#include "battle/battle.h"
#include "script_api/battle.h"
#include "sprite/npc/Goomba.h"

#define NAMESPACE A(gloomba)

extern s32 N(DefaultAnims)[];
extern EvtScript N(EVS_Init);
extern EvtScript N(EVS_Idle);
extern EvtScript N(EVS_TakeTurn);
extern EvtScript N(EVS_HandleEvent);

enum N(ActorPartIDs) {
    PRT_MAIN        = 1,
};

enum N(ActorParams) {
    DMG_HEADBONK    = 2,
};

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

s32 N(StatusTable)[] = {
    STATUS_KEY_NORMAL,              0,
    STATUS_KEY_DEFAULT,             0,
    STATUS_KEY_SLEEP,              70,
    STATUS_KEY_POISON,            100,
    STATUS_KEY_FROZEN,            100,
    STATUS_KEY_DIZZY,              80,
    STATUS_KEY_FEAR,              100,
    STATUS_KEY_STATIC,            100,
    STATUS_KEY_PARALYZE,           90,
    STATUS_KEY_SHRINK,             80,
    STATUS_KEY_STOP,               90,
    STATUS_TURN_MOD_DEFAULT,        0,
    STATUS_TURN_MOD_SLEEP,          0,
    STATUS_TURN_MOD_POISON,         0,
    STATUS_TURN_MOD_FROZEN,         0,
    STATUS_TURN_MOD_DIZZY,          0,
    STATUS_TURN_MOD_FEAR,           0,
    STATUS_TURN_MOD_STATIC,         0,
    STATUS_TURN_MOD_PARALYZE,       0,
    STATUS_TURN_MOD_SHRINK,         0,
    STATUS_TURN_MOD_STOP,           0,
    STATUS_END,
};

ActorPartBlueprint N(ActorParts)[] = {
    {
        .flags = ACTOR_PART_FLAG_PRIMARY_TARGET,
        .index = PRT_MAIN,
        .posOffset = { 0, 0, 0 },
        .targetOffset = { 0, 20 },
        .opacity = 255,
        .idleAnimations = N(DefaultAnims),
        .defenseTable = N(DefenseTable),
        .eventFlags = 0,
        .elementImmunityFlags = 0,
        .projectileTargetOffset = { 0, -10 },
    },
};

ActorBlueprint NAMESPACE = {
    .flags = 0,
    .type = ACTOR_TYPE_GLOOMBA,
    .level = ACTOR_LEVEL_GLOOMBA,
    .maxHP = 7,
    .partCount = ARRAY_COUNT(N(ActorParts)),
    .partsData = N(ActorParts),
    .initScript = &N(EVS_Init),
    .statusTable = N(StatusTable),
    .escapeChance = 70,
    .airLiftChance = 90,
    .hurricaneChance = 85,
    .spookChance = 80,
    .upAndAwayChance = 95,
    .spinSmashReq = 0,
    .powerBounceChance = 100,
    .coinReward = 1,
    .size = { 24, 24 },
    .healthBarOffset = { 0, 0 },
    .statusIconOffset = { -10, 20 },
    .statusTextOffset = { 10, 20 },
};

s32 N(DefaultAnims)[] = {
    STATUS_KEY_NORMAL,    ANIM_Goomba_Dark_Idle,
    STATUS_KEY_STONE,     ANIM_Goomba_Dark_Still,
    STATUS_KEY_SLEEP,     ANIM_Goomba_Dark_Sleep,
    STATUS_KEY_POISON,    ANIM_Goomba_Dark_Idle,
    STATUS_KEY_STOP,      ANIM_Goomba_Dark_Still,
    STATUS_KEY_STATIC,    ANIM_Goomba_Dark_Idle,
    STATUS_KEY_PARALYZE,  ANIM_Goomba_Dark_Still,
    STATUS_KEY_DIZZY,     ANIM_Goomba_Dark_Dizzy,
    STATUS_KEY_FEAR,      ANIM_Goomba_Dark_Dizzy,
    STATUS_END,
};

