// Behavior originally contributed by Natfoth.
//
// WIKI DOCUMENTATION:
//      http://www.thebuddyforum.com/mediawiki/index.php?title=Honorbuddy_Custom_Behavior:_EjectVeh
//     
// QUICK DOX:
//      Ejects a toon from a vehicle.  If the toon is not in a vehicle, the behavior has no effect.
//
//  Parameters (required, then optional--both listed alphabetically):
//
//      QuestId [Default:none]:
//      QuestCompleteRequirement [Default:NotComplete]:
//      QuestInLogRequirement [Default:InLog]:
//              A full discussion of how the Quest* attributes operate is described in
//              http://www.thebuddyforum.com/mediawiki/index.php?title=Honorbuddy_Programming_Cookbook:_QuestId_for_Custom_Behaviors
//
using System;
using System.Collections.Generic;

using CommonBehaviors.Actions;
using Styx;
using Styx.CommonBot;
using Styx.CommonBot.Profiles;
using Styx.TreeSharp;
using Styx.WoWInternals;

using Action = Styx.TreeSharp.Action;


namespace Honorbuddy.Quest_Behaviors.EjectVeh
{
    [CustomBehaviorFileName(@"EjectVeh")]
    public class EjectVeh : CustomForcedBehavior
    {
        public EjectVeh(Dictionary<string, string> args)
            : base(args)
        {
            try
            {
                QuestId = GetAttributeAsNullable("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;

                GetAttributeAsNullable<bool>("Eject", false, null, null);    // unused, but required for backward compatibility
            }

            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 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 Composite _root;

        // Private properties
        private TimeSpan Delay_WowClientLagTime { get { return (TimeSpan.FromMilliseconds((StyxWoW.WoWClient.Latency * 2) + 150)); } }

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


        ~EjectVeh()
        {
            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

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

                    new Decorator(ret => _isBehaviorDone,
                        new ActionAlwaysSucceed()),

                    new Sequence(
                            new Action(delegate
                            {
                                TreeRoot.StatusText = "Ejecting from vehicle";
                                Lua.DoString("VehicleExit()");
                            }),
                            new WaitContinue(Delay_WowClientLagTime, ret => false, new ActionAlwaysSucceed()),
                            new Action(delegate
                            {
                                TreeRoot.StatusText = "Vehicle eject complete";
                                _isBehaviorDone = true;
                            })
                            )
                    )));
        }


        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)
            {
                TreeRoot.GoalText = "Ejecting from Vehicle";
            }
        }

        #endregion
    }
}

