/*
 * 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 _LFG_H
#define _LFG_H

#include "Common.h"
#include "ObjectDefines.h"
#include "ObjectGuid.h"
#include "SharedDefines.h"
#include "WorldPacket.h"
#include <array>
#include <map>
#include <sstream>

namespace lfg
{

    enum LFGEnum
    {
        LFG_TANKS_NEEDED                             = 1,
        LFG_HEALERS_NEEDED                           = 1,
        LFG_DPS_NEEDED                               = 3
    };

    enum LfgRoles
    {
        PLAYER_ROLE_NONE                             = 0x00,
        PLAYER_ROLE_LEADER                           = 0x01,
        PLAYER_ROLE_TANK                             = 0x02,
        PLAYER_ROLE_HEALER                           = 0x04,
        PLAYER_ROLE_DAMAGE                           = 0x08
    };

    enum LfgUpdateType
    {
        LFG_UPDATETYPE_DEFAULT                       = 0,      // Internal Use
        LFG_UPDATETYPE_LEADER_UNK1                   = 1,      // FIXME: At group leave
        LFG_UPDATETYPE_LEAVE_RAIDBROWSER             = 2,
        LFG_UPDATETYPE_JOIN_RAIDBROWSER              = 3,
        LFG_UPDATETYPE_ROLECHECK_ABORTED             = 4,
        LFG_UPDATETYPE_JOIN_QUEUE                    = 5,
        LFG_UPDATETYPE_ROLECHECK_FAILED              = 6,
        LFG_UPDATETYPE_REMOVED_FROM_QUEUE            = 7,
        LFG_UPDATETYPE_PROPOSAL_FAILED               = 8,
        LFG_UPDATETYPE_PROPOSAL_DECLINED             = 9,
        LFG_UPDATETYPE_GROUP_FOUND                   = 10,
        LFG_UPDATETYPE_ADDED_TO_QUEUE                = 12,
        LFG_UPDATETYPE_PROPOSAL_BEGIN                = 13,
        LFG_UPDATETYPE_UPDATE_STATUS                 = 14,
        LFG_UPDATETYPE_GROUP_MEMBER_OFFLINE          = 15,
        LFG_UPDATETYPE_GROUP_DISBAND_UNK16           = 16,     // FIXME: Sometimes at group disband
    };

    enum LfgState
    {
        LFG_STATE_NONE,                                        // Not using LFG / LFR
        LFG_STATE_ROLECHECK,                                   // Rolecheck active
        LFG_STATE_QUEUED,                                      // Queued
        LFG_STATE_PROPOSAL,                                    // Proposal active
        LFG_STATE_BOOT,                                        // Vote kick active
        LFG_STATE_DUNGEON,                                     // In LFG Group, in a Dungeon
        LFG_STATE_FINISHED_DUNGEON,                            // In LFG Group, in a finished Dungeon
        LFG_STATE_RAIDBROWSER                                  // Using Raid finder
    };

    /// Instance lock types
    enum LfgLockStatusType
    {
        LFG_LOCKSTATUS_INSUFFICIENT_EXPANSION        = 1,
        LFG_LOCKSTATUS_TOO_LOW_LEVEL                 = 2,
        LFG_LOCKSTATUS_TOO_HIGH_LEVEL                = 3,
        LFG_LOCKSTATUS_TOO_LOW_GEAR_SCORE            = 4,
        LFG_LOCKSTATUS_TOO_HIGH_GEAR_SCORE           = 5,
        LFG_LOCKSTATUS_RAID_LOCKED                   = 6,
        LFG_LOCKSTATUS_ATTUNEMENT_TOO_LOW_LEVEL      = 1001,
        LFG_LOCKSTATUS_ATTUNEMENT_TOO_HIGH_LEVEL     = 1002,
        LFG_LOCKSTATUS_QUEST_NOT_COMPLETED           = 1022,
        LFG_LOCKSTATUS_MISSING_ITEM                  = 1025,
        LFG_LOCKSTATUS_NOT_IN_SEASON                 = 1031,
        LFG_LOCKSTATUS_MISSING_ACHIEVEMENT           = 1034
    };

