/*
*
*   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, write to the Free Software Foundation,
*   Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
*
*   In addition, as a special exception, the author gives permission to
*   link the code of this program with the Half-Life Game Engine ("HL
*   Engine") and Modified Game Libraries ("MODs") developed by Valve,
*   L.L.C ("Valve").  You must obey the GNU General Public License in all
*   respects for all of the code used other than the HL Engine and MODs
*   from Valve.  If you modify this file, you may extend this exception
*   to your version of the file, but you are not obligated to do so.  If
*   you do not wish to do so, delete this exception statement from your
*   version.
*
*/

#include "precompiled.h"

// Move to a potentially far away position.
void MoveToState::OnEnter(CCSBot *me)
{
	if (me->IsUsingKnife() && me->IsWellPastSafe() && !me->IsHurrying())
	{
		me->Walk();
	}
	else
	{
		me->Run();
	}

	// if we need to find the bomb, get there as quick as we can
	RouteType route;
	switch (me->GetTask())
	{
	case CCSBot::FIND_TICKING_BOMB:
	case CCSBot::DEFUSE_BOMB:
	case CCSBot::MOVE_TO_LAST_KNOWN_ENEMY_POSITION:
		route = FASTEST_ROUTE;
		break;

	default:
		route = SAFEST_ROUTE;
		break;
	}

	// build path to, or nearly to, goal position
	me->ComputePath(TheNavAreaGrid.GetNavArea(&m_goalPosition), &m_goalPosition, route);

	m_radioedPlan = false;
	m_askedForCover = false;
}

// Move to a potentially far away position.
void MoveToState::OnUpdate(CCSBot *me)
{
	// assume that we are paying attention and close enough to know our enemy died
	if (me->GetTask() == CCSBot::MOVE_TO_LAST_KNOWN_ENEMY_POSITION)
	{
		// TODO: Account for reaction time so we take some time to realized the enemy is dead
		CBaseEntity *pVictim = me->GetTaskEntity();
		if (!pVictim || !pVictim->IsAlive())
		{
			me->PrintIfWatched("The enemy I was chasing was killed - giving up.\n");
			me->Idle();
			return;
		}
	}

	// look around
	me->UpdateLookAround();

	// Scenario logic
	switch (TheCSBots()->GetScenario())
	{
	case CCSBotManager::SCENARIO_DEFUSE_BOMB:
	{
		// if the bomb has been planted, find it
		// NOTE: This task is used by both CT and T's to find the bomb
		if (me->GetTask() == CCSBot::FIND_TICKING_BOMB)
		{
			if (!me->GetGameState()->IsBombPlanted())
			{
				// the bomb is not planted - give up this task
				me->Idle();
				return;
			}

			if (me->GetGameState()->GetPlantedBombsite() != CSGameState::UNKNOWN)
			{
				// we know where the bomb is planted, stop searching
				me->Idle();
				return;
			}

			// check off bombsites that we explore or happen to stumble into
			for (int z = 0; z < TheCSBots()->GetZoneCount(); z++)
			{
				// don't re-check zones
				if (me->GetGameState()->IsBombsiteClear(z))
					continue;

				if (TheCSBots()->GetZone(z)->m_extent.Contains(&me->pev->origin))
				{
					// note this bombsite is clear
					me->GetGameState()->ClearBombsite(z);

					if (me->m_iTeam == CT)
					{
						// tell teammates this bombsite is clear
						me->GetChatter()->BombsiteClear(z);
					}

					// find another zone to check
					me->Idle();
					return;
				}
			}

			// move to a bombsite
			break;
		}
		else if (me->m_iTeam == CT)
		{
			if (me->GetGameState()->IsBombPlanted())
			{
				switch (me->GetTask())
				{
				case CCSBot::DEFUSE_BOMB:
				{
					// if we are trying to defuse the bomb, and someone has started defusing, guard them instead
					if (me->CanSeePlantedBomb() && TheCSBots()->GetBombDefuser())
					{
						me->GetChatter()->Say("CoveringFriend");
						me->Idle();
						return;
					}
					break;
				}
				default:
				{
					// we need to find the bomb
					me->Idle();
					return;
				}
				}
			}
		}
		// TERRORIST
		else
		{
			if (me->GetTask() == CCSBot::PLANT_BOMB)
			{
				if (me->GetFriendsRemaining())
				{
					// if we are about to plant, radio for cover
					if (!m_askedForCover)
					{
						const float nearPlantSite = 50.0f;
						if (me->IsAtBombsite() && me->GetPathDistanceRemaining() < nearPlantSite)
						{
							// radio to the team
							me->GetChatter()->PlantingTheBomb(me->GetPlace());
							m_askedForCover = true;
						}

