/*
 * Copyright (C) 2008-2013 TrinityCore 
 * Copyright (C) 2005-2009 MaNGOS 
 *
 * 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 .
 */
#include "CreatureAI.h"
#include "CreatureAIImpl.h"
#include "Creature.h"
#include "World.h"
#include "SpellMgr.h"
#include "Vehicle.h"
#include "Log.h"
#include "MapReference.h"
#include "Player.h"
#include "CreatureTextMgr.h"
//Disable CreatureAI when charmed
void CreatureAI::OnCharmed(bool /*apply*/)
{
    //me->IsAIEnabled = !apply;*/
    me->NeedChangeAI = true;
    me->IsAIEnabled = false;
}
AISpellInfoType* UnitAI::AISpellInfo;
AISpellInfoType* GetAISpellInfo(uint32 i) { return &CreatureAI::AISpellInfo[i]; }
void CreatureAI::Talk(uint8 id, uint64 WhisperGuid)
{
    sCreatureTextMgr->SendChat(me, id, WhisperGuid);
}
void CreatureAI::DoZoneInCombat(Creature* creature /*= NULL*/, float maxRangeToNearestTarget /* = 50.0f*/)
{
    if (!creature)
        creature = me;
    if (!creature->CanHaveThreatList())
        return;
    Map* map = creature->GetMap();
    if (!map->IsDungeon())                                  //use IsDungeon instead of Instanceable, in case battlegrounds will be instantiated
    {
        sLog->outError(LOG_FILTER_GENERAL, "DoZoneInCombat call for map that isn't an instance (creature entry = %d)", creature->GetTypeId() == TYPEID_UNIT ? creature->ToCreature()->GetEntry() : 0);
        return;
    }
    if (!creature->HasReactState(REACT_PASSIVE) && !creature->getVictim())
    {
        if (Unit* nearTarget = creature->SelectNearestTarget(maxRangeToNearestTarget))
            creature->AI()->AttackStart(nearTarget);
        else if (creature->isSummon())
        {
            if (Unit* summoner = creature->ToTempSummon()->GetSummoner())
            {
                Unit* target = summoner->getAttackerForHelper();
                if (!target && summoner->CanHaveThreatList() && !summoner->getThreatManager().isThreatListEmpty())
                    target = summoner->getThreatManager().getHostilTarget();
                if (target && (creature->IsFriendlyTo(summoner) || creature->IsHostileTo(target)))
                    creature->AI()->AttackStart(target);
            }
        }
    }
    if (!creature->HasReactState(REACT_PASSIVE) && !creature->getVictim())
    {
        sLog->outError(LOG_FILTER_GENERAL, "DoZoneInCombat called for creature that has empty threat list (creature entry = %u)", creature->GetEntry());
        return;
    }
    Map::PlayerList const& playerList = map->GetPlayers();
    if (playerList.isEmpty())
        return;
    for (Map::PlayerList::const_iterator itr = playerList.begin(); itr != playerList.end(); ++itr)
    {
        if (Player* player = itr->getSource())
        {
            if (player->isGameMaster())
                continue;
            if (player->isAlive())
            {
                creature->SetInCombatWith(player);
                player->SetInCombatWith(creature);
                creature->AddThreat(player, 0.0f);
            }
            /* Causes certain things to never leave the threat list (Priest Lightwell, etc):
            for (Unit::ControlList::const_iterator itr = player->m_Controlled.begin(); itr != player->m_Controlled.end(); ++itr)
            {
                creature->SetInCombatWith(*itr);
                (*itr)->SetInCombatWith(creature);
                creature->AddThreat(*itr, 0.0f);
            }*/
        }
    }
}
// scripts does not take care about MoveInLineOfSight loops
// MoveInLineOfSight can be called inside another MoveInLineOfSight and cause stack overflow
void CreatureAI::MoveInLineOfSight_Safe(Unit* who)
{
    if (m_MoveInLineOfSight_locked == true)
        return;
    m_MoveInLineOfSight_locked = true;
    MoveInLineOfSight(who);
    m_MoveInLineOfSight_locked = false;
}
void CreatureAI::MoveInLineOfSight(Unit* who)
