import plus
import AI
from AI import vector3
import Arenas
import math

class DumbCharge(AI.Tactic):
    name = "DumbCharge"
    
    def __init__(self, ai):
        AI.Tactic.__init__(self, ai)
        
        self.regroupPos = None
        self.regroupDir = True
        self.regroupTime = 0
    
    def Evaluate(self):
        self.priority = 0
        self.target_id, range = self.ai.GetNearestEnemy()
        
        if self.target_id != None:
            heading = self.ai.GetHeadingToID(self.target_id, False)
            
            # no turning = more desirable
            self.priority = 100 - (abs(heading) * 20)
                
            # too close to enemy = less desirable
            if range < 3: self.priority -= 75 * (3 - range)
            
            clear_path = self.ai.IsStraightPathClear(self.ai.GetLocation(), plus.getLocation(self.target_id))
            if not clear_path: self.priority -= 75
                
    def Execute(self):
        if self.target_id != None:
            self.ai.enemy_id = self.target_id
            
            # default turning & throttle off
            self.ai.Throttle(0)
            self.ai.Turn(0)
            
            heading = self.ai.GetHeadingToID(self.target_id, False)
            target_loc = plus.getLocation(self.target_id)
            clear_path = self.ai.IsStraightPathClear(self.ai.GetLocation(), target_loc)

            distance = (vector3(target_loc) - vector3(self.ai.GetLocation())).length()
            speed = self.ai.GetSpeed()
            
            # if we're close but not moving very fast, pick a new location and back toward it
            if (distance < 3 and speed < 2.0) or (distance < 5 and speed < 0):
                if self.regroupPos == None or self.regroupTime <= 0:    
                    self.regroupPos = None
                    # pick a point near us that has a clear shot at the target?
                    for r in (0, 1, -1, 2, -2, 3, -3, 4, -4, 5, -5, 6):
                        angle = self.ai.GetHeading(True) + r * (math.pi / 6)
                        new_dir = vector3(math.sin(angle), 0, math.cos(angle))
                        dest = vector3(target_loc) + new_dir * 5
                        
                        clear_path = self.ai.IsStraightPathClear(dest.asTuple(), target_loc)
                        if clear_path:
                            self.regroupPos = dest.asTuple()
                            self.regroupDir = (abs(r) <= 3)
                            self.regroupTime = 16
                            break
                
                # sanity check: if we can't find a valid position, drive forward or backward
                if self.regroupPos == None:
                    self.regroupDir = not self.regroupDir
                    range = 5
                    if self.regroupDir: range = -5
                    self.regroupPos = (vector3(self.ai.GetLocation()) + vector3(self.ai.GetDirection()) * range).asTuple()
                    self.regroupTime = 16
                    
                self.ai.DriveToLocation(self.regroupPos, self.regroupDir)
                self.regroupTime -= 1
            elif distance > 3 and abs(heading) > .35 or not clear_path:
                # if we don't have a clear shot, get closer
                self.ai.DriveToLocation(plus.getLocation(self.target_id))
            else:
                # stop charging if we're near the edge!
                if plus.getGameType() == "TABLETOP":
                    a = Arenas.currentArena
                    loc = vector3(self.ai.GetLocation())
                    
                    # check to see if we're already over
                    dist, over, h = a.DistanceToEdge(loc.asTuple())
                    if over: return False
                    
                    # now check to see if we're heading over
                    angle = self.ai.GetHeading(False)
                    dir = vector3(math.sin(angle), 0, math.cos(angle))
                    speed = self.ai.GetSpeed()
                    
                    look_ahead = .5
                    
                    loc += dir * speed * look_ahead        
                    
                    dist, over, h = a.DistanceToEdge(loc.asTuple())
                    if over: return False
    
