#include "enchanting.hpp"

#include <components/misc/rng.hpp>

/*
    Start of tes3mp addition

    Include additional headers for multiplayer purposes
*/
#include <components/openmw-mp/TimedLog.hpp>
#include "../mwmp/Main.hpp"
#include "../mwmp/Networking.hpp"
#include "../mwmp/Worldstate.hpp"
/*
    End of tes3mp addition
*/

#include "../mwworld/manualref.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/containerstore.hpp"
#include "../mwworld/esmstore.hpp"

#include "../mwbase/world.hpp"
#include "../mwbase/environment.hpp"
#include "../mwbase/mechanicsmanager.hpp"

#include "creaturestats.hpp"
#include "spellcasting.hpp"
#include "actorutil.hpp"
#include "weapontype.hpp"

namespace MWMechanics
{
    Enchanting::Enchanting()
        : mCastStyle(ESM::Enchantment::CastOnce)
        , mSelfEnchanting(false)
        , mWeaponType(-1)
    {}

    void Enchanting::setOldItem(const MWWorld::Ptr& oldItem)
    {
        mOldItemPtr=oldItem;
        mWeaponType = -1;
        mObjectType.clear();
        if(!itemEmpty())
        {
            mObjectType = mOldItemPtr.getTypeName();
            if (mObjectType == typeid(ESM::Weapon).name())
                mWeaponType = mOldItemPtr.get<ESM::Weapon>()->mBase->mData.mType;
        }
    }

    void Enchanting::setNewItemName(const std::string& s)
    {
        mNewItemName=s;
    }

    void Enchanting::setEffect(const ESM::EffectList& effectList)
    {
        mEffectList=effectList;
    }

    int Enchanting::getCastStyle() const
    {
        return mCastStyle;
    }

    void Enchanting::setSoulGem(const MWWorld::Ptr& soulGem)
    {
        mSoulGemPtr=soulGem;
    }

    bool Enchanting::create()
    {
        const MWWorld::Ptr& player = getPlayer();
        MWWorld::ContainerStore& store = player.getClass().getContainerStore(player);
        ESM::Enchantment enchantment;
        enchantment.mData.mCharge = getGemCharge();
        enchantment.mData.mAutocalc = 0;
        enchantment.mData.mType = mCastStyle;
        enchantment.mData.mCost = getBaseCastCost();

        store.remove(mSoulGemPtr, 1, player);

        //Exception for Azura Star, new one will be added after enchanting
        if(Misc::StringUtils::ciEqual(mSoulGemPtr.get<ESM::Miscellaneous>()->mBase->mId, "Misc_SoulGem_Azura"))
            store.add("Misc_SoulGem_Azura", 1, player);

        if(mSelfEnchanting)
        {
            if(getEnchantChance() <= (Misc::Rng::roll0to99()))
                return false;

            mEnchanter.getClass().skillUsageSucceeded (mEnchanter, ESM::Skill::Enchant, 2);
        }

        if(mCastStyle==ESM::Enchantment::ConstantEffect)
        {
            enchantment.mData.mCharge=0;
        }
        enchantment.mEffects = mEffectList;

        // Apply the enchantment
        const ESM::Enchantment *enchantmentPtr = MWBase::Environment::get().getWorld()->createRecord (enchantment);

        /*
            Start of tes3mp change (major)

            Send the enchantment's record to the server

            Don't add the new item to the player's inventory and instead expect the server to
            add it
            
