-- App locals
local _, app = ...;
local L = app.L;

-- This window is not currently supported by Classic!
if not app.IsRetail then return; end

-- World Quests weren't even a thing until... Was it WOD? Or was it Legion?
if app.GameBuildVersion < 70000 then return; end

-- Global locals
local ipairs, pairs, tinsert, type, wipe
	= ipairs, pairs, tinsert, type, wipe

-- Implementation
app:CreateWindow("WorldQuests", {
	AllowCompleteSound = true,
	Commands = { "attwq" },
	OnInit = function(self, handlers)
		-- localize some APIs
		local MergeObject, NestObject, NestObjects = app.MergeObject, app.NestObject, app.NestObjects;
		local C_TaskQuest_GetQuestsForPlayerByMapID = C_TaskQuest.GetQuestsOnMap;
		local C_AreaPoiInfo_GetAreaPOIForMap,C_AreaPoiInfo_GetAreaPOIInfo,C_AreaPoiInfo_GetEventsForMap,C_AreaPoiInfo_GetAreaPOISecondsLeft
			= C_AreaPoiInfo.GetAreaPOIForMap,C_AreaPoiInfo.GetAreaPOIInfo,C_AreaPoiInfo.GetEventsForMap,C_AreaPoiInfo.GetAreaPOISecondsLeft
		local C_QuestLine_RequestQuestLinesForMap = C_QuestLine.RequestQuestLinesForMap;
		local C_QuestLine_GetAvailableQuestLines = C_QuestLine.GetAvailableQuestLines;
		local C_Map_GetMapChildrenInfo = C_Map.GetMapChildrenInfo;
		local C_QuestLog_GetBountiesForMapID = C_QuestLog.GetBountiesForMapID;
		local GetNumRandomDungeons, GetLFGDungeonInfo, GetLFGRandomDungeonInfo, GetLFGDungeonRewards, GetLFGDungeonRewardInfo =
			  GetNumRandomDungeons, GetLFGDungeonInfo, GetLFGRandomDungeonInfo, GetLFGDungeonRewards, GetLFGDungeonRewardInfo;

		-- Returns an Object based on a QuestID a lot of Quest information for displaying in a row
		---@return table?
		local function GetPopulatedQuestObject(questID)
			-- cannot do anything on a missing object or questID
			if not questID then return; end
			-- either want to duplicate the existing data for this quest, or create new data for a missing quest
			local questObject = app.__CreateObject(app.SearchForObject("questID", questID, "field") or { questID = questID, _missing = true }, true);
			-- if questID == 78663 then
			-- 	local debug = app.Debugging
			-- 	app.Debugging = true
			-- 	app.PrintTable(questObject)
			-- 	app.Debugging = debug
			-- end
			-- Try populating quest rewards
			app.TryPopulateQuestRewards(questObject);
			return questObject;
		end
		local MapContainer = app.GetFieldContainer("mapID");
		local function CreateMapWithStyle(id)
			local mapObject = app.CreateMap(id, { progress = 0, total = 0 });
			for _,data in ipairs(MapContainer[id]) do
				if data.mapID and data.icon then
					mapObject.name = data.name;
					mapObject.icon = data.icon;
					mapObject.lvl = data.lvl;
					mapObject.lore = data.lore;
					mapObject.description = data.description;
					break;
				end
			end
			return mapObject;
		end

