--***********************************************************
--**                    THE INDIE STONE                    **
--***********************************************************

require "TimedActions/ISBaseTimedAction"

ISScavengeAction = ISBaseTimedAction:derive("ISScavengeAction")

function ISScavengeAction:isValid()
	return true;
end

function ISScavengeAction:update()
--    if self.character:getAccessLevel() ~= "None" then
--        if self.currentTime == 0 then
--            self.currentTime = 1
--            -- maxTime=1 for admins, maxTime=800 for non-admins
--            for i=1,math.floor(800/150) do
--                self:scavenge()
--            end
--        end
--        return
--    end

    self.currentTime = self.currentTime + getGameTime():getMultiplier();
    if self.currentTime >= 150 then
        self:scavenge();
        self.currentTime = 0;
    end

    self.character:setMetabolicTarget(Metabolics.LightWork);
end

function ISScavengeAction:start()
    self:setActionAnim("Forage");
    self:setOverrideHandModels(nil, nil)
end

function ISScavengeAction:stop()
    ISBaseTimedAction.stop(self)
end

function ISScavengeAction:perform()
    self.character:getStats():setFatigue(self.character:getStats():getFatigue() + 0.005)
    self.character:getStats():setEndurance(self.character:getStats():getEndurance() - 0.0028)

    -- relaunch the action if zone isn't empty
    local zone = self:getScavengeZone();
    if not zone or zone:getName() ~= "0" then
        local action = ISScavengeAction:new(self.character, self.zone, self.options, self.scavengeUI)
        ISTimedActionQueue.addAfter(self, action)
    end

	-- needed to remove from queue / start next.
	ISBaseTimedAction.perform(self)
end

-- random a plant/insect, more chance in deep forest
function ISScavengeAction:scavenge()
    self.character:getStats():setEndurance(self.character:getStats():getEndurance() - 0.004)
    local zone = self:getScavengeZone();

    local scavengeZoneNumber = ZombRand(5,15) + self.scavengeZoneIncrease;
    if scavengeZoneNumber <= 0 then
        scavengeZoneNumber = 1;
    end
    if zone then
        local plantLeft = tonumber(zone:getName());
        if getGametimeTimestamp() - zone:getLastActionTimestamp() > 50000 then
            --            print("refill zone");
            zone:setName(tostring(scavengeZoneNumber));
            zone:setOriginalName(tostring(scavengeZoneNumber));
        elseif plantLeft == 0 then return; end
    end

    local choices = {};
    local giveXP = false;

    local possible = nil;
    local item = nil;
    possible,item = self:getPlant();
    if item ~= nil then
        table.insert(choices, { type = item.type, count = item.count, xp = 7 })
    elseif possible and (ZombRand(9) == 0) then 
        giveXP = true;
    end

    possible,item = self:getForestGoods();
    if item ~= nil then
        table.insert(choices, { type = item.type, count = item.count, xp = 3 })
    elseif possible and (ZombRand(9) == 0) then
        giveXP = true;
    end

    if self.character:isRecipeKnown("Herbalist") then
        possible,item = self:getMedicinalHerbs();
        if item ~= nil then
            table.insert(choices, { type = item.type, count = item.count, xp = 5 })
        elseif possible and (ZombRand(9) == 0) then
            giveXP = true;
        end
    end

    if #choices == 0 then
        if giveXP then
            -- give some xp even for a fail
            self.character:getXp():AddXP(Perks.PlantScavenging, 1);
        end
        return false;
    end

    -- got something
    item = choices[ZombRand(#choices) + 1];
    local itemsAdded = self:addOrDropItems(item.type, item.count);
    self.character:getXp():AddXP(Perks.PlantScavenging, item.xp);

    if not zone then
        -- register the new zone
--      print("register new zone");
        zone = getWorld():registerZone(tostring(scavengeZoneNumber), "PlantScavenge",self.x - 20, self.y - 20, 0, 40, 40);
        zone:setLastActionTimestamp(getGametimeTimestamp());
    else
        -- update the plant available
        local plantLeft = tonumber(zone:getName());
        zone:setName(tostring(plantLeft - 1));
--      print("got something", plantLeft)
--      print("plant left : " .. plantLeft - 1);
        zone:setLastActionTimestamp(getGametimeTimestamp());
    end