                # drive as fast as we can toward the target
                self.ai.AimToHeading(heading)                
                self.ai.Throttle(100)
                self.regroupPos = None
            
            return True
        else:
            return False
            
class Charge(AI.Tactic):
    name = "Charge"

    def __init__(self, ai):
        AI.Tactic.__init__(self, ai)
        
        self.adjutimer = 0
        self.shovetimer = 0

    def Evaluate(self):
        self.priority = 0
        self.target_id, range = self.ai.GetNearestEnemy()
        
        if self.target_id != None:
            heading = self.ai.GetHeadingToID(self.target_id, False)
            
            # no turning = more desirable
            self.priority = 100 - (abs(heading) * 20)
                
            # too close to enemy = less desirable
            if range < 3: self.priority -= 75 * (3 - range)
            
            clear_path = self.ai.IsStraightPathClear(self.ai.GetLocation(), plus.getLocation(self.target_id))
            if not clear_path: self.priority -= 75
                
    def Execute(self):
        if self.target_id != None:
            self.ai.enemy_id = self.target_id
            
            # default turning & throttle off
            self.ai.Throttle(0)
            self.ai.Turn(0)
            
            heading = self.ai.GetHeadingToID(self.target_id, False)
            target_loc = plus.getLocation(self.target_id)
            clear_path = self.ai.IsStraightPathClear(self.ai.GetLocation(), target_loc)

            distance = (vector3(target_loc) - vector3(self.ai.GetLocation())).length()
            speed = self.ai.GetSpeed()
            
            # if we're close but not moving very fast, BACK UP FULL THROTTLE
            if (distance < 3 and speed < 0.5):
                if abs(heading) < .35:
                    if self.adjutimer < 5:
                        self.ai.Throttle(-100)
                        self.adjutimer += 1
                    elif self.shovetimer < 5 and self.adjutimer >= 5:
                        self.ai.Throttle(100)
                        self.shovetimer += 1
                    elif self.shovetimer >= 5:
                        self.adjutimer = 0
                        self.shovetimer = 0
                elif abs(heading) > .35:
                    if self.adjutimer < 3:
                        self.ai.AimToHeading(heading)
                        self.adjutimer += 1
                    elif self.shovetimer < 3 and self.adjutimer >= 3:
                        self.ai.Throttle(100)
                        self.shovetimer += 1
                    elif self.shovetimer >= 3:
                        self.adjutimer = 0
                        self.shovetimer = 0
            elif distance > 3 and abs(heading) > .35 or not clear_path:
                # if we don't have a clear shot, get closer
                self.ai.DriveToLocation(plus.getLocation(self.target_id))
            else:
                self.adjutimer = 0
                self.shovetimer = 0
                # stop charging if we're near the edge!
                if plus.getGameType() == "TABLETOP":
                    a = Arenas.currentArena
                    loc = vector3(self.ai.GetLocation())
                    
                    # check to see if we're already over
                    dist, over, h = a.DistanceToEdge(loc.asTuple())
                    if over: return False
                    
                    # now check to see if we're heading over
                    angle = self.ai.GetHeading(False)
                    dir = vector3(math.sin(angle), 0, math.cos(angle))
                    speed = self.ai.GetSpeed()
                    
                    look_ahead = .5
                    
                    loc += dir * speed * look_ahead        
                    
                    dist, over, h = a.DistanceToEdge(loc.asTuple())
                    if over: return False
    
                # drive as fast as we can toward the target
                self.ai.AimToHeading(heading)                
                self.ai.Throttle(100)
            
            return True
        else:
            return False

class Ram(AI.Tactic):
    name = "Ram"

    def __init__(self, ai):
        AI.Tactic.__init__(self, ai)
        
        self.adjutimer = 0
        self.shovetimer = 0

    def Evaluate(self):
        self.priority = 0
        self.target_id, range = self.ai.GetNearestEnemy()
        
        if self.target_id != None:
            heading = self.ai.GetHeadingToID(self.target_id, False)
            
            # no turning = more desirable
            self.priority = 100 - (abs(heading) * 20)
                
            # too close to enemy = less desirable
            if range < 3: self.priority -= 75 * (3 - range)
            
            clear_path = self.ai.IsStraightPathClear(self.ai.GetLocation(), plus.getLocation(self.target_id))
            if not clear_path: self.priority -= 75
                
    def Execute(self):
        if self.target_id != None:
            self.ai.enemy_id = self.target_id
            
