// Behavior originally contributed by mastahg.
//
// DOCUMENTATION:
//     
//

using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading;

using CommonBehaviors.Actions;
using Styx;
using Styx.Common;
using Styx.CommonBot;
using Styx.CommonBot.Profiles;
using Styx.Helpers;
using Styx.Pathing;
using Styx.TreeSharp;
using Styx.WoWInternals;
using Styx.WoWInternals.WoWObjects;

using Action = Styx.TreeSharp.Action;


namespace Honorbuddy.Quest_Behaviors.SpecificQuests.ScoutingReportLikeJinyuInABarrel
{
    [CustomBehaviorFileName(@"SpecificQuests\29824-HordeJadeForest-ScoutingReportLikeJinyuInABarrel")]
    public class LikeJinyuinaBarrel : CustomForcedBehavior
    {
        ~LikeJinyuinaBarrel()
        {
            Dispose(false);
        }

        public LikeJinyuinaBarrel(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.
                //Location = GetAttributeAsNullable<WoWPoint>("", true, ConstrainAs.WoWPointNonEmpty, null) ??WoWPoint.Empty;
                QuestId = 29824; //GetAttributeAsNullable<int>("QuestId", true, ConstrainAs.QuestId(this), null) ?? 0;
                //MobIds = GetAttributeAsNullable<int>("MobId", true, ConstrainAs.MobId, null) ?? 0;
                QuestRequirementComplete = QuestCompleteRequirement.NotComplete;
                QuestRequirementInLog = 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 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 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();
            }

            _isDisposed = true;
        }


        #region Overrides of CustomForcedBehavior

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


        public Composite DoneYet
        {
            get
            {
                return
                    new Decorator(ret => IsQuestComplete(), new Action(delegate
                    {
                        TreeRoot.StatusText = "Finished!";
                        CharacterSettings.Instance.UseMount = true;
                        _isBehaviorDone = true;
                        return RunStatus.Success;
                    }));

            }
        }



        public void CastSpell(string action)
        {

            var spell = StyxWoW.Me.PetSpells.FirstOrDefault(p => p.ToString() == action);
            if (spell == null)
                return;

            Logging.Write("[Pet] Casting {0}", action);
            Lua.DoString("CastPetAction({0})", spell.ActionBarIndex + 1);

        }


        //<Vendor Name="Pearlfin Poolwatcher" Entry="55709" Type="Repair" X="-100.9809" Y="-2631.66" Z="2.150823" />
        //<Vendor Name="Pearlfin Poolwatcher" Entry="55711" Type="Repair" X="-130.8297" Y="-2636.422" Z="1.639656" />

        //209691 - sniper rifle
        public WoWGameObject rifle
        {
            get
            {
                return
                    ObjectManager.GetObjectsOfType<WoWGameObject>().FirstOrDefault(r => r.Entry == 209691);
            }

        }


        uint[] jinyu = new uint[] { 55793, 56701, 55791, 55711, 55709, 55710 };
        public List<WoWUnit> Enemy
        {
            get
            {
                return
                    ObjectManager.GetObjectsOfType<WoWUnit>().Where(r => jinyu.Contains(r.Entry)).ToList();
            }
        }


        public WoWUnit Barrel
        {
            get
            {
                return
                    ObjectManager.GetObjectsOfType<WoWUnit>().FirstOrDefault(r => r.Entry == 55784);
            }

        }


        private bool spoke = false;
        public Composite PhaseOne
        {
            get
            {
                return
                    new Decorator(r => !spoke, new PrioritySelector(
                        new Decorator(r => !rifle.WithinInteractRange, new Action(r => WoWMovement.ClickToMove(rifle.Location))),
                        new Decorator(r => rifle.WithinInteractRange, 
                            new Sequence(
                                new Sleep(450),
                                new Action(r =>
                                {
                                    Navigator.PlayerMover.MoveStop();
                                    rifle.Interact();

                                    spoke = true;
                                })))

                        ));
            }
        }


        public override void OnTick()
        {
            while (true)
            {
                ObjectManager.Update();


                if (!spoke)
                {
                    if (!rifle.WithinInteractRange)
                    {
                        WoWMovement.ClickToMove(rifle.Location);
                    }
                    else
                    {
                        Thread.Sleep((int)((StyxWoW.WoWClient.Latency * 2) + 150));
                        Navigator.PlayerMover.MoveStop();
                        Thread.Sleep((int)((StyxWoW.WoWClient.Latency * 2) + 150));


                        for (int i = 0; i < 10; i++)
                        {
                            rifle.Interact();
                        }

                        spoke = true;
                    }
                }

                if (Barrel != null)
                {
                    Barrel.Interact();
                }

                foreach (var unit in Enemy)
                {
                    unit.Interact(true);
                }


                if (IsQuestComplete())
                {

                    break;

                }
            }

            //base.OnTick();
        }

        public Composite PhaseTwo
        {
            get
            {
                return new PrioritySelector(

                    new Decorator(r => Barrel != null, new Action(r => Barrel.Interact())),
                     new Decorator(r => Enemy.Count > 0, new Action(r =>
                                                                      {

                                                                          foreach (var unit in Enemy)
                                                                          {
                                                                              unit.Interact(false);
                                                                          }
                                                                          Logging.Write("dsad" + new Random().Next());
                                                                          //Blacklist.Add(Enemy,BlacklistFlags.All, TimeSpan.FromSeconds(5));
                                                                          //Thread.Sleep(100);
                                                                      }
                                                           ))
                    );
            }

        }


        protected override Composite CreateBehavior()
        {
            return _root ?? (_root = new Decorator(ret => !_isBehaviorDone, new PrioritySelector(DoneYet, PhaseOne, PhaseTwo, 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)
            {

                CharacterSettings.Instance.UseMount = false;

                if (TreeRoot.Current != null && TreeRoot.Current.Root != null && TreeRoot.Current.Root.LastStatus != RunStatus.Running)
                {
                    var currentRoot = TreeRoot.Current.Root;
                    if (currentRoot is GroupComposite)
                    {
                        var root = (GroupComposite)currentRoot;
                        root.InsertChild(0, CreateBehavior());
                    }
                }

                //TreeRoot.TicksPerSecond = 30;
                // Me.QuestLog.GetQuestById(27761).GetObjectives()[2].

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

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