// Copyright Epic Games, Inc. All Rights Reserved.

#include "Character/LyraHealthComponent.h"

#include "LyraLogChannels.h"
#include "System/LyraAssetManager.h"
#include "System/LyraGameData.h"
#include "LyraGameplayTags.h"
#include "Net/UnrealNetwork.h"
#include "GameplayEffect.h"
#include "GameplayEffectExtension.h"
#include "GameplayPrediction.h"
#include "Abilities/GameplayAbilityTypes.h"
#include "AbilitySystem/LyraAbilitySystemComponent.h"
#include "AbilitySystem/Attributes/LyraHealthSet.h"
#include "Messages/LyraVerbMessage.h"
#include "Messages/LyraVerbMessageHelpers.h"
#include "NativeGameplayTags.h"
#include "Components/GameFrameworkComponentManager.h"
#include "GameFramework/GameplayMessageSubsystem.h"
#include "GameFramework/PlayerState.h"
#include "Engine/World.h"

UE_DEFINE_GAMEPLAY_TAG_STATIC(TAG_Lyra_Elimination_Message, "Lyra.Elimination.Message");


ULyraHealthComponent::ULyraHealthComponent(const FObjectInitializer& ObjectInitializer)
	: Super(ObjectInitializer)
{
	PrimaryComponentTick.bStartWithTickEnabled = false;
	PrimaryComponentTick.bCanEverTick = false;

	SetIsReplicatedByDefault(true);

	AbilitySystemComponent = nullptr;
	HealthSet = nullptr;
	DeathState = ELyraDeathState::NotDead;
}

void ULyraHealthComponent::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
	Super::GetLifetimeReplicatedProps(OutLifetimeProps);

	DOREPLIFETIME(ULyraHealthComponent, DeathState);
}

void ULyraHealthComponent::OnUnregister()
{
	UninitializeFromAbilitySystem();

	Super::OnUnregister();
}

void ULyraHealthComponent::InitializeWithAbilitySystem(ULyraAbilitySystemComponent* InASC)
{
	AActor* Owner = GetOwner();
	check(Owner);

	if (AbilitySystemComponent)
	{
		UE_LOG(LogLyra, Error, TEXT("LyraHealthComponent: Health component for owner [%s] has already been initialized with an ability system."), *GetNameSafe(Owner));
		return;
	}

	AbilitySystemComponent = InASC;
	if (!AbilitySystemComponent)
	{
		UE_LOG(LogLyra, Error, TEXT("LyraHealthComponent: Cannot initialize health component for owner [%s] with NULL ability system."), *GetNameSafe(Owner));
		return;
	}

	HealthSet = AbilitySystemComponent->GetSet<ULyraHealthSet>();
	if (!HealthSet)
	{
		UE_LOG(LogLyra, Error, TEXT("LyraHealthComponent: Cannot initialize health component for owner [%s] with NULL health set on the ability system."), *GetNameSafe(Owner));
		return;
	}

	// Register to listen for attribute changes.
	AbilitySystemComponent->GetGameplayAttributeValueChangeDelegate(ULyraHealthSet::GetHealthAttribute()).AddUObject(this, &ThisClass::HandleHealthChanged);
	AbilitySystemComponent->GetGameplayAttributeValueChangeDelegate(ULyraHealthSet::GetMaxHealthAttribute()).AddUObject(this, &ThisClass::HandleMaxHealthChanged);
	HealthSet->OnOutOfHealth.AddUObject(this, &ThisClass::HandleOutOfHealth);

	// TEMP: Reset attributes to default values.  Eventually this will be driven by a spread sheet.
	AbilitySystemComponent->SetNumericAttributeBase(ULyraHealthSet::GetHealthAttribute(), HealthSet->GetMaxHealth());

	ClearGameplayTags();

	OnHealthChanged.Broadcast(this, HealthSet->GetHealth(), HealthSet->GetHealth(), nullptr);
	OnMaxHealthChanged.Broadcast(this, HealthSet->GetHealth(), HealthSet->GetHealth(), nullptr);

	//UGameFrameworkComponentManager::SendGameFrameworkComponentExtensionEvent(GetOwner(), UGameFrameworkComponentManager::NAME_HealthComponentReady);
}

void ULyraHealthComponent::UninitializeFromAbilitySystem()
{
	ClearGameplayTags();

	if (HealthSet)
	{
		HealthSet->OnOutOfHealth.RemoveAll(this);
	}

	HealthSet = nullptr;
	AbilitySystemComponent = nullptr;
}

void ULyraHealthComponent::ClearGameplayTags()
{
	if (AbilitySystemComponent)
	{
		const FLyraGameplayTags& GameplayTags = FLyraGameplayTags::Get();

