local S = minetest.get_translator(minetest.get_current_modname())
--[[
there are strings in meta, which are being used to see which effect will be given to the player(s)
Valid strings:
	swiftness
	leaping
	strength
	regeneration
	haste
	resistance
	slow_falling
	absorption
]]--

mcl_beacons = {
	blocks ={"mcl_core:diamondblock","mcl_core:ironblock","mcl_core:goldblock","mcl_core:emeraldblock","mcl_nether:netheriteblock"},
	fuel = {"mcl_core:diamond","mcl_core:emerald","mcl_core:iron_ingot","mcl_core:gold_ingot","mcl_nether:netherite_ingot"}
}
local beacon_blocklist = mcl_beacons.blocks
local beacon_fuellist = mcl_beacons.fuel

local pallete_order = {
	glass_cyan		 		= 1,
	pane_cyan_flat			= 1,
	pane_cyan				= 1,

	glass_white		 		= 2,
	pane_white_flat			= 2,
	pane_white				= 2,

	glass_brown				= 3,
	pane_brown_flat			= 3,
	pane_brown				= 3,

	glass_blue				= 4,
	pane_blue_flat			= 4,
	pane_blue				= 4,

	glass_light_blue		= 5,
	pane_light_blue_flat	= 5,
	pane_light_blue			= 5,

	glass_pink				= 6,
	pane_pink_flat			= 6,
	pane_pink				= 6,

	glass_purple			= 7,
	pane_purple_flat		= 7,
	pane_purple		 		= 7,

	glass_red				= 8,
	pane_red_flat			= 8,
	pane_red				= 8,

	glass_silver			= 9,
	pane_silver_flat		= 9,
	pane_silver				= 9,

	glass_gray		 		= 10,
	pane_gray_flat	 		= 10,
	pane_gray		   		= 10,

	glass_lime		  		= 11,
	pane_lime_flat	  		= 11,
	pane_lime		   		= 11,

	glass_green		 		= 12,
	pane_green_flat	 		= 12,
	pane_green		  		= 12,

	glass_orange			= 13,
	pane_orange_flat		= 13,
	pane_orange		 		= 13,

	glass_yellow			= 14,
	pane_yellow_flat		= 14,
	pane_yellow		 		= 14,

	glass_black		 		= 15,
	pane_black_flat	 		= 15,
	pane_black		  		= 15,

	glass_magenta	   		= 16,
	pane_magenta_flat   	= 16,
	pane_magenta			= 16
}
local EFFECT_CONVERSIONS = {
	strenght = "strength"
}

local function get_beacon_beam(glass_nodename)
	if glass_nodename == "air" then return 0 end
	local glass_string = glass_nodename:split(':')[2]
	if not pallete_order[glass_string] then return 0 end
	return pallete_order[glass_string]
end

minetest.register_node("mcl_beacons:beacon_beam", {
	tiles = {"blank.png^[noalpha^[colorize:#b8bab9"},
	drawtype = "nodebox",
	node_box = {
		type = "fixed",
		fixed = {
			{-0.1250, -0.5000, -0.1250, 0.1250, 0.5000, 0.1250}
		}
	},
	pointable= false,
	light_source = 14,
	walkable = false,
	groups = {not_in_creative_inventory=1},
	_mcl_blast_resistance = 1200,
	paramtype2 = "color",
	palette = "beacon_beam_palette.png",
	palette_index = 0,
	buildable_to = true,
})

mesecon.register_mvps_stopper("mcl_beacons:beacon_beam")

local formspec_string=
	"size[11,14]"..

	"label[4.5,0.5;"..minetest.formspec_escape(S("Beacon:")).."]"..
	"label[0.5,1;"..minetest.formspec_escape(S("Primary Power:")).."]"..
	"label[0.5,8.25;"..minetest.formspec_escape( S("Inventory:")).."]"..

	"image[1,1.5;1,1;custom_beacom_symbol_4.png]"..
	"image[1,3;1,1;custom_beacom_symbol_3.png]"..
	"image[1,4.5;1,1;custom_beacom_symbol_2.png]"..
	"image[1,6;1,1;custom_beacom_symbol_1.png]"..

	"image_button[5.2,1.5;1,1;mcl_potions_effect_swiftness.png;swiftness;]"..
	"image_button[8.5,1.5;1,1;mcl_potions_effect_haste.png;haste;]"..

