--[[

	These are the tables for all the info we will need when dealing with the functions.

	["Handle"] = {      			First we name it, this is the string that will be put in the command to be used with ToggleClothing, or ToggleProps.
		Drawable = 11,  			Then we assign its drawable/prop id. 
		Table = Variations.Jackets,	Then we assign its table found in Variations, if it has one, alternatively we can do.
									Table = {
										Standalone = true,
										Male = 34,
										Female = 35
									},
									Which makes it standalone, this example is for shoes, now when the player does the command it checks if they are currently wearing id 34.
									If they are not it takes the drawable off and saves the one they had equipped.

		Emote = {  							Hey lets do the Emote, Pretty self explanatory.
			Dict = "missmic4",				This is the dict of the emote.
			Anim = "michael_tux_fidget",	Anim of the emote.
			Move = 51,						The move type of the emote, 51 is upper body only so you can move, 0 does not allow you to move.
			Dur = 1500						Duration of the emote.
											Alternatively for the props theres a seperate emote for taking off/putting on the prop.
		}
	},

]]--

local Drawables = {
	["Top"] = {
		Drawable = 11,
		Table = { Standalone = true, Male = 15, Female = 15 },
		Emote = { Dict = "missmic4", Anim = "michael_tux_fidget", Move = 51, Dur = 1500 }
		
	},
	["Gloves"] = {
		Drawable = 3,
		Table = Variations.Gloves,
		Remember = true,
		Emote = { Dict = "nmt_3_rcm-10", Anim = "cs_nigel_dual-10", Move = 51, Dur = 1200 }
	},
	["Shoes"] = {
		Drawable = 6,
		Table = { Standalone = true, Male = 99, Female = 51 },
		Emote = { Dict = "random@domestic", Anim = "pickup_low", Move = 0, Dur = 1200 }
	},
	["Neck"] = {
		Drawable = 7,
		Table = { Standalone = true, Male = 0, Female = 0 },
		Emote = { Dict = "clothingtie", Anim = "try_tie_positive_a", Move = 51, Dur = 2100 }
	},
	["Vest"] = {
		Drawable = 9,
		Table = { Standalone = true, Male = 0, Female = 0 },
		Emote = { Dict = "clothingtie", Anim = "try_tie_negative_a", Move = 51, Dur = 1200 }
	},
	["Bag"] = {
		Drawable = 5,
		Table = { Standalone = true, Male = 0, Female = 0 },
		Emote = { Dict = "anim@heists@ornate_bank@grab_cash", Anim = "intro", Move = 51, Dur = 1600 }
	},
	["Mask"] = {
		Drawable = 1,
		Table = { Standalone = true, Male = 0, Female = 0 },
		Emote = { Dict = "mp_masks@standard_car@ds@", Anim = "put_on_mask", Move = 51, Dur = 800 }
	},
	["Hair"] = {
		Drawable = 2,
		Table = Variations.Hair,
		Remember = true,
		Emote = { Dict = "clothingtie", Anim = "check_out_a", Move = 51, Dur = 2000 }
	},
}

local Extras = {
	["Shirt"] = {
		Drawable = 8,
		Table = {
			Standalone = true, Male = 15, Female = 15,
		-- 	Extra = { 
		-- 	-- 			{ Drawable = 8, Id = 15, Tex = 0, Name = "Extra Undershirt"},
		-- 	 			{ Drawable = 3, Id = 28, Tex = 0, Name = "Extra Gloves"},
		-- 	 			-- { Drawable = 10, Id = 0, Tex = 0, Name = "Extra Decals"},
		-- 	  		}
			},
		Emote = { Dict = "clothingtie", Anim = "try_tie_negative_a", Move = 51, Dur = 1200 }
	},
	["Pants"] = {
		Drawable = 4,
		Table = { Standalone = true, Male = 14, Female = 47 },
		Emote = { Dict = "re@construction", Anim = "out_of_breath", Move = 51, Dur = 1300 }
	},
}