s32 N(ShuffleAnims)[] = {
    STATUS_KEY_NORMAL,    ANIM_Goomba_Dark_Run,
    STATUS_KEY_STONE,     ANIM_Goomba_Dark_Still,
    STATUS_KEY_SLEEP,     ANIM_Goomba_Dark_Sleep,
    STATUS_KEY_POISON,    ANIM_Goomba_Dark_Idle,
    STATUS_KEY_STOP,      ANIM_Goomba_Dark_Still,
    STATUS_KEY_STATIC,    ANIM_Goomba_Dark_Run,
    STATUS_KEY_PARALYZE,  ANIM_Goomba_Dark_Still,
    STATUS_KEY_DIZZY,     ANIM_Goomba_Dark_Dizzy,
    STATUS_KEY_FEAR,      ANIM_Goomba_Dark_Dizzy,
    STATUS_END,
};

EvtScript N(EVS_Init) = {
    EVT_CALL(BindTakeTurn, ACTOR_SELF, EVT_PTR(N(EVS_TakeTurn)))
    EVT_CALL(BindIdle, ACTOR_SELF, EVT_PTR(N(EVS_Idle)))
    EVT_CALL(BindHandleEvent, ACTOR_SELF, EVT_PTR(N(EVS_HandleEvent)))
    EVT_RETURN
    EVT_END
};

EvtScript N(EVS_Idle) = {
    EVT_LABEL(10)
        EVT_CALL(RandInt, 80, LVar0)
        EVT_ADD(LVar0, 80)
        EVT_LOOP(LVar0)
            EVT_LABEL(0)
                EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar1)
                EVT_IF_FLAG(LVar1, STATUS_FLAGS_IMMOBILIZED)
                    EVT_WAIT(1)
                    EVT_GOTO(0)
                EVT_END_IF
            EVT_WAIT(1)
        EVT_END_LOOP
        EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
        EVT_ADD(LVar0, 5)
        EVT_CALL(SetActorIdleSpeed, ACTOR_SELF, EVT_FLOAT(1.0))
        EVT_CALL(SetIdleAnimations, ACTOR_SELF, PRT_MAIN, EVT_PTR(N(ShuffleAnims)))
        EVT_CALL(SetIdleGoal, ACTOR_SELF, LVar0, LVar1, LVar2)
        EVT_CALL(IdleRunToGoal, ACTOR_SELF, 0)
        EVT_CALL(SetIdleAnimations, ACTOR_SELF, PRT_MAIN, EVT_PTR(N(DefaultAnims)))
        EVT_LOOP(20)
            EVT_LABEL(1)
                EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar1)
                EVT_IF_FLAG(LVar1, STATUS_FLAGS_IMMOBILIZED)
                    EVT_WAIT(1)
                    EVT_GOTO(1)
                EVT_END_IF
            EVT_WAIT(1)
        EVT_END_LOOP
        EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
        EVT_SUB(LVar0, 5)
        EVT_CALL(SetActorIdleSpeed, ACTOR_SELF, EVT_FLOAT(1.0))
        EVT_CALL(SetIdleAnimations, ACTOR_SELF, PRT_MAIN, EVT_PTR(N(ShuffleAnims)))
        EVT_CALL(SetIdleGoal, ACTOR_SELF, LVar0, LVar1, LVar2)
        EVT_CALL(IdleRunToGoal, ACTOR_SELF, 0)
        EVT_CALL(SetIdleAnimations, ACTOR_SELF, PRT_MAIN, EVT_PTR(N(DefaultAnims)))
        EVT_LOOP(80)
            EVT_LABEL(2)
                EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar1)
                EVT_IF_FLAG(LVar1, STATUS_FLAGS_IMMOBILIZED)
                    EVT_WAIT(1)
                    EVT_GOTO(2)
                EVT_END_IF
            EVT_WAIT(1)
        EVT_END_LOOP
        EVT_GOTO(10)
    EVT_RETURN
    EVT_END
};

