using RimWorld;
using Verse;
using UnityEngine;
using CombatExtended.Loader;
using System.Collections.Generic;
using System;

namespace CombatExtended;
public class Settings : ModSettings, ISettingsCE
{
    #region Settings

    // General settings
    private bool bipodMechanics = true;
    private bool autosetup = true;
    private bool showCasings = true;
    private bool createCasingsFilth = true;
    private bool recoilAnim = true;
    private bool showTaunts = true;
    private bool allowMeleeHunting = false;
    private bool smokeEffects = true;
    private bool mergeExplosions = true;
    private bool turretsBreakShields = true;
    private bool showBackpacks = true;
    private bool showTacticalVests = true;
    private bool genericAmmo = false;
    private bool partialstats = true;
    private bool enableExtraEffects = true;
    private bool realWeaponNames = true;

    private bool enableArcOfFire = false;

    private bool enableCIWS = false;
    private OpportunisticReloadMode opportunisticReloadMode = OpportunisticReloadMode.Any;
    private float opportunisticReloadSafeDistance = 12.9f;
    private int secondsAfterFightToOpportunisticReload = 5;

    private bool showExtraTooltips = false;
    private bool detailedMeleeTooltip = false;
    private bool nonPlayerMeleeTooltip = false;

    private bool showExtraStats = false;

    private bool fragmentsFromWalls = false;
    private bool fragmentsFromWallsReflected = false;
    private float fragmentsFromWallsIntensity = 1.0f;

    private bool midBurstRetarget = true;
    private bool fasterRepeatShots = true;

    private float explosionPenMultiplier = 1.0f;
    private float explosionFalloffFactor = 1.0f;

    private float medicineSearchRadius = 5f;

    private bool suppressionCausesRunning = true;
    private bool variedHumanHeight = false;

    private bool logUnpatchedDefs = false;

    public bool ShowCasings => showCasings;

    public bool BipodMechanics => bipodMechanics;

    public bool GenericAmmo => genericAmmo;
    public bool AutoSetUp => autosetup;
    public bool ShowTaunts => showTaunts;
    public bool AllowMeleeHunting => allowMeleeHunting;
    public bool SmokeEffects => smokeEffects;
    public bool MergeExplosions => mergeExplosions;
    public bool TurretsBreakShields => turretsBreakShields;
    public bool ShowBackpacks => showBackpacks;
    public bool ShowTacticalVests => showTacticalVests;

    public bool EnableArcOfFire => enableArcOfFire;

    public bool PartialStat => partialstats;
    public bool EnableExtraEffects => enableExtraEffects;
    public bool RealWeaponNames => realWeaponNames;
    public bool ShowExtraTooltips => showExtraTooltips;
    public bool DetailedMeleeTooltip => detailedMeleeTooltip;
    public bool NonPlayerMeleeTooltip => nonPlayerMeleeTooltip;

    public bool ShowExtraStats => showExtraStats;
    public bool EnableCIWS => enableCIWS;
    public OpportunisticReloadMode OpportunisticReloadMode => opportunisticReloadMode;
    public float OpportunisticReloadSafeDistance => opportunisticReloadSafeDistance;
    public int SecondsAfterFightToOpportunisticReload => secondsAfterFightToOpportunisticReload;

    public float MedicineSearchRadiusSquared => medicineSearchRadius * medicineSearchRadius;

    public bool ShowTutorialPopup = true;

    public bool SuppressionCausesRunning => suppressionCausesRunning;
    public bool VariedHumanHeight => variedHumanHeight;

    public bool LogUnpatchedDefs => logUnpatchedDefs;

    // Ammo settings
    private bool enableAmmoSystem = true;
    private bool rightClickAmmoSelect = true;
    private bool autoReloadOnChangeAmmo = true;
    private bool autoTakeAmmo = true;
    private bool showCaliberOnGuns = true;
    private bool reuseNeolithicProjectiles = true;
    private bool forbiddenNeolithicProjectiles = true;
    private bool realisticCookOff = true;
    private bool stuckArrowsAsFlecks = true;

    public bool EnableAmmoSystem => enableAmmoSystem;
    public bool RightClickAmmoSelect => rightClickAmmoSelect;
    public bool AutoReloadOnChangeAmmo => autoReloadOnChangeAmmo;
    public bool AutoTakeAmmo => autoTakeAmmo;
    public bool ShowCaliberOnGuns => showCaliberOnGuns;
    public bool ReuseNeolithicProjectiles => reuseNeolithicProjectiles;
    public bool ForbiddenNeolithicProjectiles => forbiddenNeolithicProjectiles;
    public bool RealisticCookOff => realisticCookOff;
    public bool StuckArrowsAsFlecks => stuckArrowsAsFlecks;

