#include "common.h"
#include "battle/battle.h"
#include "script_api/battle.h"
#include "sprite/npc/Spiny.h"
#include "sprite/npc/Lakitu.h"
#include "effects.h"

#define NAMESPACE b_area_flo_lakitu

extern ActorBlueprint b_area_flo_spiny;

extern EvtScript N(init);
extern EvtScript N(takeTurn);
extern EvtScript N(idle);
extern EvtScript N(handleEvent);

s32 N(IdleAnimations)[] = {
    STATUS_NORMAL, ANIM_Lakitu_Anim01,
    STATUS_STONE, ANIM_Lakitu_Anim00,
    STATUS_SLEEP, ANIM_Lakitu_Anim08,
    STATUS_POISON, ANIM_Lakitu_Anim01,
    STATUS_STOP, ANIM_Lakitu_Anim00,
    STATUS_STATIC, ANIM_Lakitu_Anim01,
    STATUS_PARALYZE, ANIM_Lakitu_Anim00,
    STATUS_DIZZY, ANIM_Lakitu_Anim09,
    STATUS_FEAR, ANIM_Lakitu_Anim09,
    STATUS_END,
};

s32 N(IdleAnimations2)[] = {
    STATUS_NORMAL, ANIM_Lakitu_Anim0B,
    STATUS_END,
};

s32 N(IdleAnimations3)[] = {
    STATUS_NORMAL, ANIM_Spiny_Anim01,
    STATUS_END,
};

s32 N(DefenseTable)[] = {
    ELEMENT_NORMAL, 0,
    ELEMENT_MYSTERY, 0,
    ELEMENT_END,
};

s32 N(StatusTable)[] = {
    STATUS_NORMAL, 0,
    STATUS_DEFAULT, 0,
    STATUS_SLEEP, 50,
    STATUS_POISON, 50,
    STATUS_FROZEN, 0,
    STATUS_DIZZY, 100,
    STATUS_FEAR, 0,
    STATUS_STATIC, 50,
    STATUS_PARALYZE, 50,
    STATUS_SHRINK, 75,
    STATUS_STOP, 80,
    STATUS_DEFAULT_TURN_MOD, 0,
    STATUS_SLEEP_TURN_MOD, 0,
    STATUS_POISON_TURN_MOD, 0,
    STATUS_FROZEN_TURN_MOD, 0,
    STATUS_DIZZY_TURN_MOD, 1,
    STATUS_FEAR_TURN_MOD, 0,
    STATUS_STATIC_TURN_MOD, 0,
    STATUS_PARALYZE_TURN_MOD, -1,
    STATUS_SHRINK_TURN_MOD, 0,
    STATUS_STOP_TURN_MOD, 0,
    STATUS_END,
};

ActorPartBlueprint N(parts)[] = {
    {
        .flags = ACTOR_PART_FLAG_MULTI_TARGET,
        .index = 1,
        .posOffset = { 0, 0, 0 },
        .targetOffset = { -5, 35 },
        .opacity = 255,
        .idleAnimations = N(IdleAnimations),
        .defenseTable = N(DefenseTable),
        .eventFlags = 0,
        .elementImmunityFlags = 0,
        .projectileTargetOffset = { 0, -13 },
    },
    {
        .flags = ACTOR_PART_FLAG_INVISIBLE | ACTOR_PART_FLAG_NO_TARGET | ACTOR_PART_FLAG_USE_ABSOLUTE_POSITION,
        .index = 2,
        .posOffset = { 0, 0, 0 },
        .targetOffset = { 0, 0 },
        .opacity = 255,
        .idleAnimations = N(IdleAnimations2),
        .defenseTable = N(DefenseTable),
        .eventFlags = 0,
        .elementImmunityFlags = 0,
        .projectileTargetOffset = { 0, 0 },
    },
    {
        .flags = ACTOR_PART_FLAG_INVISIBLE | ACTOR_PART_FLAG_NO_TARGET | ACTOR_PART_FLAG_USE_ABSOLUTE_POSITION,
        .index = 3,
        .posOffset = { 0, 0, 0 },
        .targetOffset = { 0, 0 },
        .opacity = 255,
        .idleAnimations = N(IdleAnimations3),
        .defenseTable = N(DefenseTable),
        .eventFlags = 0,
        .elementImmunityFlags = 0,
        .projectileTargetOffset = { 0, 0 },
    },
};

