local MDT = MDT
local L = MDT.L
local db
local tinsert, slen, pairs, tremove, twipe = table.insert, string.len, pairs, table.remove, table.wipe

local points = {}

function MDT:POI_CreateFramePools()
  MDT.poi_framePools = MDT.poi_framePools or CreateFramePoolCollection()
  MDT.poi_framePools:CreatePool("Button", MDT.main_frame.mapPanelFrame, "MapLinkPinTemplate")
  MDT.poi_framePools:CreatePool("Button", MDT.main_frame.mapPanelFrame, "DeathReleasePinTemplate")
  MDT.poi_framePools:CreatePool("Button", MDT.main_frame.mapPanelFrame, "VignettePinTemplate")
  MDT.poi_framePools:CreatePool("Frame", MDT.main_frame.mapPanelFrame, "MDTAnimatedLineTemplate")
end

local function formatPoiString(formattedText)
  local localizedString = L[formattedText[1]]
  return string.format(localizedString, unpack(formattedText, 2))
end

--devMode
local mechagonBotTypeIndexCounter = {
  [1] = 0,
  [2] = 0,
  [3] = 0,
}
local function POI_SetDevOptions(frame, poi)
  frame:SetMovable(true)
  frame:EnableMouse(true)
  frame:SetScript("OnMouseDown", function(self, button)
    if IsControlKeyDown() and poi.type == "mechagonBot" then
      if poi.botTypeIndex then return end
      local pois = MDT.mapPOIs[db.currentDungeonIdx][MDT:GetCurrentSubLevel()]
      local poiData = pois[frame.poiIdx]
      mechagonBotTypeIndexCounter[poi.botType] = mechagonBotTypeIndexCounter[poi.botType] + 1
      poiData.botTypeIndex = mechagonBotTypeIndexCounter[poi.botType]
      MDT:UpdateMap()
      return
    end

    if button == "LeftButton" and not self.isMoving then
      self:StartMoving()
      self.isMoving = true
    end
    if button == "RightButton" then
      local pois = MDT.mapPOIs[db.currentDungeonIdx][MDT:GetCurrentSubLevel()]
      tremove(pois, self.poiIdx)
      MDT:UpdateMap()
    end
  end)
  frame:SetScript("OnMouseUp", function(self, button)
    if button == "LeftButton" and self.isMoving then
      self.isMoving = false
      self:StopMovingOrSizing()
      local newx, newy = MDT:GetCursorPosition()
      local scale = MDT:GetScale()
      newx = newx * (1 / scale)
      newy = newy * (1 / scale)
      local pois = MDT.mapPOIs[db.currentDungeonIdx][MDT:GetCurrentSubLevel()]
      pois[self.poiIdx].x = newx
      pois[self.poiIdx].y = newy
      self:ClearAllPoints()
      MDT:UpdateMap()
    end
  end)
  frame:SetScript("OnClick", nil)
end