    // Debug settings - make sure all of these default to false for the release build
    private bool debuggingMode = false;
    private bool debugVerbose = false;
    private bool debugDrawPartialLoSChecks = false;
    private bool debugEnableInventoryValidation = false;
    private bool debugDrawTargetCoverChecks = false;
    private bool debugGenClosetPawn = false;
    private bool debugMuzzleFlash = false;
    private bool debugShowTreeCollisionChance = false;
    private bool debugShowSuppressionBuildup = false;
    private bool debugDrawInterceptChecks = false;
    private bool debugDisplayDangerBuildup = false;
    private bool debugDisplayCellCoverRating = false;
    private bool debugDisplayAttritionInfo = false;
    private bool debugWorldShellingDamageRandomness = false;

    public bool DebuggingMode => debuggingMode;
    public bool DebugVerbose => debugVerbose;
    public bool DebugDrawInterceptChecks => debugDrawInterceptChecks && debuggingMode;
    public bool DebugDrawPartialLoSChecks => debugDrawPartialLoSChecks && debuggingMode;
    public bool DebugEnableInventoryValidation => debugEnableInventoryValidation && debuggingMode;
    public bool DebugDrawTargetCoverChecks => debugDrawTargetCoverChecks && debuggingMode;
    public bool DebugMuzzleFlash => debugMuzzleFlash && debuggingMode;
    public bool DebugShowTreeCollisionChance => debugShowTreeCollisionChance && debuggingMode;
    public bool DebugShowSuppressionBuildup => debugShowSuppressionBuildup && debuggingMode;
    public bool DebugGenClosetPawn => debugGenClosetPawn && debuggingMode;
    public bool DebugDisplayDangerBuildup => debugDisplayDangerBuildup && debuggingMode;
    public bool DebugDisplayCellCoverRating => debugDisplayCellCoverRating && debuggingMode;
    public bool DebugDisplayAttritionInfo => debugDisplayAttritionInfo && debuggingMode;
    public bool DebugWorldShellingDamageRandomness => debugWorldShellingDamageRandomness && debuggingMode;
    #endregion

    #region Autopatcher
    private bool debugAutopatcherLogger = false;

    public bool DebugAutopatcherLogger => debugAutopatcherLogger;

    private bool enableApparelAutopatcher = false;
    private bool enableWeaponAutopatcher = false;
    private bool enableWeaponToughnessAutopatcher = true;
    private bool enableRaceAutopatcher = true;
    private bool enablePawnKindAutopatcher = true;

    public bool EnableApparelAutopatcher => enableApparelAutopatcher;
    public bool EnableWeaponAutopatcher => enableWeaponAutopatcher;
    public bool EnableWeaponToughnessAutopatcher => enableWeaponToughnessAutopatcher;
    public bool EnableRaceAutopatcher => enableRaceAutopatcher;
    public bool EnablePawnKindAutopatcher => enablePawnKindAutopatcher;

    public bool FragmentsFromWalls => fragmentsFromWalls;
    public bool FragmentsFromWallsReflected => fragmentsFromWallsReflected;
    public float FragmentsFromWallsIntensity => fragmentsFromWallsIntensity;

    public bool FasterRepeatShots => fasterRepeatShots;
    public bool MidBurstRetarget => midBurstRetarget;

    public float ExplosionPenMultiplier => explosionPenMultiplier;
    public float ExplosionFalloffFactor => explosionFalloffFactor;

    public bool CreateCasingsFilth => createCasingsFilth;

    public bool RecoilAnim => recoilAnim;

    #endregion

    private bool lastAmmoSystemStatus;
    private readonly Dictionary<int, float> _cachedTabHeights = [];
    private readonly HashSet<int> _dirtyTabs = [];

    #region Compatibility Modsettings
    public bool patchArmorDamage = true;
    public bool hitRandomVehicleComponents = true;
    public bool fragmentsFromVehicles = false;

    #endregion



    #region Methods

    public override void ExposeData()
    {
        base.ExposeData();
        Scribe_Values.Look(ref showCasings, "showCasings", true);
        Scribe_Values.Look(ref createCasingsFilth, "createCasingsFilth", true);
        Scribe_Values.Look(ref recoilAnim, "recoilAnim", true);
        Scribe_Values.Look(ref showTaunts, "showTaunts", true);
        Scribe_Values.Look(ref allowMeleeHunting, "allowMeleeHunting", false);
        Scribe_Values.Look(ref smokeEffects, "smokeEffects", true);
        Scribe_Values.Look(ref mergeExplosions, "mergeExplosions", true);
        Scribe_Values.Look(ref turretsBreakShields, "turretsBreakShields", true);
        Scribe_Values.Look(ref showBackpacks, "showBackpacks", true);
        Scribe_Values.Look(ref showTacticalVests, "showTacticalVests", true);
        Scribe_Values.Look(ref partialstats, "PartialArmor", true);
        Scribe_Values.Look(ref enableExtraEffects, "enableExtraEffects", true);
        Scribe_Values.Look(ref showExtraTooltips, "showExtraTooltips", false);
        Scribe_Values.Look(ref detailedMeleeTooltip, "detailedMeleeTooltip", false);
        Scribe_Values.Look(ref nonPlayerMeleeTooltip, "nonPlayerMeleeTooltip", false);
        Scribe_Values.Look(ref enableArcOfFire, "enableArcOfFire", false);

