--FastCast.VisualizeCasts = true


local caster = FastCast.new()

local castParams = RaycastParams.new()
castParams.FilterType = Enum.RaycastFilterType.Blacklist
castParams.IgnoreWater = true

local bulletCache = PartCache.new(bulletTemplate, 100, bulletsFolder)

local castBehavior = FastCast.newBehavior()
castBehavior.RaycastParams = castParams
castBehavior.Acceleration = Vector3.new(0, -workspace.Gravity, 0)
castBehavior.AutoIgnoreContainer = false
castBehavior.CosmeticBulletContainer = bulletsFolder
castBehavior.CosmeticBulletProvider = bulletCache

local ammoLeft = 30
local reloading = false

local function reload()
	if reloading then return end
	reloading = true
	wait(5)
	ammoLeft = 30
	reloading = false
end

local function onEquipped()
	castParams.FilterDescendantsInstances = {tool.Parent, bulletsFolder}
end

local function onLengthChanged(cast, lastPoint, direction, length, velocity, bullet)
	if bullet then 
		local bulletLength = bullet.Size.Z/2
		local offset = CFrame.new(0, 0, -(length - bulletLength))
		bullet.CFrame = CFrame.lookAt(lastPoint, lastPoint + direction):ToWorldSpace(offset)
	end
end

local function onRayHit(cast, result, velocity, bullet)
	local hit = result.Instance
	
	local character = hit:FindFirstAncestorWhichIsA("Model")
	if character and character:FindFirstChild("Humanoid") then
		character.Humanoid:TakeDamage(50)
	end
	
	delay(2, function()
		bulletCache:ReturnPart(bullet)
	end)
end

local function fire(player, mousePosition)
	if tool.Parent:IsA("Backpack") then return end
	
	if ammoLeft > 0 and not reloading then
		local origin = firePoint.WorldPosition
		local direction = (mousePosition - origin).Unit
		
		caster:Fire(origin, direction, 1000, castBehavior)
		ammoLeft -= 1
	else
		reload()
	end
end

fireEvent.OnServerEvent:Connect(fire)
reloadEvent.OnServerEvent:Connect(reload)
tool.Equipped:Connect(onEquipped)

caster.LengthChanged:Connect(onLengthChanged)
