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<script lang="ts">
  import { onMount } from 'svelte';
  import { fade } from 'svelte/transition';
  import type { PicletInstance } from '$lib/db/schema';
  import type { BattleState } from '$lib/battle-engine/types';
  import PicletInfo from './PicletInfo.svelte';
  import StatusEffectIndicator from './StatusEffectIndicator.svelte';
  import FieldEffectIndicator from './FieldEffectIndicator.svelte';
  import BattleEffects from './BattleEffects.svelte';
  
  export let playerPiclet: PicletInstance;
  export let enemyPiclet: PicletInstance;
  export let playerHpPercentage: number;
  export let enemyHpPercentage: number;
  export let showIntro: boolean = false;
  export let battleState: BattleState | undefined = undefined;
  export let playerEffects: Array<{type: string, emoji: string, duration: number}> = [];
  export let enemyEffects: Array<{type: string, emoji: string, duration: number}> = [];
  export let playerFlash: boolean = false;
  export let enemyFlash: boolean = false;
  export let playerFaint: boolean = false;
  export let enemyFaint: boolean = false;
  export let playerLunge: boolean = false;
  export let enemyLunge: boolean = false;
  export let isWildBattle: boolean = true;
  export let showWhiteFlash: boolean = false;
  export let playerTrainerVisible: boolean = false;
  export let enemyTrainerVisible: boolean = false;
  export let playerTrainerSlideOut: boolean = false;
  export let enemyTrainerSlideOut: boolean = false;
  
  // Animation states
  let playerVisible = false;
  let enemyVisible = false;
  
  // Trainer animation states
  let playerTrainerSliding = false;
  let enemyTrainerSliding = false;
  
  
  onMount(() => {
    if (!showIntro) {
      // Skip intro - show everything immediately
      playerVisible = true;
      enemyVisible = true;
    } else {
      // In wild battles, enemy Piclet should be visible from start
      if (isWildBattle) {
        enemyVisible = true;
      }
      // For trainer battles, enemy will appear when enemyTrainerSlideOut triggers
      // For all battles, player will appear when playerTrainerSlideOut triggers
    }
  });
  
  // Watch for trainer slide-out triggers
  $: if (playerTrainerSlideOut && !playerTrainerSliding) {
    playerTrainerSliding = true;
    // Show trainer and let CSS handle slide-out animation
    playerTrainerVisible = true;
    
    // After slide animation completes, hide trainer and show Piclet
    setTimeout(() => {
      playerTrainerVisible = false;
      // Trigger white flash then show player monster
      showWhiteFlash = true;
      setTimeout(() => {
        showWhiteFlash = false;
        playerVisible = true;
      }, 300);
    }, 600); // Time for slide-out animation
  }
  
  $: if (enemyTrainerSlideOut && !enemyTrainerSliding) {
    enemyTrainerSliding = true;
    // Show trainer and let CSS handle slide-out animation
    enemyTrainerVisible = true;
    
    // After slide animation completes, hide trainer and show Piclet
    setTimeout(() => {
      enemyTrainerVisible = false;
      // Trigger white flash then show enemy monster
      showWhiteFlash = true;
      setTimeout(() => {
        showWhiteFlash = false;
        enemyVisible = true;
      }, 300);
    }, 600); // Time for slide-out animation
  }
</script>

<div class="battle-field">
  <!-- White flash overlay -->
  {#if showWhiteFlash}
    <div class="white-flash" transition:fade={{ duration: 300 }}></div>
  {/if}
  
  
  <!-- Player Trainer -->
  {#if playerTrainerVisible}
    <div class="player-trainer" class:slide-out-left={playerTrainerSlideOut}>
      <img src="/assets/default_trainer.png" alt="Player Trainer" />
    </div>
  {/if}
  
  <!-- Enemy Trainer (only for trainer battles) -->
  {#if !isWildBattle && enemyTrainerVisible}
    <div class="enemy-trainer" class:slide-out-right={enemyTrainerSlideOut}>
      <img src="/assets/default_trainer.png" alt="Enemy Trainer" />
    </div>
  {/if}
  
  <div class="battle-content">
    <!-- Field Effects Display -->
    {#if battleState?.fieldEffects}
      <FieldEffectIndicator fieldEffects={battleState.fieldEffects} />
    {/if}
    
    <!-- Enemy Row -->
    <div class="enemy-row">
      <div class="enemy-stack" class:intro-animations={showIntro}>
        <PicletInfo 
          piclet={enemyPiclet}
          hpPercentage={enemyHpPercentage}
          isPlayer={false}
        />
        
        <!-- Static Enemy Platform (always visible) -->
        <img 
          class="platform enemy-platform" 
          src="/assets/grass.PNG" 
          alt="Platform"
          on:error={(e) => {
            const target = e.currentTarget as HTMLImageElement;
            const nextSibling = target.nextElementSibling as HTMLElement;
            target.style.display = 'none';
            if (nextSibling) nextSibling.style.display = 'block';
          }}
        />
        <div class="platform-fallback enemy-platform-fallback" style="display: none;"></div>
        