						// after we have started to move to the bombsite, tell team we're going to plant, and where
						// don't do this if we have already radioed that we are starting to plant
						if (!m_radioedPlan)
						{
							const float radioTime = 2.0f;
							if (gpGlobals->time - me->GetStateTimestamp() > radioTime)
							{
								me->GetChatter()->GoingToPlantTheBomb(TheNavAreaGrid.GetPlace(&m_goalPosition));
								m_radioedPlan = true;
							}
						}
					}
				}
			}
		}
		break;
	}
	case CCSBotManager::SCENARIO_RESCUE_HOSTAGES:
	{
		if (me->GetTask() == CCSBot::COLLECT_HOSTAGES)
		{
			// Since CT's have a radar, they can directly look at the actual hostage state
			// check if someone else collected our hostage, or the hostage died or was rescued
			CHostage *pHostage = me->GetGoalEntity<CHostage>();
			if (!pHostage || !pHostage->IsAlive() || pHostage->IsFollowingSomeone())
			{
				me->Idle();
				return;
			}

			// if our hostage has moved, repath
			const float repathToleranceSq = 75.0f * 75.0f;
			float error = (pHostage->pev->origin - m_goalPosition).LengthSquared();
			if (error > repathToleranceSq)
			{
				m_goalPosition = pHostage->pev->origin;
				me->ComputePath(TheNavAreaGrid.GetNavArea(&m_goalPosition), &m_goalPosition, SAFEST_ROUTE);
			}

			// TODO: Generalize ladder priorities over other tasks
			if (!me->IsUsingLadder())
			{
				Vector pos = pHostage->pev->origin + Vector(0, 0, HumanHeight * 0.75f);
				Vector to = pos - me->pev->origin;

				// look at the hostage as we approach
				const float watchHostageRange = 100.0f;
				if (to.IsLengthLessThan(watchHostageRange))
				{
					me->SetLookAt("Hostage", &pos, PRIORITY_LOW, 0.5f);

					// randomly move just a bit to avoid infinite use loops from bad hostage placement
					NavRelativeDirType dir = (NavRelativeDirType)RANDOM_LONG(0, 3);
					switch (dir)
					{
					case LEFT:     me->StrafeLeft();   break;
					case RIGHT:    me->StrafeRight();  break;
					case FORWARD:  me->MoveForward();  break;
					case BACKWARD: me->MoveBackward(); break;
					}

					// check if we are close enough to the hostage to talk to him
					const float useRange = MAX_PLAYER_USE_RADIUS - 14.0f; // shave off a fudge factor to make sure we're within range
					if (to.IsLengthLessThan(useRange))
					{
						me->UseEntity(me->GetGoalEntity());
						return;
					}
				}
			}
		}
		else if (me->GetTask() == CCSBot::RESCUE_HOSTAGES)
		{
			// periodically check if we lost all our hostages
			if (me->GetHostageEscortCount() == 0)
			{
				// lost our hostages - go get 'em
				me->Idle();
				return;
			}
		}
		break;
	}
	}

	if (me->UpdatePathMovement() != CCSBot::PROGRESSING)
	{
		// reached destination
		switch (me->GetTask())
		{
		case CCSBot::PLANT_BOMB:
		{
			// if we are at bombsite with the bomb, plant it
			if (me->IsAtBombsite() && me->IsCarryingBomb())
			{
				me->PlantBomb();
				return;
			}
			break;
		}
		case CCSBot::DEFUSE_BOMB:
		{
			if (!me->IsActiveWeaponReloading())
			{
				// if we are near the bomb, defuse it (if we are reloading, don't try to defuse until we finish)
				const Vector *bombPos = me->GetGameState()->GetBombPosition();
				if (bombPos)
				{
					const float defuseRange = 100.0f;
					Vector toBomb = *bombPos - me->pev->origin;
					toBomb.z = bombPos->z - me->GetFeetZ();

					if (toBomb.IsLengthLessThan(defuseRange))
					{
						me->DefuseBomb();
						return;
					}
				}
			}
			break;
		}
		case CCSBot::MOVE_TO_LAST_KNOWN_ENEMY_POSITION:
		{
			CBaseEntity *pVictim = me->GetTaskEntity();
			if (pVictim && pVictim->IsAlive())
			{
				// if we got here and haven't re-acquired the enemy, we lost him
				me->GetChatter()->Say("LostEnemy");
			}
			break;
		}
		}

		// default behavior when destination is reached
		me->Idle();
		return;
	}
}

void MoveToState::OnExit(CCSBot *me)
{
	// reset to run in case we were walking near our goal position
	me->Run();
	me->SetDisposition(CCSBot::ENGAGE_AND_INVESTIGATE);
	//me->StopAiming();
}