/*
 * This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
 *
 * This program is free software; you can redistribute it and/or modify it
 * under the terms of the GNU Affero General Public License as published by the
 * Free Software Foundation; either version 3 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 Affero 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 <http://www.gnu.org/licenses/>.
 */

#ifndef ACORE_AREA_BOUNDARY_H
#define ACORE_AREA_BOUNDARY_H

#include "Position.h"

class AC_GAME_API AreaBoundary
{
    public:
        bool IsWithinBoundary(Position const* pos) const { return pos && (IsWithinBoundaryArea(pos) != _isInvertedBoundary); }
        bool IsWithinBoundary(Position const& pos) const { return IsWithinBoundary(&pos); }

        virtual ~AreaBoundary() { }

    protected:
        explicit AreaBoundary(bool isInverted) : _isInvertedBoundary(isInverted) { }

        struct DoublePosition : Position
        {
            DoublePosition(double x = 0.0, double y = 0.0, double z = 0.0, float o = 0.0f)
                : Position(float(x), float(y), float(z), o), DoublePosX(x), DoublePosY(y), DoublePosZ(z) { }

            DoublePosition(float x, float y = 0.0f, float z = 0.0f, float o = 0.0f)
                : Position(x, y, z, o), DoublePosX(x), DoublePosY(y), DoublePosZ(z) { }

            DoublePosition(Position const& pos)
                : Position(pos), DoublePosX(pos.m_positionX), DoublePosY(pos.m_positionY), DoublePosZ(pos.m_positionZ) { }

            double GetDoublePositionX() const { return DoublePosX; }
            double GetDoublePositionY() const { return DoublePosY; }
            double GetDoublePositionZ() const { return DoublePosZ; }

            double GetDoubleExactDist2dSq(DoublePosition const& pos) const
            {
                double const offX = GetDoublePositionX() - pos.GetDoublePositionX();
                double const offY = GetDoublePositionY() - pos.GetDoublePositionY();
                return (offX * offX) + (offY * offY);
            }

            Position* sync()
            {
                m_positionX = float(DoublePosX);
                m_positionY = float(DoublePosY);
                m_positionZ = float(DoublePosZ);
                return this;
            }

            double DoublePosX;
            double DoublePosY;
            double DoublePosZ;
        };

        virtual bool IsWithinBoundaryArea(Position const* pos) const = 0;

    private:
        bool _isInvertedBoundary;
};

class AC_GAME_API RectangleBoundary : public AreaBoundary
{
    public:
        // X axis is north/south, Y axis is east/west, larger values are northwest
        RectangleBoundary(float southX, float northX, float eastY, float westY, bool isInverted = false);

    protected:
        bool IsWithinBoundaryArea(Position const* pos) const override;

    private:
        float const _minX, _maxX, _minY, _maxY;
};

class AC_GAME_API CircleBoundary : public AreaBoundary
{
    public:
        CircleBoundary(Position const& center, double radius, bool isInverted = false);
        CircleBoundary(Position const& center, Position const& pointOnCircle, bool isInverted = false);

    protected:
        bool IsWithinBoundaryArea(Position const* pos) const override;

    private:
        DoublePosition const _center;
        double const _radiusSq;
};

class AC_GAME_API EllipseBoundary : public AreaBoundary
{
    public:
        EllipseBoundary(Position const& center, double radiusX, double radiusY, bool isInverted = false);

    protected:
        bool IsWithinBoundaryArea(Position const* pos) const override;

    private:
        DoublePosition const _center;
        double const _radiusYSq, _scaleXSq;
};

class AC_GAME_API TriangleBoundary : public AreaBoundary
{
    public:
        TriangleBoundary(Position const& pointA, Position const& pointB, Position const& pointC, bool isInverted = false);

    protected:
        bool IsWithinBoundaryArea(Position const* pos) const override;

    private:
        DoublePosition const _a, _b, _c;
        double const _abx, _bcx, _cax, _aby, _bcy, _cay;
};

class AC_GAME_API ParallelogramBoundary : public AreaBoundary
{
    public:
        // Note: AB must be orthogonal to AD
        ParallelogramBoundary(Position const& cornerA, Position const& cornerB, Position const& cornerD, bool isInverted = false);

    protected:
        bool IsWithinBoundaryArea(Position const* pos) const override;

    private:
        DoublePosition const _a, _b, _d, _c;
        double const _abx, _dax, _aby, _day;
};

class AC_GAME_API ZRangeBoundary : public AreaBoundary
{
    public:
        ZRangeBoundary(float minZ, float maxZ, bool isInverted = false);

    protected:
        bool IsWithinBoundaryArea(Position const* pos) const override;

    private:
        float const _minZ, _maxZ;
};

class AC_GAME_API BoundaryUnionBoundary : public AreaBoundary
{
    public:
        BoundaryUnionBoundary(AreaBoundary const* b1, AreaBoundary const* b2, bool isInverted = false);

    protected:
        virtual ~BoundaryUnionBoundary();
        bool IsWithinBoundaryArea(Position const* pos) const override;

    private:
        AreaBoundary const* const _b1;
        AreaBoundary const* const _b2;
};

class AC_GAME_API BoundaryIntersectBoundary : public AreaBoundary
{
    public:
        BoundaryIntersectBoundary(AreaBoundary const* b1, AreaBoundary const* b2, bool isInverted = false);

    protected:
        virtual ~BoundaryIntersectBoundary();
        bool IsWithinBoundaryArea(Position const* pos) const override;

    private:
        AreaBoundary const* const _b1;
        AreaBoundary const* const _b2;
};

#endif //ACORE_AREA_BOUNDARY_H
