import Vino.Movement.Capabilities.Standard.CharacterMovementCapability;

class UTemplateMoveCapability : UCharacterMovementCapability
{	
	default CapabilityTags.Add(MovementSystemTags::GroundMovement);
	default CapabilityTags.Add(CapabilityTags::Movement);
	default CapabilityTags.Add(CapabilityTags::MovementInput);
	default CapabilityTags.Add(CapabilityTags::MovementAction);	
	default CapabilityTags.Add(CapabilityTags::GameplayAction);
	
	default TickGroup = ECapabilityTickGroups::ActionMovement;
	default TickGroupOrder = 100;

	default CapabilityDebugCategory = CapabilityTags::Movement;

	AHazePlayerCharacter Player;

	UFUNCTION(BlueprintOverride)
	void Setup(FCapabilitySetupParams SetupParams)
	{
		Super::Setup(SetupParams);
		Player = Cast<AHazePlayerCharacter>(Owner);
	}

	UFUNCTION(BlueprintOverride)
	void PreTick(float DeltaTime)
	{

	}

	UFUNCTION(BlueprintOverride)
	EHazeNetworkActivation ShouldActivate() const
	{
		if (!MoveComp.CanCalculateMovement())
       		return EHazeNetworkActivation::DontActivate;

        return EHazeNetworkActivation::ActivateUsingCrumb;
	}

	UFUNCTION(BlueprintOverride)
	EHazeNetworkDeactivation ShouldDeactivate() const
	{
		if (!MoveComp.CanCalculateMovement())
			return RemoteLocalControlCrumbDeactivation();

		return EHazeNetworkDeactivation::DontDeactivate;
	}

	UFUNCTION(BlueprintOverride)
	void OnActivated(FCapabilityActivationParams ActivationParams)
	{

	}

	UFUNCTION(BlueprintOverride)
	void OnDeactivated(FCapabilityDeactivationParams DeactivationParams)
	{

	}

	UFUNCTION(BlueprintOverride)
	void TickActive(float DeltaTime)
	{	
		FHazeFrameMovement FrameMove = MoveComp.MakeFrameMovement(n"Example");
		CalculateFrameMove(FrameMove, DeltaTime);
		MoveCharacter(FrameMove, n"Example");
		
		CrumbComp.LeaveMovementCrumb();
	}	

	void CalculateFrameMove(FHazeFrameMovement& FrameMove, float DeltaTime)
	{	
		if (HasControl())
		{		
			FVector Velocity = MoveComp.Velocity;

			float MoveSpeed = MoveComp.MoveSpeed;
			FVector MoveDirection = GetMoveDirectionOnSlope(MoveComp.DownHit.Normal);			

			FrameMove.ApplyVelocity(Velocity);
		}
		else
		{
			FHazeActorReplicationFinalized ConsumedParams;
			CrumbComp.ConsumeCrumbTrailMovement(DeltaTime, ConsumedParams);
			FrameMove.ApplyConsumedCrumbData(ConsumedParams);
		}

		FrameMove.ApplyTargetRotationDelta(); 		
	}
}