        Scribe_Values.Look(ref showExtraStats, "showExtraStats", false);
        Scribe_Values.Look(ref variedHumanHeight, "variedHumanHeight", false);
        Scribe_Values.Look(ref logUnpatchedDefs, "logUnpatchedDefs", false);
        Scribe_Values.Look(ref realWeaponNames, "realWeaponNames", true);

#if DEBUG
        // Debug settings
        Scribe_Values.Look(ref debuggingMode, "debuggingMode", false);
        Scribe_Values.Look(ref debugDrawInterceptChecks, "drawInterceptChecks", false);
        Scribe_Values.Look(ref debugDrawPartialLoSChecks, "drawPartialLoSChecks", false);
        Scribe_Values.Look(ref debugEnableInventoryValidation, "enableInventoryValidation", false);
        Scribe_Values.Look(ref debugDrawTargetCoverChecks, "debugDrawTargetCoverChecks", false);
        Scribe_Values.Look(ref debugShowTreeCollisionChance, "debugShowTreeCollisionChance", false);
        Scribe_Values.Look(ref debugShowSuppressionBuildup, "debugShowSuppressionBuildup", false);
        Scribe_Values.Look(ref debugDisplayDangerBuildup, "debugDisplayDangerBuildup", false);
        Scribe_Values.Look(ref debugDisplayCellCoverRating, "debugDisplayCellCoverRating", false);
        Scribe_Values.Look(ref debugDisplayAttritionInfo, "debugDisplayAttritionInfo", false);
        Scribe_Values.Look(ref debugWorldShellingDamageRandomness, "debugWorldShellingDamageRandomness", false);
        Scribe_Values.Look(ref debugGenClosetPawn, "debugGenClosetPawn", false);
        Scribe_Values.Look(ref debugVerbose, "debugVerbose", false);
        Scribe_Values.Look(ref debugMuzzleFlash, "debugMuzzleFlash", false);

#endif

        Scribe_Values.Look(ref debugAutopatcherLogger, "debugAutopatcherLogger", false);

        Scribe_Values.Look(ref enableWeaponAutopatcher, "enableWeaponAutopatcher", false);
        Scribe_Values.Look(ref enableWeaponToughnessAutopatcher, "enableWeaponToughnessAutopatcher", true);
        Scribe_Values.Look(ref enableApparelAutopatcher, "enableApparelAutopatcher", false);
        Scribe_Values.Look(ref enableRaceAutopatcher, "enableRaceAutopatcher", true);
        Scribe_Values.Look(ref enablePawnKindAutopatcher, "enablePawnKindAutopatcher", true);

        // Ammo settings
        Scribe_Values.Look(ref enableAmmoSystem, "enableAmmoSystem", true);
        Scribe_Values.Look(ref rightClickAmmoSelect, "rightClickAmmoSelect", true);
        Scribe_Values.Look(ref autoReloadOnChangeAmmo, "autoReloadOnChangeAmmo", true);
        Scribe_Values.Look(ref autoTakeAmmo, "autoTakeAmmo", true);
        Scribe_Values.Look(ref showCaliberOnGuns, "showCaliberOnGuns", true);
        Scribe_Values.Look(ref reuseNeolithicProjectiles, "reuseNeolithicProjectiles", true);
        Scribe_Values.Look(ref forbiddenNeolithicProjectiles, "forbiddenNeolithicProjectiles", true);
        Scribe_Values.Look(ref realisticCookOff, "realisticCookOff", true);
        Scribe_Values.Look(ref stuckArrowsAsFlecks, "stuckArrowsAsFlecks", true);
        Scribe_Values.Look(ref genericAmmo, "genericAmmo", false);

        Scribe_Values.Look(ref ShowTutorialPopup, "ShowTutorialPopup", true);

        //Bipod settings
        Scribe_Values.Look(ref bipodMechanics, "bipodMechs", true);
        Scribe_Values.Look(ref autosetup, "autosetup", true);

        Scribe_Values.Look(ref fragmentsFromWalls, "fragmentsFromWalls", false);
        Scribe_Values.Look(ref fragmentsFromWallsReflected, "fragmentsFromWallsReflected", false);
        Scribe_Values.Look(ref fragmentsFromWallsIntensity, "fragmentsFromWallsIntensity", 1.0f);
        Scribe_Values.Look(ref fasterRepeatShots, "fasterRepeatShots", false);
        Scribe_Values.Look(ref midBurstRetarget, "midBurstRetarget", true);
        Scribe_Values.Look(ref explosionPenMultiplier, "explosionPenMultiplier", 1.0f);
        Scribe_Values.Look(ref explosionFalloffFactor, "explosionFalloffFactor", 1.0f);
        Scribe_Values.Look(ref suppressionCausesRunning, "suppressionCausesRunning", true);
        //CIWS
        Scribe_Values.Look(ref enableCIWS, nameof(enableCIWS), true);
        lastAmmoSystemStatus = enableAmmoSystem;    // Store this now so we can monitor for changes