    if self.scavengeUI then
        self.scavengeUI:setItemScavenged(itemsAdded);
        self.scavengeUI:updateZoneProgress(zone);
    end

    if isClient() then zone:sendToServer() end

    return true;
end

function ISScavengeAction:getUsedInventory(itemType)
    local item = InventoryItemFactory.CreateItem(itemType);
    if not item then return self.character:getInventory(); end
    for i=1,self.scavengeUI.bagOptions:getNumOptions() do
        local container = self.scavengeUI.bagOptions:getOptionData(i)
        if self.scavengeUI.bagOptions:isSelected(i) and (container:getCapacityWeight() + item:getWeight()) <= container:getEffectiveCapacity(self.character) then
            return container;
        end
    end
    return self.character:getInventory();
end

function ISScavengeAction:addOrDropItems(type, count)
    local inv = self:getUsedInventory(type);
    local items = inv:AddItems(type, count)
    for i=1,items:size() do
        if instanceof(items:get(i-1), "Food") then
            items:get(i-1):setLastAged(getGameTime():getWorldAgeHours())
        end
    end
    if inv:getCapacityWeight() > inv:getEffectiveCapacity(self.character) then
        for i=1,items:size() do
            self.character:getCurrentSquare():AddWorldInventoryItem(items:get(i-1), 0.0, 0.0, 0.0)
            inv:Remove(items:get(i-1))
        end
    end
    return items;
end

function ISScavengeAction:getPlant()
    -- no foraging from november to february
    if (getGameTime():getMonth() + 1) >= 11 or (getGameTime():getMonth() + 1) <= 2 then
        return false,nil;
    end

    local level = self.character:getPerkLevel(Perks.PlantScavenging);
    local baseChance = 3;
    if self.zone:getType() == "DeepForest" then
        baseChance = 7;
    end
    baseChance = baseChance + (4 * level);
    baseChance = baseChance + self.bonusFindingChance;

    -- harder to find food during early months
    if (getGameTime():getMonth() + 1) == 3 or (getGameTime():getMonth() + 1) == 4 then
        baseChance = baseChance - 2;
    end

    if baseChance > (25 + self.bonusFindingChance) then
        baseChance = 25 + self.bonusFindingChance;
    end

    local possibilities = {};
    -- hydrocraft compatibility
    for i,v in ipairs(scavenges.plants) do
        if v.skill <= level then
            table.insert(possibilities, v);
        end
    end
    -- check for all the scavenging possibilities
    if self.options["Insects"] then
        for i,v in ipairs(scavenges.insects) do
            if v.skill <= level then
                table.insert(possibilities, v);
            end
        end
        for i,v in ipairs(scavenges.fishbait) do
            if v.skill <= level then
                table.insert(possibilities, v);
            end
        end
    end
    if self.options["FishBaits"] then
        for i,v in ipairs(scavenges.fishbait) do
            if v.skill <= level then
                table.insert(possibilities, v);
            end
        end
    end
    if self.options["Mushrooms"] then
        for i,v in ipairs(scavenges.mushrooms) do
            if v.skill <= level then
                table.insert(possibilities, v);
            end
        end
    end
    if self.options["Berries"] then
        for i,v in ipairs(scavenges.berries) do
            if v.skill <= level then
                table.insert(possibilities, v);
            end
        end
    end

    if #possibilities == 0 then
        return false,nil
    end

    --    baseChance = 100;

    -- you now get more than 1 plants
    if ZombRand(100) < baseChance then
        local result = {};
        local item = possibilities[ZombRand(#possibilities) + 1];
        local count = ZombRand(item.minCount, item.maxCount) + (level / 2);
        if count > item.maxCount then
            count = item.maxCount;
        end
        result.type = item.type;
        result.count = count;
        return true,result;
    end

    return true,nil;
end

function ISScavengeAction:getMedicinalHerbs()
    if not self.options["MedicinalPlants"] then
        return false,nil;
    end
    -- no foraging from november to february
    if (getGameTime():getMonth() + 1) >= 11 or (getGameTime():getMonth() + 1) <= 2 then
        return false,nil;
    end

    local level = self.character:getPerkLevel(Perks.PlantScavenging);
    local baseChance = 3;
    if self.zone:getType() == "DeepForest" then
        baseChance = 7;
    end
    baseChance = baseChance + (4 * level);
    baseChance = baseChance + self.bonusFindingChance;

    if baseChance > (25 + self.bonusFindingChance) then
        baseChance = 25 + self.bonusFindingChance;
    end

    local possibilities = {};
    -- check for all the scavenging possibilities
    for i,v in ipairs(scavenges.medicinalPlants) do
        if v.skill <= level then
            table.insert(possibilities, v);
        end
    end

    if #possibilities == 0 then
        return false,nil
    end

    --    baseChance = 100;

