package newhorizon.content;

import mindustry.type.Weather;

public class NHWeathers {
    public static Weather
            quantumField, quantumStorm, solarStorm;

    public static void load() {
        /*
        quantumStorm = new MatterStorm("quantum-storm") {{
            status = NHStatusEffects.ultFireBurn;
            statusDuration = 15f;
            rotateBullets = true;

            buildingEmp = 0.4f;

            textureColor = primaryColor = NHColor.darkEnrColor;
            secondaryColor = NHColor.lightSkyBack;
            bulletSpawnChance *= 1.5f;
        }};

        solarStorm = new MatterStorm("solar-storm") {
            {
                status = NHStatusEffects.emp2;
                statusDuration = 60f;

                buildingEmp = 0.125f;
                force = 4;
                noise = Sounds.fire;

                primaryColor = Pal.accent;
                textureColor = secondaryColor = Pal.ammo;

                attrs.set(Attribute.heat, 2f);
            }

//			@Override
//			public void init(){
//				super.init();
//
//
//
//				bulletType.fragBullet = Bullets.fireball;
//				bulletType.fragBullets = 4;
//				bulletType.damage = 15f;
//				bulletType.splashDamage = 40;
//				bulletType.splashDamageRadius = 40;
//				bulletType.lightning = 0;
//				bulletType.hitEffect = NHFx.lightningHitLarge;
//			}
        };

        quantumField = new ParticleWeather("quantum-weather") {
            {
                duration = 0.5f * Time.toMinutes;
                noiseLayers = 4;
                noiseLayerAlphaM = 0.7f;
                noiseLayerSpeedM = 2f;
                noiseLayerSclM = 0.6f;
                baseSpeed = 0.1f;
                noiseColor = NHColor.darkEnrFront;
                color = NHColor.darkEnrColor;
                noiseScale = 1100f;
                noisePath = "fog";
                drawParticles = false;
                drawNoise = true;
                useWindVector = true;
                xspeed = 1f;
                yspeed = 0.01f;

                statusAir = statusGround = true;
                status = NHStatusEffects.quantization;
                statusDuration = 60f;
                attrs.set(Attribute.light, -0.3f);
                opacityMultiplier = 0.47f;
            }

            @Override
            public void drawUnder(WeatherState state) {
                super.drawUnder(state);
            }

            @Override
            public void drawOver(WeatherState state) {
                Draw.blend(Blending.additive);

                super.drawOver(state);

                Draw.blend();
            }

            //			@Override
//			public void load(){
//				region = Core.atlas.find(particleRegion);
//
//				//load noise texture
//				if(drawNoise && Core.assets != null){
//					NHLoader.loadSprite(noisePath);
//				}
//			}
        };

         */
    }
}
