/*
 * Copyright (C) 2008-2012 TrinityCore <http://www.trinitycore.org/>
 * Copyright (C) 2006-2009 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
 *
 * This program is free software; you can redistribute it and/or modify it
 * under the terms of the GNU General Public License as published by the
 * Free Software Foundation; either version 2 of the License, or (at your
 * option) any later version.
 *
 * This program is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
 * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
 * more details.
 *
 * You should have received a copy of the GNU General Public License along
 * with this program. If not, see <http://www.gnu.org/licenses/>.
 */

/* ScriptData
SDName: Boss_Chromaggus
SD%Complete: 95
SDComment: Chromatic Mutation disabled due to lack of core support
SDCategory: Blackwing Lair
EndScriptData */

#include "ScriptPCH.h"

enum Emotes
{
    EMOTE_FRENZY                                           = -1469002,
    EMOTE_SHIMMER                                          = -1469003
};

enum Spells
{
    //These spells are actually called elemental shield
    //What they do is decrease all damage by 75% then they increase
    //One school of damage by 1100%
    SPELL_FIRE_VULNERABILITY                               = 22277,
    SPELL_FROST_VULNERABILITY                              = 22278,
    SPELL_SHADOW_VULNERABILITY                             = 22279,
    SPELL_NATURE_VULNERABILITY                             = 22280,
    SPELL_ARCANE_VULNERABILITY                             = 22281,
    //Other spells
    SPELL_INCINERATE                                       = 23308,   //Incinerate 23308, 23309
    SPELL_TIMELAPSE                                        = 23310,   //Time lapse 23310, 23311(old threat mod that was removed in 2.01)
    SPELL_CORROSIVEACID                                    = 23313,   //Corrosive Acid 23313, 23314
    SPELL_IGNITEFLESH                                      = 23315,   //Ignite Flesh 23315, 23316
    SPELL_FROSTBURN                                        = 23187,   //Frost burn 23187, 23189
    //Brood Affliction 23173 - Scripted Spell that cycles through all targets within 100 yards and has a chance to cast one of the afflictions on them
    //Since Scripted spells arn't coded I'll just write a function that does the same thing
    SPELL_BROODAF_BLUE                                     = 23153,   //Blue affliction 23153
    SPELL_BROODAF_BLACK                                    = 23154,   //Black affliction 23154
    SPELL_BROODAF_RED                                      = 23155,   //Red affliction 23155 (23168 on death)
    SPELL_BROODAF_BRONZE                                   = 23170,   //Bronze Affliction  23170
    SPELL_BROODAF_GREEN                                    = 23169,   //Brood Affliction Green 23169
    SPELL_CHROMATIC_MUT_1                                  = 23174,   //Spell cast on player if they get all 5 debuffs
    SPELL_FRENZY                                           = 28371,   //The frenzy spell may be wrong
    SPELL_ENRAGE                                           = 28747
};

class boss_chromaggus : public CreatureScript
{
public:
    boss_chromaggus() : CreatureScript("boss_chromaggus") { }

    CreatureAI* GetAI(Creature* creature) const
    {
        return new boss_chromaggusAI (creature);
    }

    struct boss_chromaggusAI : public ScriptedAI
    {
        boss_chromaggusAI(Creature* c) : ScriptedAI(c)
        {
            //Select the 2 breaths that we are going to use until despawned
            //5 possiblities for the first breath, 4 for the second, 20 total possiblites
            //This way we don't end up casting 2 of the same breath
            //TL TL would be stupid
            switch (urand(0, 19))
            {
                //B1 - Incin
                case 0:
                    Breath1_Spell = SPELL_INCINERATE;
                    Breath2_Spell = SPELL_TIMELAPSE;
                    break;
                case 1:
                    Breath1_Spell = SPELL_INCINERATE;
                    Breath2_Spell = SPELL_CORROSIVEACID;
                    break;
                case 2:
                    Breath1_Spell = SPELL_INCINERATE;
                    Breath2_Spell = SPELL_IGNITEFLESH;
                    break;
                case 3:
                    Breath1_Spell = SPELL_INCINERATE;
                    Breath2_Spell = SPELL_FROSTBURN;
                    break;

                    //B1 - TL
                case 4:
                    Breath1_Spell = SPELL_TIMELAPSE;
                    Breath2_Spell = SPELL_INCINERATE;
                    break;
                case 5:
                    Breath1_Spell = SPELL_TIMELAPSE;
                    Breath2_Spell = SPELL_CORROSIVEACID;
                    break;
                case 6:
                    Breath1_Spell = SPELL_TIMELAPSE;
                    Breath2_Spell = SPELL_IGNITEFLESH;
                    break;
                case 7:
                    Breath1_Spell = SPELL_TIMELAPSE;
                    Breath2_Spell = SPELL_FROSTBURN;
                    break;

                    //B1 - Acid
                case 8:
                    Breath1_Spell = SPELL_CORROSIVEACID;
                    Breath2_Spell = SPELL_INCINERATE;
                    break;
                case 9:
                    Breath1_Spell = SPELL_CORROSIVEACID;
                    Breath2_Spell = SPELL_TIMELAPSE;
                    break;
                case 10:
                    Breath1_Spell = SPELL_CORROSIVEACID;
                    Breath2_Spell = SPELL_IGNITEFLESH;
                    break;
                case 11:
                    Breath1_Spell = SPELL_CORROSIVEACID;
                    Breath2_Spell = SPELL_FROSTBURN;
                    break;

