#include "aisequence.hpp"

#include "aipackage.hpp"
#include "aistate.hpp"

#include "aiwander.hpp"
#include "aiescort.hpp"
#include "aitravel.hpp"
#include "aifollow.hpp"
#include "aiactivate.hpp"
#include "aicombat.hpp"
#include "aipursue.hpp"

#include <components/esm/aisequence.hpp>

#include "../mwworld/class.hpp"
#include "creaturestats.hpp"
#include "npcstats.hpp"
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"

namespace MWMechanics
{

void AiSequence::copy (const AiSequence& sequence)
{
    for (std::list<AiPackage *>::const_iterator iter (sequence.mPackages.begin());
        iter!=sequence.mPackages.end(); ++iter)
        mPackages.push_back ((*iter)->clone());
}

AiSequence::AiSequence() : mDone (false), mLastAiPackage(-1) {}

AiSequence::AiSequence (const AiSequence& sequence)
{
    copy (sequence);
    mDone = sequence.mDone;
    mLastAiPackage = sequence.mLastAiPackage;
}

AiSequence& AiSequence::operator= (const AiSequence& sequence)
{
    if (this!=&sequence)
    {
        clear();
        copy (sequence);
        mDone = sequence.mDone;
        mLastAiPackage = sequence.mLastAiPackage;
    }

    return *this;
}

AiSequence::~AiSequence()
{
    clear();
}

int AiSequence::getTypeId() const
{
    if (mPackages.empty())
        return -1;

    return mPackages.front()->getTypeId();
}

bool AiSequence::getCombatTarget(MWWorld::Ptr &targetActor) const
{
    if (getTypeId() != AiPackage::TypeIdCombat)
        return false;
    const AiCombat *combat = static_cast<const AiCombat *>(mPackages.front());
    
    targetActor = combat->getTarget();

    return true;
}

std::list<AiPackage*>::const_iterator AiSequence::begin() const
{
    return mPackages.begin();
}

std::list<AiPackage*>::const_iterator AiSequence::end() const
{
    return mPackages.end();
}

std::list<AiPackage*>::const_iterator AiSequence::erase(std::list<AiPackage*>::const_iterator package)
{
    // Not sure if manually terminated packages should trigger mDone, probably not?
    for(std::list<AiPackage*>::iterator it = mPackages.begin(); it != mPackages.end(); ++it)
    {
        if (package == it)
        {
            return mPackages.erase(it);
        }
    }
    throw std::runtime_error("can't find package to erase");
}

bool AiSequence::isInCombat() const
{
    for(std::list<AiPackage*>::const_iterator it = mPackages.begin(); it != mPackages.end(); ++it)
    {
        if ((*it)->getTypeId() == AiPackage::TypeIdCombat)
            return true;
    }
    return false;
}

bool AiSequence::isInCombat(const MWWorld::Ptr &actor) const
{
    for(std::list<AiPackage*>::const_iterator it = mPackages.begin(); it != mPackages.end(); ++it)
    {
        if ((*it)->getTypeId() == AiPackage::TypeIdCombat)
        {
            const AiCombat *combat = static_cast<const AiCombat *>(*it);
            if (combat->getTarget() == actor)
                return true;
        }
    }
    return false;
}

void AiSequence::stopCombat()
{
    for(std::list<AiPackage*>::iterator it = mPackages.begin(); it != mPackages.end(); )
    {
        if ((*it)->getTypeId() == AiPackage::TypeIdCombat)
            it = mPackages.erase(it);
        else
            ++it;
    }
}

void AiSequence::stopPursuit()
{
    for(std::list<AiPackage*>::iterator it = mPackages.begin(); it != mPackages.end(); )
    {
        if ((*it)->getTypeId() == AiPackage::TypeIdPursue)
            it = mPackages.erase(it);
        else
            ++it;
    }
}

bool AiSequence::isPackageDone() const
{
    return mDone;
}

void AiSequence::execute (const MWWorld::Ptr& actor, AiState& state,float duration)
{
    if(actor != MWBase::Environment::get().getWorld()->getPlayerPtr())
    {
        if (!mPackages.empty())
        {
            MWMechanics::AiPackage* package = mPackages.front();
            mLastAiPackage = package->getTypeId();

