/*
 * Copyright (C) 2008-2017 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 "AreaBoundary.h"
#include "Creature.h"
#include "CreatureAIImpl.h"
#include "CreatureTextMgr.h"
#include "Language.h"
#include "Log.h"
#include "Map.h"
#include "MapReference.h"
#include "MotionMaster.h"
#include "Player.h"
#include "SpellMgr.h"
#include "TemporarySummon.h"
#include "Vehicle.h"
#include "World.h"
//Disable CreatureAI when charmed
void CreatureAI::OnCharmed(bool apply)
{
    if (apply)
    {
        me->NeedChangeAI = true;
        me->IsAIEnabled = false;
    }
}
AISpellInfoType* UnitAI::AISpellInfo;
AISpellInfoType* GetAISpellInfo(uint32 i) { return &UnitAI::AISpellInfo[i]; }
CreatureAI::CreatureAI(Creature* creature) : UnitAI(creature), me(creature), _boundary(nullptr), _negateBoundary(false), m_MoveInLineOfSight_locked(false)
{
}
CreatureAI::~CreatureAI()
{
}
void CreatureAI::Talk(uint8 id, WorldObject const* whisperTarget /*= nullptr*/)
{
    sCreatureTextMgr->SendChat(me, id, whisperTarget);
}
void CreatureAI::DoZoneInCombat(Creature* creature /*= nullptr*/, float maxRangeToNearestTarget /* = 250.0f*/)
{
    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
    {
        TC_LOG_ERROR("misc", "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().GetAnyTarget();
                if (target && (creature->IsFriendlyTo(summoner) || creature->IsHostileTo(target)))
                    creature->AI()->AttackStart(target);
            }
        }
    }
    // Intended duplicated check, the code above this should select a victim
    // If it can't find a suitable attack target then we should error out.
    if (!creature->HasReactState(REACT_PASSIVE) && !creature->GetVictim())
    {
        TC_LOG_ERROR("misc.dozoneincombat", "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->GetThreatManager().AddThreat(player, 0.0f, nullptr, true, true);
            }
        }
    }
}
// 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->IsEngaged())
        return;
    if (me->HasReactState(REACT_AGGRESSIVE) && me->CanStartAttack(who, false))
        me->EngageWithTarget(who);
}
void CreatureAI::_OnOwnerCombatInteraction(Unit* target)
{
    if (!target || !me->IsAlive())
        return;
    if (!me->HasReactState(REACT_PASSIVE) && me->CanStartAttack(target, true))
        me->EngageWithTarget(target);
}
// Distract creature, if player gets too close while stealthed/prowling
void CreatureAI::TriggerAlert(Unit const* who) const
{
    // If there's no target, or target isn't a player do nothing
    if (!who || who->GetTypeId() != TYPEID_PLAYER)
        return;
    // If this unit isn't an NPC, is already distracted, is fighting, is confused, stunned or fleeing, do nothing
    if (me->GetTypeId() != TYPEID_UNIT || me->IsEngaged() || me->HasUnitState(UNIT_STATE_CONFUSED | UNIT_STATE_STUNNED | UNIT_STATE_FLEEING | UNIT_STATE_DISTRACTED))
        return;
    // Only alert for hostiles!
    if (me->IsCivilian() || me->HasReactState(REACT_PASSIVE) || !me->IsHostileTo(who) || !me->_IsTargetAcceptable(who))
        return;
    // Send alert sound (if any) for this creature
    me->SendAIReaction(AI_REACTION_ALERT);
    // Face the unit (stealthed player) and set distracted state for 5 seconds
    me->GetMotionMaster()->MoveDistract(5 * IN_MILLISECONDS);
    me->StopMoving();
    me->SetFacingTo(me->GetAngle(who));
}
void CreatureAI::EnterEvadeMode(EvadeReason why)
{
    if (!_EnterEvadeMode(why))
        return;
    TC_LOG_DEBUG("entities.unit", "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);
}
void CreatureAI::SetGazeOn(Unit* target)
{
    if (me->IsValidAttackTarget(target))
    {
        if (!me->IsFocusing(nullptr, true) && target != me->GetVictim())
            AttackStart(target);
        me->SetReactState(REACT_PASSIVE);
    }
}
bool CreatureAI::UpdateVictimWithGaze()
{
    if (!me->IsEngaged())
        return false;
    if (me->HasReactState(REACT_PASSIVE))
    {
        if (me->GetVictim())
            return true;
        else
            me->SetReactState(REACT_AGGRESSIVE);
    }
    if (Unit* victim = me->SelectVictim())
        if (!me->IsFocusing(nullptr, true) && victim != me->GetVictim())
            AttackStart(victim);
    return me->GetVictim() != nullptr;
}
bool CreatureAI::UpdateVictim()
{
    if (!me->IsEngaged())
        return false;
    if (!me->HasReactState(REACT_PASSIVE))
    {
        if (Unit* victim = me->SelectVictim())
            if (!me->IsFocusing(nullptr, true) && victim != me->GetVictim())
                AttackStart(victim);
        return me->GetVictim() != nullptr;
    }
    else if (me->GetThreatManager().IsThreatListEmpty())
    {
        EnterEvadeMode(EVADE_REASON_NO_HOSTILES);
        return false;
    }
    return true;
}
bool CreatureAI::_EnterEvadeMode(EvadeReason /*why*/)
{
    if (!me->IsAlive())
        return false;
    me->RemoveAurasOnEvade();
    // sometimes bosses stuck in combat?
