--Animations

local stabAnimation = myHuman:LoadAnimation(script.Parent.Stab)
stabAnimation.Priority = Enum.AnimationPriority.Action
local throwAnimation = myHuman:LoadAnimation(script.Parent.ThrowAnimation)
throwAnimation.Priority = Enum.AnimationPriority.Action
throwAnimation.Looped = false
local reloadAnimation = myHuman:LoadAnimation(script.Parent.Reload)
reloadAnimation.Priority = Enum.AnimationPriority.Action

local reloading = false
local weaponAimed = false
local weaponCool = true
local m4Equipped = false
local knifeEquipped = false
local grenadeCool = true

local fullMag = 30
local mag = fullMag

local allies = {script.Parent.Name}
local potentialTargets = {}
local activeAllies = {}

function checkDist(part1,part2)
	return (part1.Position - part2.Position).Magnitude
end

function checkSight(target)
	local ray = Ray.new(barrel.Position, (target.Position - barrel.Position).Unit * 150)
	local part,position = workspace:FindPartOnRayWithIgnoreList(ray, {script.Parent})
	local ray2 = Ray.new(myTorso.Position, (target.Position - myTorso.Position).Unit * 150)
	local part2,position2 = workspace:FindPartOnRayWithIgnoreList(ray2, {script.Parent})
	if part and part2 then
		if part:IsDescendantOf(target.Parent) and part2:IsDescendantOf(target.Parent) then
			return true
		end
	end
	return false
end

function findTarget()
	local dist = 85
	local target = nil
	potentialTargets = {}
	local seeTargets = {}
	for _,v in ipairs(workspace:GetChildren()) do
		local human = v:FindFirstChild("Humanoid")
		local torso = v:FindFirstChild("Torso") or v:FindFirstChild("HumanoidRootPart")
		if human and torso and v ~= script.Parent then
			if (myTorso.Position - torso.Position).magnitude < dist and human.Health > 0 then
				for i,x in ipairs(allies) do
					if x == v.Name then
						table.insert(activeAllies,torso)
						break
					elseif i == #allies then
						table.insert(potentialTargets,torso)
					end
				end
			end
		end
	end
	if #potentialTargets > 0 then
		for i,v in ipairs(potentialTargets) do
			if checkSight(v) then
				table.insert(seeTargets,v)
			end
		end
		if #seeTargets > 0 then
			for i,v in ipairs(seeTargets) do
				if (myTorso.Position - v.Position).magnitude < dist then
					target = v
					dist = (myTorso.Position - v.Position).magnitude
				end
			end
		else
			for i,v in ipairs(potentialTargets) do
				if (myTorso.Position - v.Position).magnitude < dist then
					target = v
					dist = (myTorso.Position - v.Position).magnitude
				end
			end
		end
	end
	return target 
end

function pathToLocation(target)
	local path = game:GetService("PathfindingService"):CreatePath()
	path:ComputeAsync(myTorso.Position, target.Position)
	local waypoints = path:GetWaypoints()
	
	for _,waypoint in ipairs(waypoints) do
		if waypoint.Action == Enum.PathWaypointAction.Jump then
			myHuman.Jump = true
		end
		myHuman:MoveTo(waypoint.Position)
		delay(0.5,function()
			if myHuman.WalkToPoint.Y > myTorso.Position.Y then
				myHuman.Jump = true
			end
		end)
		local moveSuccess = myHuman.MoveToFinished:Wait()
		if not moveSuccess or checkSight(target) then
			break
		end
	end
end

function walkRandom()
	local rallyPoint = workspace.RallyPoints:GetChildren()[math.random(1,#workspace.RallyPoints:GetChildren())]
	local randX = rallyPoint.Position.X
	local randZ = rallyPoint.Position.Z
	local goal = myTorso.Position + Vector3.new(randX, 0, randZ)
	local path = game:GetService("PathfindingService"):CreatePath()
	path:ComputeAsync(myTorso.Position, goal)
	local waypoints = path:GetWaypoints()
	