        {#if enemyVisible}
          <div class="enemy-piclet-wrapper" class:animate-in={showIntro} class:lunge={enemyLunge}>
            <!-- Enemy Battle Effects wrap the image for flicker animation -->
            <BattleEffects effects={enemyEffects} flash={enemyFlash} faint={enemyFaint}>
              <img 
                class="piclet-image enemy-image"
                src={enemyPiclet.imageData || enemyPiclet.imageUrl} 
                alt={enemyPiclet.nickname}
                on:error={(e) => {
                  const target = e.currentTarget as HTMLImageElement;
                  target.src = 'https://via.placeholder.com/120x120?text=Piclet';
                }}
              />
            </BattleEffects>
            
            <!-- Enemy Status Effects -->
            {#if battleState?.opponentPiclet?.statusEffects}
              <div class="enemy-status-effects">
                <StatusEffectIndicator statusEffects={battleState.opponentPiclet.statusEffects.map(effect => ({ type: effect, turnsLeft: 3 }))} />
              </div>
            {/if}
          </div>
        {/if}
      </div>
    </div>
    
    <div class="spacer"></div>
    
    <!-- Player Row -->
    <div class="player-row">
      <div class="player-stack" class:intro-animations={showIntro}>
        
        <!-- Static Player Platform (always visible) -->
        <img 
          class="platform player-platform" 
          src="/assets/grass.PNG" 
          alt="Platform"
          on:error={(e) => {
            const target = e.currentTarget as HTMLImageElement;
            const nextSibling = target.nextElementSibling as HTMLElement;
            target.style.display = 'none';
            if (nextSibling) nextSibling.style.display = 'block';
          }}
        />
        <div class="platform-fallback player-platform-fallback" style="display: none;"></div>
        
        {#if playerVisible}
          <div class="player-piclet-wrapper" class:animate-in={showIntro} class:lunge={playerLunge}>
            <!-- Player Battle Effects wrap the image for flicker animation -->
            <BattleEffects effects={playerEffects} flash={playerFlash} faint={playerFaint}>
              <img 
                class="piclet-image player-image"
                src={playerPiclet.imageData || playerPiclet.imageUrl} 
                alt={playerPiclet.nickname}
                on:error={(e) => {
                  const target = e.currentTarget as HTMLImageElement;
                  target.src = 'https://via.placeholder.com/120x120?text=Piclet';
                }}
              />
            </BattleEffects>
            
            <!-- Player Status Effects -->
            {#if battleState?.playerPiclet?.statusEffects}
              <div class="player-status-effects">
                <StatusEffectIndicator statusEffects={battleState.playerPiclet.statusEffects.map(effect => ({ type: effect, turnsLeft: 3 }))} />
              </div>
            {/if}
          </div>
        {/if}
        
        <PicletInfo 
          piclet={playerPiclet}
          hpPercentage={playerHpPercentage}
          isPlayer={true}
        />
      </div>
    </div>
  </div>
</div>

<style>
  .battle-field {
    height: 280px;
    position: relative;
    overflow: hidden;
    background: repeating-linear-gradient(
      to bottom,
      rgba(76, 175, 80, 0.2) 0px,
      rgba(76, 175, 80, 0.2) 5px,
      rgba(76, 175, 80, 0.1) 5px,
      rgba(76, 175, 80, 0.1) 10px
    );
  }
  
  .white-flash {
    position: fixed;
    top: 0;
    left: 0;
    right: 0;
    bottom: 0;
    background: white;
    z-index: 50;
  }
  
  
  .player-trainer {
    position: absolute;
    bottom: 20px;
    left: 20px;
    z-index: 10;
    transition: transform 0.6s ease-in-out;
  }
  
  .player-trainer img {
    width: 120px;
    height: auto;
    /* Remove horizontal flip - trainer should face naturally */
  }
  
  .player-trainer.slide-out-left {
    transform: translateX(-200px);
  }
  
  .enemy-trainer {
    position: absolute;
    top: 20px;
    right: 20px;
    z-index: 10;
    transition: transform 0.6s ease-in-out;
  }
  
  .enemy-trainer img {
    width: 120px;
    height: auto;
  }
  
  .enemy-trainer.slide-out-right {
    transform: translateX(200px);
  }
  
  
  .battle-content {
    display: flex;
    flex-direction: column;
    height: 100%;
  }
  
  /* Enemy Row */
  .enemy-row {
    flex: 1;
    position: relative;
  }
  
  .enemy-stack {
    position: absolute;
    top: 0;
    right: 0;
    left: 0;
    bottom: 0;
  }
  
  .enemy-piclet-wrapper {
    position: absolute;
    right: 40px;
    top: 0;
  }
  
  .enemy-image {
    width: 120px;
    height: 120px;
    object-fit: contain;
    display: block;
  }
  
  .enemy-platform {
    width: 160px;
    height: 160px;
    position: absolute;
    bottom: -60px;
    right: 20px; /* Align with enemy-piclet-wrapper position */
    z-index: 0;
    object-fit: cover;
  }
  