            # default turning & throttle off
            self.ai.Throttle(0)
            self.ai.Turn(0)
            
            heading = self.ai.GetHeadingToID(self.target_id, False)
            target_loc = plus.getLocation(self.target_id)
            clear_path = self.ai.IsStraightPathClear(self.ai.GetLocation(), target_loc)

            distance = (vector3(target_loc) - vector3(self.ai.GetLocation())).length()
            speed = self.ai.GetSpeed()
            
            # if we're close but not moving very fast, BACK UP FULL THROTTLE
            if (distance < 5 and speed < 3.0) or (distance < 7 and speed < 0):
                if abs(heading) < .35:
                    if self.adjutimer < 5:
                        self.ai.Throttle(-100)
                        self.adjutimer += 1
                    elif self.shovetimer < 5 and self.adjutimer >= 5:
                        self.ai.Throttle(100)
                        self.shovetimer += 1
                    elif self.shovetimer >= 5:
                        self.adjutimer = 0
                        self.shovetimer = 0
                elif abs(heading) > .35:
                    if self.adjutimer < 3:
                        self.ai.AimToHeading(heading)
                        self.adjutimer += 1
                    elif self.shovetimer < 3 and self.adjutimer >= 3:
                        self.ai.Throttle(100)
                        self.shovetimer += 1
                    elif self.shovetimer >= 3:
                        self.adjutimer = 0
                        self.shovetimer = 0
            elif distance > 3 and abs(heading) > .35 or not clear_path:
                # if we don't have a clear shot, get closer
                self.ai.DriveToLocation(plus.getLocation(self.target_id))
            else:
                self.adjutimer = 0
                self.shovetimer = 0
                # stop charging if we're near the edge!
                if plus.getGameType() == "TABLETOP":
                    a = Arenas.currentArena
                    loc = vector3(self.ai.GetLocation())
                    
                    # check to see if we're already over
                    dist, over, h = a.DistanceToEdge(loc.asTuple())
                    if over: return False
                    
                    # now check to see if we're heading over
                    angle = self.ai.GetHeading(False)
                    dir = vector3(math.sin(angle), 0, math.cos(angle))
                    speed = self.ai.GetSpeed()
                    
                    look_ahead = .5
                    
                    loc += dir * speed * look_ahead        
                    
                    dist, over, h = a.DistanceToEdge(loc.asTuple())
                    if over: return False
    
                # drive as fast as we can toward the target
                self.ai.AimToHeading(heading)                
                self.ai.Throttle(100)
            
            return True
        else:
            return False
            
class Shove(AI.Tactic):
    name = "Shove"
    
    def __init__(self, ai):
        AI.Tactic.__init__(self, ai)
        self.target_location = None
        
    def Evaluate(self):
        self.priority = 0
        self.target_id, range = self.ai.GetNearestEnemy()
        self.target_location = None
        
        if self.target_id != None:
            # get hazard nearest enemy
            a = Arenas.currentArena
            
            enemy_loc = plus.getLocation(self.target_id)
            
            hazard = a.GetNearestHazard(enemy_loc)
            if hazard != None:
                self.priority = 100
                
                self.target_location = hazard.location
                
                # target too close to hazard = less desirable
                distance = (vector3(self.target_location) - vector3(enemy_loc)).length()
                if distance < 1: self.priority -= 75
                
                clear_path = self.ai.IsStraightPathClear(enemy_loc, self.target_location)
                if not clear_path: self.priority -= 50

                #d1 = vector3(self.ai.GetLocation()) - vector3(enemy_loc)
                d2 = vector3(enemy_loc) - vector3(self.target_location)
                
