---@class SUI
local SUI = SUI
---@class MoveIt
local MoveIt = SUI.MoveIt
local L = SUI.L

---@class SUI.MoveIt.MoverMode
local MoverMode = {}
MoveIt.MoverMode = MoverMode

-- State tracking
local isActive = false
local selectedOverlay = nil -- Currently selected mover
local isDragging = false

-- Colors - Colorblind-friendly palette (deuteranopia/protanopia safe)
local COLORS = {
	overlay = { 0.2, 0.6, 1.0, 0.5 }, -- Blue with constant alpha
	overlayHover = { 0.2, 0.6, 1.0, 0.5 }, -- Brighter blue on hover
	overlaySelected = { 1.0, 0.447, 0.0, 0.5 }, -- Orange #ff7200 when selected (colorblind-safe)
	overlayBright = { 1.0, 0.647, 0.361, 0.5 }, -- Bright orange #ffa55c for fade-in animation
	border = { 0.2, 0.6, 1.0, 1.0 }, -- Blue border with constant alpha
	borderHover = { 0.2, 0.6, 1.0, 1.0 }, -- Brighter on hover
	borderSelected = { 1.0, 0.447, 0.0, 1.0 }, -- Orange #ff7200 border when selected (colorblind-safe)
	borderBright = { 1.0, 0.647, 0.361, 1.0 }, -- Bright orange #ffa55c border for fade-in
	text = { 1.0, 1.0, 1.0, 1.0 }, -- White text
	textShadow = { 0, 0, 0, 0.8 }, -- Text shadow
}

---Animate a mover's color transition from bright orange to darker orange
---@param mover Frame The mover to animate
local function AnimateFadeIn(mover)
	-- Start with bright orange color (#ffa55c)
	mover:SetBackdropColor(unpack(COLORS.overlayBright))
	mover:SetBackdropBorderColor(unpack(COLORS.borderBright))

	-- Smoothly interpolate RGB only (keep alpha constant)
	local elapsed = 0
	local duration = 0.5
	local startR, startG, startB = COLORS.overlayBright[1], COLORS.overlayBright[2], COLORS.overlayBright[3]
	local endR, endG, endB = COLORS.overlay[1], COLORS.overlay[2], COLORS.overlay[3]
	local alpha = COLORS.overlay[4] -- Keep alpha constant
	local startBorderR, startBorderG, startBorderB = COLORS.borderBright[1], COLORS.borderBright[2], COLORS.borderBright[3]
	local endBorderR, endBorderG, endBorderB = COLORS.border[1], COLORS.border[2], COLORS.border[3]
	local borderAlpha = COLORS.border[4] -- Keep alpha constant

	local frame = mover.colorAnimFrame or CreateFrame('Frame')
	mover.colorAnimFrame = frame
	frame:SetScript('OnUpdate', function(self, delta)
		elapsed = elapsed + delta
		if elapsed >= duration then
			-- Animation complete
			mover:SetBackdropColor(endR, endG, endB, alpha)
			mover:SetBackdropBorderColor(endBorderR, endBorderG, endBorderB, borderAlpha)
			self:SetScript('OnUpdate', nil)
			return
		end

		-- Linear interpolation of RGB only (alpha stays constant)
		local progress = elapsed / duration
		local r = startR + (endR - startR) * progress
		local g = startG + (endG - startG) * progress
		local b = startB + (endB - startB) * progress

		local borderR = startBorderR + (endBorderR - startBorderR) * progress
		local borderG = startBorderG + (endBorderG - startBorderG) * progress
		local borderB = startBorderB + (endBorderB - startBorderB) * progress

		mover:SetBackdropColor(r, g, b, alpha)
		mover:SetBackdropBorderColor(borderR, borderG, borderB, borderAlpha)
	end)
end

---Create a pulsing color animation for selected movers
---Alternates between darker orange (#ff7200) and brighter orange (#ffa55c)
---@param mover Frame The mover to add glow to
local function CreateGlowAnimation(mover)
	if mover.glowAnimation then
		return mover.glowAnimation
	end

	-- Use OnUpdate for smooth color pulsing between two orange shades
	local elapsed = 0
	local duration = 0.8
	local frame = CreateFrame('Frame')
	mover.glowAnimation = frame

	frame.playing = false
	frame.Play = function(self)
		if self.playing then
			return
		end
		self.playing = true
		elapsed = 0
		self:SetScript('OnUpdate', function(_, delta)
			elapsed = elapsed + delta
			local progress = (elapsed % duration) / duration

