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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;
using Microsoft.Xna.Framework.Content;

namespace SuperPolarity
{
    static class ActorFactory
    {
        static internal SuperPolarity Game;

        static public MainShip CreateMainShip(Vector2 position)
        {
            MainShip mainShip = new MainShip(Game);
            mainShip.Initialize(Game.Content.Load<Texture2D>("Graphics\\main-ship"), position);

            ActorManager.CheckIn(mainShip);

            return mainShip;
        }

        static public StandardShip CreateShip(Ship.Polarity polarity, Vector2 position)
        {
            StandardShip ship = new StandardShip(Game);
            Texture2D texture;
            
            if (polarity == Ship.Polarity.Positive)
            {
                texture = Game.Content.Load<Texture2D>("Graphics\\positive-ship");
            }
            else if (polarity == Ship.Polarity.Negative)
            {
                texture = Game.Content.Load<Texture2D>("Graphics\\negative-ship");
            }
            else
            {
                texture = Game.Content.Load<Texture2D>("Graphics\\neutral-ship");
            }

            ship.Initialize(texture, position);
            ship.SetPolarity(polarity);

            ActorManager.CheckIn(ship);

            return ship;
        }

        internal static void SetGame(SuperPolarity game)
        {
            ActorFactory.Game = game;
        }

        internal static Bullet CreateBullet(Vector2 position, float angle)
        {
            Bullet bullet = new Bullet(Game);

            bullet.Initialize(Game.Content.Load<Texture2D>("Graphics\\square"), position);

            bullet.Angle = angle;

            ActorManager.CheckIn(bullet);

            return bullet;
        }

        static public StandardShip CreateScout(Ship.Polarity polarity, Vector2 position)
        {
            StandardShip ship = new StandardShip(Game);
            Texture2D texture;

            if (polarity == Ship.Polarity.Positive)
            {
                texture = Game.Content.Load<Texture2D>("Graphics\\positive-scout");
            }
            else if (polarity == Ship.Polarity.Negative)
            {
                texture = Game.Content.Load<Texture2D>("Graphics\\negative-scout");
            }
            else
            {
                texture = Game.Content.Load<Texture2D>("Graphics\\neutral-scout");
            }

            ship.BoxDimensions.X = 10;
            ship.BoxDimensions.Y = 10;
            ship.BoxDimensions.W = 10;
            ship.BoxDimensions.Z = 10;

            ship.Initialize(texture, position);
            ship.MaxVelocity = 5.2f;
            ship.FleeVelocity = 6.5f;
            ship.ChargeVelocity = 5.5f;
            ship.Value = 3;
            ship.HP = 0;
            ship.AngleChangeProbability = 20;
            ship.SetPolarity(polarity);

            ActorManager.CheckIn(ship);

            return ship;
        }

        static public StandardShip CreateCruiser(Ship.Polarity polarity, Vector2 position)
        {
            StandardShip ship = new StandardShip(Game);
            Texture2D texture;

            if (polarity == Ship.Polarity.Positive)
            {
                texture = Game.Content.Load<Texture2D>("Graphics\\positive-cruiser");
            }
            else if (polarity == Ship.Polarity.Negative)
            {
                texture = Game.Content.Load<Texture2D>("Graphics\\negative-cruiser");
            }
            else
            {
                texture = Game.Content.Load<Texture2D>("Graphics\\neutral-cruiser");
            }

            ship.BoxDimensions.X = 40;
            ship.BoxDimensions.Y = 40;
            ship.BoxDimensions.W = 40;
            ship.BoxDimensions.Z = 40;

            ship.Initialize(texture, position);
            ship.MagneticRadius = 1000;
            ship.RepelRadius = 200;
            ship.MaxVelocity = 0.5f;
            ship.FleeVelocity = 5;
            ship.ChargeVelocity = 1;
            ship.Value = 10;
            ship.HP = 29;
            ship.SetPolarity(polarity);

            ActorManager.CheckIn(ship);

            return ship;
        }
    }
}