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

using Styx;
using Styx.CommonBot;
using Styx.CommonBot.Profiles;
using Styx.CommonBot.Routines;
using Styx.Helpers;
using Styx.Pathing;
using Styx.Plugins;
using Styx.TreeSharp;
using Styx.WoWInternals;
using Styx.WoWInternals.WoWObjects;

using Action = Styx.TreeSharp.Action;


namespace Honorbuddy.Quest_Behaviors.ItemWhileMoving
{
    [CustomBehaviorFileName(@"ItemWhileMoving")]
    public class ItemWhileMoving : CustomForcedBehavior
    {
        /// <summary>
        /// Will use the same item over and over until a location is reached.
        /// ##Syntax##
        /// QuestId: Id of the quest.
        /// ItemId: Item to use Over and Over until Location is reached.
        /// X,Y,Z: The general location where theese objects can be found
        /// </summary>
        /// 
        public ItemWhileMoving(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.
                ItemId = GetAttributeAsNullable<int>("ItemId", true, ConstrainAs.ItemId, null) ?? 0;
                Location = GetAttributeAsNullable<WoWPoint>("", true, ConstrainAs.WoWPointNonEmpty, null) ?? WoWPoint.Empty;
                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;
            }

            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 ItemId { get; private set; }
        public bool UseGroundTarget { get; private set; }
        public WoWPoint Location { 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 Composite _root;

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

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


        ~ItemWhileMoving()
        {
            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 WoWItem wowItem
        {
            get
            {
                List<WoWItem> inventory = ObjectManager.GetObjectsOfType<WoWItem>(false);

                foreach (WoWItem item in inventory)
                {
                    if (item.Entry == ItemId)
                        return item;
                }

                return inventory[0];
            }
        }


        #region Overrides of CustomForcedBehavior

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

                            new Decorator(ret => (Me.QuestLog.GetQuestById((uint)QuestId) != null && Me.QuestLog.GetQuestById((uint)QuestId).IsCompleted),
                                new Sequence(
                                    new Action(ret => TreeRoot.StatusText = "Finished!"),
                                    new WaitContinue(120,
                                        new Action(delegate
                                        {
                                            _isBehaviorDone = true;
                                            return RunStatus.Success;
                                        }))
                                    )),

                            new Decorator(c => Location.Distance(Me.Location) > 3,
                                new Action(c =>
                                {
                                    if (Location.Distance(Me.Location) <= 3)
                                    {
                                        _isBehaviorDone = true;
                                        return RunStatus.Success;
                                    }
                                    TreeRoot.StatusText = "Moving To Location: Using Item - " + wowItem.Name;

                                    WoWPoint[] pathtoDest1 = Navigator.GeneratePath(Me.Location, Location);

                                    foreach (WoWPoint p in pathtoDest1)
                                    {
                                        while (!Me.IsDead && p.Distance(Me.Location) > 2)
                                        {
                                            Thread.Sleep(100);
                                            WoWMovement.ClickToMove(p);
                                            wowItem.Interact();
                                            Thread.Sleep(200);
                                            SpellManager.ClickRemoteLocation(Me.Location);
                                            Thread.Sleep(500);
                                        }
                                    }


                                    return RunStatus.Running;
                                }))
                    ));
        }


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

        #endregion
    }
}
