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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;

namespace SuperPolarity
{
    class Ship : GameActor
    {
        public enum Polarity : byte { Negative, Positive, Neutral };

        public Polarity CurrentPolarity;
        public uint MagneticRadius;

        public float FleeVelocity;
        public float ActVelocity;
        public float ChargeVelocity;
        public int RepelRadius;

        protected bool Magnetizing;

        public Ship(SuperPolarity newGame) : base(newGame) {
            MagneticRadius = 250;
            RepelRadius = 100;

            HP = 2;

            FleeVelocity = 5;
            ActVelocity = 1;
            ChargeVelocity = 2.5f;
            CurrentPolarity = Polarity.Neutral;
            Magnetizing = false;
        }

        public virtual void SwitchPolarity()
        {
            if (CurrentPolarity == Polarity.Positive)
            {
                CurrentPolarity = Polarity.Negative;
            }
            else
            {
                CurrentPolarity = Polarity.Positive;
            }
        }

        public virtual void SetPolarity(Polarity newPolarity)
        {
            CurrentPolarity = newPolarity;
        }

        public virtual void Shoot()
        {
        }

        public override void Update(GameTime gameTime)
        {
            base.Update(gameTime);
            Magnetizing = false;
        }

        public virtual void Magnetize(Ship ship, float distance, float angle)
        {
            Magnetizing = true;
            Polarity polarity = ship.CurrentPolarity;

            if (polarity != CurrentPolarity)
            {
                Attract(angle);
            }
            else
            {
                Repel(distance, angle);
            }
        }

        protected void Attract(float angle)
        {
            Velocity.X = (float) (ChargeVelocity * Math.Cos(angle));
            Velocity.Y = (float) (ChargeVelocity * Math.Sin(angle));
        }

        protected void Repel(float distance, float angle)
        {
            if (distance > RepelRadius) { Magnetizing = false; return; }
            Velocity.X = -(float)(FleeVelocity * Math.Cos(angle));
            Velocity.Y = -(float)(FleeVelocity * Math.Sin(angle));
        }
    }
}