        Scribe_Values.Look(ref medicineSearchRadius, "medicineSearchRadius", 5f);

        //OpportunisticReload
        Scribe_Values.Look(ref opportunisticReloadMode, nameof(opportunisticReloadMode), OpportunisticReloadMode.Any);
        Scribe_Values.Look(ref opportunisticReloadSafeDistance, nameof(opportunisticReloadSafeDistance), 12.9f);
        Scribe_Values.Look(ref secondsAfterFightToOpportunisticReload, nameof(secondsAfterFightToOpportunisticReload), 5);

        // Compatibility
        Scribe_Values.Look(ref patchArmorDamage, "patchArmorDamage", true);
        Scribe_Values.Look(ref hitRandomVehicleComponents, "hitRandomVehicleComponents", true);
        Scribe_Values.Look(ref fragmentsFromVehicles, "fragmentsFromVehicles", false);
    }

    public void DoWindowContents(Listing_Standard list)
    {
        switch (Controller.SelectedTab)
        {
            case 0:
                DoSettingsWindowContents_Mechanics(list);
                break;
            case 1:
                DoSettingsWindowContents_Ammo(list);
                break;
            case 2:
                DoSettingsWindowContents_Graphic(list);
                break;
            case 3:
                DoSettingsWindowContents_Misc(list);
                break;

        }
    }

    private void DoSettingsWindowContents_Mechanics(Listing_Standard list)
    {

        Rect fullRect = list.GetRect(600f);
        const float columnPadding = 16f;
        float columnWidth = (fullRect.width - columnPadding) / 2f;

        Rect leftRect = new Rect(fullRect.x, fullRect.y, columnWidth, fullRect.height);
        Rect rightRect = new Rect(fullRect.x + columnWidth + columnPadding, fullRect.y, columnWidth, fullRect.height);

        // LEFT COLUMN
        Listing_Standard left = new Listing_Standard();
        left.Begin(leftRect);
        left.Label("CE_Settings_HeaderGeneral".Translate());
        left.Gap();
        left.CheckboxLabeled("CE_Settings_PartialStats_Title".Translate(), ref partialstats, "CE_Settings_PartialStats_Desc".Translate());
        left.CheckboxLabeled("CE_Settings_AllowMeleeHunting_Title".Translate(), ref allowMeleeHunting, "CE_Settings_AllowMeleeHunting_Desc".Translate());
        left.CheckboxLabeled("CE_Settings_SmokeEffects_Title".Translate(), ref smokeEffects, "CE_Settings_SmokeEffects_Desc".Translate());
        left.CheckboxLabeled("CE_Settings_TurretsBreakShields_Title".Translate(), ref turretsBreakShields, "CE_Settings_TurretsBreakShields_Desc".Translate());
        left.CheckboxLabeled("CE_Settings_FasterRepeatShots_Title".Translate(), ref fasterRepeatShots, "CE_Settings_FasterRepeatShots_Desc".Translate());
        left.CheckboxLabeled("CE_Settings_MidBurstRetarget_Title".Translate(), ref midBurstRetarget, "CE_Settings_MidBurstRetarget_Desc".Translate());
        left.CheckboxLabeled("CE_Settings_EnableArcOfFire_Title".Translate(), ref enableArcOfFire, "CE_Settings_EnableArcOfFire_Desc".Translate());
        left.CheckboxLabeled("CE_Settings_EnableCIWS".Translate(), ref enableCIWS, "CE_Settings_EnableCIWS_Desc".Translate());
        left.CheckboxLabeled("CE_Settings_SuppressionCausesRunning_Title".Translate(), ref suppressionCausesRunning, "CE_Settings_SuppressionCausesRunning_Desc".Translate());
        left.CheckboxLabeled("CE_Settings_FragmentsFromWalls_Title".Translate(), ref fragmentsFromWalls, "CE_Settings_FragmentsFromWalls_Desc".Translate());
        left.CheckboxLabeled("CE_Settings_FragmentsFromWallsReflected_Title".Translate(), ref fragmentsFromWallsReflected, "CE_Settings_FragmentsFromWallsReflected_Desc".Translate());
        left.Gap();
        fragmentsFromWallsIntensity = left.SliderLabeled("CE_Settings_FragmentsFromWallsIntensity_Title".Translate() + ": " + fragmentsFromWallsIntensity.ToString("0.0"), fragmentsFromWallsIntensity, 0.1f, 2f, tooltip: "CE_Settings_FragmentsFromWallsIntensity_Desc".Translate(), labelPct: 0.6f);
        left.GapLine();
        left.Label("CE_Settings_BipodSettings".Translate());
        left.Gap();
        left.CheckboxLabeled("CE_Settings_BipodMechanics_Title".Translate(), ref bipodMechanics, "CE_Settings_BipodMechanics_Desc".Translate());
        left.CheckboxLabeled("CE_Settings_BipodAutoSetUp_Title".Translate(), ref autosetup, "CE_Settings_BipodAutoSetUp_Desc".Translate());
        left.GapLine();
        if (left.ButtonTextLabeled("CE_Settings_OpportunisticReload_Title".Translate(), OpportunisticReloadModeLabel(this.OpportunisticReloadMode), anchor: TextAnchor.MiddleLeft, tooltip: "CE_Settings_OpportunisticReload_Desc".Translate()))
        {
            var floatMenuList = new List<FloatMenuOption>();
            foreach (var option in Enum.GetValues(typeof(OpportunisticReloadMode)))
            {
                var enumOption = (OpportunisticReloadMode)option;
                var menuOption = new FloatMenuOption(OpportunisticReloadModeLabel(enumOption), () => opportunisticReloadMode = enumOption);
                floatMenuList.Add(menuOption);
            }
            Find.WindowStack.Add(new FloatMenu(floatMenuList));
        }
        if (OpportunisticReloadMode == OpportunisticReloadMode.Off)
        {
            GUI.contentColor = Color.gray;
        }
        opportunisticReloadSafeDistance = left.SliderLabeled("CE_Settings_OpportunisticReload_SafeDistance_Title".Translate(opportunisticReloadSafeDistance), opportunisticReloadSafeDistance, 0f, 50.9f, tooltip: "CE_Settings_OpportunisticReload_SafeDistance_Desc".Translate());
        secondsAfterFightToOpportunisticReload = (int)left.SliderLabeled("CE_Settings_OpportunisticReload_SecondsAfterFight_Title".Translate(secondsAfterFightToOpportunisticReload), secondsAfterFightToOpportunisticReload, 0f, 60f, tooltip: "CE_Settings_OpportunisticReload_SecondsAfterFight_Desc".Translate());
        GUI.contentColor = Color.white;
        left.End();

