// Behavior originally contributed by Natfoth.
//
// DOCUMENTATION:
//     
//
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading;

using Honorbuddy.QuestBehaviorCore;
using Styx;
using Styx.CommonBot;
using Styx.CommonBot.Profiles;
using Styx.TreeSharp;
using Styx.WoWInternals;
using Styx.WoWInternals.WoWObjects;

using Action = Styx.TreeSharp.Action;


namespace Honorbuddy.Quest_Behaviors.BasicUseObject
{
    [CustomBehaviorFileName(@"Deprecated\BasicUseObject")]
    [CustomBehaviorFileName(@"BasicUseObject")]  // Deprecated location--do not use
    public class BasicUseObject : CustomForcedBehavior
    {
        public BasicUseObject(Dictionary<string, string> args)
            : base(args)
        {
            try
            {
                ObjectId = GetAttributeAsNullable<int>("ObjectId", true, ConstrainAs.MobId, null) ?? 0;
                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;

                Counter = 1;
                MovedToTarget = false;

                QuestBehaviorBase.DeprecationWarning_Behavior(this, "InteractWith", BuildReplacementArguments());
            }

            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;
            }
        }

        private List<Tuple<string, string>> BuildReplacementArguments()
        {
            var replacementArgs = new List<Tuple<string, string>>();

            QuestBehaviorBase.BuildReplacementArgs_QuestSpec(replacementArgs, QuestId, QuestRequirementComplete, QuestRequirementInLog);
            QuestBehaviorBase.BuildReplacementArg(replacementArgs, ObjectId, "MobId", 0);
   
            return replacementArgs;
        }
        
        // Attributes provided by caller
        public int ObjectId { 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;
        private List<WoWGameObject> _objectList;
        private Composite _root;

        // Private properties
        private int Counter { get; set; }
        private LocalPlayer Me { get { return (StyxWoW.Me); } }
        private bool MovedToTarget { get; set; }

        // DON'T EDIT THESE--they are auto-populated by Subversion
        public override string SubversionId { get { return ("$Id: BasicUseObject.cs 580 2013-06-30 06:53:32Z chinajade $"); } }
        public override string SubversionRevision { get { return ("$Rev: 580 $"); } }


        ~BasicUseObject()
        {
            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;
        }


        public void UseGameObjectFunc()
        {
            LogMessage("info", "Using ObjectId({0})", ObjectId);
            _objectList[0].Interact();
            StyxWoW.SleepForLagDuration();
            Counter++;
            Thread.Sleep(6000);
        }


        #region Overrides of CustomForcedBehavior

        protected override Composite CreateBehavior()
        {
            return _root ?? (_root =
                new PrioritySelector(

                    new Decorator(ret => Counter > 1,
                        new Action(ret => _isBehaviorDone = true)),

                        new PrioritySelector(

                           new Decorator(ret => !MovedToTarget,
                                new Action(delegate
                                {
                                    MovedToTarget = true;
                                    return RunStatus.Success;

                                })
                                ),

                            new Decorator(ret => StyxWoW.Me.IsMoving,
                                new Action(delegate
                                {
                                    WoWMovement.MoveStop();
                                    StyxWoW.SleepForLagDuration();
                                })
                                ),

                            new Decorator(ret => MovedToTarget,
                                new Action(delegate
                                {
                                    // CurrentUnit.Interact();

                                    TreeRoot.GoalText = "BasicUseObject Running";
                                    TreeRoot.StatusText = "Using Object";

                                    ObjectManager.Update();

                                    _objectList = ObjectManager.GetObjectsOfType<WoWGameObject>()
                                        .Where(u => u.Entry == ObjectId && !u.InUse && !u.IsDisabled)
                                        .OrderBy(u => u.Distance).ToList();

                                    if (_objectList.Count >= 1)
                                    {

                                        Thread.Sleep(1000);
                                        UseGameObjectFunc();
                                    }

                                    if (Me.Combat)
                                    {
                                        return RunStatus.Success;
                                    }


                                    if (Counter > 1)
                                    {
                                        return RunStatus.Success;
                                    }
                                    return RunStatus.Running;
                                })
                                ),

                            new Action(ret => Thread.Sleep(1000))
                        )
                    ));
        }


        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)
            {
                PlayerQuest quest = StyxWoW.Me.QuestLog.GetQuestById((uint)QuestId);

                TreeRoot.GoalText = GetType().Name + ": " + ((quest != null) ? ("\"" + quest.Name + "\"") : "In Progress");
            }
        }

        #endregion
    }
}