            // if active package is combat one, choose nearest target
            if (mLastAiPackage == AiPackage::TypeIdCombat)
            {
                std::list<AiPackage *>::iterator itActualCombat;

                float nearestDist = std::numeric_limits<float>::max();
                osg::Vec3f vActorPos = actor.getRefData().getPosition().asVec3();

                for(std::list<AiPackage *>::iterator it = mPackages.begin(); it != mPackages.end();)
                {
                    if ((*it)->getTypeId() != AiPackage::TypeIdCombat) break;

                    MWWorld::Ptr target = static_cast<const AiCombat *>(*it)->getTarget();

                    // target disappeared (e.g. summoned creatures)
                    if (target.isEmpty())
                    {
                        delete *it;
                        it = mPackages.erase(it);
                    }
                    else
                    {
                        const ESM::Position &targetPos = target.getRefData().getPosition();

                        float distTo = (targetPos.asVec3() - vActorPos).length();
                        if (distTo < nearestDist)
                        {
                            nearestDist = distTo;
                            itActualCombat = it;
                        }
                        ++it;
                    }
                }

                if (!mPackages.empty())
                {
                    if (nearestDist < std::numeric_limits<float>::max() && mPackages.begin() != itActualCombat)
                    {
                        // move combat package with nearest target to the front
                        mPackages.splice(mPackages.begin(), mPackages, itActualCombat);
                    }

                    package = mPackages.front();
                    mLastAiPackage = package->getTypeId();
                }
                else 
                {
                    mDone = true;
                    return;
                }
            }

            if (package->execute (actor,state,duration))
            {
                // To account for the rare case where AiPackage::execute() queued another AI package
                // (e.g. AiPursue executing a dialogue script that uses startCombat)
                std::list<MWMechanics::AiPackage*>::iterator toRemove =
                        std::find(mPackages.begin(), mPackages.end(), package);
                mPackages.erase(toRemove);
                delete package;
                mDone = true;
            }
            else
            {
                mDone = false;
            }
        }
    }
}

void AiSequence::clear()
{
    for (std::list<AiPackage *>::const_iterator iter (mPackages.begin()); iter!=mPackages.end(); ++iter)
        delete *iter;

    mPackages.clear();
}

void AiSequence::stack (const AiPackage& package, const MWWorld::Ptr& actor)
{
    if (actor == MWBase::Environment::get().getWorld()->getPlayerPtr())
        throw std::runtime_error("Can't add AI packages to player");

    if (package.getTypeId() == AiPackage::TypeIdCombat || package.getTypeId() == AiPackage::TypeIdPursue)
    {
        // Notify AiWander of our current position so we can return to it after combat finished
        for (std::list<AiPackage *>::const_iterator iter (mPackages.begin()); iter!=mPackages.end(); ++iter)
        {
            if((*iter)->getTypeId() == AiPackage::TypeIdPursue && package.getTypeId() == AiPackage::TypeIdPursue
                && static_cast<const AiPursue*>(*iter)->getTarget() == static_cast<const AiPursue*>(&package)->getTarget())
            {
                return; // target is already pursued
            }
            if((*iter)->getTypeId() == AiPackage::TypeIdCombat && package.getTypeId() == AiPackage::TypeIdCombat
                && static_cast<const AiCombat*>(*iter)->getTarget() == static_cast<const AiCombat*>(&package)->getTarget())
            {
                return; // already in combat with this actor
            }
            else if ((*iter)->getTypeId() == AiPackage::TypeIdWander)
                static_cast<AiWander*>(*iter)->setReturnPosition(actor.getRefData().getPosition().asVec3());
        }
    }

    for(std::list<AiPackage *>::iterator it = mPackages.begin(); it != mPackages.end(); ++it)
    {
        if((*it)->getPriority() <= package.getPriority())
        {
            mPackages.insert(it,package.clone());
            return;
        }
    }

    mPackages.push_front (package.clone());
}

AiPackage* MWMechanics::AiSequence::getActivePackage()
{
    if(mPackages.empty())
        throw std::runtime_error(std::string("No AI Package!"));
    else
        return mPackages.front();
}

