--The ignore list will fill up over time. This is how many seconds it will go before
--being refreshed in order to keep it from filling up with instances that aren't in
--the datamodel anymore.

local IGNORE_LIST_LIFETIME = 5

local MAX_BULLET_TIME = 10

local localRandom = Random.new()
local localPlayer = not IsServer and Players.LocalPlayer

local BulletWeapon = {}
BulletWeapon.__index = BulletWeapon
setmetatable(BulletWeapon, BaseWeapon)

BulletWeapon.CanAimDownSights = true
BulletWeapon.CanBeFired = true
BulletWeapon.CanBeReloaded = true
BulletWeapon.CanHit = true

function BulletWeapon.new(weaponsSystem, instance)
	local self = BaseWeapon.new(weaponsSystem, instance)
	setmetatable(self, BulletWeapon)

	self.usesCharging = false
	self.charge = 0
	self.chargeSoundPitchMin = 0.5
	self.chargeSoundPitchMax = 1

	self.triggerDisconnected = false
	self.startupFinished = false -- TODO: make startup time use a configuration value
	self.burstFiring = false
	self.burstIdx = 0
	self.nextFireTime = 0

	self.recoilIntensity = 0
	self.aimPoint = Vector3.new()

	self:addOptionalDescendant("tipAttach", "TipAttachment")

	self:addOptionalDescendant("boltMotor", "BoltMotor")
	self:addOptionalDescendant("boltMotorStart", "BoltMotorStart")
	self:addOptionalDescendant("boltMotorTarget", "BoltMotorTarget")

	self:addOptionalDescendant("chargeGlowPart", "ChargeGlow")
	self:addOptionalDescendant("chargeCompleteParticles", "ChargeCompleteParticles")
	self:addOptionalDescendant("dischargeCompleteParticles", "DischargeCompleteParticles")

	self:addOptionalDescendant("muzzleFlash0", "MuzzleFlash0")
	self:addOptionalDescendant("muzzleFlash1", "MuzzleFlash1")
	self:addOptionalDescendant("muzzleFlashBeam", "MuzzleFlash")

	self.hitMarkTemplate = HitMarksFolder:FindFirstChild(self:getConfigValue("HitMarkEffect", "BulletHole"))

	self.casingTemplate = CasingsFolder:FindFirstChild(self:getConfigValue("CasingEffect", ""))
	self:addOptionalDescendant("casingEjectPoint", "CasingEjectPoint")

	self.ignoreList = {}
	self.ignoreListRefreshTime = 0

	self:addOptionalDescendant("handAttach", "LeftHandAttachment")
	self.handAlignPos = nil
	self.handAlignRot = nil

	self.chargingParticles = {}
	self.instance.DescendantAdded:Connect(function(descendant)
		if descendant.Name == "ChargingParticles" and descendant:IsA("ParticleEmitter") then
			table.insert(self.chargingParticles, descendant)
		end
	end)
	for _, v in pairs(self.instance:GetDescendants()) do
		if v.Name == "ChargingParticles" and v:IsA("ParticleEmitter") then
			table.insert(self.chargingParticles, v)
		end
	end

	self:doInitialSetup()

	return self
end

function BulletWeapon:onEquippedChanged()
	BaseWeapon.onEquippedChanged(self)

	if not IsServer then
		if self.weaponsSystem.camera then
			if self.equipped then
				self.startupFinished = false
			end
		end

		if self.equipped then
			ContextActionService:BindAction("ReloadWeapon", function(...) self:onReloadAction(...) end, false, Enum.KeyCode.R, Enum.KeyCode.ButtonX)
		else
			ContextActionService:UnbindAction("ReloadWeapon")

			-- Stop charging/discharging sounds
			local chargingSound = self:getSound("Charging")
			local dischargingSound = self:getSound("Discharging")
			if chargingSound and chargingSound.Playing then
				chargingSound:Stop()
			end
			if dischargingSound and dischargingSound.Playing then
				dischargingSound:Stop()
			end
		end

		self.triggerDisconnected = false
	end
end

function BulletWeapon:onReloadAction(actionName, inputState, inputObj)
	if inputState == Enum.UserInputState.Begin and not self.reloading then
		self:reload()
	end
end

function BulletWeapon:animateBoltAction(isOpen)
	if not self.boltMotor or not self.boltMotorStart or not self.boltMotorTarget then
		return
	end

	if isOpen then
		self:tryPlaySound("BoltOpenSound")
	else
		self:tryPlaySound("BoltCloseSound")
	end

	local actionMoveTime = isOpen and self:getConfigValue("ActionOpenTime", 0.025) or self:getConfigValue("ActionCloseTime", 0.075)
	local targetCFrame = isOpen and self.boltMotorTarget.CFrame or self.boltMotorStart.CFrame

	local boltTween = TweenService:Create(self.boltMotor, TweenInfo.new(actionMoveTime, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut), { C0 = targetCFrame })
	boltTween:Play()
	boltTween.Completed:Wait()
end

function BulletWeapon:getRandomSeedForId(id)
	return id
end