EvtScript N(EVS_HandleEvent) = {
    EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
    EVT_CALL(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_DISABLE)
    EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(1.0), EVT_FLOAT(1.0), EVT_FLOAT(1.0))
    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, PRT_MAIN)
            EVT_SET_CONST(LVar1, ANIM_Goomba_Dark_Hurt)
            EVT_EXEC_WAIT(EVS_Enemy_Hit)
        EVT_END_CASE_GROUP
        EVT_CASE_EQ(EVENT_BURN_HIT)
            EVT_SET_CONST(LVar0, PRT_MAIN)
            EVT_SET_CONST(LVar1, ANIM_Goomba_Dark_BurnHurt)
            EVT_SET_CONST(LVar2, ANIM_Goomba_Dark_BurnStill)
            EVT_EXEC_WAIT(EVS_Enemy_BurnHit)
        EVT_CASE_EQ(EVENT_BURN_DEATH)
            EVT_SET_CONST(LVar0, PRT_MAIN)
            EVT_SET_CONST(LVar1, ANIM_Goomba_Dark_BurnHurt)
            EVT_SET_CONST(LVar2, ANIM_Goomba_Dark_BurnStill)
            EVT_EXEC_WAIT(EVS_Enemy_BurnHit)
            EVT_SET_CONST(LVar0, PRT_MAIN)
            EVT_SET_CONST(LVar1, ANIM_Goomba_Dark_BurnStill)
            EVT_EXEC_WAIT(EVS_Enemy_Death)
            EVT_RETURN
        EVT_CASE_EQ(EVENT_SPIN_SMASH_HIT)
            EVT_SET_CONST(LVar0, PRT_MAIN)
            EVT_SET_CONST(LVar1, ANIM_Goomba_Dark_Hurt)
            EVT_EXEC_WAIT(EVS_Enemy_SpinSmashHit)
        EVT_CASE_EQ(EVENT_SPIN_SMASH_DEATH)
            EVT_SET_CONST(LVar0, PRT_MAIN)
            EVT_SET_CONST(LVar1, ANIM_Goomba_Dark_Hurt)
            EVT_EXEC_WAIT(EVS_Enemy_SpinSmashHit)
            EVT_SET_CONST(LVar0, PRT_MAIN)
            EVT_SET_CONST(LVar1, ANIM_Goomba_Dark_Dead)
            EVT_EXEC_WAIT(EVS_Enemy_Death)
            EVT_RETURN
        EVT_CASE_EQ(EVENT_SHOCK_HIT)
            EVT_SET_CONST(LVar0, PRT_MAIN)
            EVT_SET_CONST(LVar1, ANIM_Goomba_Dark_Electrocute)
            EVT_EXEC_WAIT(EVS_Enemy_ShockHit)
            EVT_SET_CONST(LVar0, PRT_MAIN)
            EVT_SET_CONST(LVar1, ANIM_Goomba_Dark_Hurt)
            EVT_EXEC_WAIT(EVS_Enemy_Knockback)
            EVT_CALL(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
            EVT_CALL(SetAnimationRate, ACTOR_SELF, PRT_MAIN, EVT_FLOAT(2.0))
            EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Goomba_Dark_Dizzy)
            EVT_CALL(SetGoalToHome, ACTOR_SELF)
            EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(8.0))
            EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
            EVT_CALL(SetAnimationRate, ACTOR_SELF, PRT_MAIN, EVT_FLOAT(1.0))
            EVT_WAIT(5)
            EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Goomba_Dark_Idle)
            EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.6))