			-- Bounce between 0 and 1
			if (math.floor(elapsed / duration) % 2) == 1 then
				progress = 1 - progress
			end

			-- Interpolate between overlaySelected (#ff7200) and overlayBright (#ffa55c)
			local startR, startG, startB = COLORS.overlaySelected[1], COLORS.overlaySelected[2], COLORS.overlaySelected[3]
			local endR, endG, endB = COLORS.overlayBright[1], COLORS.overlayBright[2], COLORS.overlayBright[3]
			local alpha = COLORS.overlaySelected[4]

			local r = startR + (endR - startR) * progress
			local g = startG + (endG - startG) * progress
			local b = startB + (endB - startB) * progress

			mover:SetBackdropColor(r, g, b, alpha)

			-- Also pulse border
			local startBorderR, startBorderG, startBorderB = COLORS.borderSelected[1], COLORS.borderSelected[2], COLORS.borderSelected[3]
			local endBorderR, endBorderG, endBorderB = COLORS.borderBright[1], COLORS.borderBright[2], COLORS.borderBright[3]
			local borderAlpha = COLORS.borderSelected[4]

			local borderR = startBorderR + (endBorderR - startBorderR) * progress
			local borderG = startBorderG + (endBorderG - startBorderG) * progress
			local borderB = startBorderB + (endBorderB - startBorderB) * progress

			mover:SetBackdropBorderColor(borderR, borderG, borderB, borderAlpha)
		end)
	end

	frame.Stop = function(self)
		if not self.playing then
			return
		end
		self.playing = false
		self:SetScript('OnUpdate', nil)
		-- Note: Don't reset color here - let the caller decide what color to use
	end

	return frame
end

---Check if custom EditMode is active
---@return boolean
function MoverMode:IsActive()
	return isActive
end

---Enter custom EditMode - show and style movers
function MoverMode:Enter()
	if isActive then
		return
	end

	-- Check if activation is suppressed (e.g., during LibEditModeOverride operations)
	if self.suppressActivation then
		if MoveIt.logger then
			MoveIt.logger.debug('MoverMode activation suppressed')
		end
		return
	end

	if MoveIt.logger then
		MoveIt.logger.info('Entering custom EditMode')
	end

	isActive = true

	-- Show MoverWatcher so it can intercept ESC key
	if MoveIt.ShowMoverWatcher then
		MoveIt:ShowMoverWatcher()
	end

	-- Show control toolbar
	if MoveIt.ControlToolbar then
		MoveIt.ControlToolbar:Show()
	end

	-- Show grid overlay if grid snap is enabled
	if MoveIt.GridOverlay and MoveIt.DB.GridSnapEnabled ~= false then
		MoveIt.GridOverlay:Show()
	end

	-- Hide problematic movers that cause input capture
	local problematicMovers = { 'VehicleSeatIndicator', 'SUI_CustomMover_VehicleMinimapPosition' }
	for _, moverName in ipairs(problematicMovers) do
		local mover = MoveIt.MoverList[moverName]
		if mover then
			mover:Hide()
			if MoveIt.logger then
				MoveIt.logger.debug(('Hiding problematic mover: %s'):format(moverName))
			end
		end
	end

	-- Show Blizz mover holders so their contained frames are visible/interactive in move mode
	for _, mover in pairs(MoveIt.MoverList or {}) do
		if mover.parent and mover.parent.isBlizzMoverHolder then
			mover.parent:Show()
		end
	end

	-- Show and style existing movers with staggered animation using AceTimer
	local delay = 0
	for name, mover in pairs(MoveIt.MoverList or {}) do
		-- Skip movers that cause input capture issues
		local skipMover = (name == 'VehicleSeatIndicator' or name == 'SUI_CustomMover_VehicleMinimapPosition')

		if MoveIt.logger and skipMover then
			MoveIt.logger.debug(('Skipping problematic mover: %s'):format(name))
		end

		if not skipMover and mover and mover.parent then
			-- Use AceTimer so we can cancel all timers at once on exit
			MoveIt:ScheduleTimer(function()
				-- Check if MoverMode is still active (user might have exited quickly)
				if not isActive then
					if MoveIt.logger then
						MoveIt.logger.debug(('Mover show cancelled for %s - EditMode exited'):format(name))
					end
					return
				end
				if InCombatLockdown() then
					return
				end

				self:StyleMover(name, mover)
				-- Disable keyboard on individual movers (MoverWatcher handles escape)
				mover:EnableKeyboard(false)
				mover:Show()
				AnimateFadeIn(mover)
			end, delay)
			delay = delay + 0.02 -- 20ms stagger for smooth cascade effect
		end
	end