local function POI_SetOptions(frame, type, poi)
  frame.teeming = nil
  frame.isSpire = nil
  frame.poi = nil
  frame.spireIndex = nil
  frame.defaultHidden = nil
  frame:SetMovable(false)
  frame:SetScript("OnMouseDown", nil)
  frame:SetScript("OnMouseUp", nil)
  frame.weeks = poi.weeks
  frame:SetFrameLevel(4)
  frame.defaultSublevel = nil
  frame.animatedLine = nil
  frame.npcId = nil
  if frame.HighlightTexture then
    frame.HighlightTexture:SetDrawLayer("HIGHLIGHT")
    frame.HighlightTexture:Show()
    frame.Texture:SetVertexColor(1, 1, 1, 1)
    frame.HighlightTexture:SetVertexColor(1, 1, 1, 1)
  end
  if frame.textString then frame.textString:Hide() end
  if type == "mapLink" then
    local poiScale = poi.scale or 1
    frame:SetSize(22 * poiScale, 22 * poiScale)
    frame.Texture:SetSize(22 * poiScale, 22 * poiScale)
    frame.HighlightTexture:SetSize(22 * poiScale, 22 * poiScale)
    frame.HighlightTexture:SetDrawLayer("ARTWORK")
    frame.HighlightTexture:Hide()
    frame.target = poi.target
    frame.poi = poi
    local directionToAtlas = {
      [-1] = "poi-door-down",
      [1] = "poi-door-up",
      [-2] = "poi-door-left",
      [2] = "poi-door-right",
    }
    frame.HighlightTexture:SetAtlas(directionToAtlas[poi.direction])
    frame.Texture:SetAtlas(directionToAtlas[poi.direction])
    frame:SetScript("OnClick", function()
      MDT:SetCurrentSubLevel(poi.target)
      MDT:UpdateMap()
      MDT:ZoomMapToDefault()
    end)
    frame:SetScript("OnEnter", function()
      GameTooltip:SetOwner(UIParent, "ANCHOR_CURSOR")
      GameTooltip:AddLine(MDT:GetDungeonSublevels()[db.currentDungeonIdx][poi.target], 1, 1, 1, 1)
      if db.devMode then GameTooltip:AddLine(frame.poi.connectionIndex, 1, 1, 1, 1) end
      GameTooltip:Show()
      frame.HighlightTexture:Show()
    end)
    frame:SetScript("OnLeave", function()
      GameTooltip:Hide()
      frame.HighlightTexture:Hide()
    end)
  end
  if type == "nyalothaSpire" then
    local poiScale = poi.scale or 1
    frame.poiScale = poiScale
    frame:SetSize(12 * poiScale, 12 * poiScale)
    frame.Texture:SetSize(12 * poiScale, 12 * poiScale)
    frame.Texture:SetAtlas("poi-rift1")
    frame.HighlightTexture:SetSize(12 * poiScale, 12 * poiScale)
    frame.HighlightTexture:SetAtlas("poi-rift1")
    frame.HighlightTexture:SetDrawLayer("ARTWORK")
    frame.HighlightTexture:Hide()
    frame.isSpire = true
    frame.spireIndex = poi.index
    frame.npcId = poi.npcId
    if not frame.textString then
      frame.textString = frame:CreateFontString()
      frame.textString:SetPoint("BOTTOM", frame, "BOTTOM", 0, 4)
      frame.textString:SetJustifyH("CENTER")
      frame.textString:SetTextColor(0.5, 1, 0, 1)
    end
    local scale = MDT:GetScale()
    frame.textString:SetFontObject("GameFontNormal")
    frame.textString:SetFont(frame.textString:GetFont(), 5 * poiScale * scale, "OUTLINE", "")
    frame.textString:SetPoint("BOTTOM", frame, "BOTTOM", 0, 4 * scale)
    frame.textString:SetText("")
    frame:SetScript("OnMouseUp", function(self, button)
      if button == "RightButton" then
        --reset npc location
        MDT:GetRiftOffsets()[self.npcId] = nil
        MDT:UpdateMap()
        if MDT.liveSessionActive and MDT:GetCurrentPreset().uid == MDT.livePresetUID then
          MDT:LiveSession_SendCorruptedPositions(MDT:GetCurrentPreset().value.riftOffsets)
        end
      end
      if button == "LeftButton" then
        local _, connections = MDT:FindConnectedDoor(frame.npcId, 1)
        if connections then
          MDT:SetCurrentSubLevel(connections[#connections].target)
          MDT:UpdateMap()
        end
      end
    end)
    local blipFrame
    frame:SetScript("OnEnter", function()
      GameTooltip:SetOwner(UIParent, "ANCHOR_CURSOR")
      GameTooltip:AddLine(L[poi.tooltipText], 1, 1, 1)
      GameTooltip:AddLine(L["Right-Click to reset NPC position"], 1, 1, 1)
      frame.HighlightTexture:Show()
      --highlight associated npc
      local blips = MDT:GetDungeonEnemyBlips()
      if frame.isSpire then
        for _, blip in pairs(blips) do
          if blip.data.id == poi.npcId then
            local isBlipSameWeek
            for weekIdx, _ in pairs(poi.weeks) do
              isBlipSameWeek = isBlipSameWeek or blip.clone.week[weekIdx]
            end
            if isBlipSameWeek then
              blipFrame = blip
              blipFrame.fontstring_Text1:Show()
              --display animated line between poi and npc frame
              frame.animatedLine = MDT:ShowAnimatedLine(MDT.main_frame.mapPanelFrame, frame, blipFrame, nil, nil, nil,
                nil, nil, not frame.isSpire, frame.animatedLine)
              blipFrame.animatedLine = frame.animatedLine
              break
            end
          end
        end
      end

      local connectedDoor, connections = MDT:FindConnectedDoor(frame.npcId, 1)
      if connectedDoor then
        if frame.isSpire then
          frame.animatedLine = MDT:ShowAnimatedLine(MDT.main_frame.mapPanelFrame, frame, connectedDoor, nil, nil, nil,
            nil, nil, not frame.isSpire, frame.animatedLine)
        end
        local sublevelName = MDT:GetSublevelName(nil, connections[#connections].target)
        local npcName = MDT:GetNPCNameById(frame.npcId)
        GameTooltip:AddLine("\n"..string.format(L["%s is in sublevel: %s"], npcName, sublevelName), 1, 1, 1)
        GameTooltip:AddLine(string.format(L["Click to go to %s"], sublevelName), 1, 1, 1)
      end
      GameTooltip:Show()
    end)
    frame:SetScript("OnLeave", function()
      GameTooltip:Hide()
      frame.HighlightTexture:Hide()
      if blipFrame then
        blipFrame.fontstring_Text1:Hide()
      end
      if frame.isSpire then
        MDT:HideAnimatedLine(frame.animatedLine)
      end
    end)
    --check expanded status
    if MDT:IsNPCInPulls(poi) then
      frame.Texture:SetSize(10 * poiScale, 10 * poiScale)
      frame.Texture:SetAtlas("poi-rift1")
      frame.HighlightTexture:SetSize(10 * poiScale, 10 * poiScale)
      frame.HighlightTexture:SetAtlas("poi-rift1")
      frame.isSpire = false
      frame.textString:Show()
    else
      frame.Texture:SetSize(12 * poiScale, 16 * poiScale)
      frame.Texture:SetAtlas("poi-nzothpylon")
      frame.HighlightTexture:SetSize(12 * poiScale, 16 * poiScale)
      frame.HighlightTexture:SetAtlas("poi-nzothpylon")
      frame.isSpire = true
      frame.textString:Hide()
    end
  end
  if type == "door" then
    frame:SetSize(22, 22)
    frame.Texture:SetSize(22, 22)
    frame.HighlightTexture:SetSize(22, 22)
    frame.HighlightTexture:SetAtlas("map-icon-SuramarDoor.tga")
    frame.Texture:SetAtlas("map-icon-SuramarDoor.tga")
    frame:SetScript("OnClick", nil)
    frame:SetScript("OnEnter", function()
      GameTooltip:SetOwner(UIParent, "ANCHOR_CURSOR")
      local doorName = poi.doorName and L[poi.doorName] or ""
      local doorDescription = poi.doorDescription and L[poi.doorDescription] or ""
      if poi.formattedDoorDescription then
        doorDescription = formatPoiString(poi.formattedDoorDescription)
      end
      GameTooltip:AddLine(doorName..
        (slen(doorDescription) > 0 and "\n"..doorDescription or "")..
        (poi.lockpick and "\n|cFF32CD32"..L["Locked"] or ""), 1, 1, 1, 1)
      GameTooltip:Show()
    end)
    frame:SetScript("OnLeave", function()
      GameTooltip:Hide()
    end)
  end
  if type == "graveyard" then
    local scale = poi.scale or 1
    frame:SetSize(12 * scale, 12 * scale)
    frame:SetScript("OnClick", nil)
    frame:SetScript("OnEnter", function()
      local text = poi.graveyardDescription and L[poi.graveyardDescription] or ""
      GameTooltip:SetOwner(UIParent, "ANCHOR_CURSOR")
      GameTooltip:AddLine(L["Graveyard"]..
        (slen(text) > 0 and "\n"..text or
          ""), 1, 1, 1, 1)
      GameTooltip:Show()
    end)
    frame:SetScript("OnLeave", function()
      GameTooltip:Hide()
    end)
  end
  if type == "tdprisonkey" then
    frame:SetSize(10, 10)
    frame.Texture:SetSize(10, 10)
    frame.HighlightTexture:SetSize(10, 10)
    frame.HighlightTexture:SetAtlas("QuestNormal")
    frame.Texture:SetAtlas("QuestNormal")
    frame:SetScript("OnClick", function()