            The applyEnchantment() method is where the record of the newly enchanted will be sent
            to the server, causing the server to send back the player's inventory with the new item
            included
        */
        mwmp::Main::get().getNetworking()->getWorldstate()->sendEnchantmentRecord(enchantmentPtr);

        store.remove(mOldItemPtr, 1, player);

        if(!mSelfEnchanting)
            payForEnchantment();

        std::string newItemId = mOldItemPtr.getClass().applyEnchantment(mOldItemPtr, enchantmentPtr->mId, getGemCharge(), mNewItemName);
        /*
            End of tes3mp change (major)
        */

        return true;
    }
    
    void Enchanting::nextCastStyle()
    {
        if (itemEmpty())
            return;

        const bool powerfulSoul = getGemCharge() >= \
                MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find ("iSoulAmountForConstantEffect")->mValue.getInteger();
        if ((mObjectType == typeid(ESM::Armor).name()) || (mObjectType == typeid(ESM::Clothing).name()))
        { // Armor or Clothing
            switch(mCastStyle)
            {
                case ESM::Enchantment::WhenUsed:
                    if (powerfulSoul)
                        mCastStyle = ESM::Enchantment::ConstantEffect;
                    return;
                default: // takes care of Constant effect too
                    mCastStyle = ESM::Enchantment::WhenUsed;
                    return;
            }
        }
        else if (mWeaponType != -1)
        { // Weapon
            switch(mCastStyle)
            {
                case ESM::Enchantment::WhenStrikes:
                    mCastStyle = ESM::Enchantment::WhenUsed;
                    return;
                case ESM::Enchantment::WhenUsed:
                    if (powerfulSoul)
                        mCastStyle = ESM::Enchantment::ConstantEffect;
                    else if (getWeaponType(mWeaponType)->mWeaponClass != ESM::WeaponType::Ranged)
                        mCastStyle = ESM::Enchantment::WhenStrikes;
                    return;
                default: // takes care of Constant effect too
                    mCastStyle = ESM::Enchantment::WhenUsed;
                    if (getWeaponType(mWeaponType)->mWeaponClass != ESM::WeaponType::Ranged)
                        mCastStyle = ESM::Enchantment::WhenStrikes;
                    return;
            }
        }
        else if(mObjectType == typeid(ESM::Book).name())
        { // Scroll or Book
            mCastStyle = ESM::Enchantment::CastOnce;
            return;
        }

        // Fail case
        mCastStyle = ESM::Enchantment::CastOnce;
    }

    /*
     * Vanilla enchant cost formula:
     *
     *  Touch/Self:          (min + max) * baseCost * 0.025 * duration + area * baseCost * 0.025
     *  Target:       1.5 * ((min + max) * baseCost * 0.025 * duration + area * baseCost * 0.025)
     *  Constant eff:        (min + max) * baseCost * 2.5              + area * baseCost * 0.025
     *
     *  For multiple effects - cost of each effect is multiplied by number of effects that follows +1.
     *
     *  Note: Minimal value inside formula for 'min' and 'max' is 1. So in vanilla:
     *        (0 + 0) == (1 + 0) == (1 + 1) => 2 or (2 + 0) == (1 + 2) => 3
     *
     *  Formula on UESPWiki is not entirely correct.
     */
    float Enchanting::getEnchantPoints(bool precise) const
    {
        if (mEffectList.mList.empty())
            // No effects added, cost = 0
            return 0;

        const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
        const float fEffectCostMult = store.get<ESM::GameSetting>().find("fEffectCostMult")->mValue.getFloat();
        const float fEnchantmentConstantDurationMult = store.get<ESM::GameSetting>().find("fEnchantmentConstantDurationMult")->mValue.getFloat();

        float enchantmentCost = 0.f;
        float cost = 0.f;
        for (const ESM::ENAMstruct& effect : mEffectList.mList)
        {
            float baseCost = (store.get<ESM::MagicEffect>().find(effect.mEffectID))->mData.mBaseCost;
            int magMin = std::max(1, effect.mMagnMin);
            int magMax = std::max(1, effect.mMagnMax);
            int area = std::max(1, effect.mArea);
            float duration = static_cast<float>(effect.mDuration);
            if (mCastStyle == ESM::Enchantment::ConstantEffect)
                duration = fEnchantmentConstantDurationMult;

            cost += ((magMin + magMax) * duration + area) * baseCost * fEffectCostMult * 0.05f;

            cost = std::max(1.f, cost);

