local creatorActive = false
local controlsActive = false
local zoneType, step, xCoord, yCoord, zCoord, heading, height, width, length
local steps = {{0.05, 0.1, 0.25, 0.5, 1, 2.5, 5, 10, 25, 50, 100}, {0.25, 0.5, 1, 2.5, 5, 15, 30, 45, 60, 90, 180}}
local points = {}
local format = 'array'
local displayModes = {'basic', 'walls', 'axes', 'full'}
local displayMode = 1
local minCheck = steps[1][1] / 2
local lastZone = {}
local alignMovementWithCamera = false
local useLastZoneFalsyInputs = {['0'] = true, [''] = true, ['false'] = true, ['nil'] = true}

local function firstToUpper(str)
    return (str:gsub('^%l', string.upper))
end

local function updateText()
	local text = {
		('------ Creating %s Zone ------  \n'):format(firstToUpper(zoneType)),
		('Step size [Scroll]: %sm/%s°  \n'):format(steps[1][step], steps[2][step]),
		('X coord [A/D]: %s  \n'):format(xCoord),
		('Y coord [W/S]: %s  \n'):format(yCoord),
		('Z coord [R/F]: %s  \n'):format(zCoord),
	}

	if zoneType == 'poly' then
		text[#text + 1] = ('Height [Shift + Scroll]: %s  \n'):format(height)
		text[#text + 1] = ('Cycle display mode [G]: %s  \n'):format(firstToUpper(displayModes[displayMode]))
        text[#text + 1] = ('Toggle Axis mode [C]: %s  \n'):format(alignMovementWithCamera and 'Camera' or 'Grid')
		text[#text + 1] = 'Create new point - [Space]  \n'
        text[#text + 1] = 'Edit last point - [Backspace]  \n'
	elseif zoneType == 'box' then
		text[#text + 1] = ('Heading [Q/E]: %s°  \n'):format(heading)
		text[#text + 1] = ('Height [Shift + Scroll]: %s  \n'):format(height)
		text[#text + 1] = ('Width [Ctrl + Scroll]: %s  \n'):format(width)
		text[#text + 1] = ('Length [Alt + Scroll]: %s  \n'):format(length)
		text[#text + 1] = ('Cycle display mode [G]: %s  \n'):format(firstToUpper(displayModes[displayMode]))
        text[#text + 1] = ('Toggle Axis mode [C]: %s  \n'):format(alignMovementWithCamera and 'Camera' or 'Grid')
		text[#text + 1] = 'Recenter - [Space]  \n'
	elseif zoneType == 'sphere' then
		text[#text + 1] = ('Size [Shift + Scroll]: %s  \n'):format(height)
        text[#text + 1] = ('Toggle Axis mode [C]: %s  \n'):format(alignMovementWithCamera and 'Camera' or 'Grid')
		text[#text + 1] = 'Recenter - [Space]  \n'
	end

	text[#text + 1] = 'Toggle controls - [X]  \n'
	text[#text + 1] = 'Save - [Enter]  \n'
	text[#text + 1] = 'Cancel - [Esc]'

	lib.showTextUI(table.concat(text))
end

local function round(number)
	return number >= 0 and math.floor(number + 0.5) or math.ceil(number - 0.5)
end

local function closeCreator(cancel)
	if not cancel then
		if zoneType == 'poly' then
			points[#points + 1] = vec(xCoord, yCoord)
		end

        ---@type string[]?
		local input = lib.inputDialog(('Name your %s Zone'):format(firstToUpper(zoneType)), {
            { type = 'input', label = 'Name', placeholder = 'none' },
            { type = 'select', label = 'Format', default = format, options = {
                { value = 'function', label = 'Function' },
                { value = 'array', label = 'Array' },
                { value = 'target', label = 'Target'},
            }}
        })

        if not input then return end

        format = input[2]

		TriggerServerEvent('ox_lib:saveZone', {
			zoneType = zoneType,
			name = input[1] or 'none',
			format = format,
			xCoord = xCoord,
			yCoord = yCoord,
			zCoord = zCoord,
			heading = heading,
			height = height,
			width = width,
			length = length,
			points = points
		})

        lastZone[zoneType] = {
            zoneType = zoneType,
            heading = heading,
            height = height,
            width = width,
            length = length,
        }
	end

	creatorActive = false
	controlsActive = false
	lib.hideTextUI()
	zoneType = nil
end