		local UpdateButton = app.CreateRawText(L.UPDATE_WORLD_QUESTS, {
			["icon"] = 134269,
			["description"] = L.UPDATE_WORLD_QUESTS_DESC,
			["hash"] = "funUpdateWorldQuests",
			["OnClick"] = function(data, button)
				app.Push(self, "WorldQuests-Rebuild", self.RebuildWQs);
				return true;
			end,
			["OnUpdate"] = app.AlwaysShowUpdate,
		})
		local data = app.CreateRawText(L.WORLD_QUESTS, {
			["icon"] = 237387,
			["description"] = L.WORLD_QUESTS_DESC,
			["visible"] = true,
			["indent"] = 0,
			["back"] = 1,
			["g"] = {
				UpdateButton,
			},
		})
		self:SetData(data);
		-- Build the initial heirarchy
		self:AssignChildren();
		local emissaryMapIDs = {
			{ 619, 650 },	-- Broken Isles, Highmountain
			{ app.FactionID == Enum.FlightPathFaction.Horde and 875 or 876, 895 },	-- Kul'Tiras or Zandalar, Stormsong Valley
		};
		local worldMapIDs = {
			-- Midnight Continents
			{
				2537,	-- Quel'Thalas
			},
			-- The War Within Continents
			{
				2274,	-- Khaz Algar
			},
			-- Dragon Isles Continents
			{
				1978,	-- Dragon Isles
				{
					2085,	-- Primalist Tomorrow
				}
			},
			-- Shadowlands Continents
			{
				1550,	-- Shadowlands
				-- {}
			},
			-- BFA Continents
			{
				875,	-- Zandalar
			},
			{
				876,	-- Kul'Tiras
			},
			{ 1355 },	-- Nazjatar
			-- Legion Continents
			{
				619,	-- Broken Isles
				{
					627,	-- Dalaran
				}
			},
			{ 905 },	-- Argus
			-- WoD Continents
			{ 572 },	-- Draenor
			-- MoP Continents
			{
				424,	-- Pandaria
			},
			-- Cataclysm Continents
			{ 948 },	-- The Maelstrom
			-- WotLK Continents
			{ 113 },	-- Northrend
			-- BC Continents
			{ 101 },	-- Outland
			-- Vanilla Continents
			{
				12,		-- Kalimdor
				{
					62,	-- Darkshore
				},
			},
			{	13,		-- Eastern Kingdoms
				{
					14,	-- Arathi Highlands
				},
			},
		}
		local RepeatablesPerMapID = {
			[2200] = {	-- Emerald Dream
				78319,	-- The Superbloom
			},
			[2024] = {	-- The Azure Span
				79226,	-- The Big Dig: Traitor's Rest
			},
		}
		-- Blizz likes to list the same quest on multiple maps
		local AddedQuestIDs = {}
		self.Clear = function(self)
			self:GetRunner().Reset()
			local g = self.data.g
			-- wipe parent references from current top-level groups so any delayed
			-- updates on sub-groups no longer chain to the window
			for _,o in ipairs(g) do
				o.parent = nil
			end
			wipe(g);
			tinsert(g, UpdateButton);
			self:AssignChildren();
			self:Update(true);
		end
		-- World Quests (Tasks)
		self.MergeTasks = function(self, mapObject)
			local mapID = mapObject.mapID;
			if not mapID then return; end
			local pois = C_TaskQuest_GetQuestsForPlayerByMapID(mapID);
			-- app.PrintDebug(#pois,"WQ in",mapID);
			if pois then
				for i,poi in ipairs(pois) do
					-- only include Tasks on this actual mapID since each Zone mapID is checked individually
					if poi.mapID == mapID and not AddedQuestIDs[poi.questID] then
						-- app.PrintTable(poi)
						AddedQuestIDs[poi.questID] = true
						local questObject = GetPopulatedQuestObject(poi.questID);
						if questObject then
							if self.includeAll or
								-- include the quest in the list if holding shift and tracking quests
								(self.includePermanent and self.includeQuests) or
								-- or if it is repeatable (i.e. one attempt per day/week/year)
								questObject.repeatable or
								-- or if it has time remaining
								(questObject.timeRemaining or 0 > 0)
							then
								-- if poi.questID == 78663 then
								-- 	app.print("WQ",questObject.questID,questObject.g and #questObject.g);
								-- end
								-- add the map POI coords to our new quest object
								if poi.x and poi.y then
									questObject.coords = { [mapID] = { { 100 * poi.x, 100 * poi.y } }}
								end
								NestObject(mapObject, questObject);
								-- see if need to retry based on missing data
								-- if not self.retry and questObject.missingData then self.retry = true; end
							end
						end
					-- else app.PrintDebug("Skipped WQ",mapID,poi.mapID,poi.questID)
					end
				end
			end
		end
		local MapPOIs = {}
		-- Area POIs (Points of Interest)
		self.MergeAreaPOIs = function(self, mapObject)
			local mapID = mapObject.mapID
			if not mapID then return end

			local pois = app.ArrayAppend(C_AreaPoiInfo_GetAreaPOIForMap(mapID), C_AreaPoiInfo_GetEventsForMap(mapID))
			if not pois or #pois == 0 then return end

