/*
 * Copyright (C) 2005-2009 MaNGOS 
 *
 * Copyright (C) 2008-2010 Trinity 
 *
 * 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, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
 */
#include "CreatureAI.h"
#include "CreatureAIImpl.h"
#include "Creature.h"
#include "World.h"
#include "SpellMgr.h"
#include "Vehicle.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::DoZoneInCombat(Creature* creature)
{
    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("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 *target = creature->SelectNearestTarget(50))
            creature->AI()->AttackStart(target);
        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("DoZoneInCombat called for creature that has empty threat list (creature entry = %u)", creature->GetEntry());
        return;
    }
    Map::PlayerList const &PlList = map->GetPlayers();
    if (PlList.isEmpty())
        return;
    for (Map::PlayerList::const_iterator i = PlList.begin(); i != PlList.end(); ++i)
    {
        if (Player* pPlayer = i->getSource())
        {
            if (pPlayer->isGameMaster())
                continue;
            if (pPlayer->isAlive())
            {
                creature->SetInCombatWith(pPlayer);
                pPlayer->SetInCombatWith(creature);
                creature->AddThreat(pPlayer, 0.0f);
            }
            /* Causes certain things to never leave the threat list (Priest Lightwell, etc):
            for (Unit::ControlList::const_iterator itr = pPlayer->m_Controlled.begin(); itr != pPlayer->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.getConfig(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("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
            me->GetMotionMaster()->MoveTargetedHome();
    }
    Reset();
    if (me->IsVehicle()) // use the same sequence of addtoworld, aireset may remove all summons!
        me->GetVehicleKit()->Reset();
}
/*void CreatureAI::AttackedBy(Unit* attacker)
{
    if (!me->getVictim())
        AttackStart(attacker);
}*/