// Behavior originally contributed by Unknown.
//
// DOCUMENTATION:
//     http://www.thebuddyforum.com/mediawiki/index.php?title=Honorbuddy_Custom_Behavior:_ForceSetVendor
//
// TODO:
// * Great idea here, don't want to lose it...
//    http://www.thebuddyforum.com/honorbuddy-forum/developer-forum/25863-quest-behavior-castspellon-help.html#post281838
//    (We need to build a very small timer into this behavior).
//
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Threading;

using Styx;
using Styx.CommonBot;
using Styx.CommonBot.Profiles;
using Styx.CommonBot.Routines;
using Styx.Helpers;
using Styx.Pathing;
using Styx.Plugins;
using Styx.TreeSharp;
using Styx.WoWInternals;
using Styx.WoWInternals.WoWObjects;

using Action = Styx.TreeSharp.Action;


namespace Honorbuddy.Quest_Behaviors.ForceSetVendor
{
    [CustomBehaviorFileName(@"ForceSetVendor")]
    public class ForceSetVendor : CustomForcedBehavior
    {
        public enum VendorType
        {
            Mail,
            Repair,
            Sell,
            Train,
        }

        /// <summary>
        /// Behavior for forcing train/mail/vendor/repair
        /// Example usage: <CustomBehavior QuestId="14324" File="ForceSetVendor" VendorType="Train" />
        /// QuestId is optional, if you don't use it make sure you put this tag inside an 'If'
        /// </summary> 
        public ForceSetVendor(Dictionary<string, string> args)
            : base(args)
        {
            try
            {
                // Deprecation warnings...
                if (args.ContainsKey("VendorType"))
                {
                    LogMessage("warning", "The VendorType attribute has been deprecated.\n"
                                          + "Please replace it with DoMail/DoRepair/DoSell/DoTrain='true'");
                }

                // QuestRequirement* attributes are explained here...
                //    http://www.thebuddyforum.com/mediawiki/index.php?title=Honorbuddy_Programming_Cookbook:_QuestId_for_Custom_Behaviors
                // ...and also used for IsDone processing.
                DoMail = GetAttributeAsNullable<bool>("DoMail", false, null, null) ?? false;
                DoRepair = GetAttributeAsNullable<bool>("DoRepair", false, null, null) ?? false;
                DoSell = GetAttributeAsNullable<bool>("DoSell", false, null, null) ?? false;
                DoTrain = GetAttributeAsNullable<bool>("DoTrain", false, null, null) ?? false;
                QuestId = GetAttributeAsNullable<int>("QuestId", false, ConstrainAs.QuestId(this), null) ?? 0;
                QuestRequirementComplete = GetAttributeAsNullable<QuestCompleteRequirement>("QuestCompleteRequirement", false, null, null) ?? QuestCompleteRequirement.NotComplete;
                QuestRequirementInLog = GetAttributeAsNullable<QuestInLogRequirement>("QuestInLogRequirement", false, null, null) ?? QuestInLogRequirement.InLog;

                // "VendorType" attribute is required if no Do* attribute is specified
                VendorType? type = GetAttributeAsNullable<VendorType>("VendorType", !(DoMail || DoRepair || DoSell || DoTrain), null, null);
                if (type.HasValue)
                {
                    switch (type.Value)
                    {
                        case VendorType.Mail:
                            DoMail = true;
                            break;
                        case VendorType.Repair:
                            DoRepair = true;
                            break;
                        case VendorType.Sell:
                            DoSell = true;
                            break;
                        case VendorType.Train:
                            DoTrain = true;
                            break;
                        default:
                            IsAttributeProblem = true;
                            throw (new NotImplementedException("Unexpected VendorType"));
                    }
                }
            }

            catch (Exception except)
            {
                // Maintenance problems occur for a number of reasons.  The primary two are...
                // * Changes were made to the behavior, and boundary conditions weren't properly tested.
                // * The Honorbuddy core was changed, and the behavior wasn't adjusted for the new changes.
                // In any case, we pinpoint the source of the problem area here, and hopefully it
                // can be quickly resolved.
                LogMessage("error", "BEHAVIOR MAINTENANCE PROBLEM: " + except.Message
                                    + "\nFROM HERE:\n"
                                    + except.StackTrace + "\n");
                IsAttributeProblem = true;
            }
        }


        // Attributes provided by caller
        public bool DoMail { get; private set; }
        public bool DoRepair { get; private set; }
        public bool DoSell { get; private set; }
        public bool DoTrain { get; private set; }
        public int QuestId { get; private set; }
        public QuestCompleteRequirement QuestRequirementComplete { get; private set; }
        public QuestInLogRequirement QuestRequirementInLog { get; private set; }

        // Private variables for internal state
        private bool _isBehaviorDone;
        private bool _isDisposed;

        // DON'T EDIT THESE--they are auto-populated by Subversion
        public override string SubversionId { get { return ("$Id: ForceSetVendor.cs 501 2013-05-10 16:29:10Z chinajade $"); } }
        public override string SubversionRevision { get { return ("$Revision: 501 $"); } }


        ~ForceSetVendor()
        {
            Dispose(false);
        }


        public void Dispose(bool isExplicitlyInitiatedDispose)
        {
            if (!_isDisposed)
            {
                // NOTE: we should call any Dispose() method for any managed or unmanaged
                // resource, if that resource provides a Dispose() method.

                // Clean up managed resources, if explicit disposal...
                if (isExplicitlyInitiatedDispose)
                {
                    // empty, for now
                }

                // Clean up unmanaged resources (if any) here...
                TreeRoot.GoalText = string.Empty;
                TreeRoot.StatusText = string.Empty;

                // Call parent Dispose() (if it exists) here ...
                base.Dispose();
            }

            _isDisposed = true;
        }


        #region Overrides of CustomForcedBehavior

        public override void Dispose()
        {
            Dispose(true);
            GC.SuppressFinalize(this);
        }


        public override bool IsDone
        {
            get
            {
                return (_isBehaviorDone     // normal completion
                        || !UtilIsProgressRequirementsMet(QuestId, QuestRequirementInLog, QuestRequirementComplete));
            }
        }


        public override void OnStart()
        {
            // This reports problems, and stops BT processing if there was a problem with attributes...
            // We had to defer this action, as the 'profile line number' is not available during the element's
            // constructor call.
            OnStart_HandleAttributeProblem();

            // If the quest is complete, this behavior is already done...
            // So we don't want to falsely inform the user of things that will be skipped.
            if (!IsDone)
            {
                List<string> reasons = new List<string>();

                if (DoMail)
                { reasons.Add("Mail"); }
                if (DoRepair)
                { reasons.Add("Repair"); }
                if (DoSell)
                { reasons.Add("Sell"); }
                if (DoTrain)
                { reasons.Add("Train"); }

                TreeRoot.GoalText = "Scheduled run for " + string.Join(", ", reasons.ToArray());

                CharacterSettings.Instance.FindVendorsAutomatically = true;
                Vendors.ForceMail |= DoMail;
                Vendors.ForceRepair |= DoRepair;
                Vendors.ForceSell |= DoSell;
                Vendors.ForceTrainer |= DoTrain;


                _isBehaviorDone = true;
            }
        }

        #endregion
    }
}