	"image_button[5.2,3;1,1;mcl_potions_effect_leaping.png;leaping;]"..
	"image_button[8.5,3;1,1;mcl_potions_effect_resistance.png;resistance;]"..

	"image_button[5.2,4.5;1,1;mcl_potions_effect_strength.png;strength;]"..
	"image_button[8.5,4.5;1,1;mcl_potions_effect_absorption.png;absorption;]"..

	"image_button[5.2,6;1,1;mcl_potions_effect_regeneration.png;regeneration;]"..
	"image_button[8.5,6;1,1;mcl_potions_effect_slow_falling.png;slow_falling;]"..

	"item_image[1,7;1,1;mcl_core:diamond]"..
	"item_image[2.2,7;1,1;mcl_core:emerald]"..
	"item_image[3.4,7;1,1;mcl_core:iron_ingot]"..
	"item_image[4.6,7;1,1;mcl_core:gold_ingot]"..
	"item_image[5.8,7;1,1;mcl_nether:netherite_ingot]"..

	mcl_formspec.get_itemslot_bg(7.2,7,1,1)..
	"list[context;input;7.2,7;1,1;]"..
	mcl_formspec.get_itemslot_bg(1,9,9,3)..
	"list[current_player;main;1,9;9,3;9]"..
	mcl_formspec.get_itemslot_bg(1,12.5,9,1)..
	"list[current_player;main;1,12.5;9,1;]"

local function remove_beacon_beam(pos)
	for y=pos.y, pos.y+301 do
		local node = minetest.get_node({x=pos.x,y=y,z=pos.z})
		if node.name ~= "air" and node.name ~= "mcl_core:bedrock" and node.name ~= "mcl_core:void" then
			if node.name == "ignore" then
				minetest.get_voxel_manip():read_from_map({x=pos.x,y=y,z=pos.z}, {x=pos.x,y=y,z=pos.z})
				node = minetest.get_node({x=pos.x,y=y,z=pos.z})
			end

			if node.name == "mcl_beacons:beacon_beam" then
				minetest.remove_node({x=pos.x,y=y,z=pos.z})
			end
		end
	end
end

local function beacon_blockcheck(pos)
	for y_offset = 1,4 do
		local block_y = pos.y - y_offset
		for block_x = (pos.x-y_offset),(pos.x+y_offset) do
			for block_z = (pos.z-y_offset),(pos.z+y_offset) do
				local valid_block = false --boolean which stores if block is valid or not
				for _, beacon_block in pairs(beacon_blocklist) do
					if beacon_block == minetest.get_node({x=block_x,y=block_y,z=block_z}).name and not valid_block then --is the block in the pyramid a valid beacon block
						valid_block =true
					end
				end
				if not valid_block then
					return y_offset -1 --the last layer is complete, this one is missing or incomplete
				end
			end
		end
		if y_offset == 4 then --all checks are done, beacon is maxed
			return y_offset
		end
	end
end

local function clear_obstructed_beam(pos)
	for y=pos.y+1, pos.y+100 do
		local nodename = minetest.get_node({x=pos.x,y=y, z = pos.z}).name
		if nodename ~= "mcl_core:bedrock" and nodename ~= "air" and nodename ~= "mcl_core:void" and nodename ~= "ignore" then --ignore means not loaded, let's just assume that's air
			if nodename ~="mcl_beacons:beacon_beam" then
				if minetest.get_item_group(nodename,"glass") == 0 and minetest.get_item_group(nodename,"material_glass") == 0  then
					remove_beacon_beam(pos)
					return true
				end
			end
		end
	end

	return false
end

local function effect_player(effect,pos,power_level, effect_level,player)
	local distance =  vector.distance(player:get_pos(), pos)
	if distance > (power_level+1)*10 then return end
	mcl_potions.give_effect_by_level(effect, player, effect_level, 16)
end

local function apply_effects_to_all_players(pos)
	local meta = minetest.get_meta(pos)
	local effect_string = meta:get_string("effect")
	local effect_level = meta:get_int("effect_level")

	local power_level = beacon_blockcheck(pos)

	local new_effect_string = EFFECT_CONVERSIONS[effect_string]
	if new_effect_string then
		effect_string = new_effect_string
		meta:set_string("effect", effect_string)
	end