local function drawRectangle(rec)
    DrawPoly(rec[1].x, rec[1].y, rec[1].z, rec[2].x, rec[2].y, rec[2].z, rec[3].x, rec[3].y, rec[3].z, 255, 42, 24, 100)
    DrawPoly(rec[2].x, rec[2].y, rec[2].z, rec[1].x, rec[1].y, rec[1].z, rec[3].x, rec[3].y, rec[3].z, 255, 42, 24, 100)
    DrawPoly(rec[1].x, rec[1].y, rec[1].z, rec[4].x, rec[4].y, rec[4].z, rec[3].x, rec[3].y, rec[3].z, 255, 42, 24, 100)
    DrawPoly(rec[4].x, rec[4].y, rec[4].z, rec[1].x, rec[1].y, rec[1].z, rec[3].x, rec[3].y, rec[3].z, 255, 42, 24, 100)
end

local function drawLines()
	local thickness = vec(0, 0, height / 2)
    local activeA, activeB = vec(xCoord, yCoord, zCoord) + thickness, vec(xCoord, yCoord, zCoord) - thickness

    if zoneType == 'poly' then
        DrawLine(activeA.x, activeA.y, activeA.z, activeB.x, activeB.y, activeB.z, 255, 42, 24, 225)
    end

	for i = 1, #points do
		points[i] = vec(points[i].x, points[i].y, zCoord)
		local a = points[i] + thickness
		local b = points[i] - thickness
		local c = (points[i + 1] and vec(points[i + 1].x, points[i + 1].y, zCoord) or points[1]) + thickness
		local d = (points[i + 1] and vec(points[i + 1].x, points[i + 1].y, zCoord) or points[1]) - thickness
		local e = points[i]
		local f = (points[i + 1] and vec(points[i + 1].x, points[i + 1].y, zCoord) or points[1])

        if i == #points and zoneType == 'poly' then
            DrawLine(a.x, a.y, a.z, b.x, b.y, b.z, 255, 42, 24, 225)
            DrawLine(activeA.x, activeA.y, activeA.z, c.x, c.y, c.z, 255, 42, 24, 225)
            DrawLine(activeB.x, activeB.y, activeB.z, d.x, d.y, d.z, 255, 42, 24, 225)
            DrawLine(a.x, a.y, a.z, activeA.x, activeA.y, activeA.z, 255, 42, 24, 225)
            DrawLine(b.x, b.y, b.z, activeB.x, activeB.y, activeB.z, 255, 42, 24, 225)
            DrawLine(xCoord, yCoord, zCoord, f.x, f.y, f.z, 255, 42, 24, 225)
            DrawLine(e.x, e.y, e.z, xCoord, yCoord, zCoord, 255, 42, 24, 225)
        else
            DrawLine(a.x, a.y, a.z, b.x, b.y, b.z, 255, 42, 24, 225)
            DrawLine(a.x, a.y, a.z, c.x, c.y, c.z, 255, 42, 24, 225)
            DrawLine(b.x, b.y, b.z, d.x, d.y, d.z, 255, 42, 24, 225)
            DrawLine(e.x, e.y, e.z, f.x, f.y, f.z, 255, 42, 24, 225)
        end

        if displayMode == 2 or displayMode == 4 then
            if i == #points and zoneType == 'poly' then
                drawRectangle({a, b, activeB, activeA})
                drawRectangle({activeA, activeB, d, c})
            else
                drawRectangle({a, b, d, c})
            end
        end
	end
end

local function getRelativePos(origin, point, theta)
    if theta == 0.0 then return point end
    local p = point - origin
    local pX, pY = p.x, p.y
    theta = math.rad(theta)
    local cosTheta = math.cos(theta)
    local sinTheta = math.sin(theta)
    local x = math.floor(((pX * cosTheta - pY * sinTheta) + origin.x) * 100 + 0.0) / 100
    local y = math.floor(((pX * sinTheta + pY * cosTheta) + origin.y) * 100 + 0.0) / 100
    return x, y
end

local isFivem = cache.game == 'fivem'
local controls = {
    ['INPUT_LOOK_LR'] = isFivem and 1 or 0xA987235F,
    ['INPUT_LOOK_UD'] = isFivem and 2 or 0xD2047988,
    ['INPUT_MP_TEXT_CHAT_ALL'] = isFivem and 245 or 0x9720FCEE
}

local function startCreator(arg, useLast)
	creatorActive = true
    controlsActive = true
	zoneType = arg

	step = 5
	local coords = GetEntityCoords(cache.ped)
	xCoord = round(coords.x) + 0.0
	yCoord = round(coords.y) + 0.0
	zCoord = round(coords.z) + 0.0
	heading = useLast and lastZone[zoneType].heading or 0.0
	height = useLast and lastZone[zoneType].height or 4.0
	width = useLast and lastZone[zoneType].width or 4.0
	length = useLast and lastZone[zoneType].length or 4.0
	points = {}

	updateText()

    while creatorActive do
        Wait(0)

        if IsDisabledControlJustReleased(0, 73) then -- x
            controlsActive = not controlsActive
        end

        if displayMode == 3 or displayMode == 4 then
            if alignMovementWithCamera then
                local rightX, rightY = getRelativePos(vec2(xCoord, yCoord), vec2(xCoord + 2, yCoord), GetGameplayCamRot(2).z)
                local forwardX, forwardY = getRelativePos(vec2(xCoord, yCoord), vec2(xCoord, yCoord + 2), GetGameplayCamRot(2).z)