    /// Answer state (Also used to check compatibilites)
    enum LfgAnswer
    {
        LFG_ANSWER_PENDING                           = -1,
        LFG_ANSWER_DENY                              = 0,
        LFG_ANSWER_AGREE                             = 1
    };

    class Lfg5Guids;

    typedef std::list<Lfg5Guids> Lfg5GuidsList;
    typedef std::set<uint32> LfgDungeonSet;
    typedef std::map<uint32, uint32> LfgLockMap;
    typedef std::map<ObjectGuid, LfgLockMap> LfgLockPartyMap;
    typedef GuidSet LfgGuidSet;
    typedef GuidList LfgGuidList;
    typedef std::map<ObjectGuid, uint8> LfgRolesMap;
    typedef std::map<ObjectGuid, ObjectGuid> LfgGroupsMap;

    class Lfg5Guids
    {
    public:
        std::array<ObjectGuid, 5> guids = { };
        LfgRolesMap* roles;
        Lfg5Guids()
        {
            guids.fill(ObjectGuid::Empty);
            roles = nullptr;
        }

        Lfg5Guids(ObjectGuid g)
        {
            guids.fill(ObjectGuid::Empty);
            guids[0] = g;
            roles = nullptr;
        }

        Lfg5Guids(Lfg5Guids const& x)
        {
            guids = x.guids;
            roles = x.roles ? (new LfgRolesMap(*(x.roles))) : nullptr;
        }

        Lfg5Guids(Lfg5Guids const& x, bool /*copyRoles*/)
        {
            guids = x.guids;
            roles = nullptr;
        }

        ~Lfg5Guids() { delete roles; }
        void addRoles(LfgRolesMap const& r) { roles = new LfgRolesMap(r); }
        void clear() { guids.fill(ObjectGuid::Empty); }
        bool empty() const { return guids[0] == ObjectGuid::Empty; }
        ObjectGuid front() const { return guids[0]; }

        uint8 size() const
        {
            if (guids[2])
            {
                if (guids[4])
                {
                    return 5;
                }
                else if (guids[3])
                {
                    return 4;
                }

                return 3;
            }
            else if (guids[1])
            {
                return 2;
            }
            else if (guids[0])
            {
                return 1;
            }

            return 0;
        }

        void insert(const ObjectGuid& g)
        {
            // avoid loops for performance
            if (!guids[0])
            {
                guids[0] = g;
                return;
            }

            if (g <= guids[0])
            {
                if (guids[3])
                {
                    guids[4] = guids[3];
                }

                if (guids[2])
                {
                    guids[3] = guids[2];
                }

                if (guids[1])
                {
                    guids[2] = guids[1];
                }

                guids[1] = guids[0];
                guids[0] = g;

                return;
            }

            if (!guids[1])
            {
                guids[1] = g;
                return;
            }

            if (g <= guids[1])
            {
                if (guids[3])
                {
                    guids[4] = guids[3];
                }

                if (guids[2])
                {
                    guids[3] = guids[2];
                }

                guids[2] = guids[1];
                guids[1] = g;

                return;
            }

            if (!guids[2])
            {
                guids[2] = g;
                return;
            }

            if (g <= guids[2])
            {
                if (guids[3])
                {
                    guids[4] = guids[3];
                }

                guids[3] = guids[2];
                guids[2] = g;

                return;
            }

            if (!guids[3])
            {
                guids[3] = g;
                return;
            }

            if (g <= guids[3])
            {
                guids[4] = guids[3];
                guids[3] = g;
                return;
            }

            guids[4] = g;
        }

        void force_insert_front(const ObjectGuid& g)
        {
            if (guids[3])
            {
                guids[4] = guids[3];
            }

