local MER, F, E, I, V, P, G, L = unpack(ElvUI_MerathilisUI)
local DT = E:GetModule("DataTexts")

local _G = _G
local format = format
local InCombatLockdown = InCombatLockdown
local pi = math.pi

local GetAverageItemLevel = GetAverageItemLevel
local GetInventoryItemLink = GetInventoryItemLink
local GetInventoryItemTexture = GetInventoryItemTexture

local C_MountJournal_GetMountInfoByID = C_MountJournal.GetMountInfoByID
local C_MountJournal_SummonByID = C_MountJournal.SummonByID

local REPAIR_COST = REPAIR_COST
local tooltipString = "%d%%"
local totalDurability = 0
local invDurability = {}
local totalRepairCost

local hexColor = E:RGBToHex(E.db.general.valuecolor.r, E.db.general.valuecolor.g, E.db.general.valuecolor.b)
local dName = MER.Title .. L["Durability / ItemLevel"]

local slots = {
	[1] = _G.INVTYPE_HEAD,
	[3] = _G.INVTYPE_SHOULDER,
	[5] = _G.INVTYPE_CHEST,
	[6] = _G.INVTYPE_WAIST,
	[7] = _G.INVTYPE_LEGS,
	[8] = _G.INVTYPE_FEET,
	[9] = _G.INVTYPE_WRIST,
	[10] = _G.INVTYPE_HAND,
	[16] = _G.INVTYPE_WEAPONMAINHAND,
	[17] = _G.INVTYPE_WEAPONOFFHAND,
	[18] = _G.INVTYPE_RANGED,
}

local function colorize(num)
	if num >= 0 then
		return 0.1, 1, 0.1
	else
		return E:ColorGradient(-(pi / num), 1, 0.1, 0.1, 1, 1, 0.1, 0.1, 1, 0.1)
	end
end

local function colorText(value, low)
	if low then
		return "|CFFFFC900" .. value .. "|r"
	elseif E.db.mui.datatexts.durabilityIlevel.text then
		return value
	else
		return hexColor .. value .. "|r"
	end
end
local function OnEnter(self)
	DT:SetupTooltip(self)

	for slot, durability in pairs(invDurability) do
		DT.tooltip:AddDoubleLine(
			format(
				"|T%s:14:14:0:0:64:64:4:60:4:60|t %s",
				GetInventoryItemTexture("player", slot),
				GetInventoryItemLink("player", slot)
			),
			format(tooltipString, durability),
			1,
			1,
			1,
			E:ColorGradient(durability * 0.01, 1, 0.1, 0.1, 1, 1, 0.1, 0.1, 1, 0.1)
		)
	end

	if totalRepairCost > 0 then
		DT.tooltip:AddLine(" ")
		DT.tooltip:AddDoubleLine(REPAIR_COST, GetMoneyString(totalRepairCost), 0.6, 0.8, 1, 1, 1, 1)
	end

	local avg, avgEquipped, avgPvp = GetAverageItemLevel()
	DT.tooltip:AddDoubleLine(STAT_AVERAGE_ITEM_LEVEL, format("%0.2f", avg), 1, 1, 1, 0.1, 1, 0.1)
	DT.tooltip:AddDoubleLine(GMSURVEYRATING3, format("%0.2f", avgEquipped), 1, 1, 1, colorize(avgEquipped - avg))
	DT.tooltip:AddDoubleLine(
		LFG_LIST_ITEM_LEVEL_INSTR_PVP_SHORT,
		format("%0.2f", avgPvp),
		1,
		1,
		1,
		colorize(avgPvp - avg)
	)

	DT.tooltip:AddLine(" ")
	DT.tooltip:AddLine(L["|cffFFFFFFLeft Click:|r Open Character Frame"])
	DT.tooltip:AddLine(L["|cffFFFFFFRight Click:|r Summon Grand Expedition Yak"])
	DT.tooltip:Show()
end

local function OnLeave()
	DT.tooltip:Hide()
end

local function OnEvent(self)
	totalDurability = 100
	totalRepairCost = 0

	wipe(invDurability)

	for index in pairs(slots) do
		local currentDura, maxDura = GetInventoryItemDurability(index)
		if currentDura and maxDura > 0 then
			local perc, repairCost = (currentDura / maxDura) * 100, 0
			invDurability[index] = perc

			if perc < totalDurability then
				totalDurability = perc
			end

			if E.ScanTooltip.GetTooltipData then
				E.ScanTooltip:SetInventoryItem("player", index)
				E.ScanTooltip:Show()

				local data = E.ScanTooltip:GetTooltipData()
				repairCost = data and data.repairCost
			else
				repairCost = select(3, E.ScanTooltip:SetInventoryItem("player", index))
			end

			totalRepairCost = totalRepairCost + (repairCost or 0)
		end
	end

	local avgEquipped = 0
	local shieldIcon = "|T" .. I.General.MediaPath .. "Textures\\Icons\\shield.tga:14:14:0:0:64:64:5:59:5:59|t"
	local armorIcon = "|T" .. I.General.MediaPath .. "Textures\\Icons\\armor.tga:14:14:0:0:64:64:5:59:5:59|t"
	local text = E.db.mui.datatexts.durabilityIlevel.icon and "%s %s  %s %s" or "%s%s | %s%s"
	local avgEquippedString = ""
	local lowDurability = (totalDurability or 0) <= 15

	armorIcon = E.db.mui.datatexts.durabilityIlevel.icon and armorIcon or ""
	local totalDurabilityString = format("%." .. E.db.general.decimalLength .. "f%%", totalDurability or 0)

	_, avgEquipped = GetAverageItemLevel()
	shieldIcon = E.db.mui.datatexts.durabilityIlevel.icon and shieldIcon or ""

	avgEquippedString = format("%." .. E.db.general.decimalLength .. "f", avgEquipped or 0)
	text = format(
		text,
		shieldIcon,
		colorText(totalDurabilityString, lowDurability),
		armorIcon,
		colorText(avgEquippedString)
	)

	self.text:SetText(text)
end

local function OnClick(_, button)
	if not E:AlertCombat() then
		if button == "LeftButton" then
			_G.ToggleCharacter("PaperDollFrame")
		elseif button == "RightButton" then
			local mount = C_MountJournal_GetMountInfoByID(460)
			if mount then
				C_MountJournal_SummonByID(460)
			end
		end
	end
end

DT:RegisterDatatext(
	"DurabilityItemLevel",
	MER.Title .. "Durability & ItemLevel",
	"UPDATE_INVENTORY_DURABILITY",
	OnEvent,
	nil,
	OnClick,
	OnEnter,
	OnLeave,
	dName,
	nil,
	nil
)