                # penalties for distance to enemy & distance from enemy to hazard
                self.priority -= (range * 3)
                self.priority -= (d2.length() * 2)
            else:
                self.priority -= 100
        else:
            self.priority -= 100
                
    def Execute(self):
        if self.target_location and self.target_id != None:
            self.ai.enemy_id = self.target_id
            
            e = vector3(plus.getLocation(self.target_id))
            dest = vector3(self.target_location)
            
            dir = dest - e
            dir.y = 0
            
            # default turning & throttle off
            self.ai.Throttle(0)
            self.ai.Turn(0)
            
            # end this action if enemy is close to destination
            if dir.length() < 1: return False
            
            dir.normalize()
            
            a = Arenas.currentArena
            
            # try to line up behind enemy (or to the sides as a last resort)
            target = e - dir * 3
            clear_path = self.ai.IsStraightPathClear(self.ai.GetLocation(), target.asTuple())
            if not clear_path:
                dir.x, dir.y, dir.z = dir.z, dir.y, dir.x
                target = e - dir * 3
                clear_path = self.ai.IsStraightPathClear(self.ai.GetLocation(), target.asTuple())
                if not clear_path:
                    dir.x, dir.z = -dir.x, -dir.z
                    target = e - dir * 3
    
            if not self.ai.DriveToLocation(target.asTuple()):
                # TODO: head toward enemy or target location?!
                #h = self.ai.GetHeadingTo(e.asTuple(), False)
                h = self.ai.GetHeadingTo(self.target_location, False)
                if abs(h) > .25:
                    self.ai.AimToHeading(h)
                else:
                    # shove!
                    self.ai.Throttle(100)
            
            return True
        else:
            return False
                        
class Engage(AI.Tactic):
    name = "Engage"
    
    def Evaluate(self):
        self.priority = 0
        self.target_id, range = self.ai.GetNearestEnemy()
        
        # TODO: come up with a priority scale for "engaging"
        
        if self.target_id != None:
            self.priority = 80
        else:
            self.priority -= 100
                
    def Execute(self):
        if self.target_id != None:
            self.ai.enemy_id = self.target_id
            
            # default turning & throttle off
            self.ai.Throttle(0)
            self.ai.Turn(0)
            
            target = plus.getLocation(self.target_id)
            
            # slow down if we're coming in too fast
            if self.ai.RobotInRange(self.target_id)[0] and self.ai.GetSpeed() > self.ai.top_speed / 2:
                self.ai.Throttle(-self.ai.max_throttle)
                
            # try to get within range of chassis...
            if self.ai.GetDistanceToID(self.target_id) > self.ai.fRadius \
                and not self.ai.RobotInRange(self.target_id)[1]:
                self.ai.DriveToLocation(target)
            else:               
                # ... then aim for center of chassis
                h = self.ai.GetHeadingTo(target, False)
                self.ai.AimToHeading(h)
                    
            return True
        else:
            return False
    
class Reorient(AI.Tactic):
    name = "Reorient"
    
    def __init__(self, ai):
        AI.Tactic.__init__(self, ai)
        
        self.target_id = None
        self.destination = None
        self.timeStarted = 0
        self.bInReverse = False
        
    def Evaluate(self):
        current = plus.getTimeElapsed()
        
        # don't reorient if we just did less than 10 seconds ago
        if current - self.timeStarted > 5 and current - self.timeStarted < 10: self.priority = 0
        else: self.priority = min(150, (current - self.ai.timeOfLastGoodHit) * 10)

    def Execute(self):
        "Try to reorient to a new attack position for a few seconds."
        
        if not self.ai.lastTactic or self.ai.lastTactic.name != "Reorient":
            # reorienting anew
            self.target_id, range = self.ai.GetNearestEnemy()
            self.timeStarted = plus.getTimeElapsed()
            self.destination = None
            
            self.bInReverse = False
            
            if self.target_id != None:
                # pick a location to one side of the target bot and drive to it, then attack again
                target = plus.getLocation(self.target_id)
                loc = self.ai.GetLocation()                   
                distance = (-5, 5)
                dir = vector3(target) - vector3(loc)
                dir.normalize()
                dir.x, dir.z = dir.z, dir.x
 
                for d in distance:
                    # drive toward the side of the enemy for about 5 seconds
                    dest = vector3(target) + dir * d
                    
                    if self.ai.IsStraightPathClear(loc, dest.asTuple()):
                        self.destination = dest
                        break
                