		AbilitySystemComponent->SetLooseGameplayTagCount(GameplayTags.Status_Death_Dying, 0);
		AbilitySystemComponent->SetLooseGameplayTagCount(GameplayTags.Status_Death_Dead, 0);
	}
}

float ULyraHealthComponent::GetHealth() const
{
	return (HealthSet ? HealthSet->GetHealth() : 0.0f);
}

float ULyraHealthComponent::GetMaxHealth() const
{
	return (HealthSet ? HealthSet->GetMaxHealth() : 0.0f);
}

float ULyraHealthComponent::GetHealthNormalized() const
{
	if (HealthSet)
	{
		const float Health = HealthSet->GetHealth();
		const float MaxHealth = HealthSet->GetMaxHealth();

		return ((MaxHealth > 0.0f) ? (Health / MaxHealth) : 0.0f);
	}

	return 0.0f;
}

static AActor* GetInstigatorFromAttrChangeData(const FOnAttributeChangeData& ChangeData)
{
	if (ChangeData.GEModData != nullptr)
	{
		const FGameplayEffectContextHandle& EffectContext = ChangeData.GEModData->EffectSpec.GetEffectContext();
		return EffectContext.GetOriginalInstigator();
	}

    return nullptr;
}

void ULyraHealthComponent::HandleHealthChanged(const FOnAttributeChangeData& ChangeData)
{
	OnHealthChanged.Broadcast(this, ChangeData.OldValue, ChangeData.NewValue, GetInstigatorFromAttrChangeData(ChangeData));
}

void ULyraHealthComponent::HandleMaxHealthChanged(const FOnAttributeChangeData& ChangeData)
{
	OnMaxHealthChanged.Broadcast(this, ChangeData.OldValue, ChangeData.NewValue, GetInstigatorFromAttrChangeData(ChangeData));
}

void ULyraHealthComponent::HandleOutOfHealth(AActor* DamageInstigator, AActor* DamageCauser, const FGameplayEffectSpec& DamageEffectSpec, float DamageMagnitude)
{
#if WITH_SERVER_CODE
	if (AbilitySystemComponent)
	{
		// Send the "GameplayEvent.Death" gameplay event through the owner's ability system.  This can be used to trigger a death gameplay ability.
		{
			FGameplayEventData Payload;
			Payload.EventTag = FLyraGameplayTags::Get().GameplayEvent_Death;
			Payload.Instigator = DamageInstigator;
			Payload.Target = AbilitySystemComponent->GetAvatarActor();
			Payload.OptionalObject = DamageEffectSpec.Def;
			Payload.ContextHandle = DamageEffectSpec.GetEffectContext();
			Payload.InstigatorTags = *DamageEffectSpec.CapturedSourceTags.GetAggregatedTags();
			Payload.TargetTags = *DamageEffectSpec.CapturedTargetTags.GetAggregatedTags();
			Payload.EventMagnitude = DamageMagnitude;

			FScopedPredictionWindow NewScopedWindow(AbilitySystemComponent, true);
			AbilitySystemComponent->HandleGameplayEvent(Payload.EventTag, &Payload);
		}

		// Send a standardized verb message that other systems can observe
		{
			FLyraVerbMessage Message;
			Message.Verb = TAG_Lyra_Elimination_Message;
			Message.Instigator = DamageInstigator;
			Message.InstigatorTags = *DamageEffectSpec.CapturedSourceTags.GetAggregatedTags();
			Message.Target = ULyraVerbMessageHelpers::GetPlayerStateFromObject(AbilitySystemComponent->GetAvatarActor());
			Message.TargetTags = *DamageEffectSpec.CapturedTargetTags.GetAggregatedTags();
			//@TODO: Fill out context tags, and any non-ability-system source/instigator tags
			//@TODO: Determine if it's an opposing team kill, self-own, team kill, etc...

