import {
    EggbugEmotion,
    EggbugImg,
    HCenter,
    Main,
    render_and_copy,
} from "./common.tsx";

const Eggbug = ({ type = "smiling" }: { type?: EggbugEmotion }) => (
    <HCenter>
        <EggbugImg type={type} />
    </HCenter>
);

function health_style(current: number, last: number, max: number) {
    const inc_width = 100 / max;
    const dhealth = last - current;
    console.log(inc_width, dhealth);

    return {
        transform: `translateX(${-(inc_width * dhealth)}%)`,
        width: `${last * inc_width}%`,
    };
}

// could be generalized
// might be worthwhile later since <progress> is BAN
const Health = ({
    current,
    last,
    max,
}: {
    current: number;
    last: number;
    max: number;
}) => (
    console.log({ current, last, max }),
    (
        <div class="health">
            <div class="health-bar">
                <div
                    class="health-full"
                    style={health_style(current, last, max)}
                ></div>
            </div>
            <HCenter /*class="health-numeric"*/>
                <span class="health-current">
                    {Math.floor(current).toString()}
                </span>
                /<span class="health-max">{max.toString()}</span>
            </HCenter>
        </div>
    )
);
// one-time animations of hit numbers of health flying off the screen

const BattleFrame = ({
    health,
    last_health,
    max_health,
    phase,
}: {
    health: number;
    last_health: number;
    max_health: number;
    phase: 1 | 2;
}) => (
    <div class="battle-frame">
        <Eggbug type={phase == 1 ? "smiling" : "revengeance"} />
        <Health current={health} last={last_health} max={max_health} />
    </div>
);

const Defeated = ({
    last_health,
    max_health,
    phase,
}: {
    last_health: number;
    max_health: number;
    phase: 1 | 2;
}) =>
    phase == 1 ? (
        <details class="defeated" style={{ backgroundColor: "#232233" }}>
            <summary>
                <Eggbug type="frowning" />
                <Health current={0} last={0} max={max_health} />
                eggbug is physically unharmed, emotionally destroyed <br />
                ... <br />
                ok eggbug is fine now <br />
                "re bug" to "killbug" <br />
                submit runs to{" "}
                <a href="https://cohost.org/rc/tagged/KILLing%20eggbug%20rapidly">
                    #KILLing eggbug rapidly
                </a>{" "}
                <br />
                click again <br />
                at you OWN PREIL!
            </summary>
            <Battle
                max_health={100_000_000}
                damage_multiplier={5_000_000}
                damage_bonus={10_000}
                phase={2}
            />
        </details>
    ) : (
        <div class="defeated" style={{ backgroundColor: "black" }}>
            <Eggbug type="jpeg_annihilation" />
            <br />
            WHAT HAVE YOU DONE
        </div>
    );

const DamageNumber = ({
    dmg,
    max_dmg,
    shl,
}: {
    dmg: number;
    max_dmg: number;
    shl: number;
}) => (
    <div
        class="damage-number"
        // changing this to use this much nicer styles thing helped me notice the bug awesome
        // i still should really, really switch to react
        // or preact!
        // anything with *actual typing*
        style={{
            top: `${Math.floor(50 * Math.random())}%`,
            left: `${Math.floor(50 * Math.random()) + 25 - shl}%`,
            // tried some exponential stuff but it was too unwieldy
            // i think this still accomplishes that punch
            fontSize: `calc(${dmg / max_dmg} * 5rem + 0.5rem)`,
        }}
    >
        <div class="sway">{Math.round(dmg).toString()}</div>
    </div>
);

const Battle = ({
    max_health = 100,
    health = max_health,
    last_health = health,
    damage_multiplier = 10,
    damage_bonus = 1,
    phase = 1,
}: // ...rest
Partial<{
    max_health: number;
    health: number;
    last_health: number;
    damage_multiplier: number;
    damage_bonus: number;
    phase?: 1 | 2;
}>) =>
    health > 0 ? (
        <details class="battle" /*{...rest}*/>
            <summary>
                <BattleFrame
                    health={health}
                    last_health={last_health}
                    max_health={max_health}
                    phase={phase}
                />
                {health < last_health && (
                    <DamageNumber
                        dmg={last_health - health}
                        max_dmg={damage_multiplier + damage_bonus}
                        // V sucks V
                        shl={phase == 1 ? 0 : 50}
                    />
                )}
            </summary>
            <Battle
                health={
                    health - (damage_multiplier * Math.random() + damage_bonus)
                }
                last_health={health}
                max_health={max_health}
                damage_multiplier={damage_multiplier}
                damage_bonus={damage_bonus}
                phase={phase}
            />
        </details>
    ) : (
        <Defeated
            last_health={last_health}
            max_health={max_health}
            phase={phase}
        />
    );

// a timer would be flippin rad
// (it would look like an actual scrolling clock thingie)
// (because it would have to)
render_and_copy(
    <Main>
        <Battle max_health={10_000} damage_multiplier={300} damage_bonus={40} />
        {/* <Timer /> */}
    </Main>
);