---@type GL
local _, GL = ...;

local Overview = GL.Interface.Settings.Overview; ---@type SettingsOverview

---@class BoostedRollsSettings
GL.Interface.Settings.BoostedRolls = {
    description = "With boosted rolls you can modify the individual rolling range of the players in your raid by giving them points. Giving a player 140 points for example will make them roll 40-140 instead of 1-100, increasing their odds of winning an item.\n\nThis is a perfect tool for those who'd like to take attendance, items soft-reserved in the past, or any other form of \"effort\" into account when rolling out items!"
};
local BoostedRolls = GL.Interface.Settings.BoostedRolls; ---@type BoostedRollsSettings

---@return void
function BoostedRolls:draw(Parent)
    GL:debug("BoostedRollsSettings:draw");

    local HorizontalSpacer;
    local Checkboxes = {
        {
            label = "Enable boosted rolls",
            description = "When enabled, the boosted roll button will be displayed in the rolling window and boosted rolls will be tracked",
            setting = "BoostedRolls.enabled",
        },
        {
            label = "Automatically share data",
            description = "Automatically share BoostedRolls data with players who join your raid, or when you import new BoostedRolls data",
            setting = "BoostedRolls.automaticallyShareData",
        },
        {
            label = "Fixed rolls",
            description = "A player with 140 points will /roll 140-140 instead of the default 41-140",
            setting = "BoostedRolls.fixedRolls",
        },
        {
            label = "Whisper command",
            description = string.format(
                "Players can whisper '|cff%s!bonus [<name>]|r' or '|cff%s!rb [<name>]|r' or '|cff%s!br [<name>]|r' to the master looter to get the current boosted roll for this name in response. If no name is given, their own name is assumed instead.",
                GL:classHexColor("rogue"),
                GL:classHexColor("rogue"),
                GL:classHexColor("rogue")
            ),
            setting = "BoostedRolls.enableWhisperCommand",
        },
    };

    Overview:drawCheckboxes(Checkboxes, Parent);

    HorizontalSpacer = GL.AceGUI:Create("SimpleGroup");
    HorizontalSpacer:SetLayout("FILL");
    HorizontalSpacer:SetFullWidth(true);
    HorizontalSpacer:SetHeight(15);
    Parent:AddChild(HorizontalSpacer);

    local BoostedRollsIdentifier = GL.AceGUI:Create("EditBox");
    BoostedRollsIdentifier:DisableButton(true);
    BoostedRollsIdentifier:SetHeight(20);
    BoostedRollsIdentifier:SetFullWidth(true);
    BoostedRollsIdentifier:SetText(GL.Settings:get("BoostedRolls.automaticallyAcceptDataFrom", ""));
    BoostedRollsIdentifier:SetLabel(string.format(
        "|cff%sAdd a comma separated list of players that are allowed to overwrite your data without your explicit consent:|r",
        GL:classHexColor("rogue")
    ));
    BoostedRollsIdentifier:SetCallback("OnTextChanged", function (self)
        local value = self:GetText();

        if (type(value) ~= "string") then
            return;
        end

        GL.Settings:set("BoostedRolls.automaticallyAcceptDataFrom", value:gsub(" ", ""));
    end);
    Parent:AddChild(BoostedRollsIdentifier);

    local SortingPriority = GL.AceGUI:Create("EditBox");
    SortingPriority:DisableButton(true);
    SortingPriority:SetHeight(20);
    SortingPriority:SetFullWidth(true);
    SortingPriority:SetMaxLetters(1);
    SortingPriority:SetText(GL.Settings:get("BoostedRolls.priority", 1));
    SortingPriority:SetLabel(string.format(
        "|cff%sThe 'Priority' field determines how rolls will be sorted in the roll tracking table (priority 1 is the highest priority).|r",
        GL:classHexColor("rogue")
    ));
    SortingPriority:SetCallback("OnTextChanged", function (self)
        local value = tonumber(strtrim(self:GetText()));

        if (type(value) ~= "string"
            or GL:empty(value)
        ) then
            return;
        end

        GL.Settings:set("BoostedRolls.priority", value);
    end);
    Parent:AddChild(SortingPriority);

    local BoostedRollsIdentifier = GL.AceGUI:Create("EditBox");
    BoostedRollsIdentifier:DisableButton(true);
    BoostedRollsIdentifier:SetHeight(20);
    BoostedRollsIdentifier:SetFullWidth(true);
    BoostedRollsIdentifier:SetMaxLetters(3);
    BoostedRollsIdentifier:SetText(GL.Settings:get("BoostedRolls.identifier", "BR"));
    BoostedRollsIdentifier:SetLabel(string.format(
        "|cff%sThe 'Identifier' is the text shown on the button (maximum 3 characters).|r",
        GL:classHexColor("rogue")
    ));
    BoostedRollsIdentifier:SetCallback("OnTextChanged", function (self)
        local value = self:GetText();

        if (type(value) ~= "string"
            or GL:empty(value)
        ) then
            return;
        end