ActorBlueprint NAMESPACE = {
    .flags = ACTOR_FLAG_FLYING,
    .type = ACTOR_TYPE_LAKITU,
    .level = 20,
    .maxHP = 12,
    .partCount = ARRAY_COUNT(N(parts)),
    .partsData = N(parts),
    .initScript = &N(init),
    .statusTable = N(StatusTable),
    .escapeChance = 40,
    .airLiftChance = 90,
    .hurricaneChance = 90,
    .spookChance = 50,
    .upAndAwayChance = 95,
    .spinSmashReq = 0,
    .powerBounceChance = 85,
    .coinReward = 2,
    .size = { 32, 38 },
    .hpBarOffset = { 0, 0 },
    .statusIconOffset = { -11, 20 },
    .statusMessageOffset = { 10, 34 },
};

EvtScript N(init) = {
    EVT_CALL(BindTakeTurn, ACTOR_SELF, EVT_PTR(N(takeTurn)))
    EVT_CALL(BindIdle, ACTOR_SELF, EVT_PTR(N(idle)))
    EVT_CALL(BindHandleEvent, ACTOR_SELF, EVT_PTR(N(handleEvent)))
    EVT_CALL(SetActorVar, ACTOR_SELF, 0, 0)
    EVT_RETURN
    EVT_END
};

EvtScript N(idle) = {
    EVT_RETURN
    EVT_END
};

EvtScript N(returnHome) = {
    EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Lakitu_Anim03)
    EVT_CALL(SetGoalToHome, ACTOR_SELF)
    EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(7.0))
    EVT_CALL(FlyToGoal, ACTOR_SELF, 0, 0, EASING_SIN_OUT)
    EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Lakitu_Anim01)
    EVT_RETURN
    EVT_END
};