        // RIGHT COLUMN
        Listing_Standard right = new Listing_Standard();
        right.Begin(rightRect);
        right.Label("CE_Settings_ExplosionSettings".Translate());
        right.Gap();
        right.CheckboxLabeled("CE_Settings_MergeExplosions_Title".Translate(), ref mergeExplosions, "CE_Settings_MergeExplosions_Desc".Translate());
        explosionPenMultiplier = Mathf.Round(right.SliderLabeled("CE_Settings_ExplosionPenMultiplier_Title".Translate() + ": " + explosionPenMultiplier.ToString("F1"), explosionPenMultiplier, 0.1f, 10f, tooltip: "CE_Settings_ExplosionPenMultiplier_Desc".Translate(), labelPct: 0.6f) * 10f) * 0.1f;
        explosionFalloffFactor = Mathf.Round(right.SliderLabeled("CE_Settings_ExplosionDamageFalloffFactor_Title".Translate() + ": " + explosionFalloffFactor.ToString("F1"), explosionFalloffFactor, 0.1f, 2f, tooltip: "CE_Settings_ExplosionDamageFalloffFactor_Desc".Translate(), labelPct: 0.6f) * 10f) * 0.1f;
        right.GapLine();
        right.Label("CE_Settings_StabilizationSettings".Translate());
        right.Gap();
        medicineSearchRadius = right.SliderLabeled("CE_Settings_MedicineSearchRadius_Title".Translate() + ": " + medicineSearchRadius.ToString("F0"), medicineSearchRadius, 1f, 100f, tooltip: "CE_Settings_MedicineSearchRadius_Desc".Translate(), labelPct: 0.6f);
        right.End();
    }

