importonly abstract class IPreventionSpawnSystem extends IGameSystem
{
}

import enum DynamicVehicleType
{
	None,
	Car,
	AV,
	RoadBlockade,
	RoadBlockadeWithAV,
}

import struct NearestRoadFromPlayerInfo
{
	import var pathLength : Float;
	import var point : Vector4;
}

importonly struct SpawnRequestResult
{
	import var requestID : Uint32;
	import var policeStrategy : vehiclePoliceStrategy;
	import var vehicleType : DynamicVehicleType;
	import var spawnedObjects : array< weak< GameObject > >;
	import var success : Bool;
}

importonly struct AVSpawnPointsRequestResult
{
	import var requestID : Uint32;
	import var success : Bool;
	import var spawnPoints : array< Vector3 >;
}

import class PreventionSpawnSystem extends IPreventionSpawnSystem
{
	public import function CancelSpawnRequest( requestID : Uint32 );
	public import function CancelAllSpawnRequests();
	public import function RequestUnitSpawn( recordID : TweakDBID, spawnTransform : WorldTransform ) : Uint32;
	public import function RequestChaseVehicle( vehicleRecordID : TweakDBID, passengersRecordIDs : array< TweakDBID >, strategy : BaseStrategyRequest ) : Uint32;
	public import function SetStrategyPreCheckRequests( preCheckRequests : array< BaseStrategyRequest > );
	public import function ClearStrategyPreCheckRequests();
	public import const function IsStrategyAvailable( strategy : vehiclePoliceStrategy ) : Bool;
	public import const function IsAnyStrategyAvailable() : Bool;
	public import const function GetAvailableStrategies( out strategies : array< vehiclePoliceStrategy > ) : Bool;
	public import const function GetRandomAvailableStrategyInRange( minStrat : Uint8, maxStrat : Uint8 ) : vehiclePoliceStrategy;
	public import const function GetRandomAvailableStrategy( wantedStrategies : array< vehiclePoliceStrategy > ) : vehiclePoliceStrategy;
	public import const function DebugTryOverrideWithForcedStrategy( out strategy : vehiclePoliceStrategy );
	public import const function GetIntersectionInFrontOfPlayerPos() : Vector4;
	public import const function IsPlayerOnHighway() : Bool;
	public import const function IsPlayerInDogTown() : Bool;
	public import const function GetNearestRoadFromPlayerInfo( out info : NearestRoadFromPlayerInfo );
	public import function RequestRoadBlockadeSpawn( vehiclessRecordIDs : array< TweakDBID >, spawnDistanceRange : Vector2, numberNPCsPerCar : Uint32 ) : Uint32;
	public import function NotifyPlayerMounted( isPlayerMounted : Bool );
	public import function IsPlayerInSoftDeescalationTrigger() : Bool;
	public import function IsInUnmountingRange( position : Vector3 ) : Bool;
	public import function RequestAVSpawnPoints( scriptable : weak< IScriptable >, functionName : String, spawnDistanceRange : Vector2, maxSpawnPoints : Uint32, useOffTrafficPoints : Bool ) : Uint32;
	public import function RequestAVSpawnAtLocation( recordID : TweakDBID, location : Vector3 ) : Uint32;
	public import function RequestAVSpawn( recordID : TweakDBID, spawnDistanceRange : Vector2, useOffTrafficPoints : Bool ) : Uint32;
	public import function ReinitAll();
	public import function RequestDespawn( entityID : EntityID );
	public import function RequestDespawnVehicleAndPassengers( vehicle : weak< VehicleObject > );
	public import function RequestDespawnAll( shouldUseAggressiveDespawn : Bool );
	public import function GetNumberOfSpawnedPreventionUnits() : Int32;
	public import function IsPreventionVehicleEnabled() : Bool;
	public import const function FindPursuitPointsRangeAsync( spawnOriginPositions : array< Vector4 >, radiusMin : Float, radiusMax : Float, unitCount : Uint32, characterRecords : array< TweakDBID >, navVisCheck : Bool, agentSize : NavGenAgentSize, scriptable : weak< IScriptable >, functionName : String );
	public import function ToggleFreeArea( areaReference : NodeRef, enable : Bool );
	public import function TogglePreventionQuestTrigger( areaReference : NodeRef, enable : Bool );
	public import function GetPreventionSystemCanSpawnInCrowd() : Bool;
	public import function RegisterEntityDeathCallback( scriptable : weak< IScriptable >, functionName : String, entityID : EntityID );
	public import function UnregisterEntityDeathCallback( scriptable : weak< IScriptable >, functionName : String, entityID : EntityID );
	public import function TogglePreventionCrowdSpawns( toggle : Bool );
	public import function TogglePreventionActive( isActive : Bool );
	public import function InterruptAllActionAndCommands( veh : weak< VehicleObject > );
	public import function IsEntityRegistered( id : EntityID ) : Bool;
	public import function TryGetVehicleType( id : EntityID, out vehicleType : DynamicVehicleType ) : Bool;
	public import function IsPointInPreventionFreeArea( point : Vector4 ) : Bool;
	public import function MarkAsDead( entityID : EntityID );

