-- arg1 is the name of the addon, arg2 is the addon namespace
---@class Bootstrapper
local appName, GL = ...;
_G.Gargul = GL; -- Open Gargul up to other developer integrations

local GetAddOnMetadata = C_AddOns and C_AddOns.GetAddOnMetadata or GetAddOnMetadata;

GL.name = appName;
GL._initialized = false;
GL._isCrossRealm = nil; -- Will be set during runtime
GL.clientUIinterface = 0;
GL.clientVersion = 0;
GL.elvUILoaded = false;
GL.firstBoot = false; -- Indicates whether the user is new to Gargul
GL.isEra = false;
GL.isRetail = false;
GL.isClassic = false;
GL.isDragonFlightOrLater = false;
GL.isMuted = false;
GL.GDKPIsAllowed = true;
GL.version = GetAddOnMetadata(GL.name, "Version");
GL.DebugLines = {};
GL.EventFrame = nil;
GL.auctionHouseIsShown = false;
GL.bankIsShown = false;
GL.guildBankIsShown = false;
GL.mailIsShown = false;
GL.merchantIsShown = false;
GL.loadedOn = 32503680000; -- Year 3000

-- Register our addon with the Ace framework
GL.Ace = LibStub("AceAddon-3.0"):NewAddon(GL.name, "AceConsole-3.0", "AceComm-3.0", "AceTimer-3.0");

-- Bootstrap the addon
function GL:bootstrap(_, _, addonName)
    -- The addon was already bootstrapped or this is not the correct event
    if (self._initialized) then
        return;
    end

    -- We only want to continue bootstrapping
    -- when it's this addon that's successfully loaded
    if (addonName ~= self.name) then
        return;
    end

    self:debug("GL:bootstrap");

    -- The addon was loaded, we no longer need the event listener now
    self.EventFrame:UnregisterEvent("ADDON_LOADED");

    -- Initialize our classes / services
    self:_init();
    self._initialized = true;

    -- Draw the profiler if enabled
    if (GL.Settings:get("profilerEnabled")) then
        GL.Profiler:draw();
    end

    -- Add the minimap icon
    self.MinimapButton:_init();

    -- Mark the add-on as fully loaded
    GL.loadedOn = GetServerTime();

    GL.Ace:ScheduleTimer(function()
        -- Check if ElvUI is loaded (useful for making adhoc UI changes)
        self.elvUILoaded = GetAddOnEnableState(GL.User.name,"ElvUI") == 2;

        -- Check if the user doesn't already have MuteNotInGroup loaded
        if (self.isClassic and GetAddOnEnableState(GL.User.name, "MuteNotInGroup") ~= 2) then
            -- Ignore "You aren't in a party" messages when you are in fact in a party (Blizzard LFD Bug)
            ChatFrame_AddMessageEventFilter("CHAT_MSG_SYSTEM", function (_, _, msg)
                return msg == ERR_NOT_IN_GROUP
                    and UnitInParty("player");
            end)
        end
    end, 1);
end

--- Callback to be fired when the addon is completely loaded
---
---@return void
function GL:_init()
    self:debug("GL:_init");

    do
        local version, _, _, uiVersion = GetBuildInfo();

        self.clientUIinterface = uiVersion;
        local expansion,majorPatch,minorPatch = (version or "3.0.0"):match("^(%d+)%.(%d+)%.(%d+)");
        self.clientVersion = (expansion or 0) * 10000 + (majorPatch or 0) * 100 + (minorPatch or 0);
    end

    if (self.clientVersion) < 20000 then
        self.isEra = true;
    elseif (self.clientVersion) < 90000 then
        self.isClassic = true;

        -- GDKPs are not allowed in SoD Season 2
        if (C_Seasons.GetActiveSeason() == 2) then
            self.GDKPIsAllowed = false;
        end
    else
        if (self.clientVersion >= 100000) then
            self.isDragonFlightOrLater = true;
        end

        self.isRetail = true;
    end

    -- Initialize classes
    self.Events:_init(self.EventFrame);
    self.DB:_init();
    self.Version:_init();
    self.Settings:_init();

    -- Register media
    local media = LibStub("LibSharedMedia-3.0")
    media:Register("sound", "Gargul: uh-oh", "Interface/AddOns/".. self.name .."/Assets/Sounds/uh-oh.ogg");
    media:Register("font", "PTSansNarrow", "Interface/AddOns/".. self.name .."/Assets/Fonts/PTSansNarrow.ttf");
    GL.FONT = media:Fetch("font", "PTSansNarrow");