    end)
    frame:SetScript("OnEnter", function()
      GameTooltip:SetOwner(UIParent, "ANCHOR_CURSOR")
      GameTooltip:AddLine(string.format(L["TDPrisonKeyText"], "\n", "\n", "\n"), 1, 1, 1, 1)
      GameTooltip:Show()
    end)
    frame:SetScript("OnLeave", function()
      GameTooltip:Hide()
    end)
  end
  if type == "wmMaggotNote" then
    frame:SetSize(10, 10)
    frame.Texture:SetSize(10, 10)
    frame.HighlightTexture:SetSize(10, 10)
    frame.HighlightTexture:SetAtlas("QuestNormal")
    frame.Texture:SetAtlas("QuestNormal")
    frame:SetScript("OnClick", function()

    end)
    frame:SetScript("OnEnter", function()
      GameTooltip:SetOwner(UIParent, "ANCHOR_CURSOR")
      GameTooltip:AddLine(string.format(L["MaggotNote"], "\n", "\n", "\n", "\n", "\n", "\n", "\n"), 1, 1, 1, 1)
      GameTooltip:Show()
    end)
    frame:SetScript("OnLeave", function()
      GameTooltip:Hide()
    end)
  end
  if type == "heavyCannon" then
    frame:SetSize(20, 20)
    frame.Texture:SetSize(20, 20)
    frame.HighlightTexture:SetSize(20, 20)
    frame.HighlightTexture:SetAtlas("TaxiNode_Continent_Horde")
    frame.Texture:SetAtlas("TaxiNode_Continent_Horde")
    frame:SetScript("OnClick", function()

    end)
    frame:SetScript("OnEnter", function()
      GameTooltip:SetOwner(UIParent, "ANCHOR_CURSOR")
      GameTooltip:AddLine(string.format(L["CannonNote"], "\n", "\n"), 1, 1, 1, 1)
      GameTooltip:Show()
    end)
    frame:SetScript("OnLeave", function()
      GameTooltip:Hide()
    end)
  end
  if type == "mlFrackingTotem" then
    frame:SetSize(12, 12)
    frame.Texture:SetSize(12, 12)
    frame.HighlightTexture:SetSize(12, 12)
    frame.HighlightTexture:SetAtlas("TaxiNode_Continent_Horde")
    frame.Texture:SetAtlas("TaxiNode_Continent_Horde")
    frame:SetScript("OnClick", function()

    end)
    frame:SetScript("OnEnter", function()
      GameTooltip:SetOwner(UIParent, "ANCHOR_CURSOR")
      GameTooltip:AddLine(string.format(L["frackingNote"], "\n", "\n"), 1, 1, 1, 1)
      GameTooltip:Show()
    end)
    frame:SetScript("OnLeave", function()
      GameTooltip:Hide()
    end)
  end
  if type == "mlMineCart" then
    frame:SetSize(12, 12)
    frame.Texture:SetSize(12, 12)
    frame.HighlightTexture:SetSize(12, 12)
    frame.HighlightTexture:SetAtlas("TaxiNode_Continent_Horde")
    frame.Texture:SetAtlas("TaxiNode_Continent_Horde")
    frame:SetScript("OnClick", function()