{
    if (me->getVictim())
        return;
    if (me->GetCreatureType() == CREATURE_TYPE_NON_COMBAT_PET) // non-combat pets should just stand there and look good;)
        return;
    if (me->canStartAttack(who, false))
        AttackStart(who);
    //else if (who->getVictim() && me->IsFriendlyTo(who)
    //    && me->IsWithinDistInMap(who, sWorld->getIntConfig(CONFIG_CREATURE_FAMILY_ASSISTANCE_RADIUS))
    //    && me->canStartAttack(who->getVictim(), true)) /// @todo if we use true, it will not attack it when it arrives
    //    me->GetMotionMaster()->MoveChase(who->getVictim());
}
void CreatureAI::EnterEvadeMode()
{
    if (!_EnterEvadeMode())
        return;
    sLog->outDebug(LOG_FILTER_UNITS, "Creature %u enters evade mode.", me->GetEntry());
    if (!me->GetVehicle()) // otherwise me will be in evade mode forever
    {
        if (Unit* owner = me->GetCharmerOrOwner())
        {
            me->GetMotionMaster()->Clear(false);
            me->GetMotionMaster()->MoveFollow(owner, PET_FOLLOW_DIST, me->GetFollowAngle(), MOTION_SLOT_ACTIVE);
        }
        else
        {
            // Required to prevent attacking creatures that are evading and cause them to reenter combat
            // Does not apply to MoveFollow
            me->AddUnitState(UNIT_STATE_EVADE);
            me->GetMotionMaster()->MoveTargetedHome();
        }
    }
    Reset();
    if (me->IsVehicle()) // use the same sequence of addtoworld, aireset may remove all summons!
        me->GetVehicleKit()->Reset(true);
    me->SetLastDamagedTime(0);
}
/*void CreatureAI::AttackedBy(Unit* attacker)
{
    if (!me->getVictim())
        AttackStart(attacker);
}*/
void CreatureAI::SetGazeOn(Unit* target)
{
    if (me->IsValidAttackTarget(target))
    {
        AttackStart(target);
        me->SetReactState(REACT_PASSIVE);
    }
}
bool CreatureAI::UpdateVictimWithGaze()
{
    if (!me->isInCombat())
        return false;
    if (me->HasReactState(REACT_PASSIVE))
    {
        if (me->getVictim())
            return true;
        else
            me->SetReactState(REACT_AGGRESSIVE);
    }
    if (Unit* victim = me->SelectVictim())
        AttackStart(victim);
    return me->getVictim();
}
bool CreatureAI::UpdateVictim()
{
    if (!me->isInCombat())
        return false;
    if (!me->HasReactState(REACT_PASSIVE))
    {
        if (Unit* victim = me->SelectVictim())
            AttackStart(victim);
        return me->getVictim();
    }
    else if (me->getThreatManager().isThreatListEmpty())
    {
        EnterEvadeMode();
        return false;
    }
    return true;
}
bool CreatureAI::_EnterEvadeMode()
{
    if (!me->isAlive())
        return false;
    // dont remove vehicle auras, passengers arent supposed to drop off the vehicle
    me->RemoveAllAurasExceptType(SPELL_AURA_CONTROL_VEHICLE);
    // sometimes bosses stuck in combat?
    me->DeleteThreatList();
    me->CombatStop(true);
    me->LoadCreaturesAddon();
    me->SetLootRecipient(NULL);
    me->ResetPlayerDamageReq();
    if (me->IsInEvadeMode())
        return false;
    return true;
}
Creature* CreatureAI::DoSummon(uint32 entry, const Position& pos, uint32 despawnTime, TempSummonType summonType)
{
    return me->SummonCreature(entry, pos, summonType, despawnTime);
}
Creature* CreatureAI::DoSummon(uint32 entry, WorldObject* obj, float radius, uint32 despawnTime, TempSummonType summonType)
{
    Position pos;
    obj->GetRandomNearPosition(pos, radius);
    return me->SummonCreature(entry, pos, summonType, despawnTime);
}
Creature* CreatureAI::DoSummonFlyer(uint32 entry, WorldObject* obj, float flightZ, float radius, uint32 despawnTime, TempSummonType summonType)
{
    Position pos;
    obj->GetRandomNearPosition(pos, radius);
    pos.m_positionZ += flightZ;
    return me->SummonCreature(entry, pos, summonType, despawnTime);
}