                DrawLine(xCoord, yCoord, zCoord, rightX, rightY or 0, zCoord, 0, 255, 0, 225)
                DrawLine(xCoord, yCoord, zCoord, forwardX, forwardY or 0, zCoord, 0, 255, 0, 225)
            end

            DrawLine(xCoord, yCoord, zCoord, xCoord + 2, yCoord, zCoord, 0, 0, 255, 225)
            DrawLine(xCoord, yCoord, zCoord, xCoord, yCoord + 2, zCoord, 0, 0, 255, 225)
            DrawLine(xCoord, yCoord, zCoord, xCoord, yCoord, zCoord + 2, 0, 0, 255, 225)
        end

        if zoneType == 'poly' then
            drawLines()
        elseif zoneType == 'box' then
            local rad = math.rad(-heading)
            local sinH = math.sin(rad)
            local cosH = math.cos(rad)
            local center = vec2(xCoord, yCoord)
            ---@type vector2[]
            points = {
                center + vec2((width * cosH + length * sinH), (length * cosH - width * sinH)) / 2,
                center + vec2(-(width * cosH - length * sinH), (length * cosH + width * sinH)) / 2,
                center + vec2(-(width * cosH + length * sinH), -(length * cosH - width * sinH)) / 2,
                center + vec2((width * cosH - length * sinH), -(length * cosH + width * sinH)) / 2,
            }

            drawLines()
        elseif zoneType == 'sphere' then
            ---@diagnostic disable-next-line: param-type-mismatch
            DrawMarker(28, xCoord, yCoord, zCoord, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, height, height, height, 255, 42, 24, 100, false, false, 0, false, false, false, false)
        end

        if controlsActive then
            DisableAllControlActions(0)
            EnableControlAction(0, controls['INPUT_LOOK_LR'], true)
            EnableControlAction(0, controls['INPUT_LOOK_UD'], true)
            EnableControlAction(0, controls['INPUT_MP_TEXT_CHAT_ALL'], true)

            local change = false
            local lStep = steps[1][step]
            local rStep = steps[2][step]

            if IsDisabledControlJustReleased(0, 17) then -- scroll up
                if IsDisabledControlPressed(0, 21) then -- shift held down
                    change = true
                    height += lStep
                elseif IsDisabledControlPressed(0, 36) then -- ctrl held down
                    change = true
                    width += lStep
                elseif IsDisabledControlPressed(0, 19) then -- alt held down
                    change = true
                    length += lStep
                elseif step < 11 then
                    change = true
                    step += 1
                end
            elseif IsDisabledControlJustReleased(0, 16) then -- scroll down
                if IsDisabledControlPressed(0, 21) then -- shift held down
                    change = true

                    if height - lStep > lStep then
                        height -= lStep
                    elseif height - lStep > 0 then
                        height = lStep
                    end
                elseif IsDisabledControlPressed(0, 36) then -- ctrl held down
                    change = true

                    if width - lStep > lStep then
                        width -= lStep
                    elseif width - lStep > 0 then
                        width = lStep
                    end
                elseif IsDisabledControlPressed(0, 19) then -- alt held down
                    change = true

                    if length - lStep > lStep then
                        length -= lStep
                    elseif length - lStep > 0 then
                        length = lStep
                    end
                elseif step > 1 then
                    change = true
                    step -= 1
                end
            elseif IsDisabledControlJustReleased(0, 32) then -- w
                change = true

                if alignMovementWithCamera then
                    local newX, newY = getRelativePos(vec2(xCoord, yCoord), vec2(xCoord, yCoord + lStep), GetGameplayCamRot(2).z)

                    if math.abs(newX) < minCheck then
                        newX = 0.0
                    end

                    if math.abs(newY or 0) < minCheck then
                        newY = 0.0
                    end

                    xCoord = newX
                    yCoord = newY
                else
                    local newValue = yCoord + lStep

                    if math.abs(newValue) < minCheck then
                        newValue = 0.0
                    end

                    yCoord = newValue
                end
            elseif IsDisabledControlJustReleased(0, 33) then -- s
                change = true

                if alignMovementWithCamera then
                    local newX, newY = getRelativePos(vec2(xCoord, yCoord), vec2(xCoord, yCoord - lStep), GetGameplayCamRot(2).z)

                    if math.abs(newX) < minCheck then
                        newX = 0.0
                    end

