/*
 * Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
 * and/or modify it under version 3 of the License, or (at your option), any later version.
 */

#include "StayActions.h"

#include "Event.h"
#include "LastMovementValue.h"
#include "Playerbots.h"
#include "PositionValue.h"

bool StayActionBase::Stay()
{
    AI_VALUE(LastMovement&, "last movement").Set(nullptr);

    // if (!urand(0, 10))
    // botAI->PlaySound(TEXT_EMOTE_YAWN);
    if (bot->GetMotionMaster()->GetCurrentMovementGeneratorType() == FLIGHT_MOTION_TYPE)
        return false;

    uint32 sitDelay = sPlayerbotAIConfig.sitDelay / 1000;
    time_t stayTime = AI_VALUE(time_t, "stay time");
    time_t now = time(nullptr);
    if (!stayTime)
    {
        stayTime = now - urand(0, sitDelay / 2);
        context->GetValue<time_t>("stay time")->Set(stayTime);
    }

    // Stop the bot from moving immediately when action is called
    if (bot->isMoving())
    {
        bot->StopMoving();
        bot->ClearUnitState(UNIT_STATE_CHASE);
        bot->ClearUnitState(UNIT_STATE_FOLLOW);
    }

    return true;
}

bool StayAction::Execute(Event /*event*/) { return Stay(); }

bool StayAction::isUseful()
{
    // Check if the bots is in stay position
    PositionInfo stayPosition = AI_VALUE(PositionMap&, "position")["stay"];
    if (stayPosition.isSet())
    {
        const float distance = bot->GetDistance(stayPosition.x, stayPosition.y, stayPosition.z);
        if (sPlayerbotAIConfig.followDistance)
            return false;
    }

    // move from group takes priority over stay as it's added and removed automatically
    // (without removing/adding stay)
    if (botAI->HasStrategy("move from group", BOT_STATE_COMBAT) ||
        botAI->HasStrategy("move from group", BOT_STATE_NON_COMBAT))
        return false;

    // Only useful if the bot is currently moving
    return AI_VALUE2(bool, "moving", "self target");
}

bool SitAction::Execute(Event /*event*/)
{
    if (bot->isMoving())
        return false;

    bot->SetStandState(UNIT_STAND_STATE_SIT);
    return true;
}

bool SitAction::isUseful() { return !AI_VALUE2(bool, "moving", "self target"); }