			-- replace the POI IDs with their respective infos
			for i=1,#pois do
				pois[i] = C_AreaPoiInfo_GetAreaPOIInfo(mapID, pois[i])
			end
			local poi, poiID, x, y
			for i=1,#pois do
				poi = pois[i]
				poiID = poi.areaPoiID
				local poiMapID = poi.linkedUiMapID
				-- one poiID may by linked to multiple Things or copies of a Thing so make sure to merge them together
				local o = app.SearchForObject("poiID", poiID, nil, true)
				if #o > 0 then
					local clone = app.__CreateObject(o[1])
					if not poiMapID and not poi.isPrimaryMapForPOI then
						poiMapID = app.GetRelativeValue(o[1], "mapID")
					end
					if #o > 1 then
						for i=2,#o do
							app.MergeProperties(clone, o[i])
						end
					end
					o = clone
				end
				if o and o.__type then
					o.timeRemaining = C_AreaPoiInfo_GetAreaPOISecondsLeft(poiID)
					if self.includeAll or
						-- if it has time remaining
						(not o.timeRemaining or (o.timeRemaining > 0))
					then
						-- add the map POI coords to our new object
						if poi.position then
							x, y = poi.position.x, poi.position.y
						else
							x, y = nil, nil
						end
						if x and y then
							o.coords = { [mapID] = { { 100 * x, 100 * y } }}
						end
						if not poiMapID or poiMapID == mapID or poi.isPrimaryMapForPOI then
							NestObject(mapObject, o)
						else
							local mapPOIs = MapPOIs[poiMapID]
							if mapPOIs then mapPOIs[#mapPOIs + 1] = o
							else
								mapPOIs = {o}
								MapPOIs[poiMapID] = mapPOIs
							end
						end
					end
				end
			end

			-- add any POIs which show only on 'other' maps but intended for this one
			local myPOIs = MapPOIs[mapID]
			if myPOIs then
				for i=1,#myPOIs do
					NestObject(mapObject, myPOIs[i])
				end
			end
		end
		-- Storylines/Map Quest Icons
		self.MergeStorylines = function(self, mapObject)
			local mapID = mapObject.mapID;
			if not mapID then return; end
			C_QuestLine_RequestQuestLinesForMap(mapID);
			local questLines = C_QuestLine_GetAvailableQuestLines(mapID)
			if questLines then
				for id,questLine in pairs(questLines) do
					-- dont show 'hidden' quest lines... not sure what this is exactly
					if not questLine.isHidden and not AddedQuestIDs[questLine.questID] then
						AddedQuestIDs[questLine.questID] = true
						local questObject = GetPopulatedQuestObject(questLine.questID);
						if questObject then
							if self.includeAll or
								-- include the quest in the list if holding shift and tracking quests
								(self.includePermanent and self.includeQuests) or
								-- or if it is repeatable (i.e. one attempt per day/week/year)
								questObject.repeatable or
								-- or if it has time remaining
								(questObject.timeRemaining or 0 > 0)
							then
								NestObject(mapObject, questObject);
								-- see if need to retry based on missing data
								-- if not self.retry and questObject.missingData then self.retry = true; end
							end
						end
					end
				end
			else
				-- print("No questline data yet for mapID:",mapID);
				self.retry = true;
			end
		end
		-- Static Repeatables
		self.MergeRepeatables = function(self, mapObject)
			local mapID = mapObject.mapID;
			if not mapID then return; end
			local repeatables = RepeatablesPerMapID[mapID]
			if not repeatables then return end

			local questObject
			for _,questID in ipairs(repeatables) do
				questObject = GetPopulatedQuestObject(questID)
				if questObject then
					if self.includeAll or
						-- Account/Debug or not saved
						(app.MODE_DEBUG_OR_ACCOUNT or not questObject.saved)
					then
						NestObject(mapObject, questObject);
						-- see if need to retry based on missing data
						-- if not self.retry and questObject.missingData then self.retry = true; end
					end
				end
			end

		end
		self.BuildMapAndChildren = function(self, mapObject)
			if not mapObject.mapID then return; end

			-- print("Build Map",mapObject.mapID,mapObject.text);