    end)
    frame:SetScript("OnEnter", function()
      GameTooltip:SetOwner(UIParent, "ANCHOR_CURSOR")
      GameTooltip:AddLine(string.format(L["minecartNote"], "\n"), 1, 1, 1, 1)
      GameTooltip:Show()
    end)
    frame:SetScript("OnLeave", function()
      GameTooltip:Hide()
    end)
  end
  if type == "tuSkip" then
    frame:SetSize(12, 12)
    frame.Texture:SetSize(12, 12)
    frame.HighlightTexture:SetSize(12, 12)
    frame.HighlightTexture:SetAtlas("TaxiNode_Continent_Horde")
    frame.Texture:SetAtlas("TaxiNode_Continent_Horde")
    frame:SetScript("OnClick", function()

    end)
    frame:SetScript("OnEnter", function()
      GameTooltip:SetOwner(UIParent, "ANCHOR_CURSOR")
      GameTooltip:AddLine(string.format(L["underrotSkipNote"], "\n"), 1, 1, 1, 1)
      GameTooltip:Show()
    end)
    frame:SetScript("OnLeave", function()
      GameTooltip:Hide()
    end)
  end
  if type == "shrineSkip" then
    frame:SetSize(12, 12)
    frame.Texture:SetSize(12, 12)
    frame.HighlightTexture:SetSize(12, 12)
    frame.HighlightTexture:SetAtlas("TaxiNode_Continent_Horde")
    frame.Texture:SetAtlas("TaxiNode_Continent_Horde")
    frame:SetScript("OnClick", function()

    end)
    frame:SetScript("OnEnter", function()
      GameTooltip:SetOwner(UIParent, "ANCHOR_CURSOR")
      GameTooltip:AddLine(L["Shortcut"], 1, 1, 1, 1)
      GameTooltip:Show()
    end)
    frame:SetScript("OnLeave", function()
      GameTooltip:Hide()
    end)
  end
  if type == "templeEye" then
    frame:SetSize(20, 20)
    frame.Texture:SetSize(20, 20)
    frame.HighlightTexture:SetSize(20, 20)
    frame.HighlightTexture:SetAtlas("TaxiNode_Continent_Horde")
    frame.Texture:SetAtlas("TaxiNode_Continent_Horde")
    frame:SetScript("OnClick", function()

    end)
    frame:SetScript("OnEnter", function()
      GameTooltip:SetOwner(UIParent, "ANCHOR_CURSOR")
      GameTooltip:AddLine(string.format(L["templeEyeNote"], "\n", "\n"), 1, 1, 1, 1)
      GameTooltip:Show()
    end)
    frame:SetScript("OnLeave", function()
      GameTooltip:Hide()
    end)
  end
  if type == "krSpiritGuide" then
    frame:SetSize(20, 20)
    frame.Texture:SetSize(20, 20)
    frame.HighlightTexture:SetSize(20, 20)
    frame.HighlightTexture:SetAtlas("TaxiNode_Continent_Horde")
    frame.Texture:SetAtlas("TaxiNode_Continent_Horde")
    frame:SetScript("OnClick", function()

    end)
    frame:SetScript("OnEnter", function()
      GameTooltip:SetOwner(UIParent, "ANCHOR_CURSOR")
      GameTooltip:AddLine(string.format(L["krSkipNote"], "\n"), 1, 1, 1, 1)
      GameTooltip:Show()
    end)
    frame:SetScript("OnLeave", function()
      GameTooltip:Hide()
    end)
  end
  if type == "sobGutters" then
    frame:SetSize(10, 10)
    frame.Texture:SetSize(10, 10)
    frame.HighlightTexture:SetSize(10, 10)
    frame.HighlightTexture:SetAtlas("QuestNormal")
    frame.Texture:SetAtlas("QuestNormal")
    frame:SetScript("OnClick", function()

    end)
    frame:SetScript("OnEnter", function()
      GameTooltip:SetOwner(UIParent, "ANCHOR_CURSOR")
      GameTooltip:AddLine(string.format(L["siegeGuttersNote"], "\n"), 1, 1, 1, 1)
      GameTooltip:Show()
    end)
    frame:SetScript("OnLeave", function()
      GameTooltip:Hide()
    end)
  end
  if type == "generalNote" then
    frame:SetSize(10 * (poi.scale or 1), 10 * (poi.scale or 1))
    frame.Texture:SetSize(10 * (poi.scale or 1), 10 * (poi.scale or 1))
    frame.HighlightTexture:SetSize(10 * (poi.scale or 1), 10 * (poi.scale or 1))
    frame.HighlightTexture:SetAtlas("QuestNormal")
    frame.Texture:SetAtlas("QuestNormal")
    frame:SetScript("OnClick", function()

