-----------------------------------------------------------------------------------
-- Monster binding
-----------------------------------------------------------------------------------

function bind(obj)
	printf("_bp: monster.bind: name='%s', id='%d'", obj:name(), obj:id())

	-- Для спауна
	--xr_spawner.spawn_client(obj)

	local new_binder = generic_object_binder(obj)
	obj:bind_object(new_binder)
end

local last_update = 0 -- combat
------------------------------------------------------------------------------------
class "generic_object_binder" (object_binder)

function generic_object_binder:__init(obj) super(obj)
	self.loaded = false
end

function generic_object_binder:reload(section)
	object_binder.reload(self, section)
end

function generic_object_binder:reinit()
	object_binder.reinit(self)

	db.storage[self.object:id()] = { }

	self.st = db.storage[self.object:id()]

	self.object:set_callback(callback.patrol_path_in_point, self.waypoint_callback, self)
	self.object:set_callback(callback.hit,					self.hit_callback,		self)
	self.object:set_callback(callback.death,				self.death_callback,	self)
	self.object:set_callback(callback.sound, 				self.hear_callback, 	self)
end

function generic_object_binder:update(delta)
	object_binder.update(self, delta)

	if xr_combat_ignore.fighting_with_actor_npcs[self.object:id()] and self.object:best_enemy() == nil then
		xr_combat_ignore.fighting_with_actor_npcs[self.object:id()] = nil
	end

	local squad = get_object_squad(self.object)
	local object_alive = self.object:alive()
	--' printf("_bp: generic_object_binder: UPDATE [name='%s' time=%d]",
	--'	self.object:name(), time_global())

	if not object_alive then
		return
	end

	local st = db.storage[self.object:id()]
	if st ~= nil and st.active_scheme ~= nil then
		xr_logic.try_switch_to_another_section(self.object, st[st.active_scheme], db.actor)
	end
	-- Апдейт отряда
	if squad ~= nil then
		if squad:commander_id() == self.object:id() then
			squad:update()
		end
	end


	self.object:info_clear()

	local active_section = db.storage[self.object:id()] and db.storage[self.object:id()].active_section
	if active_section then
		self.object:info_add("section: " .. active_section)
	end
	local best_enemy = self.object:best_enemy()
	if best_enemy then
		self.object:info_add("enemy: " .. best_enemy:name())
	end
	self.object:info_add(self.object:name().." ["..self.object:team().."]["..self.object:squad().."]["..self.object:group().."]")

	if alife():object(self.object:id()) == nil then
		return
	end

	if squad ~= nil then
		self.object:info_add("squad_id: " .. squad:section_name())
		if squad.current_action ~= nil then
			local target = squad.assigned_target_id and alife():object(squad.assigned_target_id) and alife():object(squad.assigned_target_id):name()
			self.object:info_add("current_action: " .. squad.current_action.name .."["..tostring(target).."]")
		end
	end


-- Если есть враг , то идем в комбат !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
	if self.object:get_enemy() then
		if xr_logic.mob_captured(self.object) then
			xr_logic.mob_release(self.object)
		end
		return
	end



	if squad and squad.current_action and squad.current_action.name == "reach_target" then
		local squad_target = simulation_objects.get_sim_obj_registry().objects[squad.assigned_target_id]
		if squad_target == nil then return end
	--	printf("_bp: mob_reach_task:reset_scheme: %s", self.object:name())

		local target_pos, target_lv_id, target_gv_id = squad_target:get_location()
	--	if not xr_logic.mob_captured(self.object) then
			xr_logic.mob_capture(self.object, true)
	--	end
		if squad:commander_id() == self.object:id() then
			action(self.object, move(move.walk_with_leader, target_pos),
				cond(cond.move_end))
		else
			local commander_pos = alife():object(squad:commander_id()).position
			if commander_pos:distance_to(self.object:position()) > 10 then
				action(self.object, move(move.run_with_leader, target_pos),
				cond(cond.move_end))
			else
				action(self.object, move(move.walk_with_leader, target_pos),
				cond(cond.move_end))
			end
		end
		return
	end

