// Behavior originally contributed by AxaZol.
//
// LICENSE:
// This work is licensed under the 
//    Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
// also known as CC-BY-NC-SA.  To view a copy of this license, visit
//    http://creativecommons.org/licenses/by-nc-sa/3.0/
// or send a letter to
//    Creative Commons
//    171 Second Street, Suite 300
//    San Francisco, California, 94105, USA. 
//
// DOCUMENTATION:
//     http://www.thebuddyforum.com/mediawiki/index.php?title=Honorbuddy_Custom_Behavior:_RunMacro
//
using System;
using System.Collections.Generic;
using System.Linq;

using Styx.CommonBot;
using Styx.CommonBot.Profiles;


namespace Honorbuddy.Quest_Behaviors.EnablePlugin
{
    [CustomBehaviorFileName(@"EnablePlugin")]
    public class EnablePlugins : CustomForcedBehavior
    {
        public EnablePlugins(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.
                Names = GetAttributeAsArray<string>("Names", true, null, null, ",".ToCharArray());
            }

            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 string[] Names;

        public QuestCompleteRequirement QuestRequirementComplete { get; private set; }
        public QuestInLogRequirement QuestRequirementInLog { get; private set; }

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



        ~EnablePlugins()
        {
            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);
            }
        }


        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)
            {

                foreach(var name in Names)
                {
                    //Logging.Write("Enable Plugins:"+name);
                    var firstOrDefault = Styx.Plugins.PluginManager.Plugins.FirstOrDefault(x => x.Name == name);
                    if (firstOrDefault != null)
                        firstOrDefault.Enabled = true;
                }

                _isBehaviorDone = true;
            }
        }

        #endregion
    }
}