import random
from pandac.PandaModules import VBase3, Point3
from direct.interval.IntervalGlobal import Sequence, Wait, Func, Parallel, Track
from direct.directnotify import DirectNotifyGlobal
from toontown.battle import DistributedBattleFinal
from toontown.suit import SuitTimings
from toontown.toonbase import ToontownGlobals

class DistributedBattleWaiters(DistributedBattleFinal.DistributedBattleFinal):
    notify = DirectNotifyGlobal.directNotify.newCategory('DistributedBattleWaiters')

    def __init__(self, cr):
        DistributedBattleFinal.DistributedBattleFinal.__init__(self, cr)
        self.initialReservesJoiningDone = False
        base.dbw = self

    def announceGenerate(self):
        DistributedBattleFinal.DistributedBattleFinal.announceGenerate(self)
        for suit in self.suits:
            suit.makeWaiter()

        self.moveSuitsToInitialPos()

    def showSuitsJoining(self, suits, ts, name, callback):
        if len(suits) == 0 and not self.initialReservesJoiningDone:
            self.initialReservesJoiningDone = True
            self.doInitialSuitsJoining(ts, name, callback)
            return
        self.showSuitsFalling(suits, ts, name, callback)

    def doInitialSuitsJoining(self, ts, name, callback):
        done = Func(callback)
        if self.hasLocalToon():
            self.notify.debug('parenting camera to distributed battle waiters')
            camera.reparentTo(self)
            if random.choice([0, 1]):
                camera.setPosHpr(20, -4, 7, 60, 0, 0)
            else:
                camera.setPosHpr(-20, -4, 7, -60, 0, 0)
        track = Sequence(Wait(0.5), done, name=name)
        track.start(ts)
        self.storeInterval(track, name)

    def moveSuitsToInitialPos(self):
        battlePts = self.suitPoints[len(self.suitPendingPoints) - 1]
        for i in xrange(len(self.suits)):
            suit = self.suits[i]
            suit.reparentTo(self)
            destPos, destHpr = self.getActorPosHpr(suit, self.suits)
            suit.setPos(destPos)
            suit.setHpr(destHpr)

    def showSuitsFalling(self, suits, ts, name, callback):
        if self.bossCog == None:
            return
        suitTrack = Parallel()
        delay = 0
        for suit in suits:
            suit.makeWaiter()
            suit.setState('Battle')
            if suit.dna.dept == 'l':
                suit.reparentTo(self.bossCog)
                suit.setPos(0, 0, 0)
            if suit in self.joiningSuits:
                i = len(self.pendingSuits) + self.joiningSuits.index(suit)
                destPos, h = self.suitPendingPoints[i]
                destHpr = VBase3(h, 0, 0)
            else:
                destPos, destHpr = self.getActorPosHpr(suit, self.suits)
            startPos = destPos + Point3(0, 0, SuitTimings.fromSky * ToontownGlobals.SuitWalkSpeed)
            self.notify.debug('startPos for %s = %s' % (suit, startPos))
            suit.reparentTo(self)
            suit.setPos(startPos)
            suit.headsUp(self)
            flyIval = suit.beginSupaFlyMove(destPos, True, 'flyIn')
            suitTrack.append(Track((delay, Sequence(flyIval, Func(suit.loop, 'neutral')))))
            delay += 1

        if self.hasLocalToon():
            camera.reparentTo(self)
            if random.choice([0, 1]):
                camera.setPosHpr(20, -4, 7, 60, 0, 0)
            else:
                camera.setPosHpr(-20, -4, 7, -60, 0, 0)
        done = Func(callback)
        track = Sequence(suitTrack, done, name=name)
        track.start(ts)
        self.storeInterval(track, name)
        return

    def enterWaitForInput(self, ts = 0):
        DistributedBattleFinal.DistributedBattleFinal.enterWaitForInput(self, ts)
        if self.hasLocalToon():
            camera.reparentTo(self)
