package hmggirlfront.render.mob;


import gvclib.entity.living.EntityGVCLivingBase;
import gvclib.item.gunbase.IGun_Sword;
import net.minecraft.client.model.ModelBiped;
import net.minecraft.client.model.ModelRenderer;
import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityLivingBase;
//import net.minecraft.entity.monster.AbstractSkeleton;
import net.minecraft.init.Items;
import net.minecraft.inventory.EntityEquipmentSlot;
import net.minecraft.item.ItemBow;
import net.minecraft.item.ItemStack;
import net.minecraft.util.EnumHand;
import net.minecraft.util.EnumHandSide;
import net.minecraft.util.math.MathHelper;
import net.minecraftforge.fml.relauncher.Side;
import net.minecraftforge.fml.relauncher.SideOnly;

@SideOnly(Side.CLIENT)
public class ModelELIDSkeleton extends ModelBiped
{
    public ModelELIDSkeleton()
    {
        this(0.0F, false);
    }

    public ModelELIDSkeleton(float modelSize, boolean p_i46303_2_)
    {
        super(modelSize, 0.0F, 64, 32);

        if (!p_i46303_2_)
        {
            this.bipedRightArm = new ModelRenderer(this, 40, 16);
            this.bipedRightArm.addBox(-1.0F, -2.0F, -1.0F, 2, 12, 2, modelSize);
            this.bipedRightArm.setRotationPoint(-5.0F, 2.0F, 0.0F);
            this.bipedLeftArm = new ModelRenderer(this, 40, 16);
            this.bipedLeftArm.mirror = true;
            this.bipedLeftArm.addBox(-1.0F, -2.0F, -1.0F, 2, 12, 2, modelSize);
            this.bipedLeftArm.setRotationPoint(5.0F, 2.0F, 0.0F);
            this.bipedRightLeg = new ModelRenderer(this, 0, 16);
            this.bipedRightLeg.addBox(-1.0F, 0.0F, -1.0F, 2, 12, 2, modelSize);
            this.bipedRightLeg.setRotationPoint(-2.0F, 12.0F, 0.0F);
            this.bipedLeftLeg = new ModelRenderer(this, 0, 16);
            this.bipedLeftLeg.mirror = true;
            this.bipedLeftLeg.addBox(-1.0F, 0.0F, -1.0F, 2, 12, 2, modelSize);
            this.bipedLeftLeg.setRotationPoint(2.0F, 12.0F, 0.0F);
        }
    }

    /**
     * Used for easily adding entity-dependent animations. The second and third float params here are the same second
     * and third as in the setRotationAngles method.
     */
    public void setLivingAnimations(EntityLivingBase entitylivingbaseIn, float limbSwing, float limbSwingAmount, float partialTickTime)
    {
        this.rightArmPose = ModelBiped.ArmPose.EMPTY;
        this.leftArmPose = ModelBiped.ArmPose.EMPTY;
        ItemStack itemstack = entitylivingbaseIn.getHeldItem(EnumHand.MAIN_HAND);

        //if (itemstack.getItem() == Items.BOW && ((AbstractSkeleton)entitylivingbaseIn).isSwingingArms())
        if (itemstack.getItem() instanceof ItemBow)
        {
            if (entitylivingbaseIn.getPrimaryHand() == EnumHandSide.RIGHT)
            {
                this.rightArmPose = ModelBiped.ArmPose.BOW_AND_ARROW;
            }
            else
            {
                this.leftArmPose = ModelBiped.ArmPose.BOW_AND_ARROW;
            }
        }

        super.setLivingAnimations(entitylivingbaseIn, limbSwing, limbSwingAmount, partialTickTime);
    }

