--local joystickWidth = 250
--local joystickHeight = 250

local function IsInBottomLeft(pt)
	local joystickHeight = math.min(Utility.ViewSizeY() * 0.33, 250)
	local joystickWidth = joystickHeight
	return pt.X <= joystickWidth and pt.Y > Utility.ViewSizeY() - joystickHeight
end

local function IsInBottomRight(pt)
	local joystickHeight = math.min(Utility.ViewSizeY() * 0.33, 250)
	local joystickWidth = joystickHeight
	return pt.X >= Utility.ViewSizeX() - joystickWidth and pt.Y > Utility.ViewSizeY() - joystickHeight
end

local function CheckAlive(character)
	local humanoid = findPlayerHumanoid(Player)
	return humanoid ~= nil and humanoid.Health > 0
end

local function GetEquippedTool(character)
	if character ~= nil then
		for _, child in pairs(character:GetChildren()) do
			if child:IsA('Tool') then
				return child
			end
		end
	end
end

local function ExploreWithRayCast(currentPoint, originDirection)
	local TestDistance = 40
	local TestVectors = {}
	do
		local forwardVector = originDirection;
		for i = 0, 15 do
			table.insert(TestVectors, CFrame.Angles(0, math.pi / 8 * i, 0) * forwardVector)
		end
	end

	local testResults = {}
	-- Heuristic should be something along the lines of distance and closeness to the traveling direction
	local function ExploreHeuristic()
		for _, testData in pairs(testResults) do
			local walkDirection = -1 * originDirection
			local directionCoeff = (walkDirection:Dot(testData['Vector']) + 1) / 2
			local distanceCoeff = testData['Distance'] / TestDistance
			testData["Value"] = directionCoeff * distanceCoeff
		end
	end

	for i, vec in pairs(TestVectors) do
		local hitPart, hitPos = Utility.Raycast(Ray.new(currentPoint, vec * TestDistance), true, {Player.Character})
		if hitPos then
			table.insert(testResults, {Vector = vec; Distance = (hitPos - currentPoint).magnitude})
		else
			table.insert(testResults, {Vector = vec; Distance = TestDistance})
		end
	end

	ExploreHeuristic()

	table.sort(testResults, function(a,b) return a["Value"] > b["Value"] end)

	return testResults
end

local TapId = 1
local ExistingPather = nil
local ExistingIndicator = nil
local PathCompleteListener = nil
local PathFailedListener = nil

local function CleanupPath()
	if ExistingPather then
		ExistingPather:Cancel()
	end
	if PathCompleteListener then
		PathCompleteListener:disconnect()
		PathCompleteListener = nil
	end
	if PathFailedListener then
		PathFailedListener:disconnect()
		PathFailedListener = nil
	end
	if ExistingIndicator then
		DebrisService:AddItem(ExistingIndicator, 0)
		ExistingIndicator = nil
	end
end


local AutoJumperInstance = nil
local ShootCount = 0
local FailCount = 0
local function OnTap(tapPositions)
	-- Good to remember if this is the latest tap event
	TapId = TapId + 1
	local thisTapId = TapId


	local camera = workspace.CurrentCamera
	local character = Player.Character


	if not CheckAlive(character) then return end
	-- This is a path tap position
	if #tapPositions == 1 then
		if camera then
			local unitRay = Utility.GetUnitRay(tapPositions[1].x, tapPositions[1].y, MyMouse.ViewSizeX, MyMouse.ViewSizeY, camera)
			local ray = Ray.new(unitRay.Origin, unitRay.Direction*400)
			local hitPart, hitPt = Utility.Raycast(ray, true, {character})

			local hitChar, hitHumanoid = Utility.FindChacterAncestor(hitPart)
			local torso = character and character:FindFirstChild("Humanoid") and character:FindFirstChild("Humanoid").Torso
			local startPos = torso.CFrame.p
			if hitChar and hitHumanoid and hitHumanoid.Torso and (hitHumanoid.Torso.CFrame.p - torso.CFrame.p).magnitude < 7 then
				CleanupPath()

				local myHumanoid = findPlayerHumanoid(Player)
				if myHumanoid then
					myHumanoid:MoveTo(hitPt)
				end

				ShootCount = ShootCount + 1
				local thisShoot = ShootCount
				-- Do shooot
				local currentWeapon = GetEquippedTool(character)
				if currentWeapon then
					currentWeapon:Activate()
					LastFired = tick()
				end
			elseif hitPt and character then
				local thisPather = Pather(character, hitPt)
				if thisPather:IsValidPath() then
					FailCount = 0
					-- TODO: Remove when bug in engine is fixed
					Player:Move(Vector3.new(1, 0, 0))
					Player:Move(Vector3.new(0, 0, 0))
					thisPather:Start()
					if BindableEvent_OnFailStateChanged then
						BindableEvent_OnFailStateChanged:Fire(false)
					end
					CleanupPath()

					local destinationGlobe = CreateDestinationIndicator(hitPt)
					destinationGlobe.Parent = camera

