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use super::{
    super::{vek::*, Animation},
    QuadrupedSmallSkeleton, SkeletonAttr,
};
use common::states::utils::{AbilityInfo, StageSection};

pub struct ComboAnimation;
impl Animation for ComboAnimation {
    type Dependency<'a> = (
        Option<&'a str>,
        Option<StageSection>,
        Option<AbilityInfo>,
        usize,
        f32,
        f32,
    );
    type Skeleton = QuadrupedSmallSkeleton;

    #[cfg(feature = "use-dyn-lib")]
    const UPDATE_FN: &'static [u8] = b"quadruped_small_combo\0";

    #[cfg_attr(feature = "be-dyn-lib", export_name = "quadruped_small_combo")]
    fn update_skeleton_inner(
        skeleton: &Self::Skeleton,
        (ability_id, stage_section, _ability_info, current_strike, global_time, timer): Self::Dependency<'_>,
        anim_time: f32,
        rate: &mut f32,
        _s_a: &SkeletonAttr,
    ) -> Self::Skeleton {
        *rate = 1.0;
        let mut next = (*skeleton).clone();

        let _multi_strike_pullback = 1.0
            - if matches!(stage_section, Some(StageSection::Recover)) {
                anim_time.powi(4)
            } else {
                0.0
            };

        for strike in 0..=current_strike {
            match ability_id {
                Some("common.abilities.custom.mossy_snail.headbutt") => {
                    let (movement1base, movement2base, movement3) = match stage_section {
                        Some(StageSection::Buildup) => (anim_time.sqrt(), 0.0, 0.0),
                        Some(StageSection::Action) => (1.0, anim_time.powi(4), 0.0),
                        Some(StageSection::Recover) => (1.0, 1.0, anim_time),
                        _ => (0.0, 0.0, 0.0),
                    };
                    let pullback = 1.0 - movement3;
                    let subtract = global_time - timer;
                    let check = subtract - subtract.trunc();
                    let mirror = (check - 0.5).signum();
                    let _twitch3 = (mirror * movement3 * 9.0).sin();
                    let movement1 = mirror * movement1base * pullback;
                    let movement2 = mirror * movement2base * pullback;
                    let movement1abs = movement1base * pullback;
                    let movement2abs = movement2base * pullback;

                    match strike {
                        0 => {
                            next.head.orientation =
                                Quaternion::rotation_x(movement1abs * -0.7 + movement2abs * 2.0)
                                    * Quaternion::rotation_y(movement1 * -0.6 + movement2 * 1.2);

                            next.chest.orientation =
                                Quaternion::rotation_y(movement1 * -0.08 + movement2 * 0.15)
                                    * Quaternion::rotation_z(movement1 * 0.2 + movement2 * -0.6);

                            next.tail.orientation =
                                Quaternion::rotation_x(movement1abs * 0.5 + movement2abs * -1.0)
                                    * Quaternion::rotation_z(movement1 * -0.4 + movement2 * -0.2);
                        },
                        _ => {},
                    }
                },
                _ => {},
            }
        }
        next
    }
}