            if (guids[2])
            {
                guids[3] = guids[2];
            }

            if (guids[1])
            {
                guids[2] = guids[1];
            }

            guids[1] = guids[0];
            guids[0] = g;
        }

        void remove(const ObjectGuid& g)
        {
            // avoid loops for performance
            if (guids[0] == g)
            {
                if (guids[1])
                {
                    guids[0] = guids[1];
                }
                else
                {
                    guids[0].Clear();
                    return;
                }

                if (guids[2])
                {
                    guids[1] = guids[2];
                }
                else
                {
                    guids[1].Clear();
                    return;
                }

                if (guids[3])
                {
                    guids[2] = guids[3];
                }
                else
                {
                    guids[2].Clear();
                    return;
                }

                if (guids[4])
                {
                    guids[3] = guids[4];
                }
                else
                {
                    guids[3].Clear();
                    return;
                }

                guids[4].Clear();
                return;
            }

            if (guids[1] == g)
            {
                if (guids[2])
                {
                    guids[1] = guids[2];
                }
                else
                {
                    guids[1].Clear();
                    return;
                }

                if (guids[3])
                {
                    guids[2] = guids[3];
                }
                else
                {
                    guids[2].Clear();
                    return;
                }

                if (guids[4])
                {
                    guids[3] = guids[4];
                }
                else
                {
                    guids[3].Clear();
                    return;
                }

                guids[4].Clear();
                return;
            }

            if (guids[2] == g)
            {
                if (guids[3])
                {
                    guids[2] = guids[3];
                }
                else
                {
                    guids[2].Clear();
                    return;
                }

                if (guids[4])
                {
                    guids[3] = guids[4];
                }
                else
                {
                    guids[3].Clear();
                    return;
                }

                guids[4].Clear();
                return;
            }

            if (guids[3] == g)
            {
                if (guids[4])
                {
                    guids[3] = guids[4];
                }
                else
                {
                    guids[3].Clear();
                    return;
                }

                guids[4].Clear();
                return;
            }

            if (guids[4] == g)
            {
                guids[4].Clear();
            }
        }

        bool hasGuid(const ObjectGuid& g) const
        {
            return g && (guids[0] == g || guids[1] == g || guids[2] == g || guids[3] == g || guids[4] == g);
        }

        bool operator<(const Lfg5Guids& x) const
        {
            if (guids[0] <= x.guids[0])
            {
                if (guids[0] != x.guids[0])
                {
                    return true;
                }

                if (guids[1] <= x.guids[1])
                {
                    if (guids[1] != x.guids[1])
                    {
                        return true;
                    }

                    if (guids[2] <= x.guids[2])
                    {
                        if (guids[2] != x.guids[2])
                        {
                            return true;
                        }

                        if (guids[3] <= x.guids[3])
                        {
                            if (guids[3] != x.guids[3])
                            {
                                return true;
                            }

                            if (guids[4] <= x.guids[4])
                            {
                                return !(guids[4] == x.guids[4]);
                            }
                        }
                    }
                }
            }

            return false;
        }

        bool operator==(const Lfg5Guids& x) const
        {
            return guids[0] == x.guids[0] && guids[1] == x.guids[1] && guids[2] == x.guids[2] && guids[3] == x.guids[3] && guids[4] == x.guids[4];
        }

        void operator=(const Lfg5Guids& x)
        {
            guids = x.guids;
            delete roles;
            roles = x.roles ? (new LfgRolesMap(*(x.roles))) : nullptr;
        }

        std::string toString() const // for debugging
        {
            std::ostringstream o;
            o << guids[0].ToString().c_str() << "," << guids[1].ToString().c_str() << "," << guids[2].ToString().c_str() << "," << guids[3].ToString().c_str() << "," << guids[4].ToString().c_str() << ":" << (roles ? 1 : 0);
            return o.str();
        }
    };

    std::string ConcatenateDungeons(LfgDungeonSet const& dungeons);
    std::string GetRolesString(uint8 roles);
    std::string GetStateString(LfgState state);

} // namespace lfg

#endif