    private void DoSettingsWindowContents_Ammo(Listing_Standard list)
    {
        list.Label("CE_Settings_HeaderAmmo".Translate());
        list.Gap();
        list.CheckboxLabeled("CE_Settings_EnableAmmoSystem_Title".Translate(), ref enableAmmoSystem, "CE_Settings_EnableAmmoSystem_Desc".Translate());
        list.GapLine();
        if (enableAmmoSystem)
        {
            list.CheckboxLabeled("CE_Settings_RightClickAmmoSelect_Title".Translate(), ref rightClickAmmoSelect, "CE_Settings_RightClickAmmoSelect_Desc".Translate());
            list.CheckboxLabeled("CE_Settings_AutoReloadOnChangeAmmo_Title".Translate(), ref autoReloadOnChangeAmmo, "CE_Settings_AutoReloadOnChangeAmmo_Desc".Translate());
            list.CheckboxLabeled("CE_Settings_AutoTakeAmmo_Title".Translate(), ref autoTakeAmmo, "CE_Settings_AutoTakeAmmo_Desc".Translate());
            list.CheckboxLabeled("CE_Settings_ShowCaliberOnGuns_Title".Translate(), ref showCaliberOnGuns, "CE_Settings_ShowCaliberOnGuns_Desc".Translate());
            list.CheckboxLabeled("CE_Settings_ReuseNeolithicProjectiles_Title".Translate(), ref reuseNeolithicProjectiles, "CE_Settings_ReuseNeolithicProjectiles_Desc".Translate());
            if (reuseNeolithicProjectiles)
            {
                list.CheckboxLabeled("CE_Settings_ForbiddenNeolithicProjectiles_Title".Translate(), ref forbiddenNeolithicProjectiles, "CE_Settings_ForbiddenNeolithicProjectiles_Desc".Translate());
            }
            list.CheckboxLabeled("CE_Settings_RealisticCookOff_Title".Translate(), ref realisticCookOff, "CE_Settings_RealisticCookOff_Desc".Translate());
            list.CheckboxLabeled("CE_Settings_GenericAmmo".Translate(), ref genericAmmo, "CE_Settings_GenericAmmo_Desc".Translate());
        }
        else
        {
            GUI.contentColor = Color.gray;
            list.Label("CE_Settings_RightClickAmmoSelect_Title".Translate());
            list.Label("CE_Settings_AutoReloadOnChangeAmmo_Title".Translate());
            list.Label("CE_Settings_AutoTakeAmmo_Title".Translate());
            list.Label("CE_Settings_ShowCaliberOnGuns_Title".Translate());
            list.Label("CE_Settings_ReuseNeolithicProjectiles_Title".Translate());
            list.Label("CE_Settings_RealisticCookOff_Title".Translate());

            GUI.contentColor = Color.white;
        }
        LastAmmoSystemStatusChanged();
    }

    private void DoSettingsWindowContents_Graphic(Listing_Standard list)
    {
        list.Label("CE_Settings_HeaderGraphic".Translate());
        list.Gap();

        list.CheckboxLabeled("CE_Settings_ShowCasings_Title".Translate(), ref showCasings, "CE_Settings_ShowCasings_Desc".Translate());
        list.CheckboxLabeled("CE_Settings_CreateCasingsFilth_Title".Translate(), ref createCasingsFilth, "CE_Settings_CreateCasingsFilth_Desc".Translate());
        list.CheckboxLabeled("CE_Settings_StuckArrowsAsFlecks_Title".Translate(), ref stuckArrowsAsFlecks, "CE_Settings_StuckArrowsAsFlecks_Desc".Translate());
        list.CheckboxLabeled("CE_Settings_RecoilAnim_Title".Translate(), ref recoilAnim, "CE_Settings_RecoilAnim_Desc".Translate());
        list.CheckboxLabeled("CE_Settings_ShowTaunts_Title".Translate(), ref showTaunts, "CE_Settings_ShowTaunts_Desc".Translate());
        list.CheckboxLabeled("CE_Settings_EnableExtraEffects_Title".Translate(), ref enableExtraEffects, "CE_Settings_EnableExtraEffects_Desc".Translate());

        list.CheckboxLabeled("CE_Settings_ShowBackpacks_Title".Translate(), ref showBackpacks, "CE_Settings_ShowBackpacks_Desc".Translate());
        list.CheckboxLabeled("CE_Settings_ShowWebbing_Title".Translate(), ref showTacticalVests, "CE_Settings_ShowWebbing_Desc".Translate());
    }