            EVT_CALL(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
        EVT_CASE_EQ(EVENT_SHOCK_DEATH)
            EVT_SET_CONST(LVar0, PRT_MAIN)
            EVT_SET_CONST(LVar1, ANIM_Goomba_Dark_Electrocute)
            EVT_EXEC_WAIT(EVS_Enemy_ShockHit)
            EVT_SET_CONST(LVar0, PRT_MAIN)
            EVT_SET_CONST(LVar1, ANIM_Goomba_Dark_Dead)
            EVT_EXEC_WAIT(EVS_Enemy_Death)
            EVT_RETURN
        EVT_CASE_EQ(EVENT_STAR_BEAM)
        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, PRT_MAIN)
            EVT_SET_CONST(LVar1, ANIM_Goomba_Dark_Idle)
            EVT_EXEC_WAIT(EVS_Enemy_NoDamageHit)
        EVT_END_CASE_GROUP
        EVT_CASE_EQ(EVENT_DEATH)
            EVT_SET_CONST(LVar0, PRT_MAIN)
            EVT_SET_CONST(LVar1, ANIM_Goomba_Dark_Hurt)
            EVT_EXEC_WAIT(EVS_Enemy_Hit)
            EVT_WAIT(10)
            EVT_SET_CONST(LVar0, PRT_MAIN)
            EVT_SET_CONST(LVar1, ANIM_Goomba_Dark_Dead)
            EVT_EXEC_WAIT(EVS_Enemy_Death)
            EVT_RETURN
        EVT_CASE_EQ(EVENT_END_FIRST_STRIKE)
            EVT_CALL(SetAnimationRate, ACTOR_SELF, PRT_MAIN, EVT_FLOAT(2.0))
            EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Goomba_Dark_Run)
            EVT_CALL(SetGoalToHome, ACTOR_SELF)
            EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(4.0))
            EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
            EVT_CALL(SetAnimationRate, ACTOR_SELF, PRT_MAIN, EVT_FLOAT(1.0))
            EVT_CALL(HPBarToHome, ACTOR_SELF)
        EVT_CASE_EQ(EVENT_RECOVER_STATUS)
            EVT_SET_CONST(LVar0, PRT_MAIN)
            EVT_SET_CONST(LVar1, ANIM_Goomba_Dark_Idle)
            EVT_EXEC_WAIT(EVS_Enemy_Recover)
        EVT_CASE_EQ(EVENT_SCARE_AWAY)
            EVT_SET_CONST(LVar0, PRT_MAIN)
            EVT_SET_CONST(LVar1, ANIM_Goomba_Dark_Run)
            EVT_SET_CONST(LVar2, ANIM_Goomba_Dark_Hurt)
            EVT_EXEC_WAIT(EVS_Enemy_ScareAway)
            EVT_RETURN
        EVT_CASE_EQ(EVENT_BEGIN_AIR_LIFT)
            EVT_SET_CONST(LVar0, PRT_MAIN)
            EVT_SET_CONST(LVar1, ANIM_Goomba_Dark_Run)
            EVT_EXEC_WAIT(EVS_Enemy_AirLift)
        EVT_CASE_EQ(EVENT_BLOW_AWAY)
            EVT_SET_CONST(LVar0, PRT_MAIN)
            EVT_SET_CONST(LVar1, ANIM_Goomba_Dark_Hurt)
            EVT_EXEC_WAIT(EVS_Enemy_BlowAway)
            EVT_RETURN
        EVT_CASE_DEFAULT
    EVT_END_SWITCH
    EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Goomba_Dark_Idle)
    EVT_CALL(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_ENABLE)
    EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
    EVT_RETURN
    EVT_END
};

