// • ▌ ▄ ·.  ▄▄▄·  ▄▄ • ▪   ▄▄· ▄▄▄▄·  ▄▄▄·  ▐▄▄▄  ▄▄▄ .
// ·██ ▐███▪▐█ ▀█ ▐█ ▀ ▪██ ▐█ ▌▪▐█ ▀█▪▐█ ▀█ •█▌ ▐█▐▌·
// ▐█ ▌▐▌▐█·▄█▀▀█ ▄█ ▀█▄▐█·██ ▄▄▐█▀▀█▄▄█▀▀█ ▐█▐ ▐▌▐▀▀▀
// ██ ██▌▐█▌▐█ ▪▐▌▐█▄▪▐█▐█▌▐███▌██▄▪▐█▐█ ▪▐▌██▐ █▌▐█▄▄▌
// ▀▀  █▪▀▀▀ ▀  ▀ ·▀▀▀▀ ▀▀▀·▀▀▀ ·▀▀▀▀  ▀  ▀ ▀▀  █▪ ▀▀▀
//      Magicbane Emulator Project © 2013 - 2022
//                www.magicbane.com


package engine.objects;

import engine.math.Vector3f;

public class Formation {

    // Offsets are as follows.
    // X determines left/right offset
    // Y not used
    // Z determines front/back offset

    private static final Vector3f[] COLUMN = {new Vector3f(0, 0, 0), // Group
            // Lead
            new Vector3f(6, 0, 0), // Player 1 offset
            new Vector3f(0, 0, -6), // Player 2 offset
            new Vector3f(6, 0, -6), // Player 3 offset
            new Vector3f(0, 0, -12), // Player 4 offset
            new Vector3f(6, 0, -12), // Player 5 offset
            new Vector3f(0, 0, -18), // Player 6 offset
            new Vector3f(6, 0, -18), // Player 7 offset
            new Vector3f(0, 0, -24), // Player 8 offset
            new Vector3f(6, 0, -24)}; // Player 9 offset

    private static final Vector3f[] LINE = {new Vector3f(0, 0, 0),
            new Vector3f(0, 0, -6), new Vector3f(0, 0, -12),
            new Vector3f(0, 0, -18), new Vector3f(0, 0, -24),
            new Vector3f(0, 0, -30), new Vector3f(0, 0, -36),
            new Vector3f(0, 0, -42), new Vector3f(0, 0, -48),
            new Vector3f(0, 0, -54)};

    private static final Vector3f[] BOX = {new Vector3f(0, 0, 0),
            new Vector3f(-6, 0, 0), new Vector3f(6, 0, 0),
            new Vector3f(-6, 0, -6), new Vector3f(0, 0, -6),
            new Vector3f(6, 0, -6), new Vector3f(-6, 0, -12),
            new Vector3f(0, 0, -12), new Vector3f(5, 0, -12),
            new Vector3f(0, 0, -18)};

    private static final Vector3f[] TRIANGLE = {new Vector3f(0, 0, 0),
            new Vector3f(-6, 0, -6), new Vector3f(6, 0, -6),
            new Vector3f(-12, 0, -12), new Vector3f(0, 0, -12),
            new Vector3f(12, 0, -12), new Vector3f(-18, 0, -18),
            new Vector3f(-6, 0, -18), new Vector3f(6, 0, -18),
            new Vector3f(18, 0, -18)};

    private static final Vector3f[] CIRCLE = {new Vector3f(0, 0, 0),
            new Vector3f(-12, 0, -3), new Vector3f(12, 0, -3),
            new Vector3f(-18, 0, -12), new Vector3f(18, 0, -12),
            new Vector3f(-18, 0, -21), new Vector3f(18, 0, -21),
            new Vector3f(-12, 0, -30), new Vector3f(12, 0, -30),
            new Vector3f(0, 0, -33)};

    private static final Vector3f[] RANKS = {new Vector3f(0, 0, 0),
            new Vector3f(0, 0, -6), new Vector3f(-6, 0, 0),
            new Vector3f(-6, 0, -6), new Vector3f(6, 0, 0),
            new Vector3f(6, 0, -6), new Vector3f(-12, 0, 0),
            new Vector3f(-12, 0, -6), new Vector3f(12, 0, 0),
            new Vector3f(12, 0, -6)};

    private static final Vector3f[] WEDGE = {new Vector3f(0, 0, 0),
            new Vector3f(6, 0, 0), new Vector3f(-6, 0, -6),
            new Vector3f(12, 0, -6), new Vector3f(-12, 0, -12),
            new Vector3f(18, 0, -12), new Vector3f(-18, 0, -18),
            new Vector3f(24, 0, -18), new Vector3f(-24, 0, -24),
            new Vector3f(30, 0, -24)};

    private static final Vector3f[] INVERSEWEDGE = {new Vector3f(0, 0, 0),
            new Vector3f(6, 0, 0), new Vector3f(-6, 0, 6),
            new Vector3f(12, 0, 6), new Vector3f(-12, 0, 12),
            new Vector3f(18, 0, 12), new Vector3f(-18, 0, 18),
            new Vector3f(24, 0, 18), new Vector3f(-24, 0, 24),
            new Vector3f(30, 0, 24)};

    private static final Vector3f[] T = {new Vector3f(0, 0, 0),
            new Vector3f(-6, 0, 0), new Vector3f(6, 0, 0),
            new Vector3f(0, 0, -6), new Vector3f(-12, 0, 0),
            new Vector3f(12, 0, 0), new Vector3f(0, 0, -12),
            new Vector3f(-18, 0, 0), new Vector3f(18, 0, 0),
            new Vector3f(0, 0, -18)};

    public static Vector3f getOffset(int formation, int position) {
        if (position > 9 || position < 0) {
            // TODO log error here
            position = 0;
        }

        switch (formation) {
            case 0:
                return Formation.COLUMN[position];
            case 1:
                return Formation.LINE[position];
            case 2:
                return Formation.BOX[position];
            case 3:
                return Formation.TRIANGLE[position];
            case 4:
                return Formation.CIRCLE[position];
            case 5:
                return Formation.RANKS[position];
            case 6:
                return Formation.WEDGE[position];
            case 7:
                return Formation.INVERSEWEDGE[position];
            case 9:
                return Formation.T[position];
            default: // default to box
                return Formation.BOX[position];
        }
    }
}