    -- Show a welcome message
    if (self.Settings:get("welcomeMessage")) then
        print(string.format(
            "|cff%sGargul v%s|r by Zhorax@Firemaw. Type |cff%s/gl|r or |cff%s/gargul|r to get started!",
            self.Data.Constants.addonHexColor,
            self.version,
            self.Data.Constants.addonHexColor,
            self.Data.Constants.addonHexColor
        ))
    end

    self.Comm:_init();
    self.User:_init();
    self.AwardedLoot:_init();
    self.SoftRes:_init();
    self.GDKP.Auction:_init();
    self.TMB:_init();
    self.GDKP.Session:_init();
    self.BoostedRolls:_init();
    self.PlusOnes:_init();
    self.DroppedLoot:_init();
    self.GroupLoot:_init();
    self.PackMule:_init();
    self.DroppedLootLedger:_init();
    self.TradeWindow:_init();
    self.TradeTime:_init();
    self.GDKP.Auctioneer:_init();
    self.GDKP.MultiAuction.Auctioneer:_init();
    self.GDKP.MultiAuction.Client:_init();
    self.Interface.MasterLooterDialog:_init();
    self.Interface.GDKP.BidderQueue:_init();
    self.Interface.GDKP.Distribute.MailCuts:_init();

    -- Hook native window events
    self:hookNativeWindowEvents();

    -- Hook item click events
    hooksecurefunc("HandleModifiedItemClick", function(itemLink)
        self:handleItemClick(itemLink, GetMouseButtonClicked());
    end);

    -- Hook item tooltip events
    self:hookTooltipSetItemEvents();

    -- Make sure to initialize the user last
    self.User:refresh();

    -- Makes testing easier for devs
    if (self.User:isDev()) then
        -- Make sure we keep the command descriptions up-to-date during development
        for command in pairs(GL.Commands.Dictionary) do
            if (not GL.Commands.CommandDescriptions[command]) then
                GL:error("Missing description for command: " .. command);
            end
        end
    end

    -- Show the changelog window
    GL.Interface.Changelog:reportChanges();
end

-- Register the gl slash command
GL.Ace:RegisterChatCommand("gl", function (...)
    GL.Commands:_dispatch(...);
end);

-- Register the gargul slash command
GL.Ace:RegisterChatCommand("gargul", function (...)
    GL.Commands:_dispatch(...);
end);

-- Register the gdkp slash command
GL.Ace:RegisterChatCommand("gdkp", function (...)
    GL.Commands:call("gdkp");
end);

--- Announce conflicting addons, if any
---
---@return void
function GL:announceConflictingAddons()
    local ConflictingAddons = {};
    for _, addon in pairs(GL.Data.Constants.GargulConflictsWith) do
        if (IsAddOnLoaded(addon)) then
            tinsert(ConflictingAddons, addon);
        end
    end

    -- Nothing found, steady as she goes
    if (GL:empty(ConflictingAddons)) then
        return;
    end

    GL:warning(string.format(
        "You have one or more addons installed that interact with the loot window. If you don't disable them you might experience strange behavior with Gargul's looting features. These are the potentially conflicting addons: %s",
        table.concat(ConflictingAddons, ", ")
    ));
end

--- Keep track of when native UI elements (like AH/mailbox) are active
---
---@return void
function GL:hookNativeWindowEvents()
    -- Make sure to reset window states when zoning
    GL.Events:register("BootstrapPlayerEnteringWorld", "PLAYER_ENTERING_WORLD", function ()
        GL.auctionHouseIsShown = false;
        GL.bankIsShown = false;
        GL.guildBankIsShown = false;
        GL.mailIsShown = false;
        GL.merchantIsShown = false;
    end);

    -- See https://wowpedia.fandom.com/wiki/PLAYER_INTERACTION_MANAGER_FRAME_HIDE for types
    if (not GL.isEra) then
        GL.Events:register("BootstrapPlayerInteractionShow", "PLAYER_INTERACTION_MANAGER_FRAME_SHOW", function(_, type)
            if (type == 5) then
                self.merchantIsShown = true;
            elseif (type == 8) then
                self.bankIsShown = true;
            elseif (type == 10) then
                self.guildBankIsShown = true;
            elseif (type == 17) then
                self.mailIsShown = true;
            elseif (type == 21) then
                self.auctionHouseIsShown = true;
            end
        end);