	-- Fire callback
	if MoveIt.Callbacks and MoveIt.Callbacks.OnEditModeEnter then
		MoveIt.Callbacks.OnEditModeEnter()
	end
end

---Exit custom EditMode - hide movers and restore original styling
function MoverMode:Exit()
	if not isActive then
		return
	end

	if MoveIt.logger then
		MoveIt.logger.info('Exiting custom EditMode')
	end

	isActive = false
	selectedOverlay = nil

	-- Hide MoverWatcher so ESC key interception stops
	if MoveIt.HideMoverWatcher then
		MoveIt:HideMoverWatcher()
	end

	-- Hide control toolbar
	if MoveIt.ControlToolbar then
		MoveIt.ControlToolbar:Hide()
	end

	-- Hide grid overlay
	if MoveIt.GridOverlay then
		MoveIt.GridOverlay:Hide()
	end

	-- Cancel all pending AceTimer timers (staggered mover show animations)
	MoveIt:CancelAllTimers()
	if MoveIt.logger then
		MoveIt.logger.debug('Cancelled all pending mover show timers')
	end

	-- Clean up magnetism session and preview lines
	local MagnetismManager = MoveIt.MagnetismManager
	if MagnetismManager then
		MagnetismManager:EndDragSession()
		MagnetismManager:ClearSnapTargetHighlights()
	end

	-- Hide all movers and restore original styling
	for name, mover in pairs(MoveIt.MoverList or {}) do
		if mover then
			self:RestoreMoverStyle(mover)
			-- Re-enable keyboard on movers for normal move mode
			mover:EnableKeyboard(true)
			mover:Hide()
			-- Hide Blizz mover holders so they stop intercepting mouse events
			if mover.parent and mover.parent.isBlizzMoverHolder then
				mover.parent:Hide()
			end
		end
	end

	-- Fire callback
	if MoveIt.Callbacks and MoveIt.Callbacks.OnEditModeExit then
		MoveIt.Callbacks.OnEditModeExit()
	end
end

---Toggle custom EditMode on/off
function MoverMode:Toggle()
	if isActive then
		self:Exit()
	else
		self:Enter()
	end
end

---Style a mover for EditMode (change appearance to blue)
---@param name string Mover name
---@param mover Frame The mover frame
function MoverMode:StyleMover(name, mover)
	if not mover then
		return
	end

	-- Store original colors if not already stored
	if not mover.originalBackdropColor then
		local r, g, b, a = mover:GetBackdropColor()
		mover.originalBackdropColor = { r, g, b, a }
	end
	if not mover.originalBackdropBorderColor then
		local r, g, b, a = mover:GetBackdropBorderColor()
		mover.originalBackdropBorderColor = { r, g, b, a }
	end

	-- Apply blue EditMode colors
	mover:SetBackdropColor(unpack(COLORS.overlay))
	mover:SetBackdropBorderColor(unpack(COLORS.border))

	-- Create glow animation if it doesn't exist
	if not mover.glowAnimation then
		CreateGlowAnimation(mover)
	end

	-- Hook mouse events for selection and hover
	if not mover.editModeHooked then
		mover:HookScript('OnEnter', function(self)
			if not isDragging and MoverMode:IsActive() and self ~= selectedOverlay then
				self:SetBackdropColor(unpack(COLORS.overlayHover))
				self:SetBackdropBorderColor(unpack(COLORS.borderHover))
			end
		end)

		mover:HookScript('OnLeave', function(self)
			if self ~= selectedOverlay and MoverMode:IsActive() then
				-- Always restore to normal color on leave, even during drag
				self:SetBackdropColor(unpack(COLORS.overlay))
				self:SetBackdropBorderColor(unpack(COLORS.border))
			end
		end)