void AiSequence::fill(const ESM::AIPackageList &list)
{
    for (std::vector<ESM::AIPackage>::const_iterator it = list.mList.begin(); it != list.mList.end(); ++it)
    {
        MWMechanics::AiPackage* package;
        if (it->mType == ESM::AI_Wander)
        {
            ESM::AIWander data = it->mWander;
            std::vector<unsigned char> idles;
            idles.reserve(8);
            for (int i=0; i<8; ++i)
                idles.push_back(data.mIdle[i]);
            package = new MWMechanics::AiWander(data.mDistance, data.mDuration, data.mTimeOfDay, idles, data.mShouldRepeat != 0);
        }
        else if (it->mType == ESM::AI_Escort)
        {
            ESM::AITarget data = it->mTarget;
            package = new MWMechanics::AiEscort(data.mId.toString(), data.mDuration, data.mX, data.mY, data.mZ);
        }
        else if (it->mType == ESM::AI_Travel)
        {
            ESM::AITravel data = it->mTravel;
            package = new MWMechanics::AiTravel(data.mX, data.mY, data.mZ);
        }
        else if (it->mType == ESM::AI_Activate)
        {
            ESM::AIActivate data = it->mActivate;
            package = new MWMechanics::AiActivate(data.mName.toString());
        }
        else //if (it->mType == ESM::AI_Follow)
        {
            ESM::AITarget data = it->mTarget;
            package = new MWMechanics::AiFollow(data.mId.toString(), data.mDuration, data.mX, data.mY, data.mZ);
        }
        mPackages.push_back(package);
    }
}

void AiSequence::writeState(ESM::AiSequence::AiSequence &sequence) const
{
    for (std::list<AiPackage *>::const_iterator iter (mPackages.begin()); iter!=mPackages.end(); ++iter)
    {
        (*iter)->writeState(sequence);
    }
}

void AiSequence::readState(const ESM::AiSequence::AiSequence &sequence)
{
    if (!sequence.mPackages.empty())
        clear();

    for (std::vector<ESM::AiSequence::AiPackageContainer>::const_iterator it = sequence.mPackages.begin();
         it != sequence.mPackages.end(); ++it)
    {
        switch (it->mType)
        {
        case ESM::AiSequence::Ai_Wander:
        {
            MWMechanics::AiWander* wander = new AiWander(
                        static_cast<ESM::AiSequence::AiWander*>(it->mPackage));
            mPackages.push_back(wander);
            break;
        }
        case ESM::AiSequence::Ai_Travel:
        {
            MWMechanics::AiTravel* travel = new AiTravel(
                        static_cast<ESM::AiSequence::AiTravel*>(it->mPackage));
            mPackages.push_back(travel);
            break;
        }
        case ESM::AiSequence::Ai_Escort:
        {
            MWMechanics::AiEscort* escort = new AiEscort(
                        static_cast<ESM::AiSequence::AiEscort*>(it->mPackage));
            mPackages.push_back(escort);
            break;
        }
        case ESM::AiSequence::Ai_Follow:
        {
            MWMechanics::AiFollow* follow = new AiFollow(
                        static_cast<ESM::AiSequence::AiFollow*>(it->mPackage));
            mPackages.push_back(follow);
            break;
        }
        case ESM::AiSequence::Ai_Activate:
        {
            MWMechanics::AiActivate* activate = new AiActivate(
                        static_cast<ESM::AiSequence::AiActivate*>(it->mPackage));
            mPackages.push_back(activate);
            break;
        }
        case ESM::AiSequence::Ai_Combat:
        {
            MWMechanics::AiCombat* combat = new AiCombat(
                        static_cast<ESM::AiSequence::AiCombat*>(it->mPackage));
            mPackages.push_back(combat);
            break;
        }
        case ESM::AiSequence::Ai_Pursue:
        {
            MWMechanics::AiPursue* pursue = new AiPursue(
                        static_cast<ESM::AiSequence::AiPursue*>(it->mPackage));
            mPackages.push_back(pursue);
            break;
        }
        default:
            break;
        }
    }
}

void AiSequence::fastForward(const MWWorld::Ptr& actor, AiState& state)
{
    if (!mPackages.empty())
    {
        MWMechanics::AiPackage* package = mPackages.front();
        package->fastForward(actor, state);
    }
}

} // namespace MWMechanics