local assets=
{
	Asset("ANIM", "/anim/lantern.zip"),
	Asset("ANIM", "/anim/swap_lantern.zip"),
    Asset("SOUND", "/sound/wilson.fsb"),
}

local function turnon(inst)
    if not inst.components.fueled:IsEmpty() then
        if not inst.components.machine.ison then
            if inst.components.fueled then
                --inst.components.fueled:StartConsuming()        
            end
            inst.Light:Enable(true)
            inst.AnimState:PlayAnimation("idle_on")

            if inst.components.equippable:IsEquipped() then
                inst.components.inventoryitem.owner.AnimState:OverrideSymbol("swap_object", "swap_lantern", "swap_lantern_on")
                inst.components.inventoryitem.owner.AnimState:Show("LANTERN_OVERLAY") 
                
            end
            inst.components.machine.ison = true

            inst.SoundEmitter:PlaySound("dontstarve/wilson/lantern_on")
            inst.SoundEmitter:PlaySound("dontstarve/wilson/lantern_LP", "loop")

            inst.components.inventoryitem:ChangeImageName("lantern_lit")
        end
    end
end

local function turnoff(inst)
    if inst.components.fueled then
        inst.components.fueled:StopConsuming()        
    end

    inst.Light:Enable(false)
    inst.AnimState:PlayAnimation("idle_off")

    if inst.components.equippable:IsEquipped() then
        inst.components.inventoryitem.owner.AnimState:OverrideSymbol("swap_object", "swap_lantern", "swap_lantern_off")
        inst.components.inventoryitem.owner.AnimState:Hide("LANTERN_OVERLAY") 
    end

    inst.components.machine.ison = false

    inst.SoundEmitter:KillSound("loop")
    inst.SoundEmitter:PlaySound("dontstarve/wilson/lantern_off")

    inst.components.inventoryitem:ChangeImageName("lantern")
end

local function OnLoad(inst, data)
    if inst.components.machine and inst.components.machine.ison then
        inst.AnimState:PlayAnimation("idle_on")
        turnon(inst)
    else
        inst.AnimState:PlayAnimation("idle_off")
        turnoff(inst)
    end
end

local function Lerp(a,b,t)
    t = 1.0-math.cos(t*PI/2)
    return a + (b - a) * t
end



local function ondropped(inst)
    turnoff(inst)
    turnon(inst)
end

local function onpickup(inst)
	turnon(inst)
end

local function onputininventory(inst)
    turnoff(inst)
end
--
local function onequip(inst, owner) 
    owner.AnimState:Show("ARM_carry") 
    owner.AnimState:Hide("ARM_normal")
    owner.AnimState:OverrideSymbol("lantern_overlay", "swap_lantern", "lantern_overlay")
	
    if inst.components.fueled:IsEmpty() then
        owner.AnimState:OverrideSymbol("swap_object", "swap_lantern", "swap_lantern_off")
		owner.AnimState:Hide("LANTERN_OVERLAY") 
    else
        owner.AnimState:OverrideSymbol("swap_object", "swap_lantern", "swap_lantern_on")
		owner.AnimState:Show("LANTERN_OVERLAY") 
    end
    turnon(inst)
end

local function onunequip(inst, owner) 
    owner.AnimState:Hide("ARM_carry") 
    owner.AnimState:Show("ARM_normal")
    owner.AnimState:ClearOverrideSymbol("lantern_overlay")
	owner.AnimState:Hide("LANTERN_OVERLAY") 	
end

local function nofuel(inst)
    local owner = inst.components.inventoryitem and inst.components.inventoryitem.owner
    if owner then
        owner:PushEvent("torchranout", {torch = inst})
    end

    turnoff(inst)
end

local function takefuel(inst)
    if inst.components.equippable and inst.components.equippable:IsEquipped() then
        turnon(inst)
    end
end

local function fuelupdate(inst)
    local fuelpercent = inst.components.fueled:GetPercent()
    inst.Light:SetIntensity(Lerp(0.4, 0.6, fuelpercent))
    inst.Light:SetRadius(Lerp(3, 5, fuelpercent))
    inst.Light:SetFalloff(.9)
end

local function fn(Sim)
	local inst = CreateEntity()
	local trans = inst.entity:AddTransform()
	local anim = inst.entity:AddAnimState()
    inst.entity:AddSoundEmitter()        
    MakeInventoryPhysics(inst)
    
    inst.AnimState:SetBank("lantern")
    inst.AnimState:SetBuild("lantern")
    inst.AnimState:PlayAnimation("idle_off")

    -- anim:SetBank("lantern")
    -- anim:SetBuild("lantern")
    -- anim:PlayAnimation("idle_off")

    inst:AddTag("light")

    inst:AddComponent("inspectable")
    
    inst:AddComponent("inventoryitem")

    inst.components.inventoryitem:SetOnDroppedFn(ondropped)
    --inst.components.inventoryitem:SetOnPickupFn(makesmalllight)
    --inst.components.inventoryitem:SetOnActiveItemFn(makesmalllight)
    inst.components.inventoryitem:SetOnPutInInventoryFn(onputininventory)    

    inst:AddComponent("equippable")

    inst:AddComponent("fueled")

    inst:AddComponent("machine")
    inst.components.machine.turnonfn = turnon
    inst.components.machine.turnofffn = turnoff
    inst.components.machine.cooldowntime = 0
    inst.components.machine.caninteractfn = function() return not inst.components.fueled:IsEmpty() end


    inst.components.fueled.fueltype = "CAVE"
    inst.components.fueled:InitializeFuelLevel(TUNING.LANTERN_LIGHTTIME)
    inst.components.fueled:SetDepletedFn(nofuel)
    inst.components.fueled:SetUpdateFn(fuelupdate)
    inst.components.fueled.ontakefuelfn = takefuel
    inst.components.fueled.accepting = true

    inst.entity:AddLight()
    inst.Light:SetColour(180/255, 195/255, 150/255)

    fuelupdate(inst)

    inst.components.equippable:SetOnEquip( onequip )
    inst.components.equippable:SetOnUnequip( onunequip ) 

    inst.OnLoad = OnLoad

    return inst
end


return Prefab( "common/inventory/lantern", fn, assets) 