    -- you now get more than 1 plants
    if ZombRand(100) < baseChance then
        local result = {};
        local item = possibilities[ZombRand(#possibilities) + 1];
        local count = ZombRand(item.minCount, item.maxCount) + (level / 2);
        if count > item.maxCount then
            count = item.maxCount;
        end
        result.type = item.type;
        result.count = count;
        return true,result;
    end

    return true,nil;
end

function ISScavengeAction:getForestGoods()
    if not self.options["ForestGoods"] then
        return false,nil;
    end
    local level = self.character:getPerkLevel(Perks.PlantScavenging);
    local baseChance = 8;
    if self.zone:getType() == "DeepForest" then
        baseChance = 15;
    end
    baseChance = baseChance + (4 * level);
    baseChance = baseChance + self.bonusFindingChance;
    if baseChance > (30 + self.bonusFindingChance) then
        baseChance = 30 + self.bonusFindingChance;
    end

    local possibilities = {};
    -- check for all the scavenging possibilities
    for i,v in ipairs(scavenges.forestGoods) do
        if v.skill <= level then
            table.insert(possibilities, v);
        end
    end

    if #possibilities == 0 then
        return false,nil
    end

    --    baseChance = 100;

    -- you now get more than 1 plants
    if ZombRand(100) < baseChance then
        local result = {};
        local item = possibilities[ZombRand(#possibilities) + 1];
        local count = ZombRand(item.minCount, item.maxCount) + (level);
        if count > item.maxCount then
            count = item.maxCount;
        end
        result.type = item.type;
        result.count = count;
        return true,result;
    end

    return true,nil;
end

function ISScavengeAction:getScavengeZone()
    local zones = getWorld():getMetaGrid():getZonesAt(self.x, self.y, 0);
    if zones then
        for i=0,zones:size()-1 do
            if zones:get(i):getType() == "PlantScavenge" then
                return zones:get(i);
            end
        end
    end
    return nil
end

ISScavengeAction.getScavengingZone = function(x,y)
    local zones = getWorld():getMetaGrid():getZonesAt(x, y, 0);
    if zones then
        for i=0,zones:size()-1 do
            if zones:get(i):getType() == "PlantScavenge" then
                return zones:get(i);
            end
        end
    end
    return nil
end

function ISScavengeAction:new(character, zone, options, scavengeUI)
	local o = {}
	setmetatable(o, self)
	self.__index = self
	o.character = character
	o.zone = zone
    o.options = options;
	o.stopOnWalk = true
	o.stopOnRun = true
	o.maxTime = 800
    o.scavengeUI = scavengeUI;
    o.x = character:getSquare():getX();
    o.y = character:getSquare():getY();
    o.currentTime = 0;

    -- sandbox settings
    o.scavengeZoneIncrease = 0;
    if SandboxVars.NatureAbundance == 1 then -- very poor
        o.scavengeZoneIncrease = -5;
    elseif SandboxVars.NatureAbundance == 2 then -- poor
        o.scavengeZoneIncrease = -2;
    elseif SandboxVars.NatureAbundance == 4 then -- abundant
        o.scavengeZoneIncrease = 2;
    elseif SandboxVars.NatureAbundance == 5 then -- very abundant
        o.scavengeZoneIncrease = 5;
    end

    o.bonusFindingChance = 0;
    if SandboxVars.NatureAbundance == 1 then -- very poor
        o.bonusFindingChance = -7;
    elseif SandboxVars.NatureAbundance == 2 then -- poor
        o.bonusFindingChance = -3;
    elseif SandboxVars.NatureAbundance == 4 then -- abundant
        o.bonusFindingChance = 3;
    elseif SandboxVars.NatureAbundance == 5 then -- very abundant
        o.bonusFindingChance = 7;
    end
--    if character:isTimedActionInstant() then
--        o.maxTime = 5;
--    end
	return o
end