EvtScript N(handleEvent) = {
    EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
    EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
    EVT_CALL(GetLastEvent, ACTOR_SELF, LVar0)
    EVT_SWITCH(LVar0)
        EVT_CASE_OR_EQ(EVENT_HIT_COMBO)
        EVT_CASE_OR_EQ(EVENT_HIT)
            EVT_SET_CONST(LVar0, 1)
            EVT_SET_CONST(LVar1, ANIM_Lakitu_Anim04)
            EVT_EXEC_WAIT(DoNormalHit)
        EVT_END_CASE_GROUP
        EVT_CASE_EQ(EVENT_BURN_HIT)
            EVT_SET_CONST(LVar0, 1)
            EVT_SET_CONST(LVar1, ANIM_Lakitu_Anim05)
            EVT_SET_CONST(LVar2, ANIM_Lakitu_Anim06)
            EVT_EXEC_WAIT(DoBurnHit)
        EVT_CASE_EQ(EVENT_BURN_DEATH)
            EVT_SET_CONST(LVar0, 1)
            EVT_SET_CONST(LVar1, ANIM_Lakitu_Anim05)
            EVT_SET_CONST(LVar2, ANIM_Lakitu_Anim06)
            EVT_EXEC_WAIT(DoBurnHit)
            EVT_SET_CONST(LVar0, 1)
            EVT_SET_CONST(LVar1, ANIM_Lakitu_Anim06)
            EVT_EXEC_WAIT(DoDeath)
            EVT_RETURN
        EVT_CASE_EQ(EVENT_SPIN_SMASH_HIT)
            EVT_SET_CONST(LVar0, 1)
            EVT_SET_CONST(LVar1, ANIM_Lakitu_Anim04)
            EVT_EXEC_WAIT(DoSpinSmashHit)
        EVT_CASE_EQ(EVENT_SPIN_SMASH_DEATH)
            EVT_SET_CONST(LVar0, 1)
            EVT_SET_CONST(LVar1, ANIM_Lakitu_Anim04)
            EVT_EXEC_WAIT(DoSpinSmashHit)
            EVT_SET_CONST(LVar0, 1)
            EVT_SET_CONST(LVar1, ANIM_Lakitu_Anim04)
            EVT_EXEC_WAIT(DoDeath)
            EVT_RETURN
        EVT_CASE_EQ(EVENT_SHOCK_HIT)
            EVT_SET_CONST(LVar0, 1)
            EVT_SET_CONST(LVar1, ANIM_Lakitu_Anim04)
            EVT_EXEC_WAIT(DoShockHit)
            EVT_SET_CONST(LVar0, 1)
            EVT_SET_CONST(LVar1, ANIM_Lakitu_Anim04)
            EVT_EXEC_WAIT(DoJumpBack)
            EVT_EXEC_WAIT(N(returnHome))
        EVT_CASE_EQ(EVENT_SHOCK_DEATH)
            EVT_SET_CONST(LVar0, 1)
            EVT_SET_CONST(LVar1, ANIM_Lakitu_Anim04)
            EVT_EXEC_WAIT(DoShockHit)
            EVT_SET_CONST(LVar0, 1)
            EVT_SET_CONST(LVar1, ANIM_Lakitu_Anim04)
            EVT_EXEC_WAIT(DoDeath)
            EVT_RETURN
        EVT_CASE_OR_EQ(EVENT_ZERO_DAMAGE)
        EVT_CASE_OR_EQ(EVENT_IMMUNE)
        EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
            EVT_SET_CONST(LVar0, 1)
            EVT_SET_CONST(LVar1, ANIM_Lakitu_Anim01)
            EVT_EXEC_WAIT(DoImmune)
        EVT_END_CASE_GROUP
        EVT_CASE_EQ(EVENT_DEATH)
            EVT_SET_CONST(LVar0, 1)
            EVT_SET_CONST(LVar1, ANIM_Lakitu_Anim04)
            EVT_EXEC_WAIT(DoNormalHit)
            EVT_WAIT(10)
            EVT_SET_CONST(LVar0, 1)
            EVT_SET_CONST(LVar1, ANIM_Lakitu_Anim04)
            EVT_EXEC_WAIT(DoDeath)
            EVT_RETURN
        EVT_CASE_EQ(EVENT_BEGIN_FIRST_STRIKE)
            EVT_CALL(SetActorPos, ACTOR_SELF, 20, 0, 0)
            EVT_CALL(HPBarToCurrent, ACTOR_SELF)
        EVT_CASE_EQ(EVENT_END_FIRST_STRIKE)
            EVT_EXEC_WAIT(N(returnHome))
            EVT_CALL(HPBarToHome, ACTOR_SELF)
        EVT_CASE_EQ(EVENT_RECOVER_STATUS)
            EVT_SET_CONST(LVar0, 1)
            EVT_SET_CONST(LVar1, ANIM_Lakitu_Anim01)
            EVT_EXEC_WAIT(DoRecover)
        EVT_CASE_EQ(EVENT_SCARE_AWAY)
            EVT_SET_CONST(LVar0, 1)
            EVT_SET_CONST(LVar1, ANIM_Lakitu_Anim03)
            EVT_SET_CONST(LVar2, ANIM_Lakitu_Anim04)
            EVT_EXEC_WAIT(DoScareAway)
            EVT_RETURN
        EVT_CASE_EQ(EVENT_BEGIN_AIR_LIFT)
            EVT_SET_CONST(LVar0, 1)
            EVT_SET_CONST(LVar1, ANIM_Lakitu_Anim04)
            EVT_EXEC_WAIT(DoAirLift)
        EVT_CASE_EQ(EVENT_BLOW_AWAY)
            EVT_SET_CONST(LVar0, 1)
            EVT_SET_CONST(LVar1, ANIM_Lakitu_Anim04)
            EVT_EXEC_WAIT(DoBlowAway)
            EVT_RETURN
        EVT_CASE_DEFAULT
    EVT_END_SWITCH
    EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
    EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
    EVT_RETURN
    EVT_END
};