local Props = {
	["Visor"] = {
		Prop = 0,
		Variants = Variations.Visor,
		Emote = {
			On = { Dict = "mp_masks@standard_car@ds@", Anim = "put_on_mask", Move = 51, Dur = 600 },
			Off = { Dict = "missheist_agency2ahelmet", Anim = "take_off_helmet_stand", Move = 51, Dur = 1200 }
		}
	},
	["Hat"] = {
		Prop = 0,
		Emote = {
			On = { Dict = "mp_masks@standard_car@ds@", Anim = "put_on_mask", Move = 51, Dur = 600 },
			Off = { Dict = "missheist_agency2ahelmet", Anim = "take_off_helmet_stand", Move = 51, Dur = 1200 }
		}
	},
	["Glasses"] = {
		Prop = 1,
		Emote = {
			On = { Dict = "clothingspecs", Anim = "take_off", Move = 51, Dur = 1400 },
			Off = { Dict = "clothingspecs", Anim = "take_off", Move = 51, Dur = 1400 }
		}
	},
	["Ear"] = {
		Prop = 2,
		Emote = {
			On = { Dict = "mp_cp_stolen_tut", Anim = "b_think", Move = 51, Dur = 900 },
			Off = { Dict = "mp_cp_stolen_tut", Anim = "b_think", Move = 51, Dur = 900 }
		}
	},
	["Watch"] = {
		Prop = 6,
		Emote = {
			On = { Dict = "nmt_3_rcm-10", Anim = "cs_nigel_dual-10", Move = 51, Dur = 1200 },
			Off = { Dict = "nmt_3_rcm-10", Anim = "cs_nigel_dual-10", Move = 51, Dur = 1200 }
		}
	},
	["Bracelet"] = {
		Prop = 7,
		Emote = {
			On = { Dict = "nmt_3_rcm-10", Anim = "cs_nigel_dual-10", Move = 51, Dur = 1200 },
			Off = { Dict = "nmt_3_rcm-10", Anim = "cs_nigel_dual-10", Move = 51, Dur = 1200 }
		}
	},
}

LastEquipped = {}
Cooldown = false

local function PlayToggleEmote(e, cb)
	local Ped = PlayerPedId()
	while not HasAnimDictLoaded(e.Dict) do RequestAnimDict(e.Dict) Wait(100) end
	if IsPedInAnyVehicle(Ped) then e.Move = 51 end
	TaskPlayAnim(Ped, e.Dict, e.Anim, 3.0, 3.0, e.Dur, e.Move, 0, false, false, false)
	local Pause = e.Dur-500 if Pause < 500 then Pause = 500 end
	IncurCooldown(Pause)
	Wait(Pause) -- Lets wait for the emote to play for a bit then do the callback.
	cb()
end

function ResetClothing()
	local Ped = PlayerPedId()
	for k,v in pairs(LastEquipped) do
		if v then
			if v.Ped == Ped then
				if v.Drawable then
					SendNUIMessage({
						action = 'getallresets',
						cloth = k,
					})
					SetPedComponentVariation(Ped, v.ID, v.Drawable, v.Texture, 0)
				elseif v.Prop then ClearPedProp(Ped, v.ID) SetPedPropIndex(Ped, v.ID, v.Prop, v.Texture, true)
					SendNUIMessage({
						action = 'getallresets',
						cloth = k,
					})
				end
			else 
				print("Skipped "..k.." (Ped Changed)")
				SendNUIMessage({
					action = 'getallresets',
					cloth = k,
				})
			end
		end
	end
	LastEquipped = {}
end

function ToggleClothing(which, extra)
	if Cooldown then return end

	local Toggle = Drawables[which] if extra then Toggle = Extras[which] end
	local Ped = PlayerPedId()
	local Cur = { -- Lets check what we are currently wearing.
		Drawable = GetPedDrawableVariation(Ped, Toggle.Drawable), 
		ID = Toggle.Drawable,
		Ped = Ped,
		Texture = GetPedTextureVariation(Ped, Toggle.Drawable),
	}
	local Gender = IsMpPed(Ped)
	if which ~= "Mask" then
		if not Gender then Notify(Lang("NotAllowedPed")) return false end -- We cancel the command here if the person is not using a multiplayer model.
	end
	local Table = Toggle.Table[Gender]



