C = {}

C.Screen = {
    W = playdate and playdate.display.getWidth() or 400,
    H = playdate and playdate.display.getHeight() or 240,
}

C.Center = utils.xy(C.Screen.W / 2, C.Screen.H / 2)

C.StrikeZoneStartX = C.Center.x - 16
C.StrikeZoneEndX = C.StrikeZoneStartX + 24
C.StrikeZoneStartY = C.Screen.H - 35

--- @alias Base {
---   x: number,
---   y: number,
--- }

---@type Base[]
C.Bases = {
    utils.xy(C.Screen.W * 0.93, C.Screen.H * 0.52),
    utils.xy(C.Screen.W * 0.47, C.Screen.H * 0.19),
    utils.xy(C.Screen.W * 0.03, C.Screen.H * 0.52),
    utils.xy(C.Screen.W * 0.474, C.Screen.H * 0.79),
}

C.First, C.Second, C.Third, C.Home = 1, 2, 3, 4
C.FieldHeight = C.Bases[C.Home].y - C.Bases[C.Second].y

-- Pseudo-base for batter to target
C.RightHandedBattersBox = {
    x = C.Bases[C.Home].x - 30,
    y = C.Bases[C.Home].y + 10,
}

---@type table<Base, Base | nil>
C.NextBaseMap = {
    [C.RightHandedBattersBox] = nil, -- Runner should not escape the box before a hit!
    [C.Bases[C.First]] = C.Bases[C.Second],
    [C.Bases[C.Second]] = C.Bases[C.Third],
    [C.Bases[C.Third]] = C.Bases[C.Home],
}

C.LeftFoulLine = {
    x1 = C.Center.x,
    y1 = 220,
    x2 = -1800,
    y2 = -465,
}

C.RightFoulLine = {
    x1 = C.Center.x,
    y1 = 218,
    x2 = 2120,
    y2 = -465,
}

--- Angle to align the bat to
C.CrankOffsetDeg = 90

C.DanceBounceMs = 500
C.DanceBounceCount = 4

C.ScoreboardDelayMs = 2000

--- Used to draw the ball well out of bounds, and
--- generally as a check for whether or not it's in play.
C.BallOffscreen = 999

C.PitchAfterSeconds = 6
C.ReturnToPitcherAfterSeconds = 2.4
C.PitchFlyMs = 1050
C.PitchStart = utils.xy(195, 105)
C.PitchEndY = 240

C.DefaultLaunchPower = 4

--- The max distance at which a fielder can tag out a runner.
C.TagDistance = 15

C.BallCatchHitbox = 3

--- The max distance at which a runner can be considered on base.
C.BaseHitbox = 10

C.BattingPower = 25
C.BatterHandPos = utils.xy(25, 15)
C.GloveZ = 0 -- 10

C.SmallestBallRadius = 6

C.BatLength = 35

---@alias OffenseState "batting" | "running" | "walking" | "homeRun"
--- An enum for what state the offense is in
---@type table<string, OffenseState>
C.Offense = {
    batting = "batting",
    running = "running",
    walking = "walking",
    homeRun = "homeRun",
}

---@alias Side "offense" | "defense"

C.PitcherStartPos = {
    x = C.Screen.W * 0.48,
    y = C.Screen.H * 0.40,
}

--- Controls how hard the ball can be hit, and
--- how fast the ball can be thrown.
C.CrankPower = 10

C.FielderRunMult = 1.3

C.UserThrowPower = 0.3

--- How fast baserunners move after a walk
C.WalkedRunnerSpeed = 10

C.ResetFieldersAfterSeconds = 2.5

C.OutfieldWall = {
    { x = -400, y = -103 },
    { x = -167, y = -208 },
    { x = 50, y = -211 },
    { x = 150, y = -181 },
    { x = 339, y = -176 },
    { x = 450, y = -221 },
    { x = 700, y = -209 },
    { x = 785, y = -59 },
    { x = 801, y = -16 },
}

C.BottomOfOutfieldWall = {}

for i, v in ipairs(C.OutfieldWall) do
    C.BottomOfOutfieldWall[i] = utils.xy(v.x, v.y + 40)
end

if not playdate then
    return C
end
