/*
 * Copyright (C) 2008-2012 TrinityCore <http://www.trinitycore.org/>
 * Copyright (C) 2006-2009 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, see <http://www.gnu.org/licenses/>.
 */

#include "ObjectMgr.h"
#include "ScriptMgr.h"
#include "ScriptedCreature.h"
#include "Spell.h"
#include "zulgurub.h"

/*
 * TODO:
 * - Fix timers (research some more)
 */

enum Texts
{
    SAY_VENOXIS_TRANSFORM           = 1,        // Let the coils of hate unfurl!
    SAY_VENOXIS_DEATH               = 2,        // Ssserenity.. at lassst!
};

enum Spells
{
    // troll form
    SPELL_THRASH                    = 3391,
    SPELL_DISPEL_MAGIC              = 23859,
    SPELL_RENEW                     = 23895,
    SPELL_HOLY_NOVA                 = 23858,
    SPELL_HOLY_FIRE                 = 23860,
    SPELL_HOLY_WRATH                = 23979,

    // snake form
    SPELL_POISON_CLOUD              = 23861,
    SPELL_VENOM_SPIT                = 23862,

    SPELL_PARASITIC_SERPENT         = 23865,
    SPELL_SUMMON_PARASITIC_SERPENT  = 23866,
    SPELL_PARASITIC_SERPENT_TRIGGER = 23867,

    // used when swapping event-stages
    SPELL_VENOXIS_TRANSFORM         = 23849,    // 50% health - shapechange to cobra
    SPELL_FRENZY                    = 8269,     // 20% health - frenzy
};

enum NPCs
{
    NPC_PARASITIC_SERPENT           = 14884,
};

enum Events
{
    // troll form
    EVENT_THRASH                    = 1,
    EVENT_DISPEL_MAGIC              = 2,
    EVENT_RENEW                     = 3,
    EVENT_HOLY_NOVA                 = 4,
    EVENT_HOLY_FIRE                 = 5,
    EVENT_HOLY_WRATH                = 6,

    // phase-changing
    EVENT_TRANSFORM                 = 7,

    // snake form events
    EVENT_POISON_CLOUD              = 8,
    EVENT_VENOM_SPIT                = 9,
    EVENT_PARASITIC_SERPENT         = 10,
    EVENT_FRENZY                    = 11,
};

enum Phases
{
    PHASE_ONE                       = 1,    // troll form
    PHASE_TWO                       = 2,    // snake form
};

class boss_venoxis : public CreatureScript
{
    public:
        boss_venoxis() : CreatureScript("boss_venoxis") {}

        struct boss_venoxisAI : public BossAI
        {
            boss_venoxisAI(Creature* creature) : BossAI(creature, DATA_VENOXIS)
            {
            }

            void Reset()
            {
                events.Reset();
                summons.DespawnAll();

                // make sure this boss is properly reset
                instance->SetBossState(DATA_VENOXIS, NOT_STARTED);

                // remove all spells and auras from previous attempts
                me->RemoveAllAuras();
                me->SetReactState(REACT_PASSIVE);

                // set some internally used variables to their defaults
                _inMeleeRange = 0;
                _transformed = false;
                _frenzied = false;

                events.SetPhase(PHASE_ONE);
            }

            void EnterCombat(Unit* /*who*/)
            {
                me->SetReactState(REACT_AGGRESSIVE);

                instance->SetBossState(DATA_VENOXIS, IN_PROGRESS);

                // Always running events
                events.ScheduleEvent(EVENT_THRASH, 5000);

                // Phase one events (regular form)
                events.ScheduleEvent(EVENT_HOLY_NOVA, 5000, 0, PHASE_ONE);
                events.ScheduleEvent(EVENT_DISPEL_MAGIC, 35000, 0, PHASE_ONE);
                events.ScheduleEvent(EVENT_HOLY_FIRE, 10000, 0, PHASE_ONE);
                events.ScheduleEvent(EVENT_RENEW, 30000, 0, PHASE_ONE);
                events.ScheduleEvent(EVENT_HOLY_WRATH, 60000, 0, PHASE_ONE);

                events.SetPhase(PHASE_ONE);

                // Set zone in combat
                DoZoneInCombat();
            }

            void DamageTaken(Unit* /*attacker*/, uint32& /*damage*/)
            {
                // check if venoxis is ready to transform
                if (!_transformed && !HealthAbovePct(50))
                {
                    _transformed = true;
                    // schedule the event that changes our phase
                    events.ScheduleEvent(EVENT_TRANSFORM, 100);
                }
                // we're losing health, bad, go frenzy
                else if (!_frenzied && !HealthAbovePct(20))
                {
                    _frenzied = true;
                    events.ScheduleEvent(EVENT_FRENZY, 100);
                }
            }

            void JustDied(Unit* /*killer*/)
            {
                Talk(SAY_VENOXIS_DEATH);
                // venoxis is dead, mark him as such for the instance
                instance->SetBossState(DATA_VENOXIS, DONE);
                me->RemoveAllAuras();
            }

            void UpdateAI(const uint32 diff)
            {
                if (!UpdateVictim())
                    return;

                events.Update(diff);