	if path.Status == Enum.PathStatus.Success then
		for i,waypoint in ipairs(waypoints) do
			if waypoint.Action == Enum.PathWaypointAction.Jump then
				myHuman.Jump = true
			end
			myHuman:MoveTo(waypoint.Position)
			delay(0.5,function()
				if myHuman.WalkToPoint.Y > myTorso.Position.Y then
					myHuman.Jump = true
				end
			end)
			local moveSuccess = myHuman.MoveToFinished:Wait()
			if not moveSuccess then
				break
			end
			if i % 5 == 0 then
				if findTarget() then
					break
				end
			end
		end
	else
		wait(2)
	end
end

function drawM4()
	yieldKnife()
	if m4Equipped == false then
		m4Equipped = true
		equipSound:Play()
		
		--Right Arm Setup
		rShoulder.Part1 = nil
		rArm.CFrame = aimer.CFrame * CFrame.new(1.25,0.05,-0.65) * CFrame.Angles(math.rad(80),math.rad(0),math.rad(-10))
		rArmWeld.Part1 = rArm
		
		--Left Arm Setup 
		lShoulder.Part1 = nil
		lArm.CFrame = aimer.CFrame * CFrame.new(-0.35,0.05,-1.48) * CFrame.Angles(math.rad(84),math.rad(-3),math.rad(28))
		lArmWeld.Part1 = lArm
		
		--M4 Setup
		m4Weld.Part0 = nil
		m4.CFrame = aimer.CFrame * CFrame.new(0.65,0.37,-2.22) * CFrame.Angles(math.rad(-90),math.rad(0),math.rad(0))
		m4Weld.Part0 = aimer
	end
end

function yieldM4()
	if weaponAimed == true then
		weaponAimed = false
		resetHead()
	end
	if m4Equipped == true then
		m4Equipped = false
		equipSound:Play()
		
		--Right Arm setup
		rArmWeld.Part1 = nil
		rShoulder.Part1 = rArm
		
		--Left Arm Setup
		lArmWeld.Part1 = nil
		lShoulder.Part1 = lArm
		
		--M4 Setup
		m4Weld.Part0 = nil
		m4.CFrame = myTorso.CFrame * CFrame.new(0,0,0.6) * CFrame.Angles(math.rad(-90),math.rad(-60),math.rad(90))
		m4Weld.Part0 = myTorso
	end
end

function drawKnife()
	yieldM4()
	if knifeEquipped == false then
		knifeEquipSound:Play()
		knifeEquipped = true
		knifeWeld.Part0 = nil
		knife.CFrame = rArm.CFrame * CFrame.new(0,-1,-1) * CFrame.Angles(math.rad(90),math.rad(180),math.rad(180))
		knifeWeld.Part0 = rArm
	end
end

function yieldKnife()
	if knifeEquipped == true then
		knifeEquipped = false
		knifeWeld.Part0 = nil
		knife.CFrame = myTorso.CFrame * CFrame.new(-1,-1,0.5) * CFrame.Angles(math.rad(-65),0,math.rad(180))
		knifeWeld.Part0 = myTorso
	end
end

function aim(target)
	if weaponAimed == false then
		neck.C0 = neck.C0 * CFrame.Angles(0,math.rad(-15),0)
	end
	weaponAimed = true
	for i=0,1,0.1 do
		wait()
		local look = Vector3.new(target.Position.X,myTorso.Position.Y,target.Position.Z)
		myTorso.CFrame = myTorso.CFrame:Lerp(CFrame.new(myTorso.Position,look),i)
		if reloading == false then
			aimerWeld.Part1 = nil
			aimer.CFrame = aimer.CFrame:Lerp(CFrame.new((myTorso.CFrame * CFrame.new(0,0.5,0)).p,target.Position),i)
			aimerWeld.Part1 = aimer
			neck.C0 = CFrame.new(0,1,0) * CFrame.Angles(-1.5 + math.rad(aimer.Orientation.X),math.rad(15),math.rad(180))
		end
	end
end


