--
-- baleAttacher
-- Class Balle-AttachAble Tippers
--
-- @author  Geri-G
-- @date  13/07/10
--
-- Copyright (C) Geri-G
-- Edited by Bayn with invaluable help from Face. Thanks again to him.

BaleAttacher = {};

function BaleAttacher.prerequisitesPresent(specializations)
    return SpecializationUtil.hasSpecialization(Attachable, specializations);
end;

function BaleAttacher:load(xmlFile)
	self.fillL= SpecializationUtil.callSpecializationsFunction("fillL");
	self.fillBall = SpecializationUtil.callSpecializationsFunction("fillBall");
	self.PiloniSet = SpecializationUtil.callSpecializationsFunction("PiloniSet");
	self.Piloni = getXMLString(xmlFile, "vehicle.Piloni#animationName");
	self.setOpenClose = SpecializationUtil.callSpecializationsFunction("setOpenClose");
	self.searchBales = BaleAttacher.searchBales;
	self.attachobjects = BaleAttacher.attachobjects;
	self.detachobjects = BaleAttacher.detachobjects;
	self.OrientJoint = BaleAttacher.OrientJoint;
	self.setWorkState= SpecializationUtil.callSpecializationsFunction("setWorkState");
	self.isBaleInRange = BaleAttacher.isBaleInRange;
	self.place = {};
	self.place.node1 = Utils.indexToObject(self.components, getXMLString(xmlFile,"vehicle.Baletrailer#castPoint1"));		
	self.place.node2 = Utils.indexToObject(self.components, getXMLString(xmlFile,"vehicle.Baletrailer#castPoint2"));
	self.place.attacherNode = Utils.indexToObject(self.components, Utils.getNoNil(getXMLString(xmlFile,"vehicle.Baletrailer#attacherNode"),"0>"));
	self.place.highOffset = Utils.getNoNil(getXMLFloat(xmlFile,"vehicle.Baletrailer#highOffset"),4);	
	self.Attachedobjects = {};
	self.attacherMod = 0;
	self.attacherModOld = 0;
	self.allowAttachment = true;
	self.balesAttached = false;
	self.attachBales = false;
end;

function BaleAttacher:readStream(streamId, connection)
	self:setWorkState(streamReadBool(streamId), true);
end;

function BaleAttacher:writeStream(streamId, connection)
	streamWriteBool(streamId, self.balesAttached);
end;

function BaleAttacher:update(dt)
	if self:getIsActiveForInput() then
		if InputBinding.hasEvent(InputBinding.ACTIVE_DEACTIVE) and self.setOpenClose == true and self.fillL == 0 then
			if self.PiloniSet == true and self.fillBall > 0 then
				self:playAnimation(self.Piloni, -1);
				self.PiloniSet = false;
			end;
			self:setWorkState(not self.attachBales);
			self.fillBall = 0;
			if self.balesAttached == false and self.attachBales == false then
				self:setWorkState(not self.attachBales);
			end;
		end;
	end;
end;

function BaleAttacher:updateTick(dt)
end;

function BaleAttacher:draw()
end;

function BaleAttacher:isBaleInRange(node1,node2,Yoffset,Bale)
	local Xmax, Ymax, Zmax = getWorldTranslation(node1);
		  Xmax, Ymax, Zmax = worldToLocal(self.place.attacherNode,Xmax, Ymax, Zmax);
		  
	local Xmin, Ymin, Zmin = getWorldTranslation(node2);	
		  Xmin, Ymin, Zmin = worldToLocal(self.place.attacherNode,Xmin, Ymin, Zmin);
	
	local Xt, Yt, Zt = getWorldTranslation(Bale);
		  Xt, Yt, Zt = worldToLocal(self.place.attacherNode,Xt, Yt, Zt);
		
	if (Xt < math.max(Xmax,Xmin) and Xt > math.min(Xmax,Xmin)) and (Zt < math.max(Zmax,Zmin) and Zt > math.min(Zmax,Zmin)) and (Yt<= ((Ymax+Ymin)/2)+Yoffset and Yt>= (Ymax+Ymin)/2) then
		return true;
	else
		return false;
	end;
end;

function BaleAttacher:searchBales()
	for index,item in pairs(g_currentMission.itemsToSave) do
		if item.item:isa(Bale) then 

			if item.item.isAttached == nil then--and (getUserAttribute(item.item.nodeId, "isHaybale") == true or getUserAttribute(item.item.nodeId, "isStrawbale") == true or getUserAttribute(item.item.nodeId, "isRoundbale") == true) then

