// =====================================================
// BLACK LIGHTNING RELEASE BOSS AI (CustomNPCs 1.12.2)
// Uses ShinobiNPCScriptAPI for all Black Lightning abilities.
//
// BL Chakra Mode is kept ACTIVE at all times. The script
// calls isBlChakraModeActive() every MODE_CHECK_INTERVAL
// ticks and only casts bl_chakra_mode when it is OFF —
// so the fixed world-scan toggle never accidentally kills it.
//
// Abilities:
//   Stalking Orbs    — sustained pressure / ranged
//   Conductor's Grip — close-range paralysis
//   Thousand Strike  — AoE finisher with dramatic windup
// =====================================================

// ================= CONFIG =================
var BASE_COOLDOWN       = 18;
var WINDUP_TICKS        = 12;
var AGGRESSIVE_HP_RATIO = 0.50;

var MODE_CHECK_INTERVAL = 20 * 5;   // check chakra mode every 5 s
var THOUSAND_CD_TICKS   = 20 * 40;  // Thousand Strike on 40 s cooldown

var AIM_EVERY_CAST = true;
var AIM_PITCH      = true;

// ---- Normal phase weights ----
var WEIGHTS_BASE = {
    ORBS   : 45,
    GRIP   : 30,
    DESCENT: 25
};

// ---- Aggressive phase (below 50% HP) ----
var WEIGHTS_AGGRO = {
    ORBS   : 35,
    GRIP   : 25,
    DESCENT: 40
};

var POWERS = {
    ORBS   : 5.0,
    GRIP   : 5.0,
    DESCENT: 8.0,
    MODE   : 5.0
};

// ================= STATE =================
var lastPhase = -1;

// ================= IMPORTS =================
var Shinobi = Java.type("com.leolifeless.shinobiaddon.compat.customnpcs.ShinobiNPCScriptAPI");
var Math    = Java.type("java.lang.Math");

// ================= HELPERS =================
function getStored(npc, key, defVal) {
    var d = npc.getStoreddata();
    if (!d.has(key)) { if (defVal !== undefined) d.put(key, defVal); return defVal; }
    return d.get(key);
}
function setStored(npc, key, val) { npc.getStoreddata().put(key, val); }

function clamp(v, a, b) { return v < a ? a : (v > b ? b : v); }

function copyWeights(obj) {
    var out = {};
    for (var k in obj) out[k] = obj[k];
    return out;
}

function weightedPick(weights) {
    var keys = [], sum = 0;
    for (var k in weights) { keys.push(k); sum += weights[k]; }
    if (!keys.length || sum <= 0) return null;
    var r = Math.random() * sum, acc = 0;
    for (var i = 0; i < keys.length; i++) {
        acc += weights[keys[i]];
        if (r <= acc) return keys[i];
    }
    return keys[keys.length - 1];
}

function getHp(mc) {
    try { if (mc && mc.getHealth) return mc.getHealth(); } catch(e) {}
    try { if (mc && mc.health != null) return mc.health; } catch(e) {}
    return 1;
}
function getMaxHp(mc) {
    try { if (mc && mc.getMaxHealth) return mc.getMaxHealth(); } catch(e) {}
    return 20;
}

function distToTarget(npc, t) {
    if (!t) return 9999;
    var me = npc.getMCEntity();
    var dx = me.posX - t.posX, dy = me.posY - t.posY, dz = me.posZ - t.posZ;
    return Math.sqrt(dx*dx + dy*dy + dz*dz);
}

function faceTarget(me, t) {
    try {
        var dx = t.posX - me.posX, dz = t.posZ - me.posZ;
        var dy = (t.posY + t.height * 0.6) - (me.posY + me.getEyeHeight());
        me.rotationYaw = Math.atan2(dz, dx) * 180 / Math.PI - 90;
        me.rotationYawHead = me.rotationYaw;
        me.renderYawOffset = me.rotationYaw;
        if (AIM_PITCH)
            me.rotationPitch = -(Math.atan2(dy, Math.sqrt(dx*dx + dz*dz)) * 180 / Math.PI);
    } catch(e) {}
}

function castPick(pick, npc) {
    if (pick === "ORBS")    return Shinobi.cast(npc, "black_lightning_bl_stalking_orbs",       POWERS.ORBS,    true);
    if (pick === "GRIP")    return Shinobi.cast(npc, "black_lightning_conductors_grip",         POWERS.GRIP,    true);
    if (pick === "DESCENT") return Shinobi.cast(npc, "black_lightning_thousand_strike_descent", POWERS.DESCENT, true);
    return false;
}

// Activate BL Chakra Mode only if it is currently OFF.
// Never blindly re-casts — that would toggle it OFF with the fixed world-scan logic.
function ensureChakraMode(npc) {
    try {
        if (!Shinobi.isBlChakraModeActive(npc)) {
            var ok = Shinobi.cast(npc, "black_lightning_bl_chakra_mode", POWERS.MODE, true);
            if (ok) {
                try {
                    npc.spawnParticle("CRIT_MAGIC",
                        npc.getX(), npc.getY() + 1, npc.getZ(),
                        0.5, 0.8, 0.5, 12, 0);
                } catch(e) {}
            }
        }
    } catch(e) {}
}

var NEEDS_WINDUP = { DESCENT: true };