					ExistingPather = thisPather
					ExistingIndicator = destinationGlobe

					if AutoJumperInstance then
						AutoJumperInstance:Run()
					end

					PathCompleteListener = thisPather.Finished:connect(function()
						if AutoJumperInstance then
							AutoJumperInstance:Stop()
						end
						if destinationGlobe then
							if ExistingIndicator == destinationGlobe then
								ExistingIndicator = nil
							end
							DebrisService:AddItem(destinationGlobe, 0)
							destinationGlobe = nil
						end
						if hitChar then
							local humanoid = findPlayerHumanoid(Player)
							ShootCount = ShootCount + 1
							local thisShoot = ShootCount
							-- Do shoot
							local currentWeapon = GetEquippedTool(character)
							if currentWeapon then
								currentWeapon:Activate()
								LastFired = tick()
							end
							if humanoid then
								humanoid:MoveTo(hitPt)
							end
						end
						local finishPos = torso and torso.CFrame.p --hitPt
						if finishPos and startPos and tick() - Utility.GetLastInput() > 2 then
							local exploreResults = ExploreWithRayCast(finishPos, ((startPos - finishPos) * Vector3.new(1,0,1)).unit)
							-- Check for Nans etc..
							if exploreResults[1] and exploreResults[1]["Vector"] and exploreResults[1]["Vector"].magnitude >= 0.5 and exploreResults[1]["Distance"] > 3 then
								if CameraModule then
									local rotatedCFrame = CameraModule:LookAtPreserveHeight(finishPos + exploreResults[1]["Vector"] * exploreResults[1]["Distance"])
									local finishedSignal, duration = CameraModule:TweenCameraLook(rotatedCFrame)
								end
							end
						end
					end)
					PathFailedListener = thisPather.PathFailed:connect(function()
						if AutoJumperInstance then
							AutoJumperInstance:Stop()
						end
						if destinationGlobe then
							FlashRed(destinationGlobe)
							DebrisService:AddItem(destinationGlobe, 3)
						end
					end)
				else
					if hitPt then
						-- Feedback here for when we don't have a good path
						local failedGlobe = CreateDestinationIndicator(hitPt)
						FlashRed(failedGlobe)
						DebrisService:AddItem(failedGlobe, 1)
						failedGlobe.Parent = camera
						if ExistingIndicator == nil then
							FailCount = FailCount + 1
							if FailCount >= 3 then
								if BindableEvent_OnFailStateChanged then
									BindableEvent_OnFailStateChanged:Fire(true)
								end
								CleanupPath()
							end
						end
					end
				end
			else
				-- no hit pt
			end
		end
	elseif #tapPositions >= 2 then
		if camera then
			ShootCount = ShootCount + 1
			local thisShoot = ShootCount
			-- Do shoot
			local avgPoint = Utility.AveragePoints(tapPositions)
			local unitRay = Utility.GetUnitRay(avgPoint.x, avgPoint.y, MyMouse.ViewSizeX, MyMouse.ViewSizeY, camera)
			local currentWeapon = GetEquippedTool(character)
			if currentWeapon then
				currentWeapon:Activate()
				LastFired = tick()
			end
		end
	end
end


local function CreateClickToMoveModule()
	local this = {}

	local LastStateChange = 0
	local LastState = Enum.HumanoidStateType.Running
	local FingerTouches = {}
	local NumUnsunkTouches = 0
	-- PC simulation
	local mouse1Down = tick()
	local mouse1DownPos = Vector2.new()
	local mouse2Down = tick()
	local mouse2DownPos = Vector2.new()
	local mouse2Up = tick()

	local movementKeys = {
		[Enum.KeyCode.W] = true;
		[Enum.KeyCode.A] = true;
		[Enum.KeyCode.S] = true;
		[Enum.KeyCode.D] = true;
		[Enum.KeyCode.Up] = true;
		[Enum.KeyCode.Down] = true;
	}

	local TapConn = nil
	local InputBeganConn = nil
	local InputChangedConn = nil
	local InputEndedConn = nil
	local HumanoidDiedConn = nil
	local CharacterChildAddedConn = nil
	local OnCharacterAddedConn = nil
	local CharacterChildRemovedConn = nil
	local RenderSteppedConn = nil


	local function disconnectEvent(event)
		if event then
			event:disconnect()
		end
	end