    /**
     * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
     * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
     * "far" arms and legs can swing at most.
     */
    public void setRotationAngles(float limbSwing, float limbSwingAmount, float ageInTicks, float netHeadYaw, float headPitch, float scaleFactor, Entity entityIn)
    {
        super.setRotationAngles(limbSwing, limbSwingAmount, ageInTicks, netHeadYaw, headPitch, scaleFactor, entityIn);
        ItemStack itemstack = ((EntityLivingBase)entityIn).getHeldItemMainhand();
        boolean guntask = false;
        boolean guntaskl = false;
        boolean isCombat = false;
        if (entityIn instanceof EntityGVCLivingBase && entityIn != null) {
        	EntityGVCLivingBase en = (EntityGVCLivingBase) entityIn;
        	if(!en.getItemStackFromSlot(EntityEquipmentSlot.MAINHAND).isEmpty()
        			&& en.getItemStackFromSlot(EntityEquipmentSlot.MAINHAND).getItem() instanceof ItemBow){
        		guntask = true;
        	}
        	if(!en.getItemStackFromSlot(EntityEquipmentSlot.OFFHAND).isEmpty()
        			&& en.getItemStackFromSlot(EntityEquipmentSlot.OFFHAND).getItem() instanceof ItemBow){
        		//if(!(en.getItemStackFromSlot(EntityEquipmentSlot.OFFHAND).getItem() instanceof ItemGun_Shield))
        			guntaskl = true;
        	}
        	if(en.getattacktask()) {
        		isCombat = true;
        	}
        	if(!en.getItemStackFromSlot(EntityEquipmentSlot.MAINHAND).isEmpty()
        			&& en.getItemStackFromSlot(EntityEquipmentSlot.MAINHAND).getItem() instanceof IGun_Sword){
        		guntask = false;
        	}
        }
        if(isCombat)
        {
        	if(isCombat && guntask) {
        		  this.bipedRightArm.rotateAngleY = -0.1F + this.bipedHead.rotateAngleY;
                  this.bipedLeftArm.rotateAngleY = 0.1F + this.bipedHead.rotateAngleY + 0.4F;
                  this.bipedRightArm.rotateAngleX = -((float)Math.PI / 2F) + this.bipedHead.rotateAngleX;
                  this.bipedLeftArm.rotateAngleX = -((float)Math.PI / 2F) + this.bipedHead.rotateAngleX;
        	}
        }
        else if (this.leftArmPose == ModelBiped.ArmPose.BOW_AND_ARROW)
        {
            this.bipedRightArm.rotateAngleY = -0.1F + this.bipedHead.rotateAngleY - 0.4F;
            this.bipedLeftArm.rotateAngleY = 0.1F + this.bipedHead.rotateAngleY;
            this.bipedRightArm.rotateAngleX = -((float)Math.PI / 2F) + this.bipedHead.rotateAngleX;
            this.bipedLeftArm.rotateAngleX = -((float)Math.PI / 2F) + this.bipedHead.rotateAngleX;
        }
        
        //AbstractSkeleton abstractskeleton = (AbstractSkeleton)entityIn;

       /* if (abstractskeleton.isSwingingArms() && (itemstack.isEmpty() || itemstack.getItem() != Items.BOW))
        {
            float f = MathHelper.sin(this.swingProgress * (float)Math.PI);
            float f1 = MathHelper.sin((1.0F - (1.0F - this.swingProgress) * (1.0F - this.swingProgress)) * (float)Math.PI);
            this.bipedRightArm.rotateAngleZ = 0.0F;
            this.bipedLeftArm.rotateAngleZ = 0.0F;
            this.bipedRightArm.rotateAngleY = -(0.1F - f * 0.6F);
            this.bipedLeftArm.rotateAngleY = 0.1F - f * 0.6F;
            this.bipedRightArm.rotateAngleX = -((float)Math.PI / 2F);
            this.bipedLeftArm.rotateAngleX = -((float)Math.PI / 2F);
            this.bipedRightArm.rotateAngleX -= f * 1.2F - f1 * 0.4F;
            this.bipedLeftArm.rotateAngleX -= f * 1.2F - f1 * 0.4F;
            this.bipedRightArm.rotateAngleZ += MathHelper.cos(ageInTicks * 0.09F) * 0.05F + 0.05F;
            this.bipedLeftArm.rotateAngleZ -= MathHelper.cos(ageInTicks * 0.09F) * 0.05F + 0.05F;
            this.bipedRightArm.rotateAngleX += MathHelper.sin(ageInTicks * 0.067F) * 0.05F;
            this.bipedLeftArm.rotateAngleX -= MathHelper.sin(ageInTicks * 0.067F) * 0.05F;
        }*/
    }

    public void postRenderArm(float scale, EnumHandSide side)
    {
        float f = side == EnumHandSide.RIGHT ? 1.0F : -1.0F;
        ModelRenderer modelrenderer = this.getArmForSide(side);
        modelrenderer.rotationPointX += f;
        modelrenderer.postRender(scale);
        modelrenderer.rotationPointX -= f;
    }

}