// ================= MAIN TICK =================
function tick(event) {
    var npc = event.npc;
    if (!npc) return;

    var me;
    try { me = npc.getMCEntity(); } catch(e) { return; }

    var tgt = npc.getAttackTarget();
    if (!tgt) return;
    var t = tgt.getMCEntity ? tgt.getMCEntity() : tgt;
    if (!t) return;

    // Initialise stored state on first tick
    if (!npc.getStoreddata().has("bk_cd"))        setStored(npc, "bk_cd",        0);
    if (!npc.getStoreddata().has("bk_wind"))      setStored(npc, "bk_wind",      0);
    if (!npc.getStoreddata().has("bk_casting"))   setStored(npc, "bk_casting",   "");
    if (!npc.getStoreddata().has("bk_modecheck")) setStored(npc, "bk_modecheck", 0);
    if (!npc.getStoreddata().has("bk_descentcd")) setStored(npc, "bk_descentcd", 0);

    // ---- Keep BL Chakra Mode active ----
    var mcheck = getStored(npc, "bk_modecheck", 0);
    if (mcheck <= 0) {
        ensureChakraMode(npc);
        setStored(npc, "bk_modecheck", MODE_CHECK_INTERVAL);
    } else {
        setStored(npc, "bk_modecheck", mcheck - 1);
    }

    // ---- Tick Descent cooldown ----
    var dcd = getStored(npc, "bk_descentcd", 0);
    if (dcd > 0) setStored(npc, "bk_descentcd", dcd - 1);

    // ---- Phase update ----
    var phase = 0;
    try {
        var ratio = clamp(getHp(me) / getMaxHp(me), 0.0, 1.0);
        phase = ratio <= AGGRESSIVE_HP_RATIO ? 1 : 0;
    } catch(e) {}

    if (phase !== lastPhase) {
        announcePhase(npc, phase);
        lastPhase = phase;
        if (phase === 1) {
            ensureChakraMode(npc);                      // reconfirm mode immediately
            setStored(npc, "bk_modecheck", MODE_CHECK_INTERVAL);
            setStored(npc, "bk_descentcd", 0);          // Descent available immediately
        }
    }

    // ---- WINDUP ----
    var wind    = getStored(npc, "bk_wind",    0);
    var casting = getStored(npc, "bk_casting", "");

    if (wind > 0) {
        if (wind % 3 === 0) {
            try {
                npc.spawnParticle("CRIT",
                    npc.getX(), npc.getY() + 1.5, npc.getZ(),
                    0.3, 0.5, 0.3, 10, 0);
            } catch(e) {}
        }
        wind--;
        setStored(npc, "bk_wind", wind);
        if (wind === 0 && casting) {
            if (AIM_EVERY_CAST) faceTarget(me, t);
            var used = castPick(casting, npc);
            if (used && casting === "DESCENT")
                setStored(npc, "bk_descentcd", THOUSAND_CD_TICKS);
            setStored(npc, "bk_casting", "");
            setStored(npc, "bk_cd", used ? BASE_COOLDOWN : 8);
        }
        return;
    }

    // ---- COOLDOWN ----
    var cd = getStored(npc, "bk_cd", 0);
    if (cd > 0) { setStored(npc, "bk_cd", cd - 1); return; }

    // ---- PICK ATTACK ----
    var weights = copyWeights(phase === 1 ? WEIGHTS_AGGRO : WEIGHTS_BASE);
    var d = distToTarget(npc, t);

    if (phase === 1 && getStored(npc, "bk_descentcd", 0) <= 0) {
        weights.DESCENT += 60;    // strongly prefer Descent in phase 2 when off cd
    }
    if (getStored(npc, "bk_descentcd", 0) > 0) {
        weights.DESCENT = 0;      // never pick Descent while on cooldown
    }

    if (d > 14) {
        weights.ORBS += 25;       // prefer ranged when target is far
    } else if (d < 6) {
        weights.GRIP += 30;       // prefer paralysis at close range
    }

    var pick = weightedPick(weights);
    if (!pick) return;

    if (NEEDS_WINDUP[pick]) {
        npc.say("§3§l...A thousand strikes in an instant!");
        setStored(npc, "bk_wind",    WINDUP_TICKS);
        setStored(npc, "bk_casting", pick);
        return;
    }

    if (AIM_EVERY_CAST) faceTarget(me, t);
    var used2 = castPick(pick, npc);
    setStored(npc, "bk_cd", used2 ? BASE_COOLDOWN : 8);
}

// ================= EVENTS =================
function target(event) {
    var npc = event.npc;
    if (!npc) return;
    setStored(npc, "bk_cd",        20);
    setStored(npc, "bk_wind",      0);
    setStored(npc, "bk_casting",   "");
    setStored(npc, "bk_modecheck", MODE_CHECK_INTERVAL);
    setStored(npc, "bk_descentcd", 0);
    ensureChakraMode(npc);    // activate mode the moment the NPC picks a target
    npc.say("§3Black lightning does not forgive.");
}

function damaged(event) {
    var npc = event.npc;
    if (!npc) return;
    try {
        if (event.damage > 5 && Math.random() < 0.35) {
            var cd = getStored(npc, "bk_cd", 0);
            setStored(npc, "bk_cd", Math.max(0, cd - 10));
        }
    } catch(e) {}
}

function announcePhase(npc, phase) {
    if (phase === 0) {
        npc.say("§3§oEvery bolt answers my will...");
    } else {
        npc.say("§b§l§oCURRENT OVERLOAD — THOUSAND STRIKE DESCENT!");
    }
}
