local E = unpack(ElvUI)
local L = mMT.Locales

local DT = E:GetModule("DataTexts")

local _G = _G
local format = format
local InCombatLockdown = InCombatLockdown
local pi = math.pi
--Variables
local mText = L["Durability/ Ilevel"]
local hexColor = E:RGBToHex(E.db.general.valuecolor.r, E.db.general.valuecolor.g, E.db.general.valuecolor.b)
local GetAverageItemLevel = GetAverageItemLevel
local GetInventoryItemLink = GetInventoryItemLink
local GetInventoryItemTexture = GetInventoryItemTexture

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

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, color)
	if color then
		return color.hex .. value .. "|r"
	elseif E.db.mMT.durabilityIlevel.whiteText then
		return value
	else
		return hexColor .. value .. "|r"
	end
end
local function OnEnter(self)
	DT.tooltip:ClearLines()

	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

	if E.Retail or E.Cata then
		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))
	end

	DT.tooltip:Show()
end

local function OnLeave(self)
	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.Retail and 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 = "|TInterface\\AddOns\\ElvUI_mMediaTag\\media\\icons\\datatext\\shield.tga:14:14:0:0:64:64:5:59:5:59"
	local armorIcon = "|TInterface\\AddOns\\ElvUI_mMediaTag\\media\\icons\\datatext\\armor.tga:14:14:0:0:64:64:5:59:5:59|t"
	local text = E.db.mMT.durabilityIlevel.icon and "%s %s  %s %s" or "%s%s | %s%s"
	local avgEquippedString = ""
	local colorDurability = nil

	if E.db.mMT.durabilityIlevel.colored.enable then
		if (totalDurability or 0) <= E.db.mMT.durabilityIlevel.colored.a.value and not ((totalDurability or 0) <= E.db.mMT.durabilityIlevel.colored.b.value) then
			colorDurability = E.db.mMT.durabilityIlevel.colored.a.color
		elseif (totalDurability or 0) <= E.db.mMT.durabilityIlevel.colored.b.value then
			colorDurability = E.db.mMT.durabilityIlevel.colored.b.color
		end
	elseif (totalDurability or 0) <= 15 then
		colorDurability = { r = 1, g = 0.78, b = 0, hex = "|CFFFFC900" }
	end

	if not E.db.