EvtScript N(attackSpinyFlip) = {
    EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
    EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
    EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
    EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_63)
    EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
    EVT_CALL(func_8024ECF8, -1, 1, 0)
    EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(6.0))
    EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Lakitu_Anim03)
    EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
    EVT_CALL(SetGoalPos, ACTOR_SELF, -20, LVar1, LVar2)
    EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
    EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Lakitu_Anim01)
    EVT_CALL(SetAnimation, ACTOR_SELF, 2, ANIM_Lakitu_Anim0B)
    EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Lakitu_Anim12)
    EVT_WAIT(20)
    EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Lakitu_Anim13)
    EVT_CALL(GetStatusFlags, ACTOR_SELF, LVarA)
    EVT_IF_FLAG(LVarA, STATUS_FLAG_SHRINK)
        EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
        EVT_ADD(LVar0, -3)
        EVT_ADD(LVar1, 16)
        EVT_ADD(LVar2, 2)
        EVT_PLAY_EFFECT(EFFECT_ENERGY_IN_OUT, 0, LVar0, LVar1, LVar2, EVT_FLOAT(0.4), 10, 0)
        EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
        EVT_ADD(LVar1, 12)
        EVT_ADD(LVar2, 0)
        EVT_CALL(SetPartPos, ACTOR_SELF, 2, LVar0, LVar1, LVar2)
        EVT_CALL(SetPartScale, ACTOR_SELF, 2, EVT_FLOAT(0.4), EVT_FLOAT(0.4), EVT_FLOAT(0.4))
    EVT_ELSE
        EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
        EVT_ADD(LVar0, -8)
        EVT_ADD(LVar1, 40)
        EVT_ADD(LVar2, 5)
        EVT_PLAY_EFFECT(EFFECT_ENERGY_IN_OUT, 0, LVar0, LVar1, LVar2, EVT_FLOAT(1.0), 10, 0)
        EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
        EVT_ADD(LVar1, 30)
        EVT_ADD(LVar2, 2)
        EVT_CALL(SetPartPos, ACTOR_SELF, 2, LVar0, LVar1, LVar2)
        EVT_CALL(SetPartScale, ACTOR_SELF, 2, EVT_FLOAT(1.0), EVT_FLOAT(1.0), EVT_FLOAT(1.0))
    EVT_END_IF
    EVT_CALL(SetPartFlagBits, ACTOR_SELF, 2, ACTOR_PART_FLAG_INVISIBLE, FALSE)
    EVT_WAIT(10)
    EVT_THREAD
        EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Lakitu_Anim15)
        EVT_WAIT(20)
        EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Lakitu_Anim01)
    EVT_END_THREAD
    EVT_CALL(SetAnimation, ACTOR_SELF, 2, ANIM_Lakitu_Anim0C)
    EVT_CALL(PlaySoundAtPart, ACTOR_SELF, 2, SOUND_20D2)
    EVT_CALL(SetPartSounds, ACTOR_SELF, 2, ACTOR_SOUND_JUMP, 0, 0)
    EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_10)
    EVT_SWITCH(LVar0)
        EVT_CASE_OR_EQ(HIT_RESULT_MISS)
        EVT_CASE_OR_EQ(HIT_RESULT_LUCKY)
            EVT_SET(LVarA, LVar0)
            EVT_CALL(SetPartJumpGravity, ACTOR_SELF, 2, EVT_FLOAT(1.0))
            EVT_CALL(SetGoalToTarget, ACTOR_SELF)
            EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
            EVT_SUB(LVar0, 40)
            EVT_SET(LVar1, 0)
            EVT_CALL(JumpPartTo, ACTOR_SELF, 2, LVar0, 0, LVar2, 20, TRUE)
            EVT_SUB(LVar0, 30)
            EVT_IF_EQ(LVarA, HIT_RESULT_LUCKY)
                EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarA, DAMAGE_TYPE_TRIGGER_LUCKY, 0, 0, 0)
            EVT_END_IF
            EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
            EVT_CALL(JumpPartTo, ACTOR_SELF, 2, LVar0, 0, LVar2, 10, TRUE)
            EVT_SUB(LVar0, 20)
            EVT_CALL(JumpPartTo, ACTOR_SELF, 2, LVar0, 0, LVar2, 5, TRUE)
            EVT_CALL(SetPartFlagBits, ACTOR_SELF, 2, ACTOR_PART_FLAG_INVISIBLE, TRUE)
            EVT_WAIT(20)
            EVT_CALL(YieldTurn)
            EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
            EVT_CALL(AddActorDecoration, ACTOR_SELF, 1, 0, ACTOR_DECORATION_SWEAT)
            EVT_CALL(SetActorYaw, ACTOR_SELF, 180)
            EVT_EXEC_WAIT(N(returnHome))
            EVT_CALL(SetActorYaw, ACTOR_SELF, 0)
            EVT_CALL(RemoveActorDecoration, ACTOR_SELF, 1, 0)
            EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
            EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
            EVT_RETURN
        EVT_END_CASE_GROUP
    EVT_END_SWITCH
    EVT_CALL(SetPartJumpGravity, ACTOR_SELF, 2, EVT_FLOAT(1.0))
    EVT_CALL(SetGoalToTarget, ACTOR_SELF)
    EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
    EVT_CALL(JumpPartTo, ACTOR_SELF, 2, LVar0, LVar1, LVar2, 20, TRUE)
    EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
    EVT_WAIT(2)
    EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_NO_CONTACT, 0, 0, 3, BS_FLAGS1_SP_EVT_ACTIVE)
    EVT_SWITCH(LVar0)
        EVT_CASE_OR_EQ(0)
        EVT_CASE_OR_EQ(2)
            EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
            EVT_THREAD
                EVT_CALL(SetPartJumpGravity, ACTOR_SELF, 2, EVT_FLOAT(1.0))
                EVT_CALL(SetGoalToTarget, ACTOR_SELF)
                EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
                EVT_SUB(LVar0, 40)
                EVT_CALL(JumpPartTo, ACTOR_SELF, 2, LVar0, 0, LVar2, 20, TRUE)
                EVT_SUB(LVar0, 30)
                EVT_CALL(JumpPartTo, ACTOR_SELF, 2, LVar0, 0, LVar2, 10, TRUE)
                EVT_SUB(LVar0, 20)
                EVT_CALL(JumpPartTo, ACTOR_SELF, 2, LVar0, 0, LVar2, 5, TRUE)
                EVT_CALL(SetPartFlagBits, ACTOR_SELF, 2, ACTOR_PART_FLAG_INVISIBLE, TRUE)
            EVT_END_THREAD
            EVT_WAIT(20)
            EVT_CALL(YieldTurn)
            EVT_EXEC_WAIT(N(returnHome))
        EVT_END_CASE_GROUP
    EVT_END_SWITCH
    EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
    EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
    EVT_RETURN
    EVT_END
};

