// =====================================================
// STEEL RELEASE BOSS AI (CustomNPCs 1.12.2)
// Armor applied once at fight start via target() event.
// Shield triggers a follow-up combo of spikes + projectiles.
// =====================================================

// ================= CONFIG =================
var BASE_COOLDOWN       = 20;
var WINDUP_TICKS        = 12;
var AGGRESSIVE_HP_RATIO = 0.50;
var SHIELD_COMBO_CD     = 8;   // ticks between each combo hit after shield

var AIM_EVERY_CAST = true;
var AIM_PITCH      = true;

// ---- Normal phase weights ----
var WEIGHTS_BASE = {
    BLADES    : 45,
    PROJECTILE: 40,
    SHIELD    : 15
};

// ---- Aggressive phase (below 50% HP) ----
var WEIGHTS_AGGRO = {
    BLADES    : 50,
    PROJECTILE: 45,
    SHIELD    : 10
};

var POWERS = {
    BLADES    : 5.0,
    PROJECTILE: 15.0,
    SHIELD    : 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;
    var dy = me.posY - t.posY;
    var 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;
        var 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 === "BLADES")     return Shinobi.cast(npc, "steel_steel_blades",            POWERS.BLADES,     true);
    if (pick === "PROJECTILE") return Shinobi.cast(npc, "steel_steel_projectile",         POWERS.PROJECTILE, true);
    if (pick === "SHIELD")     return Shinobi.cast(npc, "steel_dome_steel_shield_custom", POWERS.SHIELD,     true);
    return false;
}

var NEEDS_WINDUP = { BLADES: 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;

    // Init storeddata keys
    if (!npc.getStoreddata().has("st_cd"))       setStored(npc, "st_cd",       0);
    if (!npc.getStoreddata().has("st_wind"))     setStored(npc, "st_wind",     0);
    if (!npc.getStoreddata().has("st_casting"))  setStored(npc, "st_casting",  "");
    if (!npc.getStoreddata().has("st_combo"))    setStored(npc, "st_combo",    "");
    if (!npc.getStoreddata().has("st_combo_cd")) setStored(npc, "st_combo_cd", 0);

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

    // ---- COMBO MODE (while player is trapped inside shield) ----
    var combo    = getStored(npc, "st_combo",    "");
    var comboCd  = getStored(npc, "st_combo_cd", 0);
    if (combo && combo.length > 0) {
        if (comboCd > 0) { setStored(npc, "st_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, "st_combo",    rest);
        setStored(npc, "st_combo_cd", SHIELD_COMBO_CD);
        return;
    }

    // ---- WINDUP ----
    var wind    = getStored(npc, "st_wind",    0);
    var casting = getStored(npc, "st_casting", "");

    if (wind > 0) {
        if (wind % 3 === 0) {
            try {
                npc.spawnParticle("BLOCK_CRACK",
                    npc.getX(), npc.getY() + 1, npc.getZ(),
                    0.3, 0.3, 0.3, 8, 0);
            } catch(e) {}
        }
        wind--;
        setStored(npc, "st_wind", wind);
        if (wind === 0 && casting) {
            if (AIM_EVERY_CAST) faceTarget(me, t);
            var used = castPick(casting, npc);
            setStored(npc, "st_casting", "");
            setStored(npc, "st_cd", used ? BASE_COOLDOWN : 8);
        }
        return;
    }

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

    // ---- PICK ATTACK ----
    var weights = copyWeights(phase === 1 ? WEIGHTS_AGGRO : WEIGHTS_BASE);

    var d = distToTarget(npc, t);
    if (d > 14) {
        weights.PROJECTILE += 25;
        weights.BLADES     += 10;
    } else if (d < 5) {
        weights.BLADES  += 20;
        weights.SHIELD  += 15;
    }

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

    // Shield: fire it then immediately queue a spike+projectile combo
    if (pick === "SHIELD") {
        if (AIM_EVERY_CAST) faceTarget(me, t);
        var shieldOk = castPick("SHIELD", npc);
        if (shieldOk) {
            setStored(npc, "st_combo",    "BLADES,PROJECTILE,BLADES,PROJECTILE,BLADES");
            setStored(npc, "st_combo_cd", 15);
        }
        setStored(npc, "st_cd", BASE_COOLDOWN);
        return;
    }

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

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

// ================= EVENTS =================
function target(event) {
    var npc = event.npc;
    if (!npc) return;
    // Apply armor exactly once when combat starts.
    // We do NOT call this from tick() to avoid toggling it off.
    // target() re-fires on target switches, so check state first —
    // steel_steel_armor is a toggle and a second cast would remove it.
    try {
        if (!Shinobi.isSteelArmorActive(npc)) {
            Shinobi.cast(npc, "steel_steel_armor", 5.0, true);
        }
    } catch(e) {}
    setStored(npc, "st_cd",      15);
    setStored(npc, "st_combo",   "");
    setStored(npc, "st_wind",    0);
    setStored(npc, "st_casting", "");
}

function damaged(event) {
    var npc = event.npc;
    if (!npc) return;
    // Moderate hit -> shorten cooldown so he responds faster
    try {
        if (event.damage > 5 && Math.random() < 0.35) {
            var cd = getStored(npc, "st_cd", 0);
            setStored(npc, "st_cd", Math.max(0, cd - 10));
        }
    } catch(e) {}
}