    private void DoSettingsWindowContents_Misc(Listing_Standard list)
    {
        list.Label("CE_Settings_HeaderMisc".Translate());
        list.Gap();
        list.CheckboxLabeled("CE_Settings_ShowExtraTooltips_Title".Translate(), ref showExtraTooltips, "CE_Settings_ShowExtraTooltips_Desc".Translate());
        list.CheckboxLabeled("CE_Settings_ShowExtraStats_Title".Translate(), ref showExtraStats, "CE_Settings_ShowExtraStats_Desc".Translate());
        list.CheckboxLabeled("CE_Settings_DetailedMeleeTooltip_Title".Translate(), ref detailedMeleeTooltip, "CE_Settings_DetailedMeleeTooltip_Desc".Translate());
        list.CheckboxLabeled("CE_Settings_NonPlayerMeleeTooltip_Title".Translate(), ref nonPlayerMeleeTooltip, "CE_Settings_NonPlayerMeleeTooltip_Desc".Translate());
        list.CheckboxLabeled("CE_Settings_VariedHumanHeight_Title".Translate(), ref variedHumanHeight, "CE_Settings_VariedHumanHeight_Desc".Translate());
        list.CheckboxLabeled("CE_Settings_LogUnpatchedDefs_Title".Translate(), ref logUnpatchedDefs, "CE_Settings_LogUnpatchedDefs_Desc".Translate());
        list.CheckboxLabeled("CE_Settings_RealWeaponNames_Title".Translate(), ref realWeaponNames, "CE_Settings_RealWeaponNames_Desc".Translate());
        list.Gap();
        list.GapLine();
        list.Gap();
        list.Label("CE_Settings_HeaderAutopatcher".Translate());
        list.Gap();
        list.CheckboxLabeled("CE_Settings_VerboseAutopatcher_Title".Translate(), ref debugAutopatcherLogger, "CE_Settings_VerboseAutopatcher_Desc".Translate());
        list.CheckboxLabeled("CE_Settings_ApparelAutopatcher_Title".Translate(), ref enableApparelAutopatcher, "CE_Settings_ApparelAutopatcher_Desc".Translate());
        list.CheckboxLabeled("CE_Settings_RaceAutopatcher_Title".Translate(), ref enableRaceAutopatcher, "CE_Settings_RaceAutopatcher_Desc".Translate());
        list.CheckboxLabeled("CE_Settings_WeaponAutopatcher_Title".Translate(), ref enableWeaponAutopatcher, "CE_Settings_WeaponAutopatcher_Desc".Translate());
        list.CheckboxLabeled("CE_Settings_ToughnessAutopatcher_Title".Translate(), ref enableWeaponToughnessAutopatcher, "CE_Settings_ToughnessAutopatcher_Desc".Translate());
        list.CheckboxLabeled("CE_Settings_PawnkindAutopatcher_Title".Translate(), ref enablePawnKindAutopatcher, "CE_Settings_PawnkindAutopatcher_Desc".Translate());
#if DEBUG
        list.Gap();
        list.GapLine();
        list.Label("Debug");
        list.Gap();
        Text.Font = GameFont.Small;
        bool prevDebug = debuggingMode;
        list.CheckboxLabeled("Enable debugging", ref debuggingMode, "This will enable all debugging features.");
        if (prevDebug != debuggingMode)
        {
            _dirtyTabs.Add(Controller.SelectedTab);
        }
        if (debuggingMode)
        {
            list.GapLine();
            list.CheckboxLabeled("Verbose", ref debugVerbose, "Enable logging for internel states and many other things.");
            list.CheckboxLabeled("Display result of GenStep_Attrition", ref debugDisplayAttritionInfo);
            list.CheckboxLabeled("Draw intercept checks", ref debugDrawInterceptChecks, "Displays projectile checks for intercept.");
            list.CheckboxLabeled("Draw partial LoS checks", ref debugDrawPartialLoSChecks, "Displays line of sight checks against partial cover.");
            list.CheckboxLabeled("Draw debug things in range", ref debugGenClosetPawn);
            list.CheckboxLabeled("Draw target cover checks", ref debugDrawTargetCoverChecks, "Displays highest cover of target as it is selected.");
            list.CheckboxLabeled("Enable inventory validation", ref debugEnableInventoryValidation, "Inventory will refresh its cache every tick and log any discrepancies.");
            list.CheckboxLabeled("Display tree collision chances", ref debugShowTreeCollisionChance, "Projectiles will display chances of coliding with trees as they pass by.");
            list.CheckboxLabeled("Display suppression buildup", ref debugShowSuppressionBuildup, "Pawns will display buildup numbers when taking suppression.");
            list.CheckboxLabeled("Display light intensity affected by muzzle flash", ref debugMuzzleFlash);
            list.CheckboxLabeled("Display danger buildup within cells", ref debugDisplayDangerBuildup);
            list.CheckboxLabeled("Display cover rating of cells of suppressed pawns", ref debugDisplayCellCoverRating);
            list.CheckboxLabeled("Disable randomness in world shelling", ref debugWorldShellingDamageRandomness);
        }
#endif
        list.Gap();
        list.GapLine();
        list.Gap();
        for (int i = 0; i < Controller.otherSettingList.Count; i++)
        {
            var otherSetting = Controller.otherSettingList[i];
            if (otherSetting != Controller.settings)
            {
                otherSetting.DoWindowContents(list);
                if (i < Controller.settingList.Count - 1)
                {
                    list.GapLine();
                    list.Gap();
                }
            }
        }
    }

    private void LastAmmoSystemStatusChanged()
    {
        if (lastAmmoSystemStatus != enableAmmoSystem)
        {
            AmmoInjector.Inject();
            AmmoInjector.AddRemoveCaliberFromGunRecipes();  //Ensure the labels are _removed_ when the ammo system gets disabled
            lastAmmoSystemStatus = enableAmmoSystem;
            TutorUtility.DoModalDialogIfNotKnown(CE_ConceptDefOf.CE_AmmoSettings);
            _dirtyTabs.Add(Controller.SelectedTab);
        }
        else if (AmmoInjector.gunRecipesShowCaliber != showCaliberOnGuns)
        {
            AmmoInjector.AddRemoveCaliberFromGunRecipes();
        }
    }