Vec3i N(spiny_pos) = { NPC_DISPOSE_LOCATION };

Formation N(formation_spiny) = {
    { .actor = &b_area_flo_spiny, .home = { .vec = &N(spiny_pos) }, .priority = 100, .var0 = 0x00000001, },
};

EvtScript N(summonSpiny) = {
    EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
    EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
    EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
    EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_14)
    EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
    EVT_CALL(SummonEnemy, EVT_PTR(N(formation_spiny)), 0)
    EVT_CALL(CopyStatusEffects, ACTOR_SELF, LVar0)
    EVT_SET(LVarB, LVar0)
    EVT_CALL(SetAnimation, ACTOR_SELF, 2, ANIM_Lakitu_Anim0B)
    EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Lakitu_Anim12)
    EVT_WAIT(20)
    EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Lakitu_Anim13)
    EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0)
    EVT_IF_FLAG(LVar0, STATUS_FLAG_SHRINK)
        EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
        EVT_ADD(LVar0, -3)
        EVT_ADD(LVar1, 16)
        EVT_ADD(LVar2, 2)
        EVT_PLAY_EFFECT(EFFECT_ENERGY_IN_OUT, 0, LVar0, LVar1, LVar2, EVT_FLOAT(0.4), 10, 0)
        EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
        EVT_ADD(LVar1, 12)
        EVT_ADD(LVar2, 0)
        EVT_CALL(SetPartPos, ACTOR_SELF, 2, LVar0, LVar1, LVar2)
        EVT_CALL(SetPartScale, ACTOR_SELF, 2, EVT_FLOAT(0.4), EVT_FLOAT(0.4), EVT_FLOAT(0.4))
        EVT_CALL(SetPartScale, ACTOR_SELF, 3, EVT_FLOAT(0.4), EVT_FLOAT(0.4), EVT_FLOAT(0.4))
    EVT_ELSE
        EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
        EVT_ADD(LVar0, -8)
        EVT_ADD(LVar1, 40)
        EVT_ADD(LVar2, 5)
        EVT_PLAY_EFFECT(EFFECT_ENERGY_IN_OUT, 0, LVar0, LVar1, LVar2, EVT_FLOAT(1.0), 10, 0)
        EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
        EVT_ADD(LVar1, 30)
        EVT_ADD(LVar2, 2)
        EVT_CALL(SetPartPos, ACTOR_SELF, 2, LVar0, LVar1, LVar2)
        EVT_CALL(SetPartScale, ACTOR_SELF, 2, EVT_FLOAT(1.0), EVT_FLOAT(1.0), EVT_FLOAT(1.0))
        EVT_CALL(SetPartScale, ACTOR_SELF, 3, EVT_FLOAT(1.0), EVT_FLOAT(1.0), EVT_FLOAT(1.0))
    EVT_END_IF
    EVT_CALL(SetPartFlagBits, ACTOR_SELF, 2, ACTOR_PART_FLAG_INVISIBLE, FALSE)
    EVT_WAIT(10)
    EVT_THREAD
        EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Lakitu_Anim15)
        EVT_WAIT(20)
        EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_Lakitu_Anim01)
    EVT_END_THREAD
    EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_C)
    EVT_CALL(PlaySoundAtPart, ACTOR_SELF, 2, SOUND_20D2)
    EVT_CALL(SetPartSounds, ACTOR_SELF, 2, ACTOR_SOUND_JUMP, 0, 0)
    EVT_CALL(SetAnimation, ACTOR_SELF, 2, ANIM_Lakitu_Anim0C)
    EVT_CALL(SetPartJumpGravity, ACTOR_SELF, 2, EVT_FLOAT(1.6))
    EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