    end)
    frame:SetScript("OnEnter", function()
      GameTooltip:SetOwner(UIParent, "ANCHOR_CURSOR")
      local text = (poi.text and L[poi.text]) or (poi.formattedText and formatPoiString(poi.formattedText)) or ""
      GameTooltip:AddLine(text, 1, 1, 1, 1)
      GameTooltip:Show()
    end)
    frame:SetScript("OnLeave", function()
      GameTooltip:Hide()
    end)
  end
  if type == "mechagonBot" then
    frame:SetSize(3, 3)
    frame.Texture:SetSize(6, 6)
    frame.HighlightTexture:SetSize(6, 6)
    frame.HighlightTexture:SetAtlas("Warfronts-BaseMapIcons-Empty-Workshop-Minimap-small")
    frame.Texture:SetAtlas("Warfronts-BaseMapIcons-Empty-Workshop-Minimap-small")
    local botOptions = {
      [1] = { text = L["Welding Bot"], color = { r = 0, g = 1, b = 0, a = 0.8 }, spellId = 303952, textureId = 134952 }, --green
      [2] = { text = L["Grease Bot"], color = { r = 1, g = 0, b = 0, a = 0.8 }, spellId = 303924, textureId = 252178 },  --red
      [3] = { text = L["Shock Bot"], color = { r = 0, g = .8, b = 1, a = 0.8 }, spellId = 304063, textureId = 136099 },  --blue
    }
    frame.Texture:SetVertexColor(botOptions[poi.botType].color.r, botOptions[poi.botType].color.g,
      botOptions[poi.botType].color.b, botOptions[poi.botType].color.a)
    -- if db.devMode and poi.botTypeIndex then
    --     frame.Texture:SetVertexColor(0.45,0.45,0.45,0.6)
    -- end
    frame.HighlightTexture:SetVertexColor(botOptions[poi.botType].color.r, botOptions[poi.botType].color.g,
      botOptions[poi.botType].color.b, botOptions[poi.botType].color.a)

    frame.playerAssignmentString = frame.playerAssignmentString or frame:CreateFontString()
    frame.playerAssignmentString:ClearAllPoints()
    frame.playerAssignmentString:SetFontObject("GameFontNormalSmall")
    frame.playerAssignmentString:SetJustifyH(poi.textAnchor or "LEFT")
    frame.playerAssignmentString:SetJustifyV("CENTER")
    frame.playerAssignmentString:SetPoint(poi.textAnchor or "LEFT", frame, poi.textAnchorTo or "RIGHT", 0, 0)
    frame.playerAssignmentString:SetTextColor(1, 1, 1, 1)
    frame.playerAssignmentString:SetText(MDT:POI_GetPOIAssignment(MDT:GetCurrentSubLevel(), frame.poiIdx))
    frame.playerAssignmentString:SetScale(0.25)
    frame.playerAssignmentString:Show()

    frame:SetScript("OnClick", function()
      local menu = {
        { text = L["dropdownAssignPlayer"], isTitle = true, notCheckable = true },
      }
      local group = MDT.U.GetGroupMembers()
      for _, player in pairs(group) do
        table.insert(menu, {
          text = player,
          func = function()
            frame.playerAssignmentString:SetText(player)
            MDT:POI_SetPOIAssignment(MDT:GetCurrentSubLevel(), frame.poiIdx, player)
          end,
          checked = player == frame.playerAssignmentString:GetText()
        })
      end
      table.insert(menu, {
        text = L["dropdownClear"],
        func = function()
          frame.playerAssignmentString:SetText()
          MDT:POI_SetPOIAssignment(MDT:GetCurrentSubLevel(), frame.poiIdx, nil)
        end,
        notCheckable = true
      })

      EasyMenu(menu, MDT.main_frame.poiDropDown, "cursor", 0, -15, "MENU")
    end)
    frame:SetScript("OnEnter", function()
      GameTooltip:SetOwner(UIParent, "ANCHOR_CURSOR")
      GameTooltip_SetTitle(GameTooltip, botOptions[poi.botType].text.." "..poi.botTypeIndex)
      GameTooltip:AddTexture(botOptions[poi.botType].textureId)
      GameTooltip:SetSpellByID(botOptions[poi.botType].spellId)
      GameTooltip:Show()
      frame.HighlightTexture:Show()
    end)
    frame:SetScript("OnLeave", function()
      GameTooltip:Hide()
      frame.HighlightTexture:Hide()
    end)
  end
  if type == "ironDocksIronStar" then
    frame:SetSize(18, 18)
    frame.Texture:SetSize(18, 18)
    frame.HighlightTexture:SetSize(18, 18)
    frame.HighlightTexture:SetAtlas("mechagon-projects")
    frame.Texture:SetAtlas("mechagon-projects")
    frame.Texture:SetVertexColor(1, 1, 1, 1)
    frame.HighlightTexture:SetVertexColor(1, 1, 1, 1)

    frame.playerAssignmentString = frame.playerAssignmentString or frame:CreateFontString()
    frame.playerAssignmentString:ClearAllPoints()
    frame.playerAssignmentString:SetFontObject("GameFontNormalSmall")
    frame.playerAssignmentString:SetJustifyH(poi.textAnchor or "LEFT")
    frame.playerAssignmentString:SetJustifyV("CENTER")
    frame.playerAssignmentString:SetPoint(poi.textAnchor or "LEFT", frame, poi.textAnchorTo or "RIGHT", 0, 0)
    frame.playerAssignmentString:SetTextColor(1, 1, 1, 1)
    frame.playerAssignmentString:SetText(MDT:POI_GetPOIAssignment(MDT:GetCurrentSubLevel(), frame.poiIdx))
    frame.playerAssignmentString:SetScale(0.4)
    frame.playerAssignmentString:Show()

    frame:SetScript("OnClick", function()
      local menu = {
        { text = L["dropdownAssignPlayer"], isTitle = true, notCheckable = true },
      }
      local group = MDT.U.GetGroupMembers()
      for _, player in pairs(group) do
        table.insert(menu, {
          text = player,
          func = function()
            frame.playerAssignmentString:SetText(player)
            MDT:POI_SetPOIAssignment(MDT:GetCurrentSubLevel(), frame.poiIdx, player)
          end,
          checked = player == frame.playerAssignmentString:GetText()
        })
      end
      table.insert(menu, {
        text = L["dropdownClear"],
        func = function()
          frame.playerAssignmentString:SetText()
          MDT:POI_SetPOIAssignment(MDT:GetCurrentSubLevel(), frame.poiIdx, nil)
        end,
        notCheckable = true
      })