function resetHead()
	game:GetService("TweenService"):Create(neck,TweenInfo.new(0.2),{C0 = CFrame.new(0,1,0) * CFrame.Angles(math.rad(-90),0,math.rad(180))}):Play()
end

function shoot(target)
	if weaponCool == true and reloading == false then
		weaponCool = false
		
		local shot
		if checkDist(target,myTorso) > 60 then
			shot = 1
		else
			shot = 3
		end
		for i = 1, shot do
			wait(0.1)
			mag = mag - 1 
		
			local flash = Instance.new("PointLight",barrel)
			flash.Brightness = 3
			game:GetService("Debris"):AddItem(flash,0.1)
			local min = -2
			local max = 2
			local activecast = Caster:Fire(barrel.Position, ((target.Position + Vector3.new(math.random(min,max),math.random(min,max),math.random(min,max))) - barrel.Position).Unit, 1000, FastStats)
			fireSound:Play()
			
			aimerWeld.Part1 = nil
			aimer.CFrame = aimer.CFrame * CFrame.Angles(math.rad(math.random(1,4)/4),0,0)
			aimerWeld.Part1 = aimer
		end
		
		if mag <= 0 then
			reload()
		end
		
		delay(1, function()
			weaponCool = true
		end)
	end
end

function reload()
	if weaponAimed == true then
		resetHead()
		weaponAimed = false
	end
	reloadSound:Play()
	reloading = true
	
	yieldM4()
	m4Weld.Part0 = nil
	m4.CFrame = lArm.CFrame * CFrame.new(0.6,-1.3,0.2) * CFrame.Angles(math.rad(180),0,0)
	m4Weld.Part0 = lArm
	
	reloadAnimation:Play()
	reloadAnimation:AdjustSpeed(3)
	reloadAnimation.Stopped:Wait()
	reloading = false 
	mag = fullMag
	drawM4()
end

function stab(target)
	if weaponCool == true then
		weaponCool = false
		
		knifeStabSound:Play()
		knifeAttackSound:Play()
		stabAnimation:Play()
		local human = target.Parent.Humanoid
		human:TakeDamage(math.random(30,50))
		if human.Health <= 0 then
			wait(0.2)
		end
		
		delay(0.5,function()
			weaponCool = true
		end)
	end
end

function yieldWeapons()
	yieldKnife()
	yieldM4()
	if weaponAimed == true then
		weaponAimed = false 
		resetHead()
	end
end

function checkCluster(target)
	--Check for nearby allies
	for i,v in ipairs(activeAllies) do
		if checkDist(target,v) < 30 then
			return false
		end
	end
	--Check if enemies are paired close together
	for i,v in ipairs(potentialTargets) do
		if v ~= target then
			if checkDist(target,v) < 15 then
				return true
			end
		end
	end
	return false
end

function throwGrenade(target)
	if weaponCool == true and grenadeCool == true then
		weaponCool = false
		grenadeCool = false
		yieldWeapons()
		local g = grenade:Clone()
		g.Boom.PlayOnRemove = true
		g.Parent = workspace
		g.CanCollide = true
		g.CFrame = rArm.CFrame * CFrame.new(0,-1.3,0) * CFrame.Angles(0,0,math.rad(90))
		game:GetService("Debris"):AddItem(g,5)
		
		grenade.Transparency = 1
		
		local w = Instance.new("WeldConstraint",g)
		w.Part0 = rArm
		w.Part1 = g
		
		throwAnimation:Play()
		pinSound:Play()
		
		aim(target)
		
		wait(0.4)
		
		if myHuman.Health <= 0 then
			return
		end
		
		aim(target)
		
		throwAnimation:Stop()
		
		w.Part1 = nil
		local dist = checkDist(myTorso,target)
		g.Velocity = (myTorso.CFrame.LookVector + Vector3.new(0,1,0)) * Vector3.new(dist,dist*1.5,dist)
		