    EVT_SUB(LVar0, 40)
    EVT_CALL(JumpPartTo, ACTOR_SELF, 2, LVar0, 0, LVar2, 12, TRUE)
    EVT_CALL(SetPartPos, ACTOR_SELF, 3, LVar0, 0, LVar2)
    EVT_SUB(LVar0, 30)
    EVT_THREAD
        EVT_CALL(SetPartRotationOffset, ACTOR_SELF, 3, 0, 16, 0)
        EVT_SET(LVar0, 0)
        EVT_SET(LVar1, 0)
        EVT_SET(LocalFlag(0), 0)
        EVT_LOOP(12)
            EVT_ADD(LVar0, 30)
            EVT_CALL(SetPartRotation, ACTOR_SELF, 3, 0, 0, LVar0)
            EVT_ADD(LVar1, 1)
            EVT_IF_GE(LVar1, 6)
                EVT_IF_EQ(LocalFlag(0), 1)
                    EVT_CALL(SetPartFlagBits, ACTOR_SELF, 2, ACTOR_PART_FLAG_INVISIBLE, FALSE)
                    EVT_CALL(SetPartFlagBits, ACTOR_SELF, 3, ACTOR_PART_FLAG_INVISIBLE, TRUE)
                    EVT_SET(LocalFlag(0), 0)
                EVT_ELSE
                    EVT_CALL(SetPartFlagBits, ACTOR_SELF, 2, ACTOR_PART_FLAG_INVISIBLE, TRUE)
                    EVT_CALL(SetPartFlagBits, ACTOR_SELF, 3, ACTOR_PART_FLAG_INVISIBLE, FALSE)
                    EVT_SET(LocalFlag(0), 1)
                EVT_END_IF
            EVT_END_IF
            EVT_WAIT(1)
        EVT_END_LOOP
    EVT_END_THREAD
    EVT_THREAD
        EVT_CALL(SetPartJumpGravity, ACTOR_SELF, 3, EVT_FLOAT(1.3))
        EVT_CALL(JumpPartTo, ACTOR_SELF, 3, LVar0, 0, LVar2, 12, TRUE)
    EVT_END_THREAD
    EVT_WAIT(1)
    EVT_CALL(ResetAllActorSounds, ACTOR_SELF)
    EVT_CALL(SetPartJumpGravity, ACTOR_SELF, 2, EVT_FLOAT(1.3))
    EVT_CALL(JumpPartTo, ACTOR_SELF, 2, LVar0, 0, LVar2, 12, TRUE)
    EVT_PLAY_EFFECT(EFFECT_LANDING_DUST, 1, LVar0, 0, LVar2, 0, 0)
    EVT_CALL(GetPartOffset, ACTOR_SELF, 2, LVar0, LVar1, LVar2)
    EVT_CALL(SetActorPos, LVarB, LVar0, LVar1, LVar2)
    EVT_CALL(SetPartFlagBits, ACTOR_SELF, 2, ACTOR_PART_FLAG_INVISIBLE, TRUE)
    EVT_CALL(SetPartFlagBits, ACTOR_SELF, 3, ACTOR_PART_FLAG_INVISIBLE, TRUE)
    EVT_CALL(SetAnimation, LVarB, 1, ANIM_Spiny_Anim01)
    EVT_WAIT(20)
    EVT_CALL(SetAnimation, LVarB, 1, ANIM_Spiny_Anim04)
    EVT_CALL(SetGoalToIndex, LVarB, LVarA)
    EVT_CALL(GetGoalPos, LVarB, LVar0, LVar1, LVar2)
    EVT_CALL(GetActorPos, LVarB, LVar3, LVar4, LVar5)
    EVT_IF_LT(LVar0, LVar3)
        EVT_CALL(SetActorYaw, LVarB, 0)
    EVT_ELSE
        EVT_CALL(SetActorYaw, LVarB, 180)
    EVT_END_IF
    EVT_CALL(SetActorSpeed, LVarB, EVT_FLOAT(4.0))
    EVT_CALL(RunToGoal, LVarB, 0, FALSE)
    EVT_CALL(SetAnimation, LVarB, 1, ANIM_Spiny_Anim01)
    EVT_CALL(SetActorYaw, LVarB, 0)
    EVT_CALL(GetActorPos, LVarB, LVar0, LVar1, LVar2)
    EVT_CALL(ForceHomePos, LVarB, LVar0, LVar1, LVar2)
    EVT_CALL(HPBarToHome, LVarB)
    EVT_CALL(GetActorVar, ACTOR_SELF, 0, LVar0)
    EVT_ADD(LVar0, 1)
    EVT_CALL(SetActorVar, ACTOR_SELF, 0, LVar0)
    EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
    EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
    EVT_RETURN
    EVT_END
};