		mover:HookScript('OnMouseDown', function(self, button)
			if button == 'LeftButton' and MoverMode:IsActive() then
				MoverMode:SelectOverlay(self)
			end
		end)

		mover.editModeHooked = true
	end

	-- Override drag scripts to use manual position tracking (enables real-time snapping)
	if not mover.originalOnDragStart then
		mover.originalOnDragStart = mover:GetScript('OnDragStart')
		mover.originalOnDragStop = mover:GetScript('OnDragStop')
	end
	mover:SetScript('OnDragStart', function(self)
		if MoverMode:IsActive() then
			MoverMode:StartDrag(self)
		elseif mover.originalOnDragStart then
			mover.originalOnDragStart(self)
		end
	end)
	mover:SetScript('OnDragStop', function(self)
		if MoverMode:IsActive() then
			MoverMode:StopDrag(self)
		elseif mover.originalOnDragStop then
			mover.originalOnDragStop(self)
		end
	end)

	if MoveIt.logger then
		-- MoveIt.logger.debug(('Styled mover: %s'):format(name))
	end
end

---Restore a mover's original styling
---@param mover Frame The mover frame
function MoverMode:RestoreMoverStyle(mover)
	if not mover then
		return
	end

	-- Restore original colors
	if mover.originalBackdropColor then
		mover:SetBackdropColor(unpack(mover.originalBackdropColor))
	end
	if mover.originalBackdropBorderColor then
		mover:SetBackdropBorderColor(unpack(mover.originalBackdropBorderColor))
	end

	-- Stop glow animation
	if mover.glowAnimation then
		mover.glowAnimation:Stop()
	end

	-- Restore original drag scripts
	if mover.originalOnDragStart then
		mover:SetScript('OnDragStart', mover.originalOnDragStart)
		mover.originalOnDragStart = nil
	end
	if mover.originalOnDragStop then
		mover:SetScript('OnDragStop', mover.originalOnDragStop)
		mover.originalOnDragStop = nil
	end
end

---Deselect the currently selected mover
function MoverMode:DeselectOverlay()
	if not selectedOverlay then
		return
	end

	-- Stop any running color animation
	if selectedOverlay.colorAnimFrame then
		selectedOverlay.colorAnimFrame:SetScript('OnUpdate', nil)
	end
	selectedOverlay:SetBackdropColor(unpack(COLORS.overlay))
	selectedOverlay:SetBackdropBorderColor(unpack(COLORS.border))
	-- Stop glow animation
	if selectedOverlay.glowAnimation then
		selectedOverlay.glowAnimation:Stop()
	end

	selectedOverlay = nil
end

---Select a mover (highlight it)
---@param mover Frame The mover to select
function MoverMode:SelectOverlay(mover)
	if not mover then
		return
	end

	-- Deselect previous SUI mover
	if selectedOverlay and selectedOverlay ~= mover then
		self:DeselectOverlay()
	end

	-- Select new
	selectedOverlay = mover
	-- Stop any running color animation on the new selection
	if mover.colorAnimFrame then
		mover.colorAnimFrame:SetScript('OnUpdate', nil)
	end
	mover:SetBackdropColor(unpack(COLORS.overlaySelected))
	mover:SetBackdropBorderColor(unpack(COLORS.borderSelected))

	-- Start glow animation
	if mover.glowAnimation then
		mover.glowAnimation:Play()
	end

	if MoveIt.logger then
		MoveIt.logger.debug(('Selected mover: %s'):format(mover.name or 'unknown'))
	end

	-- Show settings panel
	if MoverMode.ShowSettingsPanel then
		MoverMode:ShowSettingsPanel(mover)
	end
end

---Build list of frames this mover can snap to (for LibSimpleSticky)
---@param mover Frame The mover being dragged
---@return table snapFrames List of frames to snap to
local function BuildSnapTargetList(mover)
	local snapFrames = {}
	local MagnetismManager = MoveIt.MagnetismManager

	-- Add SUI anchors
	if SUI_BottomAnchor and SUI_BottomAnchor:IsShown() then
		table.insert(snapFrames, SUI_BottomAnchor)
	end
	if SUI_TopAnchor and SUI_TopAnchor:IsShown() then
		table.insert(snapFrames, SUI_TopAnchor)
	end

