#include "actors.hpp"

#include <typeinfo>

#include <OgreVector3.h>

#include <components/esm/loadnpc.hpp>

#include <components/esm_store/store.hpp>

#include "../mwworld/class.hpp"
#include "../mwworld/inventorystore.hpp"

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

#include "creaturestats.hpp"

namespace MWMechanics
{
    void Actors::updateActor (const MWWorld::Ptr& ptr, float duration)
    {
        // magic effects
        adjustMagicEffects (ptr);
        calculateCreatureStatModifiers (ptr);
        calculateDynamicStats (ptr);

        // AI
        CreatureStats& creatureStats =  MWWorld::Class::get (ptr).getCreatureStats (ptr);
        creatureStats.getAiSequence().execute (ptr);
    }

    void Actors::updateNpc (const MWWorld::Ptr& ptr, float duration, bool paused)
    {
        if (!paused && ptr.getRefData().getHandle()!="player")
            MWWorld::Class::get (ptr).getInventoryStore (ptr).autoEquip (
                MWWorld::Class::get (ptr).getNpcStats (ptr));
    }

    void Actors::adjustMagicEffects (const MWWorld::Ptr& creature)
    {
        CreatureStats& creatureStats =  MWWorld::Class::get (creature).getCreatureStats (creature);

        MagicEffects now = creatureStats.getSpells().getMagicEffects();

        if (creature.getTypeName()==typeid (ESM::NPC).name())
        {
            MWWorld::InventoryStore& store = MWWorld::Class::get (creature).getInventoryStore (creature);
            now += store.getMagicEffects();
        }

        now += creatureStats.getActiveSpells().getMagicEffects();

        MagicEffects diff = MagicEffects::diff (creatureStats.getMagicEffects(), now);

        creatureStats.setMagicEffects(now);

        // TODO apply diff to other stats
    }

    void Actors::calculateDynamicStats (const MWWorld::Ptr& ptr)
    {
        CreatureStats& creatureStats = MWWorld::Class::get (ptr).getCreatureStats (ptr);

        int strength        = creatureStats.getAttribute(0).getBase();
        int intelligence    = creatureStats.getAttribute(1).getBase();
        int willpower       = creatureStats.getAttribute(2).getBase();
        int agility         = creatureStats.getAttribute(3).getBase();
        int endurance       = creatureStats.getAttribute(5).getBase();

        double magickaFactor =
            creatureStats.getMagicEffects().get (EffectKey (84)).mMagnitude * 0.1 + 0.5;

        creatureStats.getHealth().setBase(
            static_cast<int> (0.5 * (strength + endurance)) + creatureStats.getLevelHealthBonus ());

        creatureStats.getMagicka().setBase(
            static_cast<int> (intelligence + magickaFactor * intelligence));

        creatureStats.getFatigue().setBase(strength+willpower+agility+endurance);
    }

    void Actors::calculateRestoration (const MWWorld::Ptr& ptr, float duration)
    {
        CreatureStats& stats = MWWorld::Class::get (ptr).getCreatureStats (ptr);

        if (duration == 3600)
        {
            // stunted magicka
            bool stunted = stats.getMagicEffects ().get(MWMechanics::EffectKey(136)).mMagnitude > 0;

            int endurance = stats.getAttribute (ESM::Attribute::Endurance).getModified ();
            stats.getHealth().setCurrent(stats.getHealth ().getCurrent ()
                + 0.1 * endurance);

