--[[
	PlayerPlus by TenPlus1
]]

playerplus = {}

-- get node but use fallback for nil or unknown
local function node_ok(pos, fallback)

	fallback = fallback or "air"

	local node = minetest.get_node_or_nil(pos)

	if not node then
		return fallback
	end

	if minetest.registered_nodes[node.name] then
		return node.name
	end

	return fallback
end

local armor_mod = minetest.get_modpath("3d_armor")
local def = {}
local time = 0

minetest.register_globalstep(function(dtime)

	time = time + dtime

	-- every 0.5 seconds
	if time < 0.5 then
		return
	end

	-- reset time for next check
	-- FIXME: Make sure a regular check interval applies
	time = 0

	-- check players
	for _,player in pairs(minetest.get_connected_players()) do

		-- who am I?
		local name = player:get_player_name()

		-- where am I?
		local pos = player:getpos()

		-- what is around me?
		pos.y = pos.y - 0.1 -- standing on
		playerplus[name].nod_stand = node_ok(pos)
		playerplus[name].nod_stand_below = node_ok({x=pos.x, y=pos.y-1, z=pos.z})

		pos.y = pos.y + 1.5 -- head level
		playerplus[name].nod_head = node_ok(pos)
	
		pos.y = pos.y - 1.2 -- feet level
		playerplus[name].nod_feet = node_ok(pos)

		pos.y = pos.y - 0.2 -- reset pos

		-- set defaults
		def.speed = 1
		def.jump = 1
		def.gravity = 1

		-- is 3d_armor mod active? if so make armor physics default
		if armor_mod and armor and armor.def then
			-- get player physics from armor
			def.speed = armor.def[name].speed or 1
			def.jump = armor.def[name].jump or 1
			def.gravity = armor.def[name].gravity or 1
		end

		-- standing on soul sand? if so walk slower
		if playerplus[name].nod_stand == "mcl_nether:soul_sand" then
			-- TODO: Tweak walk speed
			-- TODO: Also slow down mobs
			-- FIXME: This whole speed thing is a giant hack. We need a proper framefork for cleanly handling player speeds
			local below = playerplus[name].nod_stand_below 
			if below == "mcl_core:ice" or below == "mcl_core:packed_ice" or below == "mcl_core:slimeblock" then
				def.speed = def.speed - 0.9
			else
				def.speed = def.speed - 0.6
			end
		end

		-- set player physics
		-- TODO: Resolve conflict
		player:set_physics_override(def.speed, def.jump, def.gravity)

		-- Is player suffocating inside node? (Only for solid full opaque cube type nodes
		-- without group disable_suffocation=1)
		local ndef = minetest.registered_nodes[playerplus[name].nod_head]

		if (ndef.walkable == nil or ndef.walkable == true)
		and (ndef.collision_box == nil or ndef.collision_box.type == "regular")
		and (ndef.node_box == nil or ndef.node_box.type == "regular")
		and (ndef.groups.disable_suffocation ~= 1)
		and (ndef.groups.opaque == 1)
		-- Check privilege, too
		and (not minetest.check_player_privs(name, {noclip = true})) then
			if player:get_hp() > 0 then
				player:set_hp(player:get_hp() - 1)
			end
		end

		-- am I near a cactus?
		local near = minetest.find_node_near(pos, 1, "mcl_core:cactus")

		if near then
			-- am I touching the cactus? if so it hurts
			for _,object in pairs(minetest.get_objects_inside_radius(near, 1.1)) do
				if object:get_hp() > 0 then
					object:set_hp(object:get_hp() - 1)
				end
			end

		end

		-- Apply black sky in the Void and deal Void damage
		if pos.y < mcl_vars.mg_bedrock_overworld_max then
			-- Player reached the void, set black sky box
			player:set_sky("#000000", "plain")
			-- FIXME: Sky handling in MCL2 is held together with lots of duct tape.
			-- This only works beause weather_pack currently does not touch the sky for players below the height used for this check.
			-- There should be a real skybox API.
		end
		local void, void_deadly = mcl_util.is_in_void(pos)
		if void_deadly then
			-- Player is deep into the void, deal void damage
			if player:get_hp() > 0 then
				player:set_hp(player:get_hp() - 4)
			end
		end

		-- Show positions of barriers when player is wielding a barrier
		if player:get_wielded_item():get_name() == "mcl_core:barrier" then
			local pos = vector.round(player:getpos())
			local r = 8
			local vm = minetest.get_voxel_manip()
			local emin, emax = vm:read_from_map({x=pos.x-r, y=pos.y-r, z=pos.z-r}, {x=pos.x+r, y=pos.y+r, z=pos.z+r})
			local area = VoxelArea:new{
				MinEdge = emin,
				MaxEdge = emax,
			}
			local data = vm:get_data()
			for x=pos.x-r, pos.x+r do
			for y=pos.y-r, pos.y+r do
			for z=pos.z-r, pos.z+r do
				local vi = area:indexp(pos)
				local node = minetest.get_name_from_content_id(data[vi])
				if minetest.get_node({x=x,y=y,z=z}).name == "mcl_core:barrier" then
					minetest.add_particle({
						pos = {x=x, y=y, z=z},
						expirationtime = 1,
						size = 8,
						texture = "default_barrier.png",
						playername = player:get_player_name()
					})
				end
			end
			end
			end
		end

	end

end)

-- set to blank on join (for 3rd party mods)
minetest.register_on_joinplayer(function(player)
	local name = player:get_player_name()

	playerplus[name] = {}
	playerplus[name].nod_head = ""
	playerplus[name].nod_feet = ""
	playerplus[name].nod_stand = ""
end)

-- clear when player leaves
minetest.register_on_leaveplayer(function(player)

	playerplus[ player:get_player_name() ] = nil
end)