	-- Add other visible movers (except self and frames in the same anchor chain)
	for name, other in pairs(MoveIt.MoverList or {}) do
		if other and other:IsShown() and other ~= mover then
			local skip = false
			if MagnetismManager then
				skip = MagnetismManager:AreRelated(other, mover)
			end
			if not skip then
				table.insert(snapFrames, other)
			end
		end
	end

	return snapFrames
end

---Start dragging a mover (manual position tracking for real-time snapping)
---@param mover Frame The mover being dragged
function MoverMode:StartDrag(mover)
	if InCombatLockdown() then
		SUI:Print(ERR_NOT_IN_COMBAT)
		return
	end

	isDragging = true

	-- Manual position tracking instead of StartMoving() so we can apply snaps during drag
	local moverCenterX, moverCenterY = mover:GetCenter()
	local cursorX, cursorY = GetCursorPosition()
	local scale = mover:GetEffectiveScale()
	if scale and scale > 0 then
		cursorX = cursorX / scale
		cursorY = cursorY / scale
	end

	-- Store cursor offset from frame center
	mover.dragOffsetX = moverCenterX - cursorX
	mover.dragOffsetY = moverCenterY - cursorY

	-- Build frame snap target list (LibSimpleSticky integration)
	local LibSticky = MoveIt.DB.ElementSnapEnabled and LibStub and LibStub('LibSimpleSticky-1.0', true) or nil
	local snapFrames = LibSticky and BuildSnapTargetList(mover) or nil
	mover.frameSnapTarget = nil

	-- Initialize magnetism for grid snapping
	local MagnetismManager = MoveIt.MagnetismManager
	if MagnetismManager and MagnetismManager:IsGridSnapActive() then
		MagnetismManager:BeginDragSession(mover)
	end

	-- Create OnUpdate frame for manual position tracking + snap detection
	if not mover.dragUpdateFrame then
		mover.dragUpdateFrame = CreateFrame('Frame')
	end
	mover.dragUpdateFrame:SetScript('OnUpdate', function()
		-- Get current cursor position in frame scale
		local cx, cy = GetCursorPosition()
		local s = mover:GetEffectiveScale()
		if s and s > 0 then
			cx = cx / s
			cy = cy / s
		end

		-- Calculate raw target position (cursor + stored offset, before any snapping)
		local targetX = cx + mover.dragOffsetX
		local targetY = cy + mover.dragOffsetY

		-- Move mover to raw cursor position FIRST (before snap detection)
		mover:ClearAllPoints()
		mover:SetPoint('CENTER', UIParent, 'BOTTOMLEFT', targetX, targetY)

		-- Frame-to-frame snapping (LibSimpleSticky) - shift key bypasses
		mover.frameSnapTarget = nil
		if LibSticky and snapFrames and not IsShiftKeyDown() then
			for _, other in ipairs(snapFrames) do
				if other ~= mover and other:IsVisible() and mover ~= other:GetParent() then
					if LibSticky:SnapFrame(mover, other, 0, 0, 0, 0) then
						mover.frameSnapTarget = other
						break
					end
				end
			end
		end

		-- Grid snapping (only if not already snapped to a frame)
		if not mover.frameSnapTarget and MagnetismManager and MagnetismManager:IsGridSnapActive() then
			local snapInfo = MagnetismManager:CheckForSnaps(mover)
			if snapInfo then
				MagnetismManager:ShowPreviewLines(snapInfo)
				local deltaX, deltaY = MagnetismManager:GetSnapDeltas(mover, targetX, targetY, snapInfo)
				targetX = targetX + deltaX
				targetY = targetY + deltaY
				mover:ClearAllPoints()
				mover:SetPoint('CENTER', UIParent, 'BOTTOMLEFT', targetX, targetY)
			else
				MagnetismManager:HidePreviewLines()
			end
		elseif MagnetismManager then
			MagnetismManager:HidePreviewLines()
		end

		-- Update settings panel position display during drag
		local SettingsPanel = MoveIt.SettingsPanel
		if SettingsPanel and SettingsPanel.nudgeWidget and SettingsPanel.nudgeWidget.UpdatePositionDisplay then
			SettingsPanel.nudgeWidget:UpdatePositionDisplay()
		end
	end)

	if MoveIt.logger then
		MoveIt.logger.debug(('Start drag: %s (frameSnap=%s, targets=%d)'):format(mover.name or 'unknown', tostring(LibSticky ~= nil), snapFrames and #snapFrames or 0))
	end
end