  /* Player Row */
  .player-row {
    height: 140px;
    position: relative;
  }
  
  .player-stack {
    position: relative;
    width: 100%;
    height: 100%;
  }
  
  .player-piclet-wrapper {
    position: absolute;
    left: 40px;
    bottom: 0;
  }
  
  .player-image {
    width: 120px;
    height: 120px;
    object-fit: contain;
    display: block;
    transform: scaleX(-1);
  }
  
  .player-platform {
    width: 160px;
    height: 160px;
    position: absolute;
    bottom: -80px;
    left: 20px; /* Align with player-piclet-wrapper position */
    z-index: 0;
    object-fit: cover;
  }
  
  /* Platform fallbacks */
  .platform-fallback {
    position: absolute;
    background: rgba(76, 175, 80, 0.3);
    border-radius: 50%;
  }
  
  .enemy-platform-fallback {
    width: 160px;
    height: 160px;
    bottom: -60px;
    right: 20px;
  }
  
  .player-platform-fallback {
    width: 160px;
    height: 160px;
    bottom: -80px;
    left: 20px;
  }
  
  /* Piclet images */
  .piclet-image {
    image-rendering: auto;
    filter: drop-shadow(-2px 0 4px rgba(0, 0, 0, 0.1));
    position: relative;
    z-index: 1;
  }
  
  .spacer {
    flex: 1;
  }
  
  /* Status Effects Positioning */
  .enemy-status-effects {
    position: absolute;
    top: -10px;
    right: -10px;
    z-index: 5;
  }
  
  .player-status-effects {
    position: absolute;
    bottom: -10px;
    left: -10px;
    z-index: 5;
  }

  /* Animations */
  .enemy-piclet-wrapper {
    animation-fill-mode: both;
    transition: transform 0.6s cubic-bezier(0.25, 0.46, 0.45, 0.94);
  }
  
  .enemy-piclet-wrapper.animate-in {
    animation: enemySlideIn 0.8s cubic-bezier(0.175, 0.885, 0.32, 1.275);
  }
  
  .enemy-piclet-wrapper.lunge {
    animation: enemyLunge 0.6s cubic-bezier(0.25, 0.46, 0.45, 0.94);
  }
  
  .player-piclet-wrapper {
    animation-fill-mode: both;
    transition: transform 0.6s cubic-bezier(0.25, 0.46, 0.45, 0.94);
  }
  
  .player-piclet-wrapper.animate-in {
    animation: playerSlideIn 0.8s cubic-bezier(0.175, 0.885, 0.32, 1.275);
  }
  
  .player-piclet-wrapper.lunge {
    animation: playerLunge 0.6s cubic-bezier(0.25, 0.46, 0.45, 0.94);
  }
  
  @keyframes enemySlideIn {
    0% {
      transform: translateX(150px) translateY(-50px) scale(1.5);
      opacity: 0;
    }
    50% {
      opacity: 1;
    }
    100% {
      transform: translateX(0) translateY(0) scale(1);
      opacity: 1;
    }
  }
  
  @keyframes playerSlideIn {
    0% {
      transform: translateX(-150px) translateY(50px) scale(0.5);
      opacity: 0;
    }
    50% {
      opacity: 1;
    }
    100% {
      transform: translateX(0) translateY(0) scale(1);
      opacity: 1;
    }
  }
  
  @keyframes enemyLunge {
    0% {
      transform: translateX(0) translateY(0) scale(1);
    }
    40% {
      transform: translateX(-60px) translateY(10px) scale(1.1);
    }
    100% {
      transform: translateX(0) translateY(0) scale(1);
    }
  }
  
  @keyframes playerLunge {
    0% {
      transform: translateX(0) translateY(0) scale(1);
    }
    40% {
      transform: translateX(60px) translateY(-10px) scale(1.1);
    }
    100% {
      transform: translateX(0) translateY(0) scale(1);
    }
  }
  
  /* Info box animations */
  .enemy-stack.intro-animations :global(.piclet-info-wrapper) {
    animation: fadeSlideDown 0.5s ease-out 0.3s both;
  }
  
  .player-stack.intro-animations :global(.piclet-info-wrapper) {
    animation: fadeSlideUp 0.5s ease-out 0.3s both;
  }
  
  @keyframes fadeSlideDown {
    0% {
      opacity: 0;
      transform: translateY(-20px);
    }
    100% {
      opacity: 1;
      transform: translateY(0);
    }
  }
  
  @keyframes fadeSlideUp {
    0% {
      opacity: 0;
      transform: translateY(20px);
    }
    100% {
      opacity: 1;
      transform: translateY(0);
    }
  }
  
  @media (max-width: 768px) {
    .enemy-image {
      width: 120px;
      height: 120px;
    }
    
    .player-image {
      width: 120px;
      height: 120px;
    }
    
    .enemy-piclet-wrapper {
      right: 40px;
    }
    
    .player-piclet-wrapper {
      left: 40px;
    }
  }
</style>