	if self.st.active_section ~= nil then
		xr_logic.issue_event(self.object, self.st[self.st.active_scheme], "update", delta)
	end
end

function generic_object_binder:extrapolate_callback()
	-- Проверяем, что объект еще в онлайне
	if db.storage[self.object:id()] == nil or
		 db.storage[self.object:id()].object == nil
	then
		return
	end


	local cur_pt = self.object:get_current_point_index()
	if self.object:get_script()	== false then
		return false
	end

	local patrol_path = self.object:patrol()
	if not level.patrol_path_exists(patrol_path) then
		return false
		--abort("bind_monster:extrapolate_callback(). There is no patrol path [%s]", tostring(patrol_path))
	end
	if patrol(patrol_path):flags(cur_pt):get() == 0 then
		--printf("_bp: generic_object_binder: extrapolate_callback: cur_pt = %d: true", cur_pt)
		return true
	end
	--printf("_bp: generic_object_binder: extrapolate_callback: cur_pt = %d: false", cur_pt)
	return false
end

function generic_object_binder:waypoint_callback(obj, action_type, index)
	if self.st.active_section ~= nil then
		xr_logic.issue_event(self.object, self.st[self.st.active_scheme], "waypoint_callback", obj, action_type, index)
	end
end

function generic_object_binder:death_callback(victim, who)
	printf("stop_dead_id"..self.object:id())

	xr_combat_ignore.fighting_with_actor_npcs[self.object:id()] = nil

	self:hit_callback(victim, 1, vector():set(0,0,0), who, "from_death_callback")
	if who:id() == db.actor:id() then
		xr_statistic.inc_killed_monsters_counter()
		xr_statistic.set_best_monster(self.object)
	end

	if self.st.mob_death then
		xr_logic.issue_event(self.object, self.st.mob_death, "death_callback", victim, who)
	end

	if self.st.active_section then
		xr_logic.issue_event(self.object, self.st[self.st.active_scheme], "death_callback", victim, who)
	end
	--' Наносим небольшой импульс вперед.
	local h = hit()
	h.draftsman = self.object
	h.type = hit.fire_wound
	h.direction = db.actor:position():sub(self.object:position())
	h:bone("pelvis")
	h.power = 1
	h.impulse = 10
	self.object:hit(h)

	local obj_clsid = self.object:clsid()
	if obj_clsid == clsid.poltergeist_s then
		printf("releasing object ["..self.object:name().."]")
		if alife():object(self.object:id()) ~= nil then
			alife():release(alife():object(self.object:id()), true)
		end
	end
end

function generic_object_binder:hit_callback(obj, amount, local_direction, who, bone_index)
--	printf("HIT_CALLBACK: [%s] amount[%s]", obj:name(), amount)

	if(who:id()==db.actor:id()) then
		xr_statistic.set_best_weapon(amount)
	end

	if self.st.hit then
		xr_logic.issue_event(self.object, self.st.hit, "hit_callback", obj, amount, local_direction, who, bone_index)
	end

	if amount > 0 then
		printf("HIT_CALLBACK: %s amount=%s bone=%s who:id() = [%s] actor:id() = [%s]", obj:name(), amount, tostring(bone_index), who:id(), db.actor:id())
	end
end

function generic_object_binder:hear_callback(self, who_id, sound_type, sound_position, sound_power)
	if who_id == self:id() then
		return
	end
	xr_hear.hear_callback(self, who_id, sound_type, sound_position, sound_power)
end

function generic_object_binder:net_spawn(sobject)
	if not object_binder.net_spawn(self, sobject) then
		return false
	end

	local on_offline_condlist = db.storage[self.object:id()] and db.storage[self.object:id()].overrides and db.storage[self.object:id()].overrides.on_offline_condlist
	if on_offline_condlist ~= nil then
		xr_logic.pick_section_from_condlist(db.actor, self.object, on_offline_condlist)
	end

	if not self.object:alive() then
		return true
	end
	if alife():object(self.object:id()) == nil then
		return false
	end

