/*
 * Copyright (C) 2008-2010 TrinityCore 
 * Copyright (C) 2006-2008 ScriptDev2 
 *
 * 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 .
 */
/* ScriptData
SDName: Test
SD%Complete: 100
SDComment: Script used for testing escortAI
SDCategory: Script Examples
EndScriptData */
#include "precompiled.h"
#include "escort_ai.h"
#define SAY_WALK        "Hmm a nice day for a walk alright"
#define SAY_ATTACK      "Wild Felboar attack!"
#define SAY_TIME_TO_GO  "Time for me to go! See ya around $N!"
#define SAY_BYE         "Bye Bye!"
#define SAY_AGGRO1      "Help $N! I'm under attack!"
#define SAY_AGGRO2      "Die scum!"
#define WHISPER_TOO_FAR "How dare you leave me like that! I hate you! =*("
#define SAY_DIE1        "...no...how could you let me die $N"
#define SAY_DIE2        "ugh..."
#define SAY_DEATHCOIL   "Taste death!"
#define SAY_FIREWORKS   "Fireworks!"
#define SAY_BUFF        "Hmm, I think I could use a buff"
#define GOSSIP_TEXT1    "Click to Test Escort(Attack, Defend, Run)"
#define GOSSIP_TEXT2    "Click to Test Escort(NoAttack, NoDefend, Walk)"
#define GOSSIP_TEXT3    "Click to Test Escort(NoAttack, Defend, Walk)"
struct TRINITY_DLL_DECL npc_testAI : public npc_escortAI
{
    public:
        // CreatureAI functions
        npc_testAI(Creature *c) : npc_escortAI(c) {}
        uint32 DeathCoilTimer;
        uint32 ChatTimer;
        // Pure Virtual Functions
        void WaypointReached(uint32 i)
        {
            switch (i)
            {
                case 1:
                    me->Say(SAY_WALK, LANG_UNIVERSAL, 0);
                    break;
                case 3:
                {
                    me->Say(SAY_ATTACK, LANG_UNIVERSAL, 0);
                    Creature* temp = me->SummonCreature(21878, me->GetPositionX()+5, me->GetPositionY()+7, me->GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 3000);
                    if (temp)
                        temp->AI()->AttackStart(me);
                }
                break;
                case 4:
                {
                    me->Say(SAY_TIME_TO_GO, LANG_UNIVERSAL, PlayerGUID);
                    me->HandleEmoteCommand(EMOTE_ONESHOT_WAVE);
                    Unit* temp = Unit::GetUnit(*me, PlayerGUID);
                    if (temp)
                    {
                        temp->MonsterSay(SAY_BYE, LANG_UNIVERSAL, 0);
                        temp->HandleEmoteCommand(EMOTE_ONESHOT_WAVE);
                    }
                }
                break;
            }
        }
        void EnterCombat(Unit*)
        {
            if (HasEscortState(STATE_ESCORT_ESCORTING))
                me->Say(SAY_AGGRO1, LANG_UNIVERSAL, PlayerGUID);
            else me->Say(SAY_AGGRO2, LANG_UNIVERSAL, 0);
        }
        void Reset()
        {
            DeathCoilTimer = 4000;
            ChatTimer = 4000;
        }
        void JustDied(Unit* killer)
        {
            if (HasEscortState(STATE_ESCORT_ESCORTING))
            {
                //killer = me when player got to far from creature
                if (killer == me)
                {
                    Unit *pTemp = Unit::GetUnit(*me,PlayerGUID);
                    if (pTemp)
                        DoWhisper(WHISPER_TOO_FAR, pTemp);
                }
                else me->Say(SAY_DIE1, LANG_UNIVERSAL, PlayerGUID);
            }
            else me->Say(SAY_DIE2, LANG_UNIVERSAL, 0);
        }
        void UpdateAI(const uint32 diff)
        {
            //Must update npc_escortAI
            npc_escortAI::UpdateAI(diff);
            //Combat check
            if (me->isInCombat() && me->getVictim())
            {
                if (DeathCoilTimer < diff)
                {
                    me->Say(SAY_DEATHCOIL, LANG_UNIVERSAL, 0);
                    me->CastSpell(me->getVictim(), 33130, false);
                    DeathCoilTimer = 4000;
                }else DeathCoilTimer -= diff;
            }else
            {
                //Out of combat but being escorted
                if (HasEscortState(STATE_ESCORT_ESCORTING))
                    if (ChatTimer < diff)
                {
                    if (me->HasAura(3593, 0))
                    {
                        me->Say(SAY_FIREWORKS, LANG_UNIVERSAL, 0);
                        me->CastSpell(me, 11540, false);
                    }else
                    {
                        me->Say(SAY_BUFF, LANG_UNIVERSAL, 0);
                        me->CastSpell(me, 3593, false);
                    }
                    ChatTimer = 12000;
                }else ChatTimer -= diff;
            }
        }
};
class test : public CreatureScript
{
public:
    test() : CreatureScript("test") { }
    bool GossipSelect_npc(Player* pPlayer, Creature* pCreature, uint32 uiSender, uint32 uiAction)
    {
        if (uiAction == GOSSIP_ACTION_INFO_DEF+1)
        {
            pPlayer->CLOSE_GOSSIP_MENU();
            ((npc_escortAI*)(pCreature->AI()))->Start(true, true, pPlayer->GetGUID());
            return true;                                        // prevent Trinity core handling
        }
        if (uiAction == GOSSIP_ACTION_INFO_DEF+2)
        {
            pPlayer->CLOSE_GOSSIP_MENU();
            ((npc_escortAI*)(pCreature->AI()))->Start(false, false, pPlayer->GetGUID());
            return true;                                        // prevent Trinity core handling
        }
        if (uiAction == GOSSIP_ACTION_INFO_DEF+3)
        {
            pPlayer->CLOSE_GOSSIP_MENU();
            ((npc_escortAI*)(pCreature->AI()))->Start(false, false, pPlayer->GetGUID());
            return true;                                        // prevent Trinity core handling
        }
        return false;
    }
    bool GossipHello_npc(Player* pPlayer, Creature* pCreature)
    {
        pPlayer->TalkedToCreature(pCreature->GetEntry(), pCreature->GetGUID());
        pCreature->prepareGossipMenu(pPlayer,0);
        pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_TEXT1, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+1);
        pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_TEXT2, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+2);
        pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_TEXT3, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+3);
        pCreature->sendPreparedGossip(pPlayer);
        return true;
    }
    CreatureAI* GetAI(Creature* pCreature)
    {
        npcAI* testAI = new npcAI(pCreature);
        testAI->AddWaypoint(0, 1231, -4419, 23);
        testAI->AddWaypoint(1, 1198, -4440, 23, 0);
        testAI->AddWaypoint(2, 1208, -4392, 23);
        testAI->AddWaypoint(3, 1231, -4419, 23, 5000);
        testAI->AddWaypoint(4, 1208, -4392, 23, 5000);
        return (CreatureAI*)testAI;
    }
};
void AddSC_test()
{
    new test();
}