EvtScript N(findPlacesForSummon) = {
    EVT_CALL(EnemyCreateTargetList, 0x00008002)
    EVT_CALL(InitTargetIterator)
    EVT_LABEL(0)
    EVT_CALL(GetOwnerTarget, LVar0, LVar5)
    EVT_CALL(GetIndexFromHome, LVar0, LVar5)
    EVT_MOD(LVar5, 4)
    EVT_SWITCH(LVar5)
        EVT_CASE_EQ(0)
            EVT_SET(LocalFlag(1), 1)
        EVT_CASE_EQ(1)
            EVT_SET(LocalFlag(2), 1)
        EVT_CASE_EQ(2)
            EVT_SET(LocalFlag(3), 1)
        EVT_CASE_EQ(3)
            EVT_SET(LocalFlag(4), 1)
    EVT_END_SWITCH
    EVT_CALL(ChooseNextTarget, ITER_NEXT, LVar0)
    EVT_IF_NE(LVar0, -1)
        EVT_GOTO(0)
    EVT_END_IF
    EVT_IF_EQ(LocalFlag(1), 0)
        EVT_SET(LVarA, 0)
        EVT_RETURN
    EVT_END_IF
    EVT_IF_EQ(LocalFlag(2), 0)
        EVT_SET(LVarA, 1)
        EVT_RETURN
    EVT_END_IF
    EVT_IF_EQ(LocalFlag(3), 0)
        EVT_SET(LVarA, 2)
        EVT_RETURN
    EVT_END_IF
    EVT_IF_EQ(LocalFlag(4), 0)
        EVT_SET(LVarA, 3)
        EVT_RETURN
    EVT_END_IF
    EVT_SET(LVarA, -1)
    EVT_RETURN
    EVT_END
};

