// Behavior originally contributed by mastahg.
//
// DOCUMENTATION:
//     
//				<CustomBehavior File="StandAndKill" QuestId="25553" MobId="40974" X="3772.889" Y="-3233.83" Z="975.3411" /> // originally made for hyjal behavior


using System;
using System.Collections.Generic;
using System.Linq;
using Bots.Grind;
using CommonBehaviors.Actions;
using Styx;
using Styx.Common;
using Styx.CommonBot;
using Styx.CommonBot.Frames;
using Styx.CommonBot.Profiles;
using Styx.CommonBot.Routines;
using Styx.Pathing;
using Styx.TreeSharp;
using Styx.WoWInternals;
using Styx.WoWInternals.WoWObjects;

using Action = Styx.TreeSharp.Action;


namespace Honorbuddy.Quest_Behaviors.SpecificQuests.theballadofmaximillian
{

    [CustomBehaviorFileName(@"SpecificQuests\24707-ungoro-theballadofmaximillian")]
    public class theballadofmaximillian : CustomForcedBehavior
    {
        ~theballadofmaximillian()
        {
            Dispose(false);
        }

        public theballadofmaximillian(Dictionary<string, string> args)
            : base(args)
        {
            try
            {
                // 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.

                QuestId = 24707;
                QuestRequirementComplete = GetAttributeAsNullable<QuestCompleteRequirement>("QuestCompleteRequirement", false, null, null) ?? QuestCompleteRequirement.NotComplete;
                QuestRequirementInLog = GetAttributeAsNullable<QuestInLogRequirement>("QuestInLogRequirement", false, null, null) ?? QuestInLogRequirement.InLog;

            }

            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 int MobIds { get; private set; }
        public int QuestId { get; private set; }
        public QuestCompleteRequirement QuestRequirementComplete { get; private set; }
        public QuestInLogRequirement QuestRequirementInLog { get; private set; }
        public WoWPoint Location { get; private set; }



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





        // Private properties
        private LocalPlayer Me
        {
            get { return (StyxWoW.Me); }
        }


        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();
            }
            //Logging.Write("Disposing");

            //LevelBot.BehaviorFlags |= ~BehaviorFlags.Combat;

            _isDisposed = true;
        }



        #region Overrides of CustomForcedBehavior




        public Composite DoneYet
        {
            get
            {
                return
                    new Decorator(ret => IsQuestComplete(), new Action(delegate
                    {

                        TreeRoot.StatusText = "Finished!";
                        _isBehaviorDone = true;
                        return RunStatus.Success;
                    }));

            }
        }

        public bool IsQuestComplete()
        {
            if (QuestId == 0)
                return false;

            var quest = StyxWoW.Me.QuestLog.GetQuestById((uint)QuestId);
            return quest == null || quest.IsCompleted;
        }


        public Composite DoDps
        {
            get
            {
                return
                    new PrioritySelector(RoutineManager.Current.HealBehavior, RoutineManager.Current.CombatBuffBehavior, RoutineManager.Current.CombatBehavior);
            }
        }

        public WoWPoint start = new WoWPoint(-7228.146, -599.6198, -271.2461);

        //<Vendor Name="Devilsaur Queen" Entry="38708" Type="Repair" X="-7933.465" Y="-689.9974" Z="-258.6719" />
        public WoWUnit Dragon
        {
            get { return ObjectManager.GetObjectsOfType<WoWUnit>().FirstOrDefault(r => r.Entry == 38708 && r.IsAlive); }
        }

        public WoWUnit maxi
        {
            get { return ObjectManager.GetObjectsOfType<WoWUnit>().FirstOrDefault(r => r.Entry == 38237 && r.IsAlive); }
        }

        public WoWItem armor
        {
            get { return Me.BagItems.FirstOrDefault(r => r.Entry == 51794); }
        }

        public WoWItem rock
        {
            get { return Me.BagItems.FirstOrDefault(r => r.Entry == 51780); }
        }

        public Composite shoot(int which)
        {
            return new Action(r => Lua.DoString("CastPetAction({0})", which));
        }

        public Composite GoobyPls
        {

            get
            {
                return new PrioritySelector(
                    new Decorator(r=> !Me.InVehicle && (maxi == null || maxi.Distance > 5), new Action(r=>Navigator.MoveTo(start))),
                    new Decorator(r => !Me.InVehicle && maxi != null, new Action(r => {maxi.Interact();
                    GossipFrame.Instance.SelectGossipOption(0);
                    })),
                     new Decorator(r => Me.InVehicle &&  Dragon == null, shoot(1)),
                     new Decorator(r => Me.InVehicle && Dragon != null && Me.CurrentTarget != Dragon, new Action(r => Dragon.Target())),
                     new Decorator(r => Me.InVehicle && Dragon != null, new Action(r =>
                         {
                             if (Dragon.Distance <= 12) {Lua.DoString("CastPetAction({0})", 1);}
                             if (rock != null){Lua.DoString("CastPetAction({0})", 2);}
                             if (armor != null) {Lua.DoString("CastPetAction({0})", 3);}


                         }))
                     
                        
                    
                    
                    );
            }
        }


        protected override Composite CreateBehavior()
        {

            return _root ?? (_root = new Decorator(ret => !_isBehaviorDone, new PrioritySelector(DoneYet, GoobyPls, new ActionAlwaysSucceed())));
        }

        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)
            {

                //LevelBot.BehaviorFlags &= ~BehaviorFlags.Combat;


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

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

        #endregion
    }
}