                // return back to main code if we're still casting
                if (me->HasUnitState(UNIT_STATE_CASTING))
                    return;

                while (uint32 eventId = events.ExecuteEvent())
                {
                    switch (eventId)
                    {
                        // thrash is available in all phases
                        case EVENT_THRASH:
                            DoCast(me, SPELL_THRASH, true);
                            events.ScheduleEvent(EVENT_THRASH, urand(10000, 20000));
                            break;

                        // troll form spells and Actions (first part)
                        case EVENT_DISPEL_MAGIC:
                            DoCast(me, SPELL_DISPEL_MAGIC);
                            events.ScheduleEvent(EVENT_DISPEL_MAGIC, urand(15000, 20000), 0, PHASE_ONE);
                            break;
                        case EVENT_RENEW:
                            DoCast(me, SPELL_RENEW);
                            events.ScheduleEvent(EVENT_RENEW, urand(25000, 30000), 0, PHASE_ONE);
                            break;
                        case EVENT_HOLY_NOVA:
                            _inMeleeRange = 0;

                            for (uint8 i = 0; i < 10; ++i)
                            {
                                if (Unit* target = SelectTarget(SELECT_TARGET_TOPAGGRO, i))
                                    // check if target is within melee-distance
                                    if (me->IsWithinMeleeRange(target))
                                        ++_inMeleeRange;
                            }

                            // trigger spellcast only if we have 3 or more targets to affect
                            if (_inMeleeRange >= 3)
                                DoCast(me->getVictim(), SPELL_HOLY_NOVA);

                            events.ScheduleEvent(EVENT_HOLY_NOVA, urand(45000, 75000), 0, PHASE_ONE);
                            break;
                        case EVENT_HOLY_FIRE:
                            if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM))
                                DoCast(target, SPELL_HOLY_FIRE);
                            events.ScheduleEvent(EVENT_HOLY_FIRE, urand(45000, 60000), 0, PHASE_ONE);
                            break;
                        case EVENT_HOLY_WRATH:
                            if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM))
                                DoCast(target, SPELL_HOLY_WRATH);
                            events.ScheduleEvent(EVENT_HOLY_WRATH, urand(45000, 60000), 0, PHASE_ONE);
                            break;

                        //
                        // snake form spells and Actions
                        //

                        case EVENT_VENOM_SPIT:
                            if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM))
                                DoCast(target, SPELL_VENOM_SPIT);
                            events.ScheduleEvent(EVENT_VENOM_SPIT, urand(5000, 15000), 0, PHASE_TWO);
                            break;
                        case EVENT_POISON_CLOUD:
                            if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM))
                                DoCast(target, SPELL_POISON_CLOUD);
                            events.ScheduleEvent(EVENT_POISON_CLOUD, urand(15000, 20000), 0, PHASE_TWO);
                            break;
                        case EVENT_PARASITIC_SERPENT:
                            if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM))
                                DoCast(target, SPELL_SUMMON_PARASITIC_SERPENT);
                            events.ScheduleEvent(EVENT_PARASITIC_SERPENT, 15000, 0, PHASE_TWO);
                            break;
                        case EVENT_FRENZY:
                            // frenzy at 20% health
                            DoCast(me, SPELL_FRENZY, true);
                            break;

                        //
                        // shape and phase-changing
                        //

                        case EVENT_TRANSFORM:
                            // shapeshift at 50% health
                            DoCast(me, SPELL_VENOXIS_TRANSFORM);
                            Talk(SAY_VENOXIS_TRANSFORM);
                            DoResetThreat();

                            // phase two events (snakeform)
                            events.ScheduleEvent(EVENT_VENOM_SPIT, 5000, 0, PHASE_TWO);
                            events.ScheduleEvent(EVENT_POISON_CLOUD, 10000, 0, PHASE_TWO);
                            events.ScheduleEvent(EVENT_PARASITIC_SERPENT, 30000, 0, PHASE_TWO);

                            // transformed, start phase two
                            events.SetPhase(PHASE_TWO);

                            break;
                        default:
                            break;
                    }
                }

                DoMeleeAttackIfReady();
            }

        private:
            uint8 _inMeleeRange;
            bool _transformed;
            bool _frenzied;
        };

        CreatureAI* GetAI(Creature* creature) const
        {
            return new boss_venoxisAI(creature);
        }
};

void AddSC_boss_venoxis()
{
    new boss_venoxis();
}