	local function DisconnectEvents()
		disconnectEvent(TapConn)
		disconnectEvent(InputBeganConn)
		disconnectEvent(InputChangedConn)
		disconnectEvent(InputEndedConn)
		disconnectEvent(HumanoidDiedConn)
		disconnectEvent(CharacterChildAddedConn)
		disconnectEvent(OnCharacterAddedConn)
		disconnectEvent(RenderSteppedConn)
		disconnectEvent(CharacterChildRemovedConn)
		pcall(function() RunService:UnbindFromRenderStep("ClickToMoveRenderUpdate") end)
	end



	local function IsFinite(num)
		return num == num and num ~= 1/0 and num ~= -1/0
	end
	
	local function findAngleBetweenXZVectors(vec2, vec1)
		return math.atan2(vec1.X*vec2.Z-vec1.Z*vec2.X, vec1.X*vec2.X + vec1.Z*vec2.Z)
	end
	
	-- Setup the camera
	CameraModule = ClassicCameraModule()

	do
		-- Extend The Camera Module Class
		function CameraModule:LookAtPreserveHeight(newLookAtPt)
			local camera = 	workspace.CurrentCamera

			local focus = camera.Focus.p

			local cameraCFrame = camera.CoordinateFrame
			local mag = Vector3.new(cameraCFrame.lookVector.x, 0, cameraCFrame.lookVector.z).magnitude
			local newLook = (Vector3.new(newLookAtPt.x, focus.y, newLookAtPt.z) - focus).unit * mag
			local flippedLook = newLook + Vector3.new(0, cameraCFrame.lookVector.y, 0)

			local distance = (focus - camera.CoordinateFrame.p).magnitude

			local newCamPos = focus - flippedLook.unit * distance
			return CFrame.new(newCamPos, newCamPos + flippedLook)
		end

		function CameraModule:TweenCameraLook(desiredCFrame, speed)
			local e = 2.718281828459
			local function SCurve(t)
				return 1/(1 + e^(-t*1.5))
			end
			local function easeOutSine(t, b, c, d)
				if t >= d then return b + c end
				return c * math.sin(t/d * (math.pi/2)) + b;
			end

			local theta, interper = CFrameInterpolator(CFrame.new(Vector3.new(), self:GetCameraLook()), desiredCFrame - desiredCFrame.p)
			theta = Utility.Clamp(0, math.pi, theta)
			local duration = 0.65 * SCurve(theta - math.pi/4) + 0.15
			if speed then
				duration = theta / speed
			end
			local start = tick()
			local finish = start + duration

			self.UpdateTweenFunction = function()
				local currTime = tick() - start
				local alpha = Utility.Clamp(0, 1, easeOutSine(currTime, 0, 1, duration))
				local newCFrame = interper(alpha)
				local y = findAngleBetweenXZVectors(newCFrame.lookVector, self:GetCameraLook())
				if IsFinite(y) and math.abs(y) > 0.0001 then
					self.RotateInput = self.RotateInput + Vector2.new(y, 0)
				end
				return (currTime >= finish or alpha >= 1)
			end
		end
	end
	--- Done Extending


	local function OnTouchBegan(input, processed)
		if FingerTouches[input] == nil and not processed then
			NumUnsunkTouches = NumUnsunkTouches + 1
		end
		FingerTouches[input] = processed
	end

	local function OnTouchChanged(input, processed)
		if FingerTouches[input] == nil then
			FingerTouches[input] = processed
			if not processed then
				NumUnsunkTouches = NumUnsunkTouches + 1
			end
		end
	end

	local function OnTouchEnded(input, processed)
			--print("Touch tap fake:" , processed)
			--if not processed then
			--	OnTap({input.Position})
			--end
		if FingerTouches[input] ~= nil and FingerTouches[input] == false then
			NumUnsunkTouches = NumUnsunkTouches - 1
		end
		FingerTouches[input] = nil
	end


	local function OnCharacterAdded(character)
		DisconnectEvents()

		InputBeganConn = UIS.InputBegan:connect(function(input, processed)
			if input.UserInputType == Enum.UserInputType.Touch then
				OnTouchBegan(input, processed)


				-- Give back controls when they tap both sticks
				local wasInBottomLeft = IsInBottomLeft(input.Position)
				local wasInBottomRight = IsInBottomRight(input.Position)
				if wasInBottomRight or wasInBottomLeft then
					for otherInput, _ in pairs(FingerTouches) do
						if otherInput ~= input then
							local otherInputInLeft = IsInBottomLeft(otherInput.Position)
							local otherInputInRight = IsInBottomRight(otherInput.Position)
							if otherInput.UserInputState ~= Enum.UserInputState.End and ((wasInBottomLeft and otherInputInRight) or (wasInBottomRight and otherInputInLeft)) then
								if BindableEvent_OnFailStateChanged then
									BindableEvent_OnFailStateChanged:Fire(true)
								end
								return
							end
						end
					end
				end
			end

