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package demonchime

import "core:math"
import "core:math/linalg"
import "core:log"
import hm "core:container/handle_map"

import "fw"
import "phys"

muntik_stats := Enemy_Stats{
  iframes = 0.2,
  max_health = 5,
}

Muntik :: struct {
  using enemy: Enemy,
  walk_dir: f32,
}

make_muntik :: proc(pos: Vec2, direction: f32) -> (int, ^Muntik) {
  sprite: Sprite
  init_sprite(&sprite, .Muntik)
  sprite.offset = {
    f32(sprite.width / 2),
    f32(sprite.height),
  }

  body := phys.make_body(
    phys.Rect{-sprite.offset, {14, 10}},
    layers = {.Enemy},
    mask = {.Player, .Hard},
  )
  phys.set_position(body, pos)

  muntik := make_enemy(
    Muntik,
    &muntik_stats,
    sprite,
    body,
  )

  muntik.walk_dir = direction

  return muntik.handle, muntik
}

update_muntik :: proc(e: ^Enemy, dt: f32) {
  m, is_muntik := e.variant.(^Muntik)
  if !is_muntik {
    return
  }

  vel := phys.get_velocity(m.body)
  vel.x = m.walk_dir * MUNTIK_SPEED
  vel.y = math.min(vel.y + GRAVITY * dt, TERMINAL_VELOCITY)
  phys.set_velocity(m.body, vel)

  phys.update_body(m.body)

  pos := phys.get_position(m.body)

  m.sprite.pos = pos
  m.sprite.scale.x = -m.walk_dir

  set_sprite_active_tag(&m.sprite, "walk")
  update_sprite(&m.sprite, dt)

  turnaround_rc_start := Vec2{pos.x + m.walk_dir * 4, pos.y}
  turnaround_rc := phys.make_raycast(
    turnaround_rc_start,
    turnaround_rc_start + {0, 16},
  )

  collisions := phys.get_colliding_bodies(m.body)
  defer delete(collisions)

  for body in collisions {
    layers := phys.get_layers(body)
    if .Player in layers {
      bpos := phys.get_position(body)
      dir := linalg.normalize0(bpos - pos) * 500
      player_take_damage(MUNTIK_DAMAGE, dir)
    }
  }

  if !phys.is_colliding(turnaround_rc) {
    m.walk_dir *= -1
  }
}