                    //B1 - Ignite
                case 12:
                    Breath1_Spell = SPELL_IGNITEFLESH;
                    Breath2_Spell = SPELL_INCINERATE;
                    break;
                case 13:
                    Breath1_Spell = SPELL_IGNITEFLESH;
                    Breath2_Spell = SPELL_CORROSIVEACID;
                    break;
                case 14:
                    Breath1_Spell = SPELL_IGNITEFLESH;
                    Breath2_Spell = SPELL_TIMELAPSE;
                    break;
                case 15:
                    Breath1_Spell = SPELL_IGNITEFLESH;
                    Breath2_Spell = SPELL_FROSTBURN;
                    break;

                    //B1 - Frost
                case 16:
                    Breath1_Spell = SPELL_FROSTBURN;
                    Breath2_Spell = SPELL_INCINERATE;
                    break;
                case 17:
                    Breath1_Spell = SPELL_FROSTBURN;
                    Breath2_Spell = SPELL_TIMELAPSE;
                    break;
                case 18:
                    Breath1_Spell = SPELL_FROSTBURN;
                    Breath2_Spell = SPELL_CORROSIVEACID;
                    break;
                case 19:
                    Breath1_Spell = SPELL_FROSTBURN;
                    Breath2_Spell = SPELL_IGNITEFLESH;
                    break;
            };

            EnterEvadeMode();
        }

        uint32 Breath1_Spell;
        uint32 Breath2_Spell;
        uint32 CurrentVurln_Spell;

        uint32 Shimmer_Timer;
        uint32 Breath1_Timer;
        uint32 Breath2_Timer;
        uint32 Affliction_Timer;
        uint32 Frenzy_Timer;
        bool Enraged;

        void Reset()
        {
            CurrentVurln_Spell = 0;                             //We use this to store our last vulnerabilty spell so we can remove it later

            Shimmer_Timer = 0;                                  //Time till we change vurlnerabilites
            Breath1_Timer = 30000;                              //First breath is 30 seconds
            Breath2_Timer = 60000;                              //Second is 1 minute so that we can alternate
            Affliction_Timer = 10000;                           //This is special - 5 seconds means that we cast this on 1 player every 5 sconds
            Frenzy_Timer = 15000;

            Enraged = false;
        }

        void EnterCombat(Unit* /*who*/)
        {
        }

        void UpdateAI(const uint32 diff)
        {
            if (!UpdateVictim())
                return;

            //Shimmer_Timer Timer
            if (Shimmer_Timer <= diff)
            {
                //Remove old vulnerabilty spell
                if (CurrentVurln_Spell)
                    me->RemoveAurasDueToSpell(CurrentVurln_Spell);

                //Cast new random vulnerabilty on self
                uint32 spell = RAND(SPELL_FIRE_VULNERABILITY, SPELL_FROST_VULNERABILITY,
                    SPELL_SHADOW_VULNERABILITY, SPELL_NATURE_VULNERABILITY, SPELL_ARCANE_VULNERABILITY);

                DoCast(me, spell);
                CurrentVurln_Spell = spell;

                DoScriptText(EMOTE_SHIMMER, me);
                Shimmer_Timer = 45000;
            } else Shimmer_Timer -= diff;

            //Breath1_Timer
            if (Breath1_Timer <= diff)
            {
                DoCast(me->getVictim(), Breath1_Spell);
                Breath1_Timer = 60000;
            } else Breath1_Timer -= diff;

            //Breath2_Timer
            if (Breath2_Timer <= diff)
            {
                DoCast(me->getVictim(), Breath2_Spell);
                Breath2_Timer = 60000;
            } else Breath2_Timer -= diff;

            //Affliction_Timer
            if (Affliction_Timer <= diff)
            {
                std::list<HostileReference*> threatlist = me->getThreatManager().getThreatList();
                for (std::list<HostileReference*>::const_iterator i = threatlist.begin(); i != threatlist.end(); ++i)
                {
                    Unit* unit;
                    if ((*i) && (*i)->getSource())
                    {
                        unit = Unit::GetUnit((*me), (*i)->getUnitGuid());
                        if (unit)
                        {
                            //Cast affliction
                            DoCast(unit, RAND(SPELL_BROODAF_BLUE, SPELL_BROODAF_BLACK,
                                               SPELL_BROODAF_RED, SPELL_BROODAF_BRONZE, SPELL_BROODAF_GREEN), true);

                            //Chromatic mutation if target is effected by all afflictions
                            if (unit->HasAura(SPELL_BROODAF_BLUE)
                                && unit->HasAura(SPELL_BROODAF_BLACK)
                                && unit->HasAura(SPELL_BROODAF_RED)
                                && unit->HasAura(SPELL_BROODAF_BRONZE)
                                && unit->HasAura(SPELL_BROODAF_GREEN))
                            {
                                //target->RemoveAllAuras();
                                //DoCast(target, SPELL_CHROMATIC_MUT_1);

                                //Chromatic mutation is causing issues
                                //Assuming it is caused by a lack of core support for Charm
                                //So instead we instant kill our target

                                //WORKAROUND
                                if (unit->GetTypeId() == TYPEID_PLAYER)
                                    unit->CastSpell(unit, 5, false);
                            }
                        }
                    }
                }

                Affliction_Timer = 10000;
            } else Affliction_Timer -= diff;

            //Frenzy_Timer
            if (Frenzy_Timer <= diff)
            {
                DoCast(me, SPELL_FRENZY);
                DoScriptText(EMOTE_FRENZY, me);
                Frenzy_Timer = urand(10000, 15000);
            } else Frenzy_Timer -= diff;

            //Enrage if not already enraged and below 20%
            if (!Enraged && HealthBelowPct(20))
            {
                DoCast(me, SPELL_ENRAGE);
                Enraged = true;
            }

            DoMeleeAttackIfReady();
        }
    };

};

void AddSC_boss_chromaggus()
{
    new boss_chromaggus();
}
