/* Copyright (C) 2006 - 2008 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
 * 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, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
 */

/* ScriptData
SDName: Guard_AI
SD%Complete: 90
SDComment: 
SDCategory: Guards
EndScriptData */

#include "precompiled.h"
#include "guard_ai.h"

// **** This script is for use within every single guard to save coding time ****

#define GENERIC_CREATURE_COOLDOWN 5000

void guardAI::Reset()
{
    GlobalCooldown = 0;
    BuffTimer = 0;                                          //Rebuff as soon as we can
}

void guardAI::Aggro(Unit *who)
{
}

void guardAI::JustDied(Unit *Killer)
{
    //Send Zone Under Attack message to the LocalDefense and WorldDefense Channels
    if( Killer->GetTypeId() == TYPEID_PLAYER )
        m_creature->SendZoneUnderAttackMessage((Player*)Killer);
    else if( Unit *owner = Killer->GetOwner() )
    {
        if( owner->GetTypeId() == TYPEID_PLAYER )
            m_creature->SendZoneUnderAttackMessage((Player*)owner);
    }
}

void guardAI::UpdateAI(const uint32 diff)
{
    //Always decrease our global cooldown first
    if (GlobalCooldown > diff)
        GlobalCooldown -= diff;
    else GlobalCooldown = 0;

    //Buff timer (only buff when we are alive and not in combat
    if (m_creature->isAlive() && !InCombat)
        if (BuffTimer < diff )
    {
        //Find a spell that targets friendly and applies an aura (these are generally buffs)
        SpellEntry const *info = SelectSpell(m_creature, -1, -1, SELECT_TARGET_ANY_FRIEND, 0, 0, 0, 0, SELECT_EFFECT_AURA);

        if (info && !GlobalCooldown)
        {
            //Cast the buff spell
            DoCastSpell(m_creature, info);

            //Set our global cooldown
            GlobalCooldown = GENERIC_CREATURE_COOLDOWN;

            //Set our timer to 10 minutes before rebuff
            BuffTimer = 600000;
        }                                                   //Try agian in 30 seconds
        else BuffTimer = 30000;
    }else BuffTimer -= diff;

    //Return since we have no target
    if (!m_creature->SelectHostilTarget() || !m_creature->getVictim())
        return;

    // Make sure our attack is ready and we arn't currently casting
    if( m_creature->isAttackReady() && !m_creature->IsNonMeleeSpellCasted(false))
    {
        //If we are within range melee the target
        if( m_creature->IsWithinDistInMap(m_creature->getVictim(), ATTACK_DISTANCE))
        {
            bool Healing = false;
            SpellEntry const *info = NULL;

            //Select a healing spell if less than 30% hp
            if (m_creature->GetHealth()*100 / m_creature->GetMaxHealth() < 30)
                info = SelectSpell(m_creature, -1, -1, SELECT_TARGET_ANY_FRIEND, 0, 0, 0, 0, SELECT_EFFECT_HEALING);

            //No healing spell available, select a hostile spell
            if (info) Healing = true;
            else info = SelectSpell(m_creature->getVictim(), -1, -1, SELECT_TARGET_ANY_ENEMY, 0, 0, 0, 0, SELECT_EFFECT_DONTCARE);

            //20% chance to replace our white hit with a spell
            if (info && rand() % 5 == 0 && !GlobalCooldown)
            {
                //Cast the spell
                if (Healing)DoCastSpell(m_creature, info);
                else DoCastSpell(m_creature->getVictim(), info);

                //Set our global cooldown
                GlobalCooldown = GENERIC_CREATURE_COOLDOWN;
            }
            else m_creature->AttackerStateUpdate(m_creature->getVictim());

            m_creature->resetAttackTimer();
        }
    }
    else
    {
        //Only run this code if we arn't already casting
        if (!m_creature->IsNonMeleeSpellCasted(false))
        {
            bool Healing = false;
            SpellEntry const *info = NULL;

            //Select a healing spell if less than 30% hp ONLY 33% of the time
            if (m_creature->GetHealth()*100 / m_creature->GetMaxHealth() < 30 && rand() % 3 == 0)
                info = SelectSpell(m_creature, -1, -1, SELECT_TARGET_ANY_FRIEND, 0, 0, 0, 0, SELECT_EFFECT_HEALING);

            //No healing spell available, See if we can cast a ranged spell (Range must be greater than ATTACK_DISTANCE)
            if (info) Healing = true;
            else info = SelectSpell(m_creature->getVictim(), -1, -1, SELECT_TARGET_ANY_ENEMY, 0, 0, ATTACK_DISTANCE, 0, SELECT_EFFECT_DONTCARE);

            //Found a spell, check if we arn't on cooldown
            if (info && !GlobalCooldown)
            {
                //If we are currently moving stop us and set the movement generator
                if ((*m_creature).GetMotionMaster()->GetCurrentMovementGeneratorType()!=IDLE_MOTION_TYPE)
                {
                    (*m_creature).GetMotionMaster()->Clear(false);
                    (*m_creature).GetMotionMaster()->MoveIdle();
                }

                //Cast spell
                if (Healing) DoCastSpell(m_creature,info);
                else DoCastSpell(m_creature->getVictim(),info);

                //Set our global cooldown
                GlobalCooldown = GENERIC_CREATURE_COOLDOWN;

            }                                               //If no spells available and we arn't moving run to target
            else if ((*m_creature).GetMotionMaster()->GetCurrentMovementGeneratorType()!=TARGETED_MOTION_TYPE)
            {
                //Cancel our current spell and then mutate new movement generator
                m_creature->InterruptNonMeleeSpells(false);
                (*m_creature).GetMotionMaster()->Clear(false);
                (*m_creature).GetMotionMaster()->MoveChase(m_creature->getVictim());
            }
        }
    }
}