			-- Merge Tasks for Zone
			self:MergeTasks(mapObject)
			-- Merge Storylines for Zone
			self:MergeStorylines(mapObject)
			-- Merge Repeatables for Zone
			self:MergeRepeatables(mapObject)
			-- Merge Area POIs for Zone
			self:MergeAreaPOIs(mapObject)

			-- look for quests on map child maps as well
			local mapChildInfos = C_Map_GetMapChildrenInfo(mapObject.mapID, 3);
			if mapChildInfos then
				for _,mapInfo in ipairs(mapChildInfos) do
					-- start fetching the data while other stuff is setup
					C_QuestLine_RequestQuestLinesForMap(mapInfo.mapID);
					local subMapObject = CreateMapWithStyle(mapInfo.mapID);

					-- Build the children maps
					self:BuildMapAndChildren(subMapObject);

					NestObject(mapObject, subMapObject);
				end
			end
		end
		self.RebuildWQs = function(self, no)
			-- Already filled with data and nothing needing to retry, just give it a forced update pass since data for quests should now populate dynamically
			if not self.retry and #self.data.g > 1 then
				-- app.PrintDebug("Already WQ data, just update again")
				-- Force Update Callback
				app.CallbackHandlers.Callback(self.Update, self, true);
				return;
			end
			-- Reset the world quests Runner before building new data
			self:GetRunner().Reset()
			wipe(self.data.g);
			-- Rebuild all World Quest data
			wipe(AddedQuestIDs)
			wipe(MapPOIs)
			-- app.PrintDebug("Rebuild WQ Data")
			self.retry = nil;
			-- Put a 'Clear World Quests' click first in the list
			local temp = {app.CreateRawText(L.CLEAR_WORLD_QUESTS, {
				['icon'] = 2447782,
				['description'] = L.CLEAR_WORLD_QUESTS_DESC,
				['hash'] = "funClearWorldQuests",
				['OnClick'] = function(data, button)
					app.Push(self, "WorldQuests-Clear", self.Clear);
					return true;
				end,
				['OnUpdate'] = app.AlwaysShowUpdate,
			})}

			-- options when refreshing the list
			self.includeAll = app.MODE_DEBUG;
			self.includeQuests = app.Settings.Collectibles.Quests or app.Settings.Collectibles.QuestsLocked;
			self.includePermanent = IsAltKeyDown() or self.includeAll;

			-- Acquire all of the world mapIDs
			for _,pair in ipairs(worldMapIDs) do
				local mapID = pair[1];
				-- app.PrintDebug("WQ.WorldMapIDs.", mapID)
				-- start fetching the data while other stuff is setup
				C_QuestLine_RequestQuestLinesForMap(mapID);
				local mapObject = CreateMapWithStyle(mapID);

				-- Build top-level maps all the way down
				self:BuildMapAndChildren(mapObject);

				-- Additional Maps
				local additionalMapIDs = pair[2];
				if additionalMapIDs then
					for i=1,#additionalMapIDs do
						-- Basic Sub-map
						local subMap = CreateMapWithStyle(additionalMapIDs[i])

						-- Build top-level maps all the way down for the sub-map
						self:BuildMapAndChildren(subMap);

						NestObject(mapObject, subMap);
					end
				end

				-- Merge everything for this map into the list
				app.Sort(mapObject.g, true)
				MergeObject(temp, mapObject)
			end

			-- Acquire all of the emissary quests
			for _,pair in ipairs(emissaryMapIDs) do
				local mapID = pair[1];
				-- print("WQ.EmissaryMapIDs." .. tostring(mapID))
				local mapObject = CreateMapWithStyle(mapID);
				local bounties = C_QuestLog_GetBountiesForMapID(pair[2]);
				if bounties and #bounties > 0 then
					for _,bounty in ipairs(bounties) do
						local questObject = GetPopulatedQuestObject(bounty.questID);
						NestObject(mapObject, questObject);
					end
				end
				app.Sort(mapObject.g, true)
				MergeObject(temp, mapObject);
			end