	protected function SpawnRequestFinished( requestResult : SpawnRequestResult )
	{
		var system : PreventionSystem;
		var request : PreventionUnitSpawnedRequest;
		system = ( ( PreventionSystem )( GameInstance.GetScriptableSystemsContainer( GetGameInstance() ).Get( 'PreventionSystem' ) ) );
		if( system )
		{
			request = new PreventionUnitSpawnedRequest;
			request.requestResult = requestResult;
			system.QueueRequest( request );
		}
	}

	protected function DespawnCallback( entityID : EntityID )
	{
		var system : PreventionSystem;
		var request : PreventionUnitDespawnedRequest;
		system = ( ( PreventionSystem )( GameInstance.GetScriptableSystemsContainer( GetGameInstance() ).Get( 'PreventionSystem' ) ) );
		if( system )
		{
			request = new PreventionUnitDespawnedRequest;
			request.entityID = entityID;
			system.QueueRequest( request );
		}
	}

	public const function TryFillPreventionSystemDebugData( out dataToFill : PreventionSystemDebugData ) : Bool
	{
		var preventionSystem : PreventionSystem;
		preventionSystem = ( ( PreventionSystem )( GameInstance.GetScriptableSystemsContainer( GetGameInstance() ).Get( 'PreventionSystem' ) ) );
		if( preventionSystem )
		{
			preventionSystem.FillPreventionSystemDebugData( dataToFill );
			return true;
		}
		return false;
	}

	protected export function Debug_EmulateDamageDealt( damageAmount : Float )
	{
		var preventionSystem : PreventionSystem;
		var preventionSystemRequest : PreventionDamageRequest;
		var playerPos : Vector4;
		var crimeScorePercent : Float;
		crimeScorePercent = 25.0;
		preventionSystem = ( ( PreventionSystem )( GameInstance.GetScriptableSystemsContainer( GetGameInstance() ).Get( 'PreventionSystem' ) ) );
		if( preventionSystem )
		{
			playerPos = GetPlayer( GetGameInstance() ).GetWorldPosition();
			preventionSystemRequest = new PreventionDamageRequest;
			preventionSystemRequest.damageDealtPercentValue = crimeScorePercent * damageAmount;
			preventionSystemRequest.isInternal = false;
			preventionSystemRequest.targetPosition = playerPos;
			preventionSystemRequest.requestedHeat = EPreventionHeatStage.Heat_1;
			preventionSystemRequest.attackType = gamedataAttackType.Direct;
			preventionSystemRequest.telemetryInfo = "DEBUG";
			preventionSystem.QueueRequest( preventionSystemRequest );
		}
	}

	protected function VehicleEarlyInit( vehicleObject : WheeledObject )
	{
		PreventionSystem.StartActiveVehicleBehaviour( vehicleObject.GetGame(), vehicleObject );
	}

	protected function RoadblockadeNPCEarlyInit( puppet : gamePuppet )
	{
		PreventionSystem.StartRoadblockNPCAgentBehaviour( ( ( ScriptedPuppet )( puppet ) ) );
	}

	protected function OnEnterPreventionQuestTrigger( disablePreventionSystem : Bool )
	{
		var preventionSystem : PreventionSystem;
		var preventionForceDeescalateRequest : PreventionForceDeescalateRequest;
		var refreshDeescalationTimersRequest : RefreshDeescalationTimers;
		preventionSystem = ( ( PreventionSystem )( GameInstance.GetScriptableSystemsContainer( GetGameInstance() ).Get( 'PreventionSystem' ) ) );
		if( !( preventionSystem ) || !( preventionSystem.IsChasingPlayer() ) )
		{
			return;
		}
		if( disablePreventionSystem )
		{
			preventionForceDeescalateRequest = new PreventionForceDeescalateRequest;
			preventionForceDeescalateRequest.fakeBlinkingDuration = TweakDBInterface.GetFloat( T"PreventionSystem.setup.forcedDeescalationUIStarsBlinkingDurationSeconds", 4.0 );
			preventionForceDeescalateRequest.telemetryInfo = "QuestPreventionTriggerForceDeescalation";
			preventionSystem.QueueRequest( preventionForceDeescalateRequest );
		}
		else
		{
			refreshDeescalationTimersRequest = new RefreshDeescalationTimers;
			preventionSystem.QueueRequest( refreshDeescalationTimersRequest );
		}
	}

	public function SetIfAvailable( value : vehiclePoliceStrategy ) : vehiclePoliceStrategy
	{
		return ( ( IsStrategyAvailable( value ) ) ? ( value ) : ( vehiclePoliceStrategy.None ) );
	}

}