    #region Reset To Defaults
    public void ResetToDefaults()
    {
        switch (Controller.SelectedTab)
        {
            case 0:
                ResetToDefault_Mechanics();
                break;
            case 1:
                ResetToDefault_Ammo();
                break;
            case 2:
                ResetToDefault_Graphics();
                break;
            case 3:
                ResetToDefault_Misc();
                break;
        }
        _dirtyTabs.Add(Controller.SelectedTab);
    }
    private void ResetToDefault_Mechanics()
    {
        partialstats = true;
        allowMeleeHunting = false;
        smokeEffects = true;
        turretsBreakShields = true;
        fasterRepeatShots = true;
        midBurstRetarget = true;
        enableCIWS = true;
        fragmentsFromWalls = false;
        fragmentsFromWallsReflected = false;
        fragmentsFromWallsIntensity = 1.0f;
        enableArcOfFire = false;
        mergeExplosions = true;
        explosionPenMultiplier = 1.0f;
        explosionFalloffFactor = 1.0f;
        bipodMechanics = true;
        autosetup = true;
        medicineSearchRadius = 5f;
        suppressionCausesRunning = true;
        opportunisticReloadMode = OpportunisticReloadMode.Any;
        opportunisticReloadSafeDistance = 12.9f;
        secondsAfterFightToOpportunisticReload = 5;
    }
    private void ResetToDefault_Ammo()
    {
        enableAmmoSystem = true;
        rightClickAmmoSelect = true;
        autoReloadOnChangeAmmo = true;
        autoTakeAmmo = true;
        showCaliberOnGuns = true;
        reuseNeolithicProjectiles = true;
        forbiddenNeolithicProjectiles = true;
        realisticCookOff = true;
        genericAmmo = false;
        LastAmmoSystemStatusChanged();

    }
    private void ResetToDefault_Graphics()
    {
        showCasings = true;
        createCasingsFilth = true;
        recoilAnim = true;
        showTaunts = true;
        enableExtraEffects = true;
        showBackpacks = true;
        showTacticalVests = true;
    }
    private void ResetToDefault_Misc()
    {
        // Extra Tooltips
        showExtraTooltips = false;
        showExtraStats = false;
        detailedMeleeTooltip = false;
        nonPlayerMeleeTooltip = false;
        // AutoPatcher Settings
        debugAutopatcherLogger = false;
        enableApparelAutopatcher = false;
        enableWeaponAutopatcher = false;
        enableWeaponToughnessAutopatcher = true;
        enableRaceAutopatcher = true;
        enablePawnKindAutopatcher = true;
        variedHumanHeight = false;
        logUnpatchedDefs = false;
        realWeaponNames = true;

#if DEBUG
        debuggingMode = false;
        debugDisplayAttritionInfo = false;
        debugDrawInterceptChecks = false;
        debugDrawPartialLoSChecks = false;
        debugGenClosetPawn = false;
        debugDrawTargetCoverChecks = false;
        debugEnableInventoryValidation = false;
        debugShowTreeCollisionChance = false;
        debugShowSuppressionBuildup = false;
        debugMuzzleFlash = false;
        debugDisplayDangerBuildup = false;
        debugDisplayCellCoverRating = false;
        debugWorldShellingDamageRandomness = false;
#endif
        // Compatibility Settings
        patchArmorDamage = true;
        hitRandomVehicleComponents = true;
        fragmentsFromVehicles = false;
    }
    #endregion

    public float GetOrCalculateHeightForTab(int tabIndex, float width)
    {
        if (!_cachedTabHeights.TryGetValue(tabIndex, out float height) || _dirtyTabs.Contains(tabIndex))
        {
            Listing_Standard measuringList = new Listing_Standard();
            Rect dummyRect = new Rect(0f, 0f, width, 99999f);
            measuringList.Begin(dummyRect);
            switch (tabIndex)
            {
                case 0:
                    measuringList.maxOneColumn = false;
                    measuringList.hasCustomColumnWidth = true;
                    measuringList.columnWidthInt = (int)(width / 2f - 10f);
                    DoSettingsWindowContents_Mechanics(measuringList);
                    break;
                case 1: DoSettingsWindowContents_Ammo(measuringList); break;
                case 2: DoSettingsWindowContents_Graphic(measuringList); break;
                case 3: DoSettingsWindowContents_Misc(measuringList); break;
            }
            measuringList.End();
            height = measuringList.CurHeight + 10f;
            if (tabIndex == 0)
            {
                height = measuringList.curY + 10f;
            }
            _cachedTabHeights[tabIndex] = height;
            _dirtyTabs.Remove(tabIndex);
        }
        return height;
    }

    private string OpportunisticReloadModeLabel(OpportunisticReloadMode mode)
    {
        switch (mode)
        {
            case OpportunisticReloadMode.Off:
                return "CE_Settings_OpportunisticReload_Off".Translate();
            case OpportunisticReloadMode.DraftedOnly:
                return "CE_Settings_OpportunisticReload_DraftedOnly".Translate();
            case OpportunisticReloadMode.Any:
                return "CE_Settings_OpportunisticReload_Any".Translate();
            default:
                return "";
        }
    }

    #endregion
}