#include "common/CalculateArcsinDeg.inc.c"

EvtScript N(EVS_TakeTurn) = {
    EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
    EVT_CALL(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_DISABLE)
    EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
    EVT_CALL(UseBattleCamPreset, BTL_CAM_ENEMY_APPROACH)
    EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
    EVT_CALL(func_8024ECF8, BTL_CAM_MODEY_MINUS_1, BTL_CAM_MODEX_1, FALSE)
    EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Goomba_Dark_Run)
    EVT_CALL(SetGoalToTarget, ACTOR_SELF)
    EVT_CALL(AddGoalPos, ACTOR_SELF, 50, 0, 0)
    EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(6.0))
    EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
    EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Goomba_Dark_Idle)
    EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, -1, 0)
    EVT_WAIT(1)
    EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, -2, 0)
    EVT_WAIT(5)
    EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 0, 0)
    EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Goomba_Dark_Midair)
    EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
    EVT_SWITCH(LVar0)
        EVT_CASE_OR_EQ(HIT_RESULT_MISS)
        EVT_CASE_OR_EQ(HIT_RESULT_LUCKY)
            EVT_SET(LVarA, LVar0)
            EVT_CALL(SetGoalToTarget, ACTOR_SELF)
            EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
            EVT_SUB(LVar0, 10)
            EVT_SET(LVar1, 10)
            EVT_ADD(LVar2, 3)
            EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
            EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.2))
            EVT_THREAD
                EVT_CALL(GetActorPos, ACTOR_SELF, LVar1, LVar2, LVar0)
                EVT_SET(LVar0, 0)
                EVT_LOOP(16)
                    EVT_CALL(GetActorPos, ACTOR_SELF, LVar4, LVar5, LVar6)
                    EVT_CALL(N(CalculateArcsinDeg), LVar1, LVar2, LVar4, LVar5, LVar0)
                    EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, LVar0)
                    EVT_SET(LVar1, LVar4)
                    EVT_SET(LVar2, LVar5)
                    EVT_SET(LVar3, LVar6)
                    EVT_WAIT(1)
                EVT_END_LOOP
            EVT_END_THREAD
            EVT_THREAD
                EVT_WAIT(6)
                EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Goomba_Dark_Midair)
            EVT_END_THREAD
            EVT_CALL(JumpToGoal, ACTOR_SELF, 16, FALSE, TRUE, FALSE)
            EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Goomba_Dark_Sleep)
            EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(1.1), EVT_FLOAT(0.8), EVT_FLOAT(1.0))
            EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 5, 0)
            EVT_WAIT(1)
            EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(1.3), EVT_FLOAT(0.5), EVT_FLOAT(1.0))
            EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, -2, 0)
            EVT_WAIT(1)
            EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(1.0), EVT_FLOAT(1.0), EVT_FLOAT(1.0))
            EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 7, 0)
            EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Goomba_Dark_Hurt)
            EVT_WAIT(HIT_RESULT_LUCKY)
            EVT_IF_EQ(LVarA, HIT_RESULT_LUCKY)
                EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_TRIGGER_LUCKY, 0, 0, 0)
            EVT_END_IF
            EVT_WAIT(5)
            EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 0, 0)
            EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Goomba_Dark_Midair)
            EVT_CALL(SetGoalToTarget, ACTOR_SELF)
            EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
            EVT_ADD(LVar0, 20)
            EVT_SET(LVar1, 0)
            EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
            EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(2.0))
            EVT_THREAD
                EVT_WAIT(4)
                EVT_SET(LVar0, 180)
                EVT_LOOP(4)
                    EVT_SUB(LVar0, 45)
                    EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, LVar0)
                    EVT_WAIT(1)
                EVT_END_LOOP
                EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Goomba_Dark_Midair)
            EVT_END_THREAD
            EVT_CALL(JumpToGoal, ACTOR_SELF, 15, FALSE, TRUE, FALSE)
            EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Goomba_Dark_Dizzy)
            EVT_WAIT(5)
            EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