      EasyMenu(menu, MDT.main_frame.poiDropDown, "cursor", 0, -15, "MENU")
    end)
    frame:SetScript("OnEnter", function()
      GameTooltip:SetOwner(UIParent, "ANCHOR_CURSOR")
      GameTooltip_SetTitle(GameTooltip, L["ironDocksIronStar"].." "..poi.starIndex)
      GameTooltip:AddTexture(450907)
      GameTooltip:SetSpellByID(167299)
      GameTooltip:Show()
      frame.HighlightTexture:Show()
    end)
    frame:SetScript("OnLeave", function()
      GameTooltip:Hide()
      frame.HighlightTexture:Hide()
    end)
  end

  if type == "textFrame" then
    frame:SetSize(18, 18)
    frame.Texture:SetTexture(nil)
    frame.HighlightTexture:SetTexture(nil)
    frame.playerAssignmentString = frame.playerAssignmentString or frame:CreateFontString()
    frame.playerAssignmentString:ClearAllPoints()
    frame.playerAssignmentString:SetFontObject("GameFontNormalMed3Outline")
    frame.playerAssignmentString:SetJustifyH("CENTER")
    frame.playerAssignmentString:SetJustifyV("CENTER")
    frame.playerAssignmentString:SetPoint("CENTER", frame, "CENTER", 0, 0)
    frame.playerAssignmentString:SetTextColor(1, 1, 0, 1)
    frame.playerAssignmentString:SetText(poi.text)
    frame.playerAssignmentString:SetScale(2)
    frame.playerAssignmentString:Show()
  end

  if type == "worldMarker" then
    frame:SetSize(18, 18)
    frame.Texture:SetSize(18, 18)
    frame.Texture:SetTexture([[Interface\TARGETINGFRAME\UI-RaidTargetingIcon_]]..poi.index..[[.blp]])
    frame.HighlightTexture:SetSize(18, 18)
    frame.HighlightTexture:SetTexture([[Interface\TARGETINGFRAME\UI-RaidTargetingIcon_]]..poi.index..[[.blp]])
  end

  if type == "zoom" then
    local size = 14
    frame:SetSize(size, size)
    frame.Texture:SetAtlas("communities-icon-searchmagnifyingglass")
    frame.Texture:SetSize(size, size)
    frame.HighlightTexture:SetAtlas("communities-icon-searchmagnifyingglass")
    frame.HighlightTexture:SetSize(size, size)

    local function shouldZoomIn()
      local currentScale = MDTMapPanelFrame:GetScale()
      return currentScale < poi.index
    end

    frame:SetScript("OnClick", function()
      if shouldZoomIn() then
        MDT:SetViewPortPosition(poi.value1, poi.value2, poi.value3)
      else
        MDT:ZoomMapToDefault()
      end
    end)
    frame:SetScript("OnEnter", function()
      GameTooltip:SetOwner(UIParent, "ANCHOR_CURSOR")
      GameTooltip:AddLine(L["Zoom"].." "..(shouldZoomIn() and L["zoomIn"] or L["zoomOut"]), 1, 1, 1, 1)
      GameTooltip:Show()
      frame.HighlightTexture:Show()
    end)
    frame:SetScript("OnLeave", function()
      GameTooltip:Hide()
      frame.HighlightTexture:Hide()
    end)
  end

  --fullscreen sizes
  local scale = MDT:GetScale()
  frame:SetSize(frame:GetWidth() * scale, frame:GetHeight() * scale)
  if frame.Texture then frame.Texture:SetSize(frame.Texture:GetWidth() * scale, frame.Texture:GetHeight() * scale) end
  if frame.HighlightTexture then
    frame.HighlightTexture:SetSize(frame.HighlightTexture:GetWidth() * scale,
      frame.HighlightTexture:GetHeight() * scale)
  end

  if db.devMode then POI_SetDevOptions(frame, poi) end
end

---POI_HideAllPoints
---Used to hide all POIs during scaling changes to the map
function MDT:POI_HideAllPoints()
  for _, poiFrame in pairs(points) do
    poiFrame:Hide()
  end
end

---POI_UpdateAll
function MDT:POI_UpdateAll()
  twipe(points)
  db = MDT:GetDB()
  local framePools = MDT.poi_framePools
  framePools:GetPool("MapLinkPinTemplate"):ReleaseAll()
  framePools:GetPool("DeathReleasePinTemplate"):ReleaseAll()
  framePools:GetPool("VignettePinTemplate"):ReleaseAll()
  if not MDT.mapPOIs[db.currentDungeonIdx] then return end
  local currentSublevel = MDT:GetCurrentSubLevel()
  local pois = MDT.mapPOIs[db.currentDungeonIdx][currentSublevel]
  if not pois then return end
  local preset = MDT:GetCurrentPreset()
  local teeming = MDT:IsPresetTeeming(preset)
  local scale = MDT:GetScale()
  local week = MDT:GetEffectivePresetWeek(preset)
  for poiIdx, poi in pairs(pois) do
    if (not (poi.type == "nyalothaSpire" and (db.currentSeason ~= 4 or db.currentDifficulty < 10)))
        and ((not poi.weeks) or poi.weeks[week])
        and (not poi.season or poi.season == db.currentSeason)
        and (not poi.difficulty or poi.difficulty <= db.currentDifficulty)
    then
      local poiFrame = framePools:Acquire(poi.template)
      if poiFrame.playerAssignmentString then poiFrame.playerAssignmentString:Hide() end
      poiFrame.poiIdx = poiIdx
      POI_SetOptions(poiFrame, poi.type, poi)
      poiFrame.x = poi.x
      poiFrame.y = poi.y
      poiFrame:ClearAllPoints()
      poiFrame:SetPoint("CENTER", MDT.main_frame.mapPanelTile1, "TOPLEFT", poi.x * scale, poi.y * scale)
      if not poiFrame.defaultHidden or db.devMode then poiFrame:Show() end
      if not teeming and poiFrame.teeming then
        poiFrame:Hide()
      end
      tinsert(points, poiFrame)
    end
  end
end