                # if the sides are unavailable, try backing up or going forward
                if not self.destination:
                    distance = (-5, 5)
                    dir.x, dir.z = dir.z, dir.x
                    for d in distance:
                        dest = vector3(target) + dir * d
                        if self.ai.IsStraightPathClear(loc, dest.asTuple()):
                            self.destination = dest
                            if d < 0: self.bInReverse = True
                            else: self.bInReverse = False
                            break
                
        if self.destination != None:
            self.ai.DriveToLocation(self.destination.asTuple(), self.bInReverse)
            return True
                
        return False
    
class Invert(AI.Tactic):
    name = "Invert"
    
    def __init__(self, ai, flip_function):
        self.FlipFunction = flip_function
        AI.Tactic.__init__(self, ai)
        
    def Evaluate(self):
        if not self.ai.bInvertible and self.ai.IsUpsideDown(): self.priority = 200
        else: self.priority = -1000
        
    def Execute(self):
        self.ai.Throttle(0)
        self.ai.Turn(0)
        self.FlipFunction.next()
        
        return True

class Unstuck(AI.Tactic):
    name = "Unstuck"
    
    def __init__(self, ai, unstuck_function):
        self.UnstuckFunction = unstuck_function
        AI.Tactic.__init__(self, ai)
        
    def Evaluate(self):
        # try to move if we're immobile and we either have no enemy
        #  or he was pinned after us
        self.priority = 200
        
        ai = self.ai
        
        # move to free ourselves unless our most recent enemy was stuck first
        if not ai.bImmobile: self.priority = -1000
        elif ai.GetID() in ai.immobile_list and \
            ai.enemy_id in ai.immobile_list and \
            ai.immobile_list[ai.GetID()] > ai.immobile_list[ai.enemy_id]:
                self.priority = -1000
        
    def Execute(self):
        self.ai.Throttle(0)
        self.ai.Turn(0)
        self.UnstuckFunction.next()
                
        return True

class AvoidEdges(AI.Tactic):
    name = "AvoidEdges"
    
    def Evaluate(self):
        # if we're near the edge of the arena, drive to the nearest safe point
        self.priority = -1000

        a = Arenas.currentArena
        
        loc = vector3(self.ai.GetLocation())
        
        # check to see if we're already over
        dist, over, h = a.DistanceToEdge(loc.asTuple())
        if over:
            self.priority = 1000
            return

        # now check to see if we're heading over
        angle = self.ai.GetHeading(False)
        dir = vector3(math.sin(angle), 0, math.cos(angle))
        speed = self.ai.GetSpeed()
        
        look_ahead = .5
        
        loc += dir * speed * look_ahead        
       
        dist, over, h = a.DistanceToEdge(loc.asTuple())
        if over:
            self.priority = 1000
            
    def Execute(self):
        a = Arenas.currentArena
        heading = self.ai.GetHeading(False)
        h = a.HeadingAwayFromEdge(self.ai.GetLocation())
        v_us = vector3(heading)
        v_away = vector3(h)
        dir = 1
        if v_us.dot(v_away) < 0:
            h = -h
            dir = -1
        
        self.ai.AimToHeading(-h)
        self.ai.Throttle(100 * dir)
        
        return True
        
class PushOffEdge(AI.Tactic):
    name = "PushOffEdge"
    
    def Evaluate(self):
        # if we have a clean shot at an enemy near an edge, go for it
        self.priority = -1000
        