--	local pos = self.object:position()
--	printf("net_spawn mpos[%s][%s][%s]", tostring(pos.x), tostring(pos.y), tostring(pos.z))

	db.add_obj(self.object)

--******************************* Телепорт на первую точку пути работы смарттеррейна...*****************************
	local se_obj = alife():object(self.object:id())
	if db.spawned_vertex_by_id[se_obj.id] ~= nil then
		self.object:set_npc_position(level.vertex_position(db.spawned_vertex_by_id[se_obj.id]))
		db.spawned_vertex_by_id[se_obj.id] = nil
	elseif db.offline_objects[se_obj.id] ~= nil and db.offline_objects[se_obj.id].level_vertex_id ~= nil then
		printf("changing position for object[%s] from %s to %s : level vertex [%s] to [%s]", se_obj:name(), vec_to_str(se_obj.position), vec_to_str(level.vertex_position(db.offline_objects[se_obj.id].level_vertex_id)), tostring(se_obj.m_level_vertex_id), tostring(db.offline_objects[se_obj.id].level_vertex_id))
		self.object:set_npc_position(level.vertex_position(db.offline_objects[se_obj.id].level_vertex_id))
	elseif se_obj.m_smart_terrain_id ~= 65535 then
		local smart_terrain = alife():object(se_obj.m_smart_terrain_id)
		if smart_terrain.arriving_npc[se_obj.id] == nil then
			local smart_task = smart_terrain.job_data[smart_terrain.npc_info[se_obj.id].job_id].alife_task
			self.object:set_npc_position(smart_task:position())
		end
	end
--******************************************************************************************************************


	smart_terrain.setup_gulag_and_logic_on_spawn( self.object, self.st, sobject, modules.stype_mobile, self.loaded)

	return true
end

function generic_object_binder:net_destroy()
	self.object:set_callback(callback.death,				nil)
	self.object:set_callback(callback.patrol_path_in_point, nil)
	self.object:set_callback(callback.hit,					nil)
	self.object:set_callback(callback.sound, 				nil)
	xr_sound.stop_sounds_by_id(self.object:id())

	xr_combat_ignore.fighting_with_actor_npcs[self.object:id()] = nil

	local st = db.storage[self.object:id()]
	if st and st.active_scheme then
		xr_logic.issue_event(self.object, st[st.active_scheme], "net_destroy")
	end

-- Запоминаем позицию и активную секцию --------
if db.offline_objects[self.object:id()] then
	db.offline_objects[self.object:id()].level_vertex_id = self.object:level_vertex_id()
	db.offline_objects[self.object:id()].active_section = db.storage[self.object:id()].active_section
end
------------------------------------------------n

	db.del_obj(self.object)
	db.storage[self.object:id()] = nil
	object_binder.net_destroy(self)
end

function generic_object_binder:reload(section)
	object_binder.reload(self, section)
	--printf("generic_object_binder:reload(): self.object:name()='%s'", self.object:name())
end

function generic_object_binder:net_save_relevant()
	--printf("generic_object_binder:net_save_relevant(): self.object:name()='%s'", self.object:name())
	return true
end

function generic_object_binder:save(packet)

	set_save_marker(packet, "save", false, "generic_object_binder")
	object_binder.save(self, packet)
	xr_logic.save_obj(self.object, packet)
	set_save_marker(packet, "save", true, "generic_object_binder")
end

function generic_object_binder:load(reader)
	self.loaded = true
	set_save_marker(reader, "load", false, "generic_object_binder")
	object_binder.load(self, reader)
	xr_logic.load_obj(self.object, reader)
	set_save_marker(reader, "load", true, "generic_object_binder")
end