        GL.Settings:set("BoostedRolls.identifier", strtrim(value));
    end);
    Parent:AddChild(BoostedRollsIdentifier);

    local BoostedRollsReserveThreshold = GL.AceGUI:Create("EditBox");
    BoostedRollsReserveThreshold:DisableButton(true);
    BoostedRollsReserveThreshold:SetHeight(20);
    BoostedRollsReserveThreshold:SetFullWidth(true);
    BoostedRollsReserveThreshold:SetText(GL.Settings:get("BoostedRolls.reserveThreshold", 0));
    BoostedRollsReserveThreshold:SetLabel(string.format(
        "|cff%sThe maximum roll, everything above is considered a 'reserve'.|r",
        GL:classHexColor("rogue")
    ));
    BoostedRollsReserveThreshold:SetCallback("OnTextChanged", function (self)
        local value = GL.BoostedRolls:toPoints(strtrim(self:GetText()));

        if not value then
            return;
        end

        GL.Settings:set("BoostedRolls.reserveThreshold", value);
    end);
    Parent:AddChild(BoostedRollsReserveThreshold);

    local BoostedRollsDefaultPoints = GL.AceGUI:Create("EditBox");
    BoostedRollsDefaultPoints:DisableButton(true);
    BoostedRollsDefaultPoints:SetHeight(20);
    BoostedRollsDefaultPoints:SetFullWidth(true);
    BoostedRollsDefaultPoints:SetText(GL.Settings:get("BoostedRolls.defaultPoints", 0));
    BoostedRollsDefaultPoints:SetLabel(string.format(
        "|cff%sThe default points assigned to players.|r",
        GL:classHexColor("rogue")
    ));
    BoostedRollsDefaultPoints:SetCallback("OnTextChanged", function (self)
        local value = GL.BoostedRolls:toPoints(strtrim(self:GetText()));

        if not value then
            return;
        end

        GL.Settings:set("BoostedRolls.defaultPoints", value);
    end);
    Parent:AddChild(BoostedRollsDefaultPoints);

    local BoostedRollsDefaultCost = GL.AceGUI:Create("EditBox");
    BoostedRollsDefaultCost:DisableButton(true);
    BoostedRollsDefaultCost:SetHeight(20);
    BoostedRollsDefaultCost:SetFullWidth(true);
    BoostedRollsDefaultCost:SetText(GL.Settings:get("BoostedRolls.defaultCost", 0));
    BoostedRollsDefaultCost:SetLabel(string.format(
        "|cff%sThe default cost for items awarded (can also be changed when awarding an item).|r",
        GL:classHexColor("rogue")
    ));
    BoostedRollsDefaultCost:SetCallback("OnTextChanged", function (self)
        local value = GL.BoostedRolls:toPoints(strtrim(self:GetText()));

        if not value then
            return;
        end

        GL.Settings:set("BoostedRolls.defaultCost", value);
    end);
    Parent:AddChild(BoostedRollsDefaultCost);

    local BoostedRollsDefaultStep = GL.AceGUI:Create("EditBox");
    BoostedRollsDefaultStep:DisableButton(true);
    BoostedRollsDefaultStep:SetHeight(20);
    BoostedRollsDefaultStep:SetFullWidth(true);
    BoostedRollsDefaultStep:SetText(GL.Settings:get("BoostedRolls.defaultStep", 0));
    BoostedRollsDefaultStep:SetLabel(string.format(
        "|cff%sThe default step when modifying points.|r",
        GL:classHexColor("rogue")
    ));
    BoostedRollsDefaultStep:SetCallback("OnTextChanged", function (self)
        local value = GL.BoostedRolls:toPoints(strtrim(self:GetText()));

        if not value then
            return;
        end

        GL.Settings:set("BoostedRolls.defaultStep", value);
    end);
    Parent:AddChild(BoostedRollsDefaultStep);

    local OpenDataButton = GL.AceGUI:Create("Button");
    OpenDataButton:SetText("Open Boosted Rolls Data");
    OpenDataButton:SetCallback("OnClick", function()
        GL.Settings:close();
        GL.Commands:call("points");
    end);
    Parent:AddChild(OpenDataButton);
end

GL:debug("Interface/Settings/BoostedRolls.lua");