			 -- Cancel path when you use the keyboard controls.
			if processed == false and input.UserInputType == Enum.UserInputType.Keyboard and movementKeys[input.KeyCode] then
				CleanupPath()
			end
			if input.UserInputType == Enum.UserInputType.MouseButton1 then
				mouse1Down = tick()
				mouse1DownPos = input.Position
			end
			if input.UserInputType == Enum.UserInputType.MouseButton2 then
				mouse2Down = tick()
				mouse2DownPos = input.Position
			end
		end)

		InputChangedConn = UIS.InputChanged:connect(function(input, processed)
			if input.UserInputType == Enum.UserInputType.Touch then
				OnTouchChanged(input, processed)
			end
		end)

		InputEndedConn = UIS.InputEnded:connect(function(input, processed)
			if input.UserInputType == Enum.UserInputType.Touch then
				OnTouchEnded(input, processed)
			end

			if input.UserInputType == Enum.UserInputType.MouseButton2 then
				mouse2Up = tick()
				local currPos = input.Position
				if mouse2Up - mouse2Down < 0.25 and (currPos - mouse2DownPos).magnitude < 5 then
					local positions = {currPos}
					OnTap(positions)
				end
			end
		end)
		TapConn = UIS.TouchTap:connect(function(touchPositions, processed)
			if not processed then
				OnTap(touchPositions)
			end
		end)

		if not UIS.TouchEnabled then -- PC
			if AutoJumperInstance then
				AutoJumperInstance:Stop()
				AutoJumperInstance = nil
			end
			AutoJumperInstance = AutoJumper()
		end

		local function Update()
			if CameraModule then
				if CameraModule.UserPanningTheCamera then
					CameraModule.UpdateTweenFunction = nil
				else
					if CameraModule.UpdateTweenFunction then
						local done = CameraModule.UpdateTweenFunction()
						if done then
							CameraModule.UpdateTweenFunction = nil
						end
					end
				end
				CameraModule:Update()
			end
		end
		
		local success = pcall(function() RunService:BindToRenderStep("ClickToMoveRenderUpdate",Enum.RenderPriority.Camera.Value - 1,Update) end)
		if not success then
			if RenderSteppedConn then
				RenderSteppedConn:disconnect()
			end
			RenderSteppedConn = RunService.RenderStepped:connect(Update)
		end

		local function OnCharacterChildAdded(child)
			if UIS.TouchEnabled then
				if child:IsA('Tool') then
					child.ManualActivationOnly = true
				end
			end
			if child:IsA('Humanoid') then
				disconnectEvent(HumanoidDiedConn)
				HumanoidDiedConn = child.Died:connect(function()
					DebrisService:AddItem(ExistingIndicator, 1)
					if AutoJumperInstance then
						AutoJumperInstance:Stop()
						AutoJumperInstance = nil
					end
				end)
			end
		end

		CharacterChildAddedConn = character.ChildAdded:connect(function(child)
			OnCharacterChildAdded(child)
		end)
		CharacterChildRemovedConn = character.ChildRemoved:connect(function(child)
			if UIS.TouchEnabled then
				if child:IsA('Tool') then
					child.ManualActivationOnly = false
				end
			end
		end)
		for _, child in pairs(character:GetChildren()) do
			OnCharacterChildAdded(child)
		end
	end

	local Running = false

	function this:Stop()
		if Running then
			DisconnectEvents()
			CleanupPath()
			if AutoJumperInstance then
				AutoJumperInstance:Stop()
				AutoJumperInstance = nil
			end
			if CameraModule then
				CameraModule.UpdateTweenFunction = nil
				CameraModule:SetEnabled(false)
			end
			-- Restore tool activation on shutdown
			if UIS.TouchEnabled then
				local character = Player.Character
				if character then
					for _, child in pairs(character:GetChildren()) do
						if child:IsA('Tool') then
							child.ManualActivationOnly = false
						end
					end
				end
			end
			Running = false
		end
	end

	function this:Start()
		if not Running then
			if Player.Character then -- retro-listen
				OnCharacterAdded(Player.Character)
			end
			OnCharacterAddedConn = Player.CharacterAdded:connect(OnCharacterAdded)
			if CameraModule then
				CameraModule:SetEnabled(true)
			end
			Running = true
		end
	end

	return this
end

return CreateClickToMoveModule