			-- Heroic Deeds
			if self.includePermanent and not (app.IsQuestFlaggedCompleted(32900) or app.IsQuestFlaggedCompleted(32901)) then
				local mapObject = CreateMapWithStyle(424);
				NestObject(mapObject, GetPopulatedQuestObject(app.FactionID == Enum.FlightPathFaction.Alliance and 32900 or 32901));
				MergeObject(temp, mapObject);
			end

			local OnUpdateForLFGHeader = function(group)
				local meetLevelrange = app.Modules.Filter.Filters.Level(group);
				if meetLevelrange or app.MODE_DEBUG_OR_ACCOUNT then
					-- default logic for available LFG category/Debug/Account
					return false;
				else
					group.visible = nil;
					return true;
				end
			end

			-- Get the LFG Rewards Available at this level
			local numRandomDungeons = GetNumRandomDungeons();
			-- print(numRandomDungeons,"numRandomDungeons");
			if numRandomDungeons > 0 then
				local gfg = {}
				local groupFinder = app.CreateRawText(DUNGEONS_BUTTON, { icon = app.asset("Category_GroupFinder"), g = gfg })
				for index=1,numRandomDungeons,1 do
					local dungeonID = GetLFGRandomDungeonInfo(index);
					-- app.PrintDebug("RandInfo",index,GetLFGRandomDungeonInfo(index));
					-- app.PrintDebug("NormInfo",dungeonID,GetLFGDungeonInfo(dungeonID))
					-- app.PrintDebug("DungeonAppearsInRandomLFD(dungeonID)",DungeonAppearsInRandomLFD(dungeonID)); -- useless
					local name, typeID, subtypeID, minLevel, maxLevel, recLevel, minRecLevel, maxRecLevel, expansionLevel, groupID, textureFilename, difficulty, maxPlayers, description, isHoliday, bonusRepAmount, minPlayers, isTimeWalker, name2, minGearLevel = GetLFGDungeonInfo(dungeonID);
					-- print(dungeonID,name, typeID, subtypeID, minLevel, maxLevel, recLevel, minRecLevel, maxRecLevel, expansionLevel, groupID, textureFilename, difficulty, maxPlayers, description, isHoliday, bonusRepAmount, minPlayers, isTimeWalker, name2, minGearLevel);
					local _, gold, unknown, xp, unknown2, numRewards, unknown = GetLFGDungeonRewards(dungeonID);
					-- print("GetLFGDungeonRewards",dungeonID,GetLFGDungeonRewards(dungeonID));
					local hg = {}
					local header = app.CreateRawText(name, { g = hg, dungeonID = dungeonID, description = description, lvl = { minRecLevel or 1, maxRecLevel }, OnUpdate = OnUpdateForLFGHeader})
					if expansionLevel and not isHoliday then
						header.icon = app.CreateExpansion(expansionLevel + 1).icon;
					elseif isTimeWalker then
						header.icon = app.asset("Difficulty_Timewalking");
					end
					for rewardIndex=1,numRewards,1 do
						local itemName, icon, count, claimed, rewardType, itemID, quality = GetLFGDungeonRewardInfo(dungeonID, rewardIndex);
						-- common logic
						local idType = (rewardType or "item").."ID";
						local thing = { [idType] = itemID };
						local _cache = app.SearchForField(idType, itemID);
						for _,data in ipairs(_cache) do
							-- copy any sourced data for the dungeon reward into the list
							if app.GroupMatchesParams(data, idType, itemID, true) then
								app.MergeProperties(thing, data);
							end
							local lvl;
							if isTimeWalker then
								lvl = (data.lvl and type(data.lvl) == "table" and data.lvl[1]) or
										data.lvl or
										(data.parent and data.parent.lvl and type(data.parent.lvl) == "table" and data.parent.lvl[1]) or
										data.parent.lvl or 0;
							else
								lvl = 0;
							end
							-- Should the rewards be listed in the window based on the level of the rewards
							if lvl <= minRecLevel then
								NestObjects(thing, data.g);	-- no need to clone, everything is re-created at the end
							end
						end
						hg[#hg + 1] = thing
					end
					gfg[#gfg + 1] = header
				end
				MergeObject(temp, groupFinder)
			end

			-- put all the things into the window data, turning them into objects as well
			NestObjects(self.data, temp);
			-- Build the heirarchy
			self:AssignChildren();
			-- Force Update
			self:Update(true);
		end
	end,
});