				local isInRange = self:isBaleInRange(self.place.node1,self.place.node2,self.place.highOffset,item.item.nodeId);			

				local is1stAttached = false;
				if isInRange then
					is1stAttached = self:attachobjects(item.item.nodeId,item.item);
				end;
				if is1stAttached then
					self.balesAttached = true;
				end;
			end;
		end;
	end;
	for k,v in pairs(g_currentMission.vehicles) do
		if v ~= self and v ~= self.attacherVehicle then
			local is1stAttached = false;
			for index,components in pairs(v.components) do		
				local isInRange = self:isBaleInRange(self.place.node1,self.place.node2,self.place.highOffset,components.node);	
				if isInRange then	
					is1stAttached = self:attachobjects(components.node);
				end;
			end;
			if is1stAttached then
				self.balesAttached = true;
			end;
		end;
	end;
end;

function BaleAttacher:setWorkState(isCoupling,noEventSend)
	WorkStateEvent.sendEvent(self, isCoupling, noEventSend);
	if isCoupling then
		self:detachobjects();
		self.attachBales = true;
	else
		self:searchBales();
		self.attachBales = false;
	end;
end;

function BaleAttacher:OrientJoint(Source, Target)	
	local xw, yw, zw = getWorldTranslation(Source);		
	local x,y,z = worldToLocal(getParent(Target), xw, yw, zw);	
	setTranslation(Target, x,y,z);			
	--JointRotation Anpassung an das Objekt
	local zX, zY, zZ = localDirectionToWorld(Source, 0,0,1);
	local zX, zY, zZ = worldDirectionToLocal(getParent(Target), zX, zY, zZ);
	local yX, yY, yZ = localDirectionToWorld(Source, 0,1,0);
	local yX, yY, yZ = worldDirectionToLocal(getParent(Target), yX, yY, yZ);
	setDirection(Target, zX, zY, zZ, yX, yY, yZ);
	return false;
end;

function BaleAttacher:attachobjects(object,baleT)
	local attachedobject = {};
	attachedobject.object = object;
	if self.isServer then
		attachedobject.AT = createTransformGroup("AT");
		link(self.place.attacherNode,attachedobject.AT);
		attachedobject.objectMass = getMass(object);	
		self:OrientJoint(object,attachedobject.AT);
		local constr = JointConstructor:new();					
		constr:setActors(self.place.attacherNode, object);
		constr:setJointTransforms(attachedobject.AT,  object);
		for i=1, 3 do
			constr:setTranslationLimit(i-1, true, 0, 0);
			constr:setRotationLimit(i-1,0,0);
		end;
		attachedobject.JointIndex = constr:finalize();
		
		if baleT ~= nil then
			attachedobject.baleT = baleT;
			baleT.isAttached = true;
		end;
	end;
	table.insert(self.Attachedobjects, attachedobject);
	return true;
end;

function BaleAttacher:detachobjects()
	if self.isServer then
		for k,v in pairs(self.Attachedobjects) do
			removeJoint(v.JointIndex);
			delete(v.AT);
			v.JointIndex = nil;
			if v.baleT ~= nil then
				v.baleT.isAttached = nil;
			end;
		end;
	end;
	self.Attachedobjects = nil;
	self.Attachedobjects = {};
	self.balesAttached = false;
end;

function BaleAttacher:onAttach(attacherVehicle)
	if self.isServer then
		self:setWorkState(false);
	end;
	self:setWorkState(not self.attachBales);
end;

function BaleAttacher:onDetach()
	if self.isServer then
		self:setWorkState(true);
	end;
end;

function BaleAttacher:onActivate()
	--if self.isServer then
		--self:setWorkState(false);
	--end;
end;

function BaleAttacher:onDeactivate()
	--if self.isServer then
		--self:setWorkState(true);
	--end;
end;

function BaleAttacher:loadFromAttributesAndNodes(xmlFile, key, resetVehicles)
    return BaseMission.VEHICLE_LOAD_OK;
end;

function BaleAttacher:getSaveAttributesAndNodes(nodeIdent)
   -- local attributes = ' side="'..tostring(self.currentSide)..'"';
    local attributes = nil;
    local node = nil;
    return attributes, node;
end;

function BaleAttacher:delete()
end;

function BaleAttacher:mouseEvent(posX, posY, isDown, isUp, button)
end;

function BaleAttacher:keyEvent(unicode, sym, modifier, isDown)
end;