		--Wait until grenade is thrown before it can be primed
		local touched
		touched = g.Touched:Connect(function(obj)
			if not obj:IsDescendantOf(script.Parent) then
				touched:Disconnect()
				g.Pin:Play()
				wait(0.5)
				local x = Instance.new("Explosion",workspace)
				x.Position = g.Position
				x.Hit:Connect(function(obj,dist)
					local human = obj.Parent:FindFirstChild("Humanoid")
					if human then
						human:TakeDamage(20 - dist)
						human:ChangeState(Enum.HumanoidStateType.Ragdoll)
					end
				end)
				g:Destroy()
				game:GetService("Debris"):AddItem(x,2)
			end
		end)
		
		local attach0 = g.Attach0
		local attach1 = g.Attach1
		local t = Instance.new("Trail",g)
		t.Attachment0 = attach0
		t.Attachment1 = attach1
		t.Lifetime = 0.5
		t.Color = ColorSequence.new(Color3.fromRGB(150,150,150))
		t.WidthScale = NumberSequence.new(1,0)
		
		delay(1,function()
			weaponCool = true
			wait(5)
			grenadeCool = true
			grenade.Transparency = 0
		end)
	end
end

function main()
	local target = findTarget()
	if target then
		if checkSight(target) then
			if checkDist(myTorso,target) > 15 then
				if checkCluster(target) == true and checkDist(target,myTorso) < 100 and checkDist(target,myTorso) > 30 and grenadeCool == true then
					throwGrenade(target)
				else
					drawM4()
					aim(target)
					shoot(target)
				end
			else
				drawKnife()
				myHuman:MoveTo(target.Position)
				if checkDist(target,myTorso) < 7 then
					stab(target)
				end
			end
		else
			if weaponAimed == true then
				weaponAimed = false
				resetHead()
				spawn(function()
					for i=0,1,0.1 do
						wait()
						aimerWeld.Part1 = nil
						aimer.CFrame = myTorso.CFrame * CFrame.new(0,0.5,0) * CFrame.Angles(math.rad(-35),0,0)
						aimerWeld.Part1 = aimer
						if weaponAimed then
							break
						end
					end
				end)
			end
			pathToLocation(target)
		end
	else
		yieldWeapons()
		walkRandom()
	end
end

function Died()
	for i,v in ipairs(script.Parent:GetDescendants()) do
		if v:IsA("BallSocketConstraint") then
			v.Enabled = true
		elseif v:IsA("BasePart") and v.Name ~= "HumanoidRootPart" and v ~= aimer then
			v.CanCollide = true
		elseif v:IsA("Motor6D") then
			v:Destroy()
		end
	end
	wait(500)
	for i,v in ipairs(script.Parent:GetDescendants()) do
		if v:IsA("BasePart") or v:IsA("Decal") then
			game:GetService("TweenService"):Create(v,TweenInfo.new(0.2),{Transparency = 1}):Play()
		end
	end
	wait(0.2)
	clone.Parent = workspace
	script.Parent:Destroy()
end

myHuman.Died:Connect(Died)

local oldHealth = myHuman.Health
local soundSpeeds = {0.9,0.95,1,1.05,1.1}
myHuman.HealthChanged:Connect(function(health)
	if health < oldHealth and hurtSound.IsPlaying == false then
		hurtSound.PlaybackSpeed = soundSpeeds[math.random(#soundSpeeds)]
		hurtSound:Play()
	end
	oldHealth = health
end)

Caster.RayHit:Connect(function(activeCast, rayResult)
	local hum = rayResult.Instance.Parent:FindFirstChildWhichIsA("Humanoid")
	if hum then
		hum:TakeDamage(14)
	end
end)

while wait() do
	if myHuman.Health > 0 then
		main()
	else
		break
	end
end