	if not Toggle.Table.Standalone then -- "Standalone" is for things that dont require a variant, like the shoes just need to be switched to a specific drawable. Looking back at this i should have planned ahead, but it all works so, meh!
		for k,v in pairs(Table) do
			if not Toggle.Remember then
				if k == Cur.Drawable then
					PlayToggleEmote(Toggle.Emote, function() SetPedComponentVariation(Ped, Toggle.Drawable, v, Cur.Texture, 0) end) return true
				end
			else
				if not LastEquipped[which] then
					if k == Cur.Drawable then
						PlayToggleEmote(Toggle.Emote, function() LastEquipped[which] = Cur SetPedComponentVariation(Ped, Toggle.Drawable, v, Cur.Texture, 0) 
							SendNUIMessage({
								action = 'update',
								cloth = which,
							})
						end) return true
					end
				else
					local Last = LastEquipped[which]
					PlayToggleEmote(Toggle.Emote, function() SetPedComponentVariation(Ped, Toggle.Drawable, Last.Drawable, Last.Texture, 0) LastEquipped[which] = false
					
						SendNUIMessage({
							action = 'update2',
							cloth = which,
						})
					
					end) return true
				end
			end
		end
		Notify(Lang("NoVariants")) return
	else
		if not LastEquipped[which] then
		
			if Cur.Drawable ~= Table then 
				PlayToggleEmote(Toggle.Emote, function()
					LastEquipped[which] = Cur
					SetPedComponentVariation(Ped, Toggle.Drawable, Table, 0, 0)
					SendNUIMessage({
						action = 'update',
						cloth = which,
					})
					if Toggle.Table.Extra then
						local Extras = Toggle.Table.Extra
						for k,v in pairs(Extras) do
							local ExtraCur = {Drawable = GetPedDrawableVariation(Ped, v.Drawable),  Texture = GetPedTextureVariation(Ped, v.Drawable), Id = v.Drawable}
							if v.Drawable ~= ExtraCur.Drawable then
								SetPedComponentVariation(Ped, v.Drawable, v.Id, v.Tex, 0)

								LastEquipped[v.Name] = ExtraCur
							end
						end
					end
				end)
				return true
			end
		else
			local Last = LastEquipped[which]
			PlayToggleEmote(Toggle.Emote, function()
				SetPedComponentVariation(Ped, Toggle.Drawable, Last.Drawable, Last.Texture, 0)
				SendNUIMessage({
					action = 'update2',
					cloth = which,
				})
				LastEquipped[which] = false
				if Toggle.Table.Extra then
					local Extras = Toggle.Table.Extra
					for k,v in pairs(Extras) do
						if LastEquipped[v.Name] then
							local Last = LastEquipped[v.Name]
							SetPedComponentVariation(Ped, Last.Id, Last.Drawable, Last.Texture, 0)

							LastEquipped[v.Name] = false
						end
					end
				end
			end)
			return true
		end
	end
	Notify(Lang("AlreadyWearing")) return false
end

function ToggleProps(which)
	if Cooldown then return end
	local Prop = Props[which]
	local Ped = PlayerPedId()
	local Gender = IsMpPed(Ped)
	local Cur = { -- Lets get out currently equipped prop.
		ID = Prop.Prop,
		Ped = Ped,
		Prop = GetPedPropIndex(Ped, Prop.Prop), 
		Texture = GetPedPropTextureIndex(Ped, Prop.Prop),
	}
	if not Prop.Variants then
		if Cur.Prop ~= -1 then -- If we currently are wearing this prop, remove it and save the one we were wearing into the LastEquipped table.
			PlayToggleEmote(Prop.Emote.Off, function()
			SendNUIMessage({
				action = 'update',
				cloth = which,
			})
			LastEquipped[which] = Cur ClearPedProp(Ped, Prop.Prop) end) return true
		else
			local Last = LastEquipped[which] -- Detect that we have already taken our prop off, lets put it back on.
			if Last then
				PlayToggleEmote(Prop.Emote.On, function() 
				SendNUIMessage({
					action = 'update2',
					cloth = which,
				})
				SetPedPropIndex(Ped, Prop.Prop, Last.Prop, Last.Texture, true) end) LastEquipped[which] = false return true
			end
		end
		Notify(Lang("NothingToRemove")) return false
	else
		local Gender = IsMpPed(Ped)
		if not Gender then Notify(Lang("NotAllowedPed")) return false end -- We dont really allow for variants on ped models, Its possible, but im pretty sure 95% of ped models dont really have variants.
		local Variations = Prop.Variants[Gender]
		for k,v in pairs(Variations) do
			if Cur.Prop == k then
				PlayToggleEmote(Prop.Emote.On, function()
				SetPedPropIndex(Ped, Prop.Prop, v, Cur.Texture, true) end) return true
			end
		end
		Notify(Lang("NoVariants")) return false
	end
end