        GL.Events:register("BootstrapPlayerInteractionHide", "PLAYER_INTERACTION_MANAGER_FRAME_HIDE", function(_, type)
            if (type == 5) then
                self.merchantIsShown = false;
            elseif (type == 8) then
                self.bankIsShown = false;
            elseif (type == 10) then
                self.guildBankIsShown = false;
            elseif (type == 17) then
                self.mailIsShown = false;
            elseif (type == 21) then
                self.auctionHouseIsShown = false;
            end
        end);

        return;
    end

    GL.Events:register("BootstrapAuctionHouseShowListener", "AUCTION_HOUSE_SHOW", function()
        self.auctionHouseIsShown = true;
    end);

    GL.Events:register("BootstrapAuctionHouseClosedListener", "AUCTION_HOUSE_CLOSED", function()
        self.auctionHouseIsShown = false;
    end);

    GL.Events:register("BootstrapMailShowListener", "MAIL_SHOW", function()
        self.mailIsShown = true;
    end);

    GL.Events:register("BootstrapMailClosedListener", "MAIL_CLOSED", function()
        self.mailIsShown = false;
    end);

    GL.Events:register("BootstrapMerchantShowListener", "MERCHANT_SHOW", function()
        self.merchantIsShown = true;
    end);

    GL.Events:register("BootstrapMerchantClosedListener", "MERCHANT_CLOSED", function()
        self.merchantIsShown = false;
    end);

    GL.Events:register("BootstrapBankFrameShowListener", "BANKFRAME_OPENED", function()
        self.bankIsShown = true;
    end);

    GL.Events:register("BootstrapBankFrameClosedListener", "BANKFRAME_CLOSED", function()
        self.bankIsShown = false;
    end);

    GL.Events:register("BootstrapGuildBankFrameShowListener", "GUILDBANKFRAME_OPENED", function()
        self.guildBankIsShown = true;
    end);

    GL.Events:register("BootstrapGuildBankFrameClosedListener", "GUILDBANKFRAME_CLOSED", function()
        self.guildBankIsShown = false;
    end);
end

--- We hook all the tooltip data (tmb/softres etc) to a single event to make caching easier
---
---@return void
function GL:hookTooltipSetItemEvents()
    GL.onTooltipSetItemFunc = function(Tooltip)
        -- No valid item tooltip was provided
        if (not Tooltip
            or not Tooltip.GetItem
        ) then
            return false;
        end

        local _, itemLink = Tooltip:GetItem();

        -- We couldn't find an itemLink (this can actually happen!)
        if (GL:empty(itemLink)) then
            return;
        end

        local Lines = {};
        local clientTime = GetTime();

        if (self.lastTooltipTime
            and self.lastTooltipItemLink == itemLink
            and self.lastTooltipTime >= clientTime - .4
        ) then
            -- Use cached data
            Lines = self.LastTooltipLines;
        else
            for _, line in pairs(GL.AwardedLoot:tooltipLines(itemLink) or {}) do
                tinsert(Lines, line);
            end

            for _, line in pairs(GL.SoftRes:tooltipLines(itemLink) or {}) do
                tinsert(Lines, line);
            end

            for _, line in pairs(GL.TMB:tooltipLines(itemLink) or {}) do
                tinsert(Lines, line);
            end

            for _, line in pairs(GL.LootPriority:tooltipLines(itemLink) or {}) do
                tinsert(Lines, line);
            end

            for _, line in pairs(GL.GDKP.Session:tooltipLines(itemLink) or {}) do
                tinsert(Lines, line);
            end
        end

        self.lastTooltipItemLink = itemLink;
        self.lastTooltipTime = clientTime;
        self.LastTooltipLines = Lines;

        local linesAdded = false;
        for _, line in pairs(Lines or {}) do
            Tooltip:AddLine(line);
            linesAdded = true;
        end

        if (linesAdded) then
            Tooltip:AddLine(" ");
        end
    end;

    -- Bind the appendAwardedLootToTooltip method to the OnTooltipSetItem event
    GL:onTooltipSetItem(GL.onTooltipSetItemFunc);
end

--[[ CREATE NECESSARY FRAMES ]]

-- Fire GL.bootstrap every time an addon is loaded
GL.EventFrame = CreateFrame("FRAME", "GargulEventFrame");
GL.EventFrame:RegisterEvent("ADDON_LOADED");
GL.EventFrame:SetScript("OnEvent", function (...) GL:bootstrap(...); end);

-- Frame that we can bind tooltips to to check item details
GL.TooltipFrame = CreateFrame("GameTooltip", "GargulTooltipFrame", nil, "GameTooltipTemplate");
GL.TooltipFrame:SetOwner(WorldFrame, "ANCHOR_NONE");