            EVT_CALL(YieldTurn)
            EVT_CALL(SetActorYaw, ACTOR_SELF, 180)
            EVT_CALL(AddActorDecoration, ACTOR_SELF, PRT_MAIN, 0, ACTOR_DECORATION_SWEAT)
            EVT_CALL(SetAnimationRate, ACTOR_SELF, PRT_MAIN, EVT_FLOAT(2.0))
            EVT_CALL(SetGoalToHome, ACTOR_SELF)
            EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(8.0))
            EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
            EVT_CALL(SetAnimationRate, ACTOR_SELF, PRT_MAIN, EVT_FLOAT(1.0))
            EVT_CALL(SetActorYaw, ACTOR_SELF, 0)
            EVT_WAIT(5)
            EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Goomba_Dark_Idle)
            EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.6))
            EVT_CALL(JumpToGoal, ACTOR_SELF, 5, FALSE, TRUE, FALSE)
            EVT_CALL(RemoveActorDecoration, ACTOR_SELF, PRT_MAIN, 0)
            EVT_CALL(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_ENABLE)
            EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
            EVT_RETURN
        EVT_END_CASE_GROUP
        EVT_CASE_DEFAULT
            EVT_CALL(SetGoalToTarget, ACTOR_SELF)
            EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.2))
            EVT_THREAD
                EVT_CALL(GetActorPos, ACTOR_SELF, LVar1, LVar2, LVar0)
                EVT_SET(LVar0, 0)
                EVT_LOOP(16)
                    EVT_CALL(GetActorPos, ACTOR_SELF, LVar4, LVar5, LVar6)
                    EVT_CALL(N(CalculateArcsinDeg), LVar1, LVar2, LVar4, LVar5, LVar0)
                    EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, LVar0)
                    EVT_SET(LVar1, LVar4)
                    EVT_SET(LVar2, LVar5)
                    EVT_SET(LVar3, LVar6)
                    EVT_WAIT(1)
                EVT_END_LOOP
            EVT_END_THREAD
            EVT_THREAD
                EVT_WAIT(6)
                EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Goomba_Dark_Midair)
            EVT_END_THREAD
            EVT_CALL(JumpToGoal, ACTOR_SELF, 16, FALSE, TRUE, FALSE)
            EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Goomba_Dark_Tense)
            EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(1.1), EVT_FLOAT(0.8), EVT_FLOAT(1.0))
            EVT_WAIT(1)
            EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(1.3), EVT_FLOAT(0.5), EVT_FLOAT(1.0))
            EVT_WAIT(1)
    EVT_END_SWITCH
    EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, DMG_HEADBONK, BS_FLAGS1_TRIGGER_EVENTS)
    EVT_SWITCH(LVar0)
        EVT_CASE_OR_EQ(HIT_RESULT_HIT)
        EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
            EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
            EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(1.1), EVT_FLOAT(0.8), EVT_FLOAT(1.0))
            EVT_WAIT(1)
            EVT_CALL(SetActorScale, ACTOR_SELF, EVT_FLOAT(1.0), EVT_FLOAT(1.0), EVT_FLOAT(1.0))
            EVT_WAIT(1)
            EVT_CALL(SetActorRotation, ACTOR_SELF, 0, 0, 0)
            EVT_CALL(SetActorDispOffset, ACTOR_SELF, 0, 0, 0)
            EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Goomba_Dark_Idle)
            EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
            EVT_ADD(LVar0, 40)
            EVT_SET(LVar1, 0)
            EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.8))
            EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
            EVT_CALL(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
            EVT_ADD(LVar0, 30)
            EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
            EVT_CALL(JumpToGoal, ACTOR_SELF, 8, FALSE, TRUE, FALSE)
            EVT_ADD(LVar0, 20)
            EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
            EVT_CALL(JumpToGoal, ACTOR_SELF, 6, FALSE, TRUE, FALSE)
            EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Goomba_Dark_Idle)
            EVT_WAIT(3)
            EVT_CALL(YieldTurn)
            EVT_CALL(SetAnimationRate, ACTOR_SELF, PRT_MAIN, EVT_FLOAT(2.0))
            EVT_CALL(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_Goomba_Dark_Run)
            EVT_CALL(SetGoalToHome, ACTOR_SELF)
            EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(8.0))
            EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
            EVT_CALL(SetAnimationRate, ACTOR_SELF, PRT_MAIN, EVT_FLOAT(1.0))
        EVT_END_CASE_GROUP
    EVT_END_SWITCH
    EVT_CALL(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_ENABLE)
    EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
    EVT_RETURN
    EVT_END
};