            if (effect.mRange == ESM::RT_Target)
                cost *= 1.5f;

            enchantmentCost += precise ? cost : std::floor(cost);
        }

        return enchantmentCost;
    }


    int Enchanting::getBaseCastCost() const
    {
        if (mCastStyle == ESM::Enchantment::ConstantEffect)
            return 0;

        return static_cast<int>(getEnchantPoints(false));
    }

    int Enchanting::getEffectiveCastCost() const
    {
        int baseCost = getBaseCastCost();
        MWWorld::Ptr player = getPlayer();
        return getEffectiveEnchantmentCastCost(static_cast<float>(baseCost), player);
    }


    int Enchanting::getEnchantPrice() const
    {
        if(mEnchanter.isEmpty())
            return 0;

        float priceMultipler = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find ("fEnchantmentValueMult")->mValue.getFloat();
        int price = MWBase::Environment::get().getMechanicsManager()->getBarterOffer(mEnchanter, static_cast<int>(getEnchantPoints() * priceMultipler), true);
        return price;
    }

    int Enchanting::getGemCharge() const
    {
        const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
        if(soulEmpty())
            return 0;
        if(mSoulGemPtr.getCellRef().getSoul()=="")
            return 0;
        const ESM::Creature* soul = store.get<ESM::Creature>().search(mSoulGemPtr.getCellRef().getSoul());
        if(soul)
            return soul->mData.mSoul;
        else
            return 0;
    }

    int Enchanting::getMaxEnchantValue() const
    {
        if (itemEmpty())
            return 0;

        const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();

        return static_cast<int>(mOldItemPtr.getClass().getEnchantmentPoints(mOldItemPtr) * store.get<ESM::GameSetting>().find("fEnchantmentMult")->mValue.getFloat());
    }
    bool Enchanting::soulEmpty() const
    {
        return mSoulGemPtr.isEmpty();
    }

    bool Enchanting::itemEmpty() const
    {
        return mOldItemPtr.isEmpty();
    }

    void Enchanting::setSelfEnchanting(bool selfEnchanting)
    {
        mSelfEnchanting = selfEnchanting;
    }

    void Enchanting::setEnchanter(const MWWorld::Ptr& enchanter)
    {
        mEnchanter = enchanter;
        // Reset cast style
        mCastStyle = ESM::Enchantment::CastOnce;
    }

    int Enchanting::getEnchantChance() const
    {
        const CreatureStats& stats = mEnchanter.getClass().getCreatureStats(mEnchanter);
        const MWWorld::Store<ESM::GameSetting>& gmst = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
        const float a = static_cast<float>(mEnchanter.getClass().getSkill(mEnchanter, ESM::Skill::Enchant));
        const float b = static_cast<float>(stats.getAttribute (ESM::Attribute::Intelligence).getModified());
        const float c = static_cast<float>(stats.getAttribute (ESM::Attribute::Luck).getModified());
        const float fEnchantmentChanceMult = gmst.find("fEnchantmentChanceMult")->mValue.getFloat();
        const float fEnchantmentConstantChanceMult = gmst.find("fEnchantmentConstantChanceMult")->mValue.getFloat();

        float x = (a - getEnchantPoints()*fEnchantmentChanceMult + 0.2f * b + 0.1f * c) * stats.getFatigueTerm();
        if (mCastStyle == ESM::Enchantment::ConstantEffect)
            x *= fEnchantmentConstantChanceMult;

        return static_cast<int>(x);
    }

    void Enchanting::payForEnchantment() const
    {
        const MWWorld::Ptr& player = getPlayer();
        MWWorld::ContainerStore& store = player.getClass().getContainerStore(player);

        store.remove(MWWorld::ContainerStore::sGoldId, getEnchantPrice(), player);

        // add gold to NPC trading gold pool
        CreatureStats& enchanterStats = mEnchanter.getClass().getCreatureStats(mEnchanter);
        enchanterStats.setGoldPool(enchanterStats.getGoldPool() + getEnchantPrice());
    }
}