/*
 * Aurora: https://github.com/pixelmatix/aurora
 * Copyright (c) 2014 Jason Coon
 *
 * Portions of this code are adapted from LedEffects Snake by Robert Atkins: https://bitbucket.org/ratkins/ledeffects/src/26ed3c51912af6fac5f1304629c7b4ab7ac8ca4b/Snake.cpp?at=default
 * Copyright (c) 2013 Robert Atkins
 *
 * Permission is hereby granted, free of charge, to any person obtaining a copy of
 * this software and associated documentation files (the "Software"), to deal in
 * the Software without restriction, including without limitation the rights to
 * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
 * the Software, and to permit persons to whom the Software is furnished to do so,
 * subject to the following conditions:
 *
 * The above copyright notice and this permission notice shall be included in all
 * copies or substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
 * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
 * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
 * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
 */

#ifndef PatternSnake_H
#define PatternSnake_H

class PatternSnake : public Drawable {
private:
    static const byte SNAKE_LENGTH = 8;

    CRGB colors[SNAKE_LENGTH];
    uint8_t initialHue;

    enum Direction {
        UP, DOWN, LEFT, RIGHT
    };

    struct Pixel {
        uint8_t x;
        uint8_t y;
    };

    struct Snake {
        Pixel pixels[SNAKE_LENGTH];

        Direction direction;

        void newDirection() {
            switch (direction) {
                case UP:
                case DOWN:
                    direction = random(0, 2) == 1 ? RIGHT : LEFT;
                    break;

                case LEFT:
                case RIGHT:
                    direction = random(0, 2) == 1 ? DOWN : UP;

                default:
                    break;
            }
        }

        void shuffleDown() {
            for (byte i = SNAKE_LENGTH - 1; i > 0; i--) {
                pixels[i] = pixels[i - 1];
            }
        }

        void reset() {
            direction = UP;
            for (int i = 0; i < SNAKE_LENGTH; i++) {
                pixels[i].x = 0;
                pixels[i].y = 0;
            }
        }

        void move() {
            switch (direction) {
                case UP:
                    pixels[0].y = (pixels[0].y + 1) % VPANEL_H;
                    break;
                case LEFT:
                    pixels[0].x = (pixels[0].x + 1) % VPANEL_W;
                    break;
                case DOWN:
                    pixels[0].y = pixels[0].y == 0 ? VPANEL_H - 1 : pixels[0].y - 1;
                    break;
                case RIGHT:
                    pixels[0].x = pixels[0].x == 0 ? VPANEL_W - 1 : pixels[0].x - 1;
                    break;
            }
        }

        void draw(CRGB colors[SNAKE_LENGTH]) {
            for (byte i = 0; i < SNAKE_LENGTH; i++) {
                effects.leds[XY16(pixels[i].x, pixels[i].y)] = colors[i] %= (255 - i * (255 / SNAKE_LENGTH));
            }
        }
    };

    static const int snakeCount = 6;
    Snake snakes[snakeCount];

public:
    PatternSnake() {
        name = (char *)"Snake";
        for (int i = 0; i < snakeCount; i++) {
            Snake* snake = &snakes[i];
            snake->reset();
        }
    }

    void start()
    {
              effects.ClearFrame();
    }

    unsigned int drawFrame() {

         
        fill_palette(colors, SNAKE_LENGTH, initialHue++, 5, effects.currentPalette, 255, LINEARBLEND);

        for (int i = 0; i < snakeCount; i++) {
            Snake* snake = &snakes[i];

            snake->shuffleDown();

            if (random(10) > 7) {
                snake->newDirection();
            }

            snake->move();
            snake->draw(colors);
        }
        
        effects.ShowFrame();

        return 30;
    }
};

#endif