---Stop dragging a mover
---@param mover Frame The mover that was being dragged
function MoverMode:StopDrag(mover)
	if InCombatLockdown() then
		return
	end

	isDragging = false
	local name = mover.name

	-- Stop OnUpdate for manual position tracking
	if mover.dragUpdateFrame then
		mover.dragUpdateFrame:SetScript('OnUpdate', nil)
	end

	-- End grid snap session
	local MagnetismManager = MoveIt.MagnetismManager
	if MagnetismManager then
		MagnetismManager:EndDragSession()
	end

	local positionAlreadySaved = false

	-- If frame-to-frame snap occurred, anchor to snap target (not parent)
	local snapTarget = mover.frameSnapTarget
	if snapTarget then
		local xA, yA = mover:GetCenter()
		local xB, yB = snapTarget:GetCenter()
		local sA = mover:GetEffectiveScale()
		local sB = snapTarget:GetEffectiveScale()
		if xA and yA and xB and yB and sA and sA > 0 and sB then
			xB, yB = (xB * sB) / sA, (yB * sB) / sA
			local xo, yo = xA - xB, yA - yB
			mover:ClearAllPoints()
			mover:SetPoint('CENTER', snapTarget, 'CENTER', xo, yo)
		end
		if MoveIt.logger then
			local targetName = snapTarget.name or snapTarget:GetName() or 'unknown'
			MoveIt.logger.debug(('Frame snap: %s anchored to %s'):format(name or 'unknown', targetName))
		end
	else
		-- Normalize position using closest anchor (resolution-independent)
		local centerX, centerY = mover:GetCenter()
		if centerX and centerY then
			if MoveIt.logger then
				local moverScale = mover:GetScale() or 1.0
				local moverEffectiveScale = mover:GetEffectiveScale() or 1.0
				MoveIt.logger.debug(('StopDrag normalize: mover center=(%.1f,%.1f)'):format(centerX, centerY))
				MoveIt.logger.debug(('Mover scale=%.2f effectiveScale=%.2f'):format(moverScale, moverEffectiveScale))
			end

			-- Calculate closest anchor point based on frame position
			local closestAnchor = MoveIt.PositionCalculator:GetClosestAnchor(mover)
			local offsetX, offsetY = MoveIt.PositionCalculator:CalculateAnchorOffset(mover, closestAnchor)

			if MoveIt.logger then
				MoveIt.logger.debug(('Calculated anchor: %s with offset: (%.1f,%.1f)'):format(closestAnchor, offsetX, offsetY))
			end

			mover:ClearAllPoints()
			mover:SetPoint(closestAnchor, UIParent, closestAnchor, offsetX, offsetY)

			-- Save position to DB
			if MoveIt.PositionCalculator and name then
				local position = {
					point = closestAnchor,
					anchorFrameName = 'UIParent',
					anchorPoint = closestAnchor,
					x = offsetX,
					y = offsetY,
				}
				MoveIt.PositionCalculator:SavePosition(name, position)
				positionAlreadySaved = true
			end
		end
	end

	mover.frameSnapTarget = nil

	-- Save position and show (moved) indicator
	-- Skip if position was already saved (non-snap case with closest anchor)
	if MoveIt.SaveMoverPosition and name and not positionAlreadySaved then
		MoveIt:SaveMoverPosition(name)
	end
	if mover.MovedText then
		mover.MovedText:Show()
	end

	-- Call postdrag callback if exists
	if mover.postdrag then
		mover.postdrag(mover)
	end

	-- Reset all movers to default color (fixes stuck hover states during drag)
	for moverName, otherMover in pairs(MoveIt.MoverList or {}) do
		if otherMover and otherMover ~= selectedOverlay and otherMover:IsShown() then
			otherMover:SetBackdropColor(unpack(COLORS.overlay))
			otherMover:SetBackdropBorderColor(unpack(COLORS.border))
		end
	end

	if MoveIt.logger then
		MoveIt.logger.debug(('Stop drag: %s'):format(name or 'unknown'))
	end
end

-- MoveIt mover system is fully independent of Blizzard's EditMode
-- No EditMode hooks needed — MoverMode is activated directly via MoveIt:EnterMoveMode()

if MoveIt.logger then
	MoveIt.logger.info('Custom mover system loaded')
end