        enemies = self.ai.GetEnemies()
        a = Arenas.currentArena
        
        threshold = 5
        
        for enemy in enemies:
            self.target_id = enemy
            enemy_loc = plus.getLocation(enemy)
            dist, over, h = a.DistanceToEdge(enemy_loc)
            if dist < threshold:
                # if enemy is close to edge & we're heading toward the edge, push him
                push_loc = vector3(enemy_loc).move(self.ai.GetHeading(False), threshold)
                dist, over, h = a.DistanceToEdge(push_loc.asTuple())
                if over and self.ai.IsStraightPathClear(self.ai.GetLocation(), enemy_loc):
                    priority = 100 - 50 * abs(self.ai.GetHeadingToID(enemy, False))
                    if priority > self.priority:
                        self.priority = priority
    
    def Execute(self):
        # drive as fast as we can toward the target
        heading = self.ai.GetHeadingToID(self.target_id, False)
        self.ai.AimToHeading(heading)                
        self.ai.Throttle(100)
        
        return True
        
class Dethrone(AI.Tactic):
    name = "Dethrone"
    
    def Evaluate(self):
        self.priority = -1000
        
        # if someone else is scoring, push them off
        a = Arenas.currentArena
        s = a.GetScoringPlayer()
        if s is not None and s != self.ai.GetID():
            self.priority = 150
        
    def Execute(self):
        a = Arenas.currentArena
        enemy = a.GetScoringPlayer()
        
        if enemy is None: return False
        
        target_loc = plus.getLocation(enemy)
        clear_path = self.ai.IsStraightPathClear(self.ai.GetLocation(), target_loc)
        heading = self.ai.GetHeadingToID(enemy, False)

        self.ai.AimToHeading(heading)
        
        if clear_path and abs(heading) < .35:
            self.ai.Throttle(100)
        else:
            self.ai.DriveToLocation(target_loc)
            
        return True
        
class Reign(AI.Tactic):
    name = "Reign"
    
    def Evaluate(self):
        self.priority = -1000
        
        # we always want to be king!
        self.priority = 100
        
        #~ # if we're not in the scoring zone, let's go for it
        #~ a = Arenas.currentArena
        #~ s = a.GetScoringPlayer()
        #~ if s is None or s != self.ai.GetID():
            #~ self.priority = 100
                    
    def Execute(self):
        # occupy the scoring zone (and/or shove close robots out of the way if we're in there)
        a = Arenas.currentArena
        
        loc = a.GetScoringLocation()
        dist_threshold = 2
        push_threshold = .3
        
        reverse = False
        dist = self.ai.GetDistanceTo(loc)
        h = self.ai.GetHeadingTo(loc, False)
        if h > math.pi / 2 or h < -math.pi / 2:
            reverse = True
            
        if dist > dist_threshold:
            self.ai.DriveToLocation(loc, reverse)
        else:
            # slow down when we get there
            speed = self.ai.GetSpeed()
            if speed > 2.0:
                self.ai.Throttle(-100)
            elif speed < -2.0:
                self.ai.Throttle(100)
            else:
                # keep facing the nearest enemy & ram him if he gets close enough
                self.ai.Throttle(0)
                id, dist = self.ai.GetNearestEnemy()
                if id is not None:
                    h = self.ai.GetHeadingToID(id, False)
                    if abs(h) > push_threshold:
                        self.ai.AimToHeading(h)
                    elif dist < 4:
                        # push him full power
                        self.ai.Throttle(100)
        
        return True
        
class Race(AI.Tactic):
    name = "Race"
    
    def __init__(self, ai):
        AI.Tactic.__init__(self, ai)
        self.a = Arenas.currentArena
    
    def Evaluate(self):
        self.priority = 150
        
    def Execute(self):

        lap = 0
        points = self.a.racepath

        ### target_loc = plus.getLocation(enemy)
        ### clear_path = self.ai.IsStraightPathClear(self.ai.GetLocation(), target_loc)
        ### heading = self.ai.GetHeadingToID(enemy, False)
        
        ### self.ai.DriveToLocation(self.a.racepath[self.point])
        ### if self.ai.GetDistanceToID(self.target_id) > self.ai.fRadius
        
        if lap != self.a.lap[self.ai.GetID()]:
            self.ai.Drive2Waypoints(points)
            lap+=1
        

        return True
        