			UGameplayMessageSubsystem& MessageSystem = UGameplayMessageSubsystem::Get(GetWorld());
			MessageSystem.BroadcastMessage(Message.Verb, Message);
		}

		//@TODO: assist messages (could compute from damage dealt elsewhere)?
	}

#endif // #if WITH_SERVER_CODE
}

void ULyraHealthComponent::OnRep_DeathState(ELyraDeathState OldDeathState)
{
	const ELyraDeathState NewDeathState = DeathState;

	// Revert the death state for now since we rely on StartDeath and FinishDeath to change it.
	DeathState = OldDeathState;

	if (OldDeathState > NewDeathState)
	{
		// The server is trying to set us back but we've already predicted past the server state.
		UE_LOG(LogLyra, Warning, TEXT("LyraHealthComponent: Predicted past server death state [%d] -> [%d] for owner [%s]."), (uint8)OldDeathState, (uint8)NewDeathState, *GetNameSafe(GetOwner()));
		return;
	}

	if (OldDeathState == ELyraDeathState::NotDead)
	{
		if (NewDeathState == ELyraDeathState::DeathStarted)
		{
			StartDeath();
		}
		else if (NewDeathState == ELyraDeathState::DeathFinished)
		{
			StartDeath();
			FinishDeath();
		}
		else
		{
			UE_LOG(LogLyra, Error, TEXT("LyraHealthComponent: Invalid death transition [%d] -> [%d] for owner [%s]."), (uint8)OldDeathState, (uint8)NewDeathState, *GetNameSafe(GetOwner()));
		}
	}
	else if (OldDeathState == ELyraDeathState::DeathStarted)
	{
		if (NewDeathState == ELyraDeathState::DeathFinished)
		{
			FinishDeath();
		}
		else
		{
			UE_LOG(LogLyra, Error, TEXT("LyraHealthComponent: Invalid death transition [%d] -> [%d] for owner [%s]."), (uint8)OldDeathState, (uint8)NewDeathState, *GetNameSafe(GetOwner()));
		}
	}

	ensureMsgf((DeathState == NewDeathState), TEXT("LyraHealthComponent: Death transition failed [%d] -> [%d] for owner [%s]."), (uint8)OldDeathState, (uint8)NewDeathState, *GetNameSafe(GetOwner()));
}

void ULyraHealthComponent::StartDeath()
{
	if (DeathState != ELyraDeathState::NotDead)
	{
		return;
	}

	DeathState = ELyraDeathState::DeathStarted;

	if (AbilitySystemComponent)
	{
		AbilitySystemComponent->SetLooseGameplayTagCount(FLyraGameplayTags::Get().Status_Death_Dying, 1);
	}

	AActor* Owner = GetOwner();
	check(Owner);

	OnDeathStarted.Broadcast(Owner);

	Owner->ForceNetUpdate();
}

void ULyraHealthComponent::FinishDeath()
{
	if (DeathState != ELyraDeathState::DeathStarted)
	{
		return;
	}

	DeathState = ELyraDeathState::DeathFinished;

	if (AbilitySystemComponent)
	{
		AbilitySystemComponent->SetLooseGameplayTagCount(FLyraGameplayTags::Get().Status_Death_Dead, 1);
	}

	AActor* Owner = GetOwner();
	check(Owner);

	OnDeathFinished.Broadcast(Owner);

	Owner->ForceNetUpdate();
}

void ULyraHealthComponent::DamageSelfDestruct(bool bFellOutOfWorld)
{
	if ((DeathState == ELyraDeathState::NotDead) && AbilitySystemComponent)
	{
		const TSubclassOf<UGameplayEffect> DamageGE = ULyraAssetManager::GetSubclass(ULyraGameData::Get().DamageGameplayEffect_SetByCaller);
		if (!DamageGE)
		{
			UE_LOG(LogLyra, Error, TEXT("LyraHealthComponent: DamageSelfDestruct failed for owner [%s]. Unable to find gameplay effect [%s]."), *GetNameSafe(GetOwner()), *ULyraGameData::Get().DamageGameplayEffect_SetByCaller.GetAssetName());
			return;
		}

		FGameplayEffectSpecHandle SpecHandle = AbilitySystemComponent->MakeOutgoingSpec(DamageGE, 1.0f, AbilitySystemComponent->MakeEffectContext());
		FGameplayEffectSpec* Spec = SpecHandle.Data.Get();

		if (!Spec)
		{
			UE_LOG(LogLyra, Error, TEXT("LyraHealthComponent: DamageSelfDestruct failed for owner [%s]. Unable to make outgoing spec for [%s]."), *GetNameSafe(GetOwner()), *GetNameSafe(DamageGE));
			return;
		}

		Spec->AddDynamicAssetTag(TAG_Gameplay_DamageSelfDestruct);

		if (bFellOutOfWorld)
		{
			Spec->AddDynamicAssetTag(TAG_Gameplay_FellOutOfWorld);
		}

		const float DamageAmount = GetMaxHealth();

		Spec->SetSetByCallerMagnitude(FLyraGameplayTags::Get().SetByCaller_Damage, DamageAmount);
		AbilitySystemComponent->ApplyGameplayEffectSpecToSelf(*Spec);
	}
}