// =====================================================
// INK RELEASE BOSS AI (CustomNPCs 1.12.2)
// Uses ShinobiNPCScriptAPI for all Ink Release abilities.
// Ink Clones summoned at fight start and re-summoned when
// the boss drops below 50% HP. Ink Ball used for ranged
// pressure. Ink Wave is the close-range AOE sweep.
// =====================================================

// ================= CONFIG =================
var BASE_COOLDOWN       = 20;
var WINDUP_TICKS        = 10;
var AGGRESSIVE_HP_RATIO = 0.50;

var CLONE_REFRESH       = 20 * 22;  // re-cast Ink Clones every ~22 s (under its 20 s cooldown)
var INK_WAVE_COMBO_CD   = 8;        // ticks between Ink Ball bursts after a Wave

var AIM_EVERY_CAST = true;
var AIM_PITCH      = true;

// ---- Normal phase weights ----
var WEIGHTS_BASE = {
    BALL : 50,
    WAVE : 30,
    CLONE: 20
};

// ---- Aggressive phase (below 50% HP) ----
var WEIGHTS_AGGRO = {
    BALL : 40,
    WAVE : 45,
    CLONE: 15
};

var POWERS = {
    BALL : 5.0,
    WAVE : 5.0,
    CLONE: 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 === "BALL")  return Shinobi.cast(npc, "ink_ink_ball",    POWERS.BALL,  true);
    if (pick === "WAVE")  return Shinobi.cast(npc, "ink_ink_wave",    POWERS.WAVE,  true);
    if (pick === "CLONE") return Shinobi.cast(npc, "ink_ink_clones",  POWERS.CLONE, true);
    return false;
}

var NEEDS_WINDUP = { WAVE: 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;

    if (!npc.getStoreddata().has("ik_cd"))       setStored(npc, "ik_cd",       0);
    if (!npc.getStoreddata().has("ik_wind"))     setStored(npc, "ik_wind",     0);
    if (!npc.getStoreddata().has("ik_casting"))  setStored(npc, "ik_casting",  "");
    if (!npc.getStoreddata().has("ik_combo"))    setStored(npc, "ik_combo",    "");
    if (!npc.getStoreddata().has("ik_combo_cd")) setStored(npc, "ik_combo_cd", 0);
    if (!npc.getStoreddata().has("ik_clonecd"))  setStored(npc, "ik_clonecd",  0);

    // ---- Ink Clones periodic refresh ----
    var clcd = getStored(npc, "ik_clonecd", 0);
    if (clcd <= 0) {
        Shinobi.cast(npc, "ink_ink_clones", POWERS.CLONE, true);
        setStored(npc, "ik_clonecd", CLONE_REFRESH);
    } else {
        setStored(npc, "ik_clonecd", clcd - 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) setStored(npc, "ik_clonecd", 0);   // emergency clone on phase transition
    }

    // ---- COMBO MODE (rapid Ink Balls after Ink Wave) ----
    var combo   = getStored(npc, "ik_combo",    "");
    var comboCd = getStored(npc, "ik_combo_cd", 0);
    if (combo && combo.length > 0) {
        if (comboCd > 0) { setStored(npc, "ik_combo_cd", comboCd - 1); return; }
        var parts = combo.split(",");
        var next  = parts[0];
        var rest  = parts.slice(1).join(",");
        if (AIM_EVERY_CAST) faceTarget(me, t);
        castPick(next, npc);
        setStored(npc, "ik_combo",    rest);
        setStored(npc, "ik_combo_cd", INK_WAVE_COMBO_CD);
        return;
    }

    // ---- WINDUP ----
    var wind    = getStored(npc, "ik_wind",    0);
    var casting = getStored(npc, "ik_casting", "");

    if (wind > 0) {
        if (wind % 3 === 0) {
            try { npc.spawnParticle("TOWN_AURA", npc.getX(), npc.getY() + 1, npc.getZ(), 0.4, 0.4, 0.4, 8, 0); } catch(e) {}
        }
        wind--;
        setStored(npc, "ik_wind", wind);
        if (wind === 0 && casting) {
            if (AIM_EVERY_CAST) faceTarget(me, t);
            var used = castPick(casting, npc);
            if (used && casting === "WAVE") {
                // Follow up the wave with a rapid triple ball burst
                setStored(npc, "ik_combo",    "BALL,BALL,BALL");
                setStored(npc, "ik_combo_cd", 10);
            }
            setStored(npc, "ik_casting", "");
            setStored(npc, "ik_cd", used ? BASE_COOLDOWN : 8);
        }
        return;
    }

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

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

    // Clones have their own refresh loop
    weights.CLONE = 0;

    if (d > 14) {
        weights.BALL += 30;
    } else if (d < 6) {
        weights.WAVE += 35;
    }

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

    if (NEEDS_WINDUP[pick]) {
        setStored(npc, "ik_wind",    WINDUP_TICKS);
        setStored(npc, "ik_casting", pick);
        return;
    }

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

// ================= EVENTS =================
function target(event) {
    var npc = event.npc;
    if (!npc) return;
    setStored(npc, "ik_cd",       20);
    setStored(npc, "ik_wind",     0);
    setStored(npc, "ik_casting",  "");
    setStored(npc, "ik_combo",    "");
    setStored(npc, "ik_clonecd",  0);   // summon clones immediately
    npc.say("§8My ink writes your end.");
}

function damaged(event) {
    var npc = event.npc;
    if (!npc) return;
    try {
        // On a heavy hit, immediately summon more clones as a reaction
        if (event.damage > 7 && Math.random() < 0.40) {
            Shinobi.cast(npc, "ink_ink_clones", POWERS.CLONE, true);
            setStored(npc, "ik_clonecd", CLONE_REFRESH);
            npc.say("§8§o...More.");
        } else if (event.damage > 4 && Math.random() < 0.35) {
            var cd = getStored(npc, "ik_cd", 0);
            setStored(npc, "ik_cd", Math.max(0, cd - 8));
        }
    } catch(e) {}
}

function announcePhase(npc, phase) {
    if (phase === 0) {
        npc.say("§8§oYou cannot tell which one is real...");
    } else {
        npc.say("§7§l§oINK FLOODS EVERYTHING — YOU WILL DROWN!");
    }
}