    me->GetThreatManager().ClearAllThreat();
    me->CombatStop(true);
    me->LoadCreaturesAddon();
    me->SetLootRecipient(nullptr);
    me->ResetPlayerDamageReq();
    me->SetLastDamagedTime(0);
    me->SetCannotReachTarget(false);
    me->DoNotReacquireTarget();
    if (me->IsInEvadeMode())
        return false;
    return true;
}
static const uint32 BOUNDARY_VISUALIZE_CREATURE = 15425;
static const float BOUNDARY_VISUALIZE_CREATURE_SCALE = 0.25f;
static const int8 BOUNDARY_VISUALIZE_STEP_SIZE = 1;
static const int32 BOUNDARY_VISUALIZE_FAILSAFE_LIMIT = 750;
static const float BOUNDARY_VISUALIZE_SPAWN_HEIGHT = 5.0f;
int32 CreatureAI::VisualizeBoundary(uint32 duration, Unit* owner, bool fill) const
{
    typedef std::pair coordinate;
    if (!owner)
        return -1;
    if (!_boundary || _boundary->empty())
        return LANG_CREATURE_MOVEMENT_NOT_BOUNDED;
    std::queue Q;
    std::unordered_set alreadyChecked;
    std::unordered_set outOfBounds;
    Position startPosition = owner->GetPosition();
    if (!CheckBoundary(&startPosition))
    { // fall back to creature position
        startPosition = me->GetPosition();
        if (!CheckBoundary(&startPosition))
        { // fall back to creature home position
            startPosition = me->GetHomePosition();
            if (!CheckBoundary(&startPosition))
                return LANG_CREATURE_NO_INTERIOR_POINT_FOUND;
        }
    }
    float spawnZ = startPosition.GetPositionZ() + BOUNDARY_VISUALIZE_SPAWN_HEIGHT;
    bool boundsWarning = false;
    Q.push({ 0,0 });
    while (!Q.empty())
    {
        coordinate front = Q.front();
        bool hasOutOfBoundsNeighbor = false;
        for (coordinate off : std::initializer_list{{1,0}, {0,1}, {-1,0}, {0,-1}})
        {
            coordinate next(front.first + off.first, front.second + off.second);
            if (next.first > BOUNDARY_VISUALIZE_FAILSAFE_LIMIT || next.first < -BOUNDARY_VISUALIZE_FAILSAFE_LIMIT || next.second > BOUNDARY_VISUALIZE_FAILSAFE_LIMIT || next.second < -BOUNDARY_VISUALIZE_FAILSAFE_LIMIT)
            {
                boundsWarning = true;
                continue;
            }
            if (alreadyChecked.find(next) == alreadyChecked.end()) // never check a coordinate twice
            {
                Position nextPos(startPosition.GetPositionX() + next.first*BOUNDARY_VISUALIZE_STEP_SIZE, startPosition.GetPositionY() + next.second*BOUNDARY_VISUALIZE_STEP_SIZE, startPosition.GetPositionZ());
                if (CheckBoundary(&nextPos))
                    Q.push(next);
                else
                {
                    outOfBounds.insert(next);
                    hasOutOfBoundsNeighbor = true;
                }
                alreadyChecked.insert(next);
            }
            else
                if (outOfBounds.find(next) != outOfBounds.end())
                    hasOutOfBoundsNeighbor = true;
        }
        if (fill || hasOutOfBoundsNeighbor)
            if (TempSummon* point = owner->SummonCreature(BOUNDARY_VISUALIZE_CREATURE, Position(startPosition.GetPositionX() + front.first*BOUNDARY_VISUALIZE_STEP_SIZE, startPosition.GetPositionY() + front.second*BOUNDARY_VISUALIZE_STEP_SIZE, spawnZ), TEMPSUMMON_TIMED_DESPAWN, duration * IN_MILLISECONDS))
            {
                point->SetObjectScale(BOUNDARY_VISUALIZE_CREATURE_SCALE);
                point->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_STUNNED);
                point->SetImmuneToAll(true);
                if (!hasOutOfBoundsNeighbor)
                    point->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
            }
        Q.pop();
    }
    return boundsWarning ? LANG_CREATURE_MOVEMENT_MAYBE_UNBOUNDED : 0;
}
bool CreatureAI::CheckBoundary(Position const* who) const
{
    if (!_boundary)
        return true;
    if (!who)
        who = me;
    return (CreatureAI::IsInBounds(*_boundary, who) != _negateBoundary);
}
bool CreatureAI::IsInBounds(CreatureBoundary const& boundary, Position const* pos)
{
    for (AreaBoundary const* areaBoundary : boundary)
        if (!areaBoundary->IsWithinBoundary(pos))
            return false;
    return true;
}
bool CreatureAI::CheckInRoom()
{
    if (CheckBoundary())
        return true;
    else
    {
        EnterEvadeMode(EVADE_REASON_BOUNDARY);
        return false;
    }
}
void CreatureAI::SetBoundary(CreatureBoundary const* boundary, bool negateBoundaries /*= false*/)
{
    _boundary = boundary;
    _negateBoundary = negateBoundaries;
    me->DoImmediateBoundaryCheck();
}
Creature* CreatureAI::DoSummon(uint32 entry, Position const& 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(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(radius);
    pos.m_positionZ += flightZ;
    return me->SummonCreature(entry, pos, summonType, despawnTime);
}