function MDT:POI_GetFrameForPOI(poiIdx)
  for _, poiFrame in pairs(points) do
    if poiFrame.poiIdx == poiIdx then
      return poiFrame
    end
  end
end

---Animated Lines
---Credit to Grimonja for this part
local texturePool

local function getPointAlongALine(parent, p1x, p1y, p2x, p2y, d)
  local tX = (((1 - d) * p1x) + (d * p2x)) - ((parent:GetWidth() / 2))
  local tY = (((1 - d) * p1y) + (d * p2y)) - ((parent:GetHeight() / 2))
  return tX, tY
end

local function createLineSegment(parent)
  local tex = texturePool:Acquire()
  tex:SetParent(parent)
  tex:SetTexture([[Interface\BUTTONS\WHITE8X8]])
  tex:SetTexCoord(0, 1, 0, 1)
  tex:SetDrawLayer("OVERLAY", 7)
  tex:Show()
  return tex
end

local function animateLine(self, elapsed)
  local totalDistance = math.sqrt(math.pow(self.frameTwoX - self.frameOneX, 2) +
    math.pow(self.frameTwoY - self.frameOneY, 2))
  local rotation = math.atan2(self.frameTwoY - self.frameOneY, self.frameTwoX - self.frameOneX)
  local numLines = math.max(1, math.floor(totalDistance / (self.sizeX + self.gap)))
  local lineLength = (totalDistance / (numLines * 2))
  local tX, tY, t, tex
  for i = 1, numLines + 1 do
    tex = self.frames[i]
    if (not tex) then
      tex = createLineSegment(self:GetParent())
      table.insert(self.frames, tex)
    end
    t = self.phase + (((lineLength * 2) * (i - 1)) / totalDistance)
    if (t > 1) then
      t = t - 1
    end
    tX, tY = getPointAlongALine(self:GetParent(), self.frameOneX, self.frameOneY, self.frameTwoX, self.frameTwoY, t)
    tex:SetPoint("TOPLEFT", MDT.main_frame.mapPanelTile1, "TOPLEFT", tX - (self.sizeX / 2), tY - (self.sizeY / 2))
    tex:SetPoint("BOTTOMRIGHT", MDT.main_frame.mapPanelTile1, "TOPLEFT", tX + (self.sizeX / 2), tY + (self.sizeY / 2))
    tex:SetPoint("CENTER", tX, tY)
    tex:SetRotation(rotation)
    tex:SetVertexColor(self.color[1], self.color[2], self.color[3], self.color[4])
    tex:Show()
  end

  if (#self.frames > numLines + 1) then
    for i = numLines + 1, #self.frames do
      self.frames[i]:Hide()
    end
  end

  self.phase = self.phase + (self.speed * elapsed)
  if (self.phase > 1) then
    self.phase = self.phase - 1
  end
end

local function createAnimatedLine(parent)
  local animatedLine = MDT.poi_framePools:Acquire("MDTAnimatedLineTemplate")
  animatedLine:Show()
  animatedLine.phase = 0
  animatedLine.frames = {}
  return animatedLine
end

function MDT:ShowAnimatedLine(parent, frame1, frame2, sizeX, sizeY, gap, color, speed, selected, animatedLine)
  if not (frame1 and frame2 and (not frame1:IsForbidden()) and (not frame1:IsForbidden())) then
    return nil
  end
  texturePool = texturePool or CreateTexturePool(MDT.main_frame.mapPanelFrame, "OVERLAY", 7, nil)
  animatedLine = animatedLine or createAnimatedLine(parent)
  animatedLine.frame1 = frame1
  animatedLine.frame2 = frame2
  animatedLine.speed = speed and speed or 15
  animatedLine.sizeX = sizeX and sizeX or 7
  animatedLine.sizeY = sizeY and sizeY or 2
  animatedLine.gap = gap and gap or 5
  animatedLine.color = color and color or { 1, 0, 1, 0.8, 0.2 } --corrupted color
  if selected then animatedLine.color = { 0.5, 1, 0.1, 1 } end

  local scale = MDT:GetScale()
  local mapSizex, mapSizey = MDT:GetDefaultMapPanelSize()
  animatedLine.frameOneX = ((mapSizex / 2) + frame1.x) * scale
  animatedLine.frameOneY = ((mapSizey / 2) + frame1.y) * scale
  animatedLine.frameTwoX = ((mapSizex / 2) + (frame2.adjustedX or frame2.x)) * scale
  animatedLine.frameTwoY = ((mapSizey / 2) + (frame2.adjustedY or frame2.y)) * scale

