from globals import *

import life as lfe

import language
import graphics
import bad_numbers
import timers
import items
import alife

import logging
import random


def get_puncture_value(item, target_structure, target_structure_name='object', debug=True):
	_damage = (((item['speed']/float(item['max_speed']))*item['damage']['sharp'])*\
	           (target_structure['max_thickness']/float(target_structure['thickness'])))*\
	           (item['size']/float(bad_numbers.get_surface_area(target_structure)))
	if debug:
		logging.debug('%s is pucturing %s.' % (item['name'], target_structure_name))
		logging.debug('%s\'s max speed is %s and is currently traveling at speed %s.' % (item['name'], item['max_speed'], item['speed']))
		logging.debug('The %s\'s material has a thickness of %s (with a max of %s).' % (target_structure_name, target_structure['thickness'], target_structure['max_thickness']))
		logging.debug('%s has a puncture rating of %s.' % (item['name'], item['damage']['sharp']))
		logging.debug('Size of %s: %s, size of %s: %s' % (item['name'], item['size'], target_structure_name, target_structure['size']))
		logging.debug('The %s does %s points of damage to the %s.' % (item['name'], _damage, target_structure_name))
	
	return _damage

def own_language(life, message):
	_mentioned_name = False
	_ret_string = ''
	
	for txt in message:
		if 'player' in life:
			_ret_string += txt.replace('<own>', 'your')
		else:
			_name = txt.replace('<own>', language.get_name_ownership(life, pronoun=_mentioned_name))
			
			if not _name == txt:
				_mentioned_name = True
			
			_ret_string += _name
	
	return _ret_string

def bullet_hit(life, bullet, limb):
	_owner = LIFE[bullet['shot_by']]
	_actual_limb = lfe.get_limb(life, limb)
	_items_to_check = []
	_msg = []
	
	#if 'player' in _owner:
	#	if bullet['aim_at_limb'] == limb:
	#		_hit = True
	#		_msg = ['The round hits']
	#	elif not limb in life['body']:
	#		return 'The round misses entirely!'
	#	else:
	#		_msg = ['The round misses slightly']
	#	_detailed = True
	#
	#elif 'player' in life:
	#	_msg = ['The round hits']
	#else:
	#	_msg = ['%s hits %s\'s %s' % (items.get_name(bullet), life['name'][0], limb)]
	
	for item_uid in lfe.get_items_attached_to_limb(life, limb):
		_items_to_check.append({'item': item_uid, 'visible': True})
		_item = items.get_item_from_uid(item_uid)
		
		if 'storing' in _item:
			for item_in_container_uid in _item['storing']:
				_chance_of_hitting_item = _item['capacity']/float(_item['max_capacity'])
				
				if random.uniform(0, 1)<_chance_of_hitting_item:
					break
				
				_items_to_check.append({'item': item_in_container_uid, 'visible': False})
		
	for entry in _items_to_check:
		_item = items.get_item_from_uid(entry['item'])
		_item_damage = get_puncture_value(bullet, _item, target_structure_name=_item['name'])
		_item['thickness'] = bad_numbers.clip(_item['thickness']-_item_damage, 0, _item['max_thickness'])
		
		if 'material' in _item and not _item['material'] == 'cloth':
			_speed_mod = _item_damage
			_can_stop = True
			
			bullet['speed'] *= _speed_mod
			bullet['velocity'][0] *= _speed_mod
			bullet['velocity'][1] *= _speed_mod
		else:
			_can_stop = False
		
		if not _item['thickness']:
			if _item['uid'] in lfe.get_all_visible_items(life):
				if 'player' in _owner:
					_msg.append('%s\'s %s is destroyed!' % (' '.join(life['name']), _item['name']))

			if _item['type'] == 'explosive':
				items.explode(_item)
			else:
				items.delete_item(_item)
		#else:
		#	if bullet['speed']<=1 and _can_stop:
		#		#if 'player' in _owner:
		#		#	_msg.append(', lodging itself in %s' % items.get_name(_item))
		#		#_ret_string = own_language(life, _msg)
		#	
		#		if _ret_string.endswith('!'):
		#			return _ret_string
		#		else:
		#			return _ret_string+'.'
		#	#else:
		#	#	if 'material' in _item:
		#	#		if _item['material'] == 'metal':
		#	#			_msg.append(', puncturing the %s' % _item['name'])
		#	#		else:
		#	#			_msg.append(', ripping through the %s' % _item['name'])
	
	_damage = get_puncture_value(bullet, _actual_limb, target_structure_name=limb)
	_actual_limb['thickness'] = bad_numbers.clip(_actual_limb['thickness']-_damage, 0, _actual_limb['max_thickness'])

	if not _actual_limb['thickness']:
		lfe.sever_limb(life, limb, (0, 0, 0))
	
	_damage_mod = 1-(_actual_limb['thickness']/float(_actual_limb['max_thickness']))
	
	if limb in life['body']:
		_msg.append(lfe.add_wound(life, limb, cut=_damage*_damage_mod, impact_velocity=bullet['velocity']))
	
	#_ret_string = own_language(life, _msg)
	
	return ' '.join(_msg)
	#if _ret_string.endswith('!'):
	#	return _ret_string
	#else:
	#	return _ret_string+'.'

def bite(life, target_id, limb):
	logging.debug('%s bit %s in the %s.' % (' '.join(life['name']), ' '.join(LIFE[target_id]['name']), limb))
	target = LIFE[target_id]
	_msg = ['%s' % language.get_introduction(life)]
	
	_bite_strength = random.randint(1, 3)
	
	if bad_numbers.distance(life['pos'], target['pos'])>1:
		_msg.append('bites the air')
		
		return ' '.join(_msg)+'.'
	
	_items_to_check = []
	
	for _item in lfe.get_items_attached_to_limb(target, limb):
		_items_to_check.append({'item': _item, 'visible': True})
		_actual_item = items.get_item_from_uid(_item)
		
		if 'storing' in _actual_item:
			for _item_in_container in _actual_item['storing']:
				_items_to_check.append({'item': _item_in_container, 'visible': False})
	
	for entry in _items_to_check:
		_item = items.get_item_from_uid(entry['item'])

		if not 'thickness' in _item:
			logging.warning('Item \'%s\' has no set thickness. Guessing...' % _item['name'])
			_item['thickness'] = _item['size']/2