from __future__ import generators
import plus
import AI
from AI import vector3
import Arenas
import Gooey
import math
import Tactics

class SwitchDirRam(AI.SuperAI):
    "Attacks with the back when the front weapon breaks.  Uses Ram tactic."
    name = "SwitchDirRam"

    def __init__(self, **args):
        AI.SuperAI.__init__(self, **args)
               
        self.zone = "weapon"
        self.triggers = ["Fire"]
        self.trigger2 = ["Srimech"]
        self.reloadTime = 0
        self.reloadDelay = 3
        self.originose = self.fNoseOffset
        
        self.spin_range = 3.0
        
        if 'range' in args:
            self.spin_range = args.get('range')
      
        if 'triggers' in args: self.triggers = args['triggers']
        if 'reload' in args: self.reloadDelay = args['reload']
        
        self.triggerIterator = iter(self.triggers)
 
        self.tactics.append(Tactics.Ram(self))
        #self.tactics.append(Tactics.Shove(self))
        
    def Activate(self, active):
        if active:
            if AI.SuperAI.debugging:
                self.debug = Gooey.Plain("watch", 0, 75, 100, 75)
                tbox = self.debug.addText("line0", 0, 0, 100, 15)
                tbox.setText("Throttle")
                tbox = self.debug.addText("line1", 0, 15, 100, 15)
                tbox.setText("Turning")
                tbox = self.debug.addText("line2", 0, 30, 100, 15)
                tbox.setText("")
                tbox = self.debug.addText("line3", 0, 45, 100, 15)
                tbox.setText("")
            #self.tauntbox = Gooey.Plain("taunt", 10, 175, 640, 175)
            #tbox = self.tauntbox.addText("taunt1", 10, 0, 640, 15)
            #tbox.setText("")
            
            self.RegisterSmartZone(self.zone, 1)
            
        return AI.SuperAI.Activate(self, active)

    def Tick(self):
        #self.tauntbox.get("taunt1").setText("Nose: " + str(self.fNoseOffset))
        # this doesn't seem to do anything, but what the heck, it's not doing any harm either.
        #if plus.getTimeElapsed() > 3 and self.fNoseOffset == self.originose:
        if not self.weapons and self.fNoseOffset == self.originose:
            plus.AI.__setattr__fNoseOffset__(self,(self.originose + math.pi))
        # fire weapon
        if self.weapons:

            # spin up depending on enemy's range
            enemy, range = self.GetNearestEnemy()
            
            if enemy is not None and range < self.spin_range:
                self.Input("Spin", 0, 1)
            elif self.GetInputStatus("Spin", 0) != 0:
                self.Input("Spin", 0, 0)
            
            targets = [x for x in self.sensors.itervalues() if x.contacts > 0 \
                and not plus.isDefeated(x.robot)]
            
            # slight delay between firing
            if self.reloadTime > 0: self.reloadTime -= 1
            
            if len(targets) > 0 and self.reloadTime <= 0:
                try:
                    trigger = self.triggerIterator.next()
                except StopIteration:
                    self.triggerIterator = iter(self.triggers)
                    trigger = self.triggerIterator.next()
                
                self.Input(trigger, 0, 1)
                self.reloadTime = self.reloadDelay
            
        return AI.SuperAI.Tick(self)
        
    def Throttle(self, throttle):
        # if we're car steering and we're not moving much, throttle up
        if self.bCarSteering and self.last_turn_throttle != 0:
            speed = self.GetSpeed()
            if speed > 0 and speed < self.top_speed / 3: throttle = self.last_throttle + 10
            elif speed < 0 and speed > -self.top_speed / 3: throttle = self.last_throttle - 10

        throttle = min(max(throttle, -100), 100)

        if self.bInvertible and self.IsUpsideDown(): throttle = -throttle
        #reverse throttle if weapons break
        if not self.weapons: throttle = -throttle

        self.set_throttle = throttle
        self.Input('Forward', 0, throttle)
        self.DebugString(0, "Throttle = " + str(int(throttle)))
        
    def Turn(self, turning):
        turning = min(max(turning, -100), 100)

        if self.bInvertible and self.IsUpsideDown(): turning = -turning
        #reverse turning if weapons break
        if not self.weapons: turning = -turning

        self.set_turn_throttle = turning
        self.Input('LeftRight', 0, -turning)
        self.Input('LeftRight', 1, turning)
        self.DebugString(1, "Turning = " + str(int(turning)))

    def InvertHandler(self):
        # fire all weapons once per second (until we're upright!)
        while 1:
            for trigger in self.trigger2:
                self.Input(trigger, 0, 1)
            
            for i in range(0, 8):
                yield 0
                
    def LostComponent(self, id):
        # if we lose all our weapons, stop using the Ram tactic and switch to ReverseRam
        if id in self.weapons: self.weapons.remove(id)
        if id in self.sweapons: self.sweapons.remove(id)
        
        if not self.weapons and self.sweapons:
            tactic = [x for x in self.tactics if x.name == "Ram"]
            if len(tactic) > 0:
                self.tactics.remove(tactic[0])
                
                self.tactics.append(Tactics.ReverseRam(self))
        
        if not self.weapons and not self.sweapons:
            tactic = [x for x in self.tactics if x.name == "ReverseRam"]
            if len(tactic) > 0:
                self.tactics.remove(tactic[0])
                
                self.tactics.append(Tactics.Shove(self))
                self.tactics.append(Tactics.Charge(self))
            
        return AI.SuperAI.LostComponent(self, id)
                
    def DebugString(self, id, string):
        if self.debug:
            if id == 0: self.debug.get("line0").setText(string)
            elif id == 1: self.debug.get("line1").setText(string)
            elif id == 2: self.debug.get("line2").setText(string)
            elif id == 3: self.debug.get("line3").setText(string)
    
AI.register(SwitchDirRam)