  local totalDistance = math.sqrt(math.pow(animatedLine.frameTwoX - animatedLine.frameOneX, 2) +
    math.pow(animatedLine.frameTwoY - animatedLine.frameOneY, 2))
  animatedLine.speed = animatedLine.speed / totalDistance
  animatedLine:SetScript("onUpdate", animateLine)
  animatedLine:Show()
  return animatedLine
end

function MDT:KillAllAnimatedLines()
  local linePool = self.poi_framePools:GetPool("MDTAnimatedLineTemplate")
  local _, activeLines = linePool:EnumerateActive()
  for animatedLine, _ in pairs(activeLines) do
    animatedLine:SetScript("onUpdate", nil)
    for i = 1, #animatedLine.frames do
      animatedLine.frames[i]:ClearAllPoints()
      animatedLine.frames[i]:Hide()
    end
    table.wipe(animatedLine.frames)
    if animatedLine.frame1 then animatedLine.frame1.animatedLine = nil end
    if animatedLine.frame2 then
      animatedLine.frame1.animatedLine = nil
      animatedLine.frame1.spireFrame = nil
    end
    animatedLine:Hide()
  end
  if texturePool then texturePool:ReleaseAll() end
  linePool:ReleaseAll()
end

---draws all lines from active npcs to spires/doors
function MDT:DrawAllAnimatedLines()
  local week = self:GetEffectivePresetWeek()
  for _, blip in pairs(MDT:GetDungeonEnemyBlips()) do
    if not blip:IsShown() and blip.data.corrupted then
      MDT:HideAnimatedLine(blip.animatedLine)
    elseif blip.data.corrupted and blip.selected then
      local connectedFrame
      local _, active = MDT.poi_framePools:GetPool("VignettePinTemplate"):EnumerateActive()
      for poiFrame, _ in pairs(active) do
        if poiFrame.spireIndex and poiFrame.npcId and poiFrame.npcId == blip.data.id then
          connectedFrame = poiFrame
          break
        end
      end
      local connectedDoor = MDT:FindConnectedDoor(blip.data.id)
      connectedFrame = connectedDoor or connectedFrame
      blip.animatedLine = MDT:ShowAnimatedLine(MDT.main_frame.mapPanelFrame, connectedFrame, blip, nil, nil, nil, nil,
        nil, blip.selected)
      blip.spireFrame = connectedFrame
      connectedFrame.animatedLine = blip.animatedLine
    end
  end
  --draw lines from active spires to doors when their associated npc is dragged into other sublevel
  local _, activeSpires = MDT.poi_framePools:GetPool("VignettePinTemplate"):EnumerateActive()
  for poiFrame, _ in pairs(activeSpires) do
    if poiFrame.spireIndex and poiFrame.npcId and not poiFrame.isSpire and not poiFrame.animatedLine then
      local connectedDoor = MDT:FindConnectedDoor(poiFrame.npcId, 1)
      if connectedDoor then
        poiFrame.animatedLine = MDT:ShowAnimatedLine(MDT.main_frame.mapPanelFrame, poiFrame, connectedDoor, nil, nil, nil
        , nil, nil, not poiFrame.isSpire)
      end
    end
  end
end

function MDT:HideAnimatedLine(animatedLine)
  if not animatedLine then return end
  for i = 1, #animatedLine.frames do
    animatedLine.frames[i]:ClearAllPoints()
    animatedLine.frames[i]:Hide()
  end
  animatedLine:Hide()
end

function MDT:FindConnectedDoor(npcId, numConnection)
  local riftOffsets = self:GetRiftOffsets()
  local connection = riftOffsets and riftOffsets[npcId] and riftOffsets[npcId].connections and
      riftOffsets[npcId].connections[numConnection or #riftOffsets[npcId].connections] or nil
  if connection then
    local _, activeDoors = MDT.poi_framePools:GetPool("MapLinkPinTemplate"):EnumerateActive()
    for poiFrame, _ in pairs(activeDoors) do
      if poiFrame.poi and poiFrame.poi.connectionIndex == connection.connectionIndex then
        return poiFrame, riftOffsets[npcId].connections
      end
    end
  end
end

function MDT:POI_CreateDropDown(frame)
  frame.poiDropDown = CreateFrame("frame", "MDTPullButtonsOptionsDropDown", nil, "UIDropDownMenuTemplate")
end

function MDT:POI_SetPOIAssignment(sublevel, poiIdx, value)
  MDT:GetCurrentPreset().value.poiAssignments = MDT:GetCurrentPreset().value.poiAssignments or {}
  MDT:GetCurrentPreset().value.poiAssignments[sublevel] = MDT:GetCurrentPreset().value.poiAssignments[sublevel] or {}
  MDT:GetCurrentPreset().value.poiAssignments[sublevel][poiIdx] = value
  if MDT.liveSessionActive and MDT:GetCurrentPreset().uid == MDT.livePresetUID then
    MDT:LiveSession_SendPOIAssignment(sublevel, poiIdx, value)
  end
end

function MDT:POI_GetPOIAssignment(sublevelIdx, poiIdx)
  local sublevels = MDT:GetCurrentPreset().value.poiAssignments
  if not sublevels then return end
  local assignments = sublevels[sublevelIdx]
  if not assignments then return end
  return assignments[poiIdx]
end
