = self.visualId
		if vId == "" then vId = 1 end
		local posstr = core.serialize(self.drawer_pos)
		if not drawers.drawer_visuals[posstr] then
			drawers.drawer_visuals[posstr] = {[vId] = self}
		else
			drawers.drawer_visuals[posstr][vId] = self
		end


		local node = core.get_node(self.drawer_pos)

		-- collisionbox
		local colbox
		if self.drawerType ~= 2 then
			if node.param2 == 1 or node.param2 == 3 then
				colbox = {0, -0.4374, -0.4374,  0, 0.4374, 0.4374}
			else
				colbox = {-0.4374, -0.4374, 0,  0.4374, 0.4374, 0} -- for param2 = 0 or 2
			end
			-- only half the size if it's a small drawer
			if self.drawerType > 1 then
				for i,j in pairs(colbox) do
					colbox[i] = j * 0.5
				end
			end
		else
			if node.param2 == 1 or node.param2 == 3 then
				colbox = {0, -0.2187, -0.4374,  0, 0.2187, 0.4374}
			else
				colbox = {-0.4374, -0.2187, 0,  0.4374, 0.2187, 0} -- for param2 = 0 or 2
			end
		end

		-- visual size
		local visual_size = {x = 0.6, y = 0.6}
		if self.drawerType >= 2 then
			visual_size = {x = 0.3, y = 0.3}
		end


		-- drawer values
		local meta = core.get_meta(self.drawer_pos)
		local vid = self.visualId
		self.count = meta:get_int("count"..vid)
		self.itemName = meta:get_string("name"..vid)
		self.maxCount = meta:get_int("max_count"..vid)
		self.itemStackMax = meta:get_int("base_stack_max"..vid)
		self.stackMaxFactor = meta:get_int("stack_max_factor"..vid)


		-- infotext
		local infotext = meta:get_string("entity_infotext"..vid) .. "\n\n\n\n\n"

		self.object:set_properties({
			collisionbox = colbox,
			infotext = infotext,
			textures = {self.texture},
			visual_size = visual_size
		})

		-- make entity undestroyable
		self.object:set_armor_groups({immortal = 1})
	end,

	on_rightclick = function(self, clicker)
		local leftover = self.try_insert_stack(self, clicker:get_wielded_item(),
			not clicker:get_player_control().sneak)

		clicker:set_wielded_item(leftover)
	end,

	on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir)
		local meta = core.get_meta(self.drawer_pos)

		if self.count <= 0 then
			return
		end

		local removeCount = 1
		if not puncher:get_player_control().sneak then
			removeCount = ItemStack(self.itemName):get_stack_max()
		end
		if removeCount > self.count then removeCount = self.count end

		local stack = ItemStack(self.itemName)
		stack:set_count(removeCount)

		local inv = puncher:get_inventory()
		if not inv:room_for_item("main", stack) then
			return
		end

		inv:add_item("main", stack)
		self.count = self.count - removeCount
		meta:set_int("count"..self.visualId, self.count)

		-- update infotext
		local itemDescription = ""
		if core.registered_items[self.itemName] then
			itemDescription = core.registered_items[self.itemName].description
		end

		if self.count <= 0 then
			self.itemName = ""
			meta:set_string("name"..self.visualId, self.itemName)
			self.texture = "drawers_empty.png"
			itemDescription = "Empty"
		end

		local infotext = drawers.gen_info_text(itemDescription,
			self.count, self.stackMaxFactor, self.itemStackMax)
		meta:set_string("entity_infotext"..self.visualId, infotext)

		self.object:set_properties({
			infotext = infotext .. "\n\n\n\n\n",
			textures = {self.texture}
		})
	end,

	try_insert_stack = function(self, itemstack, insert_stack)
		local stackCount = itemstack:get_count()
		local stackName = itemstack:get_name()

		-- if nothing to be added, return
		if stackCount <= 0 then return itemstack end
		-- if no itemstring, return
		if stackName == "" then return itemstack end

		-- only add one, if player holding sneak key
		if not insert_stack then
			stackCount = 1
		end

		-- if current itemstring is not empty
		if self.itemName ~= "" then
			-- check if same item
			if stackName ~= self.itemName then return itemstack end
		else -- is empty
			self.itemName = stackName
			self.count = 0

			-- get new stack max
			self.itemStackMax = ItemStack(self.itemName):get_stack_max()
			self.maxCount = self.itemStackMax * self.stackMaxFactor

			-- Don't add items stackable only to 1
			if self.itemStackMax == 1 then
				return itemstack
			end
		end

		-- set new counts:
		-- if new count is more than max_count
		if (self.count + stackCount) > self.maxCount then
			itemstack:set_count(self.count + stackCount - self.maxCount)
			self.count = self.maxCount
		else -- new count fits
			self.count = self.count + stackCount
			-- this is for only removing one
			itemstack:set_count(itemstack:get_count() - stackCount)
		end

		-- get meta
		local meta = core.get_meta(self.drawer_pos)

		-- update infotext
		local itemDescription
		if core.registered_items[self.itemName] then
			itemDescription = core.registered_items[self.itemName].description
		else
			itemDescription = "Empty"
		end
		local infotext = drawers.gen_info_text(itemDescription,
			self.count, self.stackMaxFactor, self.itemStackMax)
		meta:set_string("entity_infotext"..self.visualId, infotext)

		-- texture
		self.texture = drawers.get_inv_image(self.itemName)

		self.object:set_properties({
			infotext = infotext .. "\n\n\n\n\n",
			textures = {self.texture}
		})

		self.saveMetaData(self, meta)

		if itemstack:get_count() == 0 then itemstack = ItemStack("") end
		return itemstack
	end,

	saveMetaData = function(self, meta)
		meta:set_int("count"..self.visualId, self.count)
		meta:set_string("name"..self.visualId, self.itemName)
		meta:set_int("max_count"..self.visualId, self.maxCount)
		meta:set_int("base_stack_max"..self.visualId, self.itemStackMax)
		meta:set_int("stack_max_factor"..self.visualId, self.stackMaxFactor)
	end
})

core.register_lbm({
	name = "drawers:restore_visual",
	nodenames = {"group:drawer"},
	run_at_every_load = true,
	action  = function(pos, node)
		local drawerType = core.registered_nodes[node.name].groups.drawer
		local foundVisuals = 0
		local objs = core.get_objects_inside_radius(pos, 0.537)
		if objs then
			for _, obj in pairs(objs) do
				if obj and obj:get_luaentity() and
						obj:get_luaentity().name == "drawers:visual" then
					foundVisuals = foundVisuals + 1
				end
			end
		end
		-- if all drawer visuals were found, return
		if foundVisuals == drawerType then
			return
		end

		-- not enough visuals found, remove existing and create new ones
		drawers.remove_visuals(pos)
		drawers.spawn_visuals(pos)
	end
})