EvtScript N(calcSummonChance) = {
    EVT_SET(LVar9, 0)
    EVT_CALL(EnemyCreateTargetList, 0x00008002)
    EVT_CALL(InitTargetIterator)
    EVT_LABEL(0)
    EVT_CALL(GetOwnerTarget, LVar0, LVar1)
    EVT_CALL(GetOriginalActorType, LVar0, LVar2)
    EVT_SWITCH(LVar2)
        EVT_CASE_EQ(ACTOR_TYPE_LAKITU)
            EVT_CALL(GetStatusFlags, LVar0, LVar3)
            EVT_IF_NOT_FLAG(LVar3, STATUS_FLAG_SLEEP | STATUS_FLAG_FROZEN | STATUS_FLAG_FEAR | STATUS_FLAG_PARALYZE | STATUS_FLAG_DIZZY | STATUS_FLAG_STONE | STATUS_FLAG_STOP)
                EVT_CALL(GetActorVar, LVar0, 0, LVar3)
                EVT_IF_LT(LVar3, 3)
                    EVT_ADD(LVar9, 1)
                EVT_END_IF
            EVT_END_IF
    EVT_END_SWITCH
    EVT_CALL(ChooseNextTarget, ITER_NEXT, LVar0)
    EVT_IF_NE(LVar0, -1)
        EVT_GOTO(0)
    EVT_END_IF
    EVT_RETURN
    EVT_END
};

EvtScript N(takeTurn) = {
    EVT_CALL(GetActorVar, ACTOR_SELF, 0, LVar0)
    EVT_IF_GE(LVar0, 3)
        EVT_EXEC_WAIT(N(attackSpinyFlip))
        EVT_RETURN
    EVT_END_IF
    EVT_EXEC_WAIT(N(findPlacesForSummon))
    EVT_IF_EQ(LVarA, -1)
        EVT_EXEC_WAIT(N(attackSpinyFlip))
        EVT_RETURN
    EVT_END_IF
    EVT_EXEC_WAIT(N(calcSummonChance))
    EVT_SWITCH(LVar9)
        EVT_CASE_EQ(1)
            EVT_CALL(RandInt, 1000, LVar0)
            EVT_IF_LT(LVar0, 500)
                EVT_EXEC_WAIT(N(summonSpiny))
                EVT_RETURN
            EVT_END_IF
        EVT_CASE_EQ(2)
            EVT_CALL(RandInt, 1000, LVar0)
            EVT_IF_LT(LVar0, 250)
                EVT_EXEC_WAIT(N(summonSpiny))
                EVT_RETURN
            EVT_END_IF
        EVT_CASE_EQ(3)
            EVT_CALL(RandInt, 1000, LVar0)
            EVT_IF_LT(LVar0, 150)
                EVT_EXEC_WAIT(N(summonSpiny))
                EVT_RETURN
            EVT_END_IF
    EVT_END_SWITCH
    EVT_EXEC_WAIT(N(attackSpinyFlip))
    EVT_RETURN
    EVT_END
};