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

            float fFatigueReturnBase = store.gameSettings.find("fFatigueReturnBase")->getFloat ();
            float fFatigueReturnMult = store.gameSettings.find("fFatigueReturnMult")->getFloat ();
            float fEndFatigueMult = store.gameSettings.find("fEndFatigueMult")->getFloat ();

            float capacity = MWWorld::Class::get(ptr).getCapacity(ptr);
            float encumbrance = MWWorld::Class::get(ptr).getEncumbrance(ptr);
            float normalizedEncumbrance = (capacity == 0 ? 1 : encumbrance/capacity);
            if (normalizedEncumbrance > 1)
                normalizedEncumbrance = 1;

            float x = fFatigueReturnBase + fFatigueReturnMult * (1 - normalizedEncumbrance);
            x *= fEndFatigueMult * endurance;
            stats.getFatigue ().setCurrent (stats.getFatigue ().getCurrent () + 3600 * x);

            if (!stunted)
            {
                float fRestMagicMult = store.gameSettings.find("fRestMagicMult")->getFloat ();
                stats.getMagicka().setCurrent (stats.getMagicka ().getCurrent ()
                    + fRestMagicMult * stats.getAttribute(ESM::Attribute::Intelligence).getModified ());
            }
        }



    }


    void Actors::calculateCreatureStatModifiers (const MWWorld::Ptr& ptr)
    {
        CreatureStats& creatureStats = MWWorld::Class::get (ptr).getCreatureStats (ptr);

        // attributes
        for (int i=0; i<5; ++i)
        {
            int modifier =
                creatureStats.getMagicEffects().get (EffectKey (79, i)).mMagnitude;

            modifier -= creatureStats.getMagicEffects().get (EffectKey (17, i)).mMagnitude;

            creatureStats.getAttribute(i).setModifier (modifier);
        }

        // dynamic stats
        MagicEffects effects = creatureStats.getMagicEffects();
        creatureStats.getHealth().setModifier(
            effects.get(EffectKey(80)).mMagnitude - effects.get(EffectKey(18)).mMagnitude);

        creatureStats.getMagicka().setModifier(
            effects.get(EffectKey(81)).mMagnitude - effects.get(EffectKey(19)).mMagnitude);

        creatureStats.getFatigue().setModifier(
            effects.get(EffectKey(82)).mMagnitude - effects.get(EffectKey(20)).mMagnitude);
    }

    Actors::Actors() : mDuration (0) {}

    void Actors::addActor (const MWWorld::Ptr& ptr)
    {
        mActors.insert (ptr);
    }

    void Actors::removeActor (const MWWorld::Ptr& ptr)
    {
        std::set<MWWorld::Ptr>::iterator iter = mActors.find (ptr);

        if (iter!=mActors.end())
            mActors.erase (iter);
    }

    void Actors::dropActors (const MWWorld::Ptr::CellStore *cellStore)
    {
        std::set<MWWorld::Ptr>::iterator iter = mActors.begin();

        while (iter!=mActors.end())
            if (iter->getCell()==cellStore)
            {
                mActors.erase (iter++);
            }
            else
                ++iter;
    }

    void Actors::update (std::vector<std::pair<std::string, Ogre::Vector3> >& movement, float duration,
        bool paused)
    {
        mDuration += duration;

        if (mDuration>=0.25)
        {
            float totalDuration = mDuration;
            mDuration = 0;

            for (std::set<MWWorld::Ptr>::iterator iter (mActors.begin()); iter!=mActors.end(); ++iter)
            {
                updateActor (*iter, totalDuration);

                if (iter->getTypeName()==typeid (ESM::NPC).name())
                    updateNpc (*iter, totalDuration, paused);
            }
        }

        for (std::set<MWWorld::Ptr>::iterator iter (mActors.begin()); iter!=mActors.end();
            ++iter)
        {
            Ogre::Vector3 vector = MWWorld::Class::get (*iter).getMovementVector (*iter);

            if (vector!=Ogre::Vector3::ZERO)
                movement.push_back (std::make_pair (iter->getRefData().getHandle(), vector));
        }
    }

    void Actors::restoreDynamicStats()
    {
        for (std::set<MWWorld::Ptr>::iterator iter (mActors.begin()); iter!=mActors.end(); ++iter)
        {
            calculateRestoration (*iter, 3600);
        }
    }
}