                    if math.abs(newY or 0) < minCheck then
                        newY = 0.0
                    end

                    xCoord = newX
                    yCoord = newY
                else
                    local newValue = yCoord - lStep

                    if math.abs(newValue) < minCheck then
                        newValue = 0.0
                    end

                    yCoord = newValue
                end
            elseif IsDisabledControlJustReleased(0, 35) then -- d
                change = true

                if alignMovementWithCamera then
                    local newX, newY = getRelativePos(vec2(xCoord, yCoord), vec2(xCoord + lStep, yCoord), GetGameplayCamRot(2).z)

                    if math.abs(newX) < minCheck then
                        newX = 0.0
                    end

                    if math.abs(newY or 0) < minCheck then
                        newY = 0.0
                    end

                    xCoord = newX
                    yCoord = newY
                else
                    local newValue = xCoord + lStep

                    if math.abs(newValue) < minCheck then
                        newValue = 0.0
                    end

                    xCoord = newValue
                end
            elseif IsDisabledControlJustReleased(0, 34) then -- a
                change = true

                if alignMovementWithCamera then
                    local newX, newY = getRelativePos(vec2(xCoord, yCoord), vec2(xCoord - lStep, yCoord), GetGameplayCamRot(2).z)

                    if math.abs(newX) < minCheck then
                        newX = 0.0
                    end

                    if math.abs(newY or 0) < minCheck then
                        newY = 0.0
                    end

                    xCoord = newX
                    yCoord = newY
                else
                    local newValue = xCoord - lStep

                    if math.abs(newValue) < minCheck then
                        newValue = 0.0
                    end

                    xCoord = newValue
                end
            elseif IsDisabledControlJustReleased(0, 45) then -- r
                change = true
                local newValue = zCoord + lStep

                if math.abs(newValue) < minCheck then
                    newValue = 0.0
                end

                zCoord = newValue
            elseif IsDisabledControlJustReleased(0, 23) then -- f
                change = true
                local newValue = zCoord - lStep

                if math.abs(newValue) < minCheck then
                    newValue = 0.0
                end

                zCoord = newValue
            elseif IsDisabledControlJustReleased(0, 38) then -- e
                change = true
                heading -= rStep

                if heading < 0 then
                    heading += 360
                end
            elseif IsDisabledControlJustReleased(0, 44) then -- q
                change = true
                heading += rStep

                if heading >= 360 then
                    heading -= 360
                end
            elseif IsDisabledControlJustReleased(0, 47) then -- g
                change = true

                if displayMode == #displayModes then
                    displayMode = 1
                else
                    displayMode += 1
                end
            elseif IsDisabledControlJustReleased(0, 26) then -- c
                change = true
                alignMovementWithCamera = not alignMovementWithCamera
            elseif IsDisabledControlJustReleased(0, 22) then -- space
                change = true

                if zoneType == 'poly' then
                    points[#points + 1] = vec2(xCoord, yCoord)
                end

                coords = GetEntityCoords(cache.ped)
                xCoord = round(coords.x)
                yCoord = round(coords.y)
            elseif IsDisabledControlJustReleased(0, 201) then -- enter
                closeCreator()
            elseif IsDisabledControlJustReleased(0, 194) then -- backspace
                change = true

                if zoneType == 'poly' and #points > 0 then
                    xCoord = points[#points].x
                    yCoord = points[#points].y

                    points[#points] = nil
                end
            elseif IsDisabledControlJustReleased(0, 200) then -- esc
                SetPauseMenuActive(false)
                closeCreator(true)
            end

            if change then
                updateText()
            end
        end
    end
end

RegisterCommand('zone', function(source, args, rawCommand)
	if args[1] ~= 'poly' and args[1] ~= 'box' and args[1] ~= 'sphere' then
        lib.notify({title = 'Invalid zone type', type = 'error'})
        return
    end

    if creatorActive then
        lib.notify({title = 'Already creating a zone', type = 'error'})
        return
    end

    local useLast = args[2] and not useLastZoneFalsyInputs[args[2]]

    if useLast then
        if args[1] == 'poly' then
            lib.notify({title = 'Cannot duplicate a poly zone', type = 'error'})
            useLast = false
        elseif not lastZone[args[1]] then
            lib.notify({title = ('No previous %s zone to duplicate'):format(args[1]), type = 'error'})
            useLast = false
        end
    end

    startCreator(args[1], useLast)
end, true)

CreateThread(function()
    Wait(1000)
    TriggerEvent('chat:addSuggestion', '/zone', 'Starts creation of the specified zone', {
        { name = 'zoneType', help = 'poly, box, sphere' },
        { name = 'useLast', help = 'duplicates the last created zone of the specified type (box and sphere only, optional)' }
    })
end)