-- function DrawDev() -- Draw text for all the stuff we are wearing, to make grabbing the variants of stuff much simpler for people.
-- 	local Entries = {}
-- 	for k,v in PairsKeys(Drawables) do table.insert(Entries, { Name = k, Drawable = v.Drawable }) end
-- 	for k,v in PairsKeys(Extras) do table.insert(Entries, { Name = k, Drawable = v.Drawable }) end
-- 	for k,v in PairsKeys(Props) do table.insert(Entries, { Name = k, Prop = v.Prop }) end
-- 	for k,v in pairs(Entries) do
-- 		local Ped = PlayerPedId() local Cur
-- 		if v.Drawable then
-- 			Cur = { Id = GetPedDrawableVariation(Ped, v.Drawable),  Texture = GetPedTextureVariation(Ped, v.Drawable) }
-- 		elseif v.Prop then
-- 			Cur = { Id = GetPedPropIndex(Ped, v.Prop),  Texture = GetPedPropTextureIndex(Ped, v.Prop) }
-- 		end
-- 		Text(0.2, 0.8*k/18, 0.30, "~o~"..v.Name.."~w~ = \n     ("..Cur.Id.." , "..Cur.Texture..")", false, 1)
-- 		DrawRect(0.23, 0.8*k/18+0.025, 0.07, 0.045, 0, 0, 0, 150)
-- 	end
-- end

-- local TestThreadActive = nil
-- function DevTestVariants(d) -- If debug mode is enabled we can try all the variants to check for scuff.
-- 	if not TestThreadActive then
-- 		Citizen.CreateThread(function()
-- 			TestThreadActive = true
-- 			local Ped = PlayerPedId()
-- 			local Drawable = Drawables[d]
-- 			local Prop = Props[d]
-- 			local Gender = IsMpPed(Ped)
-- 			if Drawable then
-- 				if Drawable.Table then
-- 					if type(Drawable.Table[Gender]) == "table" then
-- 						for k,v in PairsKeys(Drawable.Table[Gender]) do
-- 							Notify(d.." : ~o~"..k)
-- 							SoundPlay("Open")
-- 							SetPedComponentVariation(Ped, Drawable.Drawable, k, 0, 0)
-- 							Wait(300)
-- 							Notify(d.." : ~b~"..v)
-- 							SoundPlay("Close")
-- 							SetPedComponentVariation(Ped, Drawable.Drawable, v, 0, 0)
-- 							Wait(300)
-- 						end
-- 					end
-- 				end
-- 			elseif Prop then
-- 				if Prop.Variants then
-- 					for k,v in PairsKeys(Prop.Variants[Gender]) do
-- 						Notify(d.." : ~o~"..k)
-- 						SoundPlay("Open")
-- 						SetPedPropIndex(Ped, Prop.Prop, k, 0, true)
-- 						Wait(300)
-- 						Notify(d.." : ~b~"..v)
-- 						SoundPlay("Close")
-- 						SetPedPropIndex(Ped, Prop.Prop, v, 0, true)
-- 						Wait(300)
-- 						ClearPedProp(Ped, Prop.Prop)
-- 						Wait(200)
-- 					end
-- 				end
-- 			end
-- 			TestThreadActive = false
-- 		end)
-- 	else
-- 		Notify("Already testing variants.")
-- 	end
-- end

for k,v in pairs(Config.Commands) do
	RegisterCommand(k, v.Func)
	--log("Created /"..k.." ("..v.Desc..")") -- Useful for translation checking.
	TriggerEvent("chat:addSuggestion", "/"..k, v.Desc)
end
if Config.ExtrasEnabled then
	for k,v in pairs(Config.ExtraCommands) do
		RegisterCommand(k, v.Func)
		--log("Created /"..k.." ("..v.Desc..")") -- Useful for translation checking.
		TriggerEvent("chat:addSuggestion", "/"..k, v.Desc)
	end
end

AddEventHandler('onResourceStop', function(resource) -- Mostly for development, restart the resource and it will put all the clothes back on.
	if resource == GetCurrentResourceName() then
		ResetClothing()
	end
end)