	if effect_string == "" or ( effect_level == 2 and power_level < 4 ) then --no need to run loops when beacon is in an invalid setup :P
		return
	end

	local beacon_distance = (power_level + 1) * 10

	for _, player in pairs(minetest.get_connected_players()) do
		if vector.distance(pos, player:get_pos()) <= beacon_distance then
			if not clear_obstructed_beam(pos) then
				effect_player(effect_string, pos, power_level, effect_level, player)
			end
		end
	end
end

minetest.register_node("mcl_beacons:beacon", {
	description = S"Beacon",
	drawtype = "mesh",
	collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
	mesh = "mcl_beacon.b3d",
	tiles = {"beacon_UV.png"},
	use_texture_alpha = "clip",
	on_construct = function(pos)
		local meta = minetest.get_meta(pos)
		local inv = meta:get_inventory()
		inv:set_size("input", 1)
		meta:set_string("formspec", formspec_string)
	end,
	on_destruct = function(pos)
		local meta = minetest.get_meta(pos)
		local input = meta:get_inventory():get_stack("input",1)
		if not input:is_empty() then
			local p = {x=pos.x+math.random(0, 10)/10-0.5, y=pos.y, z=pos.z+math.random(0, 10)/10-0.5} --from mcl_anvils
			minetest.add_item(p, input)
		end
		remove_beacon_beam(pos)
	end,
	on_receive_fields = function(pos, formname, fields, sender)
		if fields.swiftness or fields.regeneration or fields.leaping or fields.strength
		or fields.haste or fields.resistance or fields.absorption or fields.slow_falling then
			local sender_name = sender:get_player_name()
			local power_level = beacon_blockcheck(pos)
			if minetest.is_protected(pos, sender_name) then
				minetest.record_protection_violation(pos, sender_name)
				return
			elseif power_level == 0 then
				return
			end

			local meta = minetest.get_meta(pos)
			local inv = meta:get_inventory()
			local input = inv:get_stack("input",1)

			if input:is_empty() then
				return
			end

			local valid_item = false

			for _, item in ipairs(beacon_fuellist) do
				if input:get_name() == item then
					valid_item = true
				end
			end

			if not valid_item then
				return
			end

			local successful = false
			if fields.swiftness then
				if power_level == 4 then
					minetest.get_meta(pos):set_int("effect_level",2)
				else
					minetest.get_meta(pos):set_int("effect_level",1)
				end
				minetest.get_meta(pos):set_string("effect","swiftness")
				successful = true
			elseif fields.haste then
				if power_level == 4 then
					minetest.get_meta(pos):set_int("effect_level",2)
				else
					minetest.get_meta(pos):set_int("effect_level",1)
				end
				minetest.get_meta(pos):set_string("effect","haste")
				successful = true
			elseif fields.leaping and power_level >= 2 then
				if power_level == 4 then
					minetest.get_meta(pos):set_int("effect_level",2)
				else
					minetest.get_meta(pos):set_int("effect_level",1)
				end
				minetest.get_meta(pos):set_string("effect","leaping")
				successful = true
			elseif fields.resistance and power_level >= 2 then
				if power_level == 4 then
					minetest.get_meta(pos):set_int("effect_level",2)
				else
					minetest.get_meta(pos):set_int("effect_level",1)
				end
				minetest.get_meta(pos):set_string("effect","resistance")
				successful = true
			elseif fields.strength and power_level >= 3 then
				if power_level == 4 then
					minetest.get_meta(pos):set_int("effect_level",2)
				else
					minetest.get_meta(pos):set_int("effect_level",1)
				end
				minetest.get_meta(pos):set_string("effect","strength")
				successful = true
			elseif fields.absorption and power_level >= 3 then
				if power_level == 4 then
					minetest.get_meta(pos):set_int("effect_level",2)
				else
					minetest.get_meta(pos):set_int("effect_level",1)
				end
				minetest.get_meta(pos):set_string("effect","absorption")
				successful = true
			elseif fields.regeneration and power_level == 4 then
				minetest.get_meta(pos):set_int("effect_level",2)
				minetest.get_meta(pos):set_string("effect","regeneration")
				successful = true
			elseif fields.slow_falling and power_level == 4 then
				minetest.get_meta(pos):set_int("effect_level",2)
				minetest.get_meta(pos):set_string("effect","slow_falling")
				successful = true
			end
			if successful then
				if power_level == 4 then
					awards.unlock(sender:get_player_name(),"mcl:maxed_beacon")
				end
				awards.unlock(sender:get_player_name(),"mcl:beacon")
				input:take_item()
				inv:set_stack("input",1,input)

				local beam_palette_index = 0
				remove_beacon_beam(pos)
				for y = pos.y +1, pos.y + 201 do
					local node = minetest.get_node({x=pos.x,y=y,z=pos.z})
					if node.name == ignore then
						minetest.get_voxel_manip():read_from_map({x=pos.x,y=y,z=pos.z}, {x=pos.x,y=y,z=pos.z})
						node = minetest.get_node({x=pos.x,y=y,z=pos.z})
					end

					if  minetest.get_item_group(node.name, "glass") ~= 0 or minetest.get_item_group(node.name,"material_glass") ~= 0 then
						beam_palette_index = get_beacon_beam(node.name)
					end

					if node.name == "air" then
						minetest.set_node({x=pos.x,y=y,z=pos.z},{name="mcl_beacons:beacon_beam",param2=beam_palette_index})
					end
				end
                apply_effects_to_all_players(pos) --call it once outside the globalstep so the player gets the effect right after selecting it
			end
		end
	end,
	light_source = 14,
	groups = {handy=1},
	drop = "mcl_beacons:beacon",
	sounds = mcl_sounds.node_sound_glass_defaults(),
	_mcl_hardness = 3,
})

mesecon.register_mvps_stopper("mcl_beacons:beacon")
mcl_wip.register_wip_item("mcl_beacons:beacon")

function register_beaconblock (itemstring)--API function for other mods
	table.insert(beacon_blocklist, itemstring)
end

function register_beaconfuel(itemstring)
	table.insert(beacon_fuellist, itemstring)
end

minetest.register_abm{
	label="update beacon beam",
	nodenames = {"mcl_beacons:beacon_beam"},
	interval = 1,
	chance = 1,
	action = function(pos)
		local node_below = minetest.get_node({x=pos.x,y=pos.y-1,z=pos.z})
		local node_above = minetest.get_node({x=pos.x,y=pos.y+1,z=pos.z})
		local node_current = minetest.get_node(pos)

		if node_below.name == "air" then
			if minetest.get_node({x=pos.x,y=pos.y-2,z=pos.z}).name == "mcl_beacons:beacon" then
				minetest.set_node({x=pos.x,y=pos.y-1,z=pos.z},{name="mcl_beacons:beacon_beam",param2=0})
			end
			remove_beacon_beam(pos)
		elseif node_above.name == "air" or (node_above.name == "mcl_beacons:beacon_beam" and node_above.param2 ~= node_current.param2) then
			minetest.set_node({x=pos.x,y=pos.y+1,z=pos.z},{name="mcl_beacons:beacon_beam",param2=node_current.param2})
		elseif minetest.get_item_group(node_above.name, "glass") ~= 0 or minetest.get_item_group(node_above.name,"material_glass") ~= 0 then
			minetest.set_node({x=pos.x,y=pos.y+2,z=pos.z},{name="mcl_beacons:beacon_beam",param2=get_beacon_beam(node_above.name)})
		end
	end,
}

minetest.register_abm{
	label="apply beacon effects to players",
	nodenames = {"mcl_beacons:beacon"},
	interval = 3,
	chance = 1,
	action = function(pos)
        apply_effects_to_all_players(pos)
	end,
}
minetest.register_lbm({
	label = "Update beacon formspecs (0.87.1)",
	name = "mcl_beacons:update_beacon_formspecs_0_87_1",
	nodenames = { "mcl_beacons:beacon" },
	action = function(pos)
		local meta = minetest.get_meta(pos)
		meta:set_string("formspec", formspec_string)
	end
})

minetest.register_craft({
	output = "mcl_beacons:beacon",
	recipe = {
		{"mcl_core:glass", "mcl_core:glass", "mcl_core:glass"},
		{"mcl_core:glass", "mcl_mobitems:nether_star", "mcl_core:glass"},
		{"mcl_core:obsidian", "mcl_core:obsidian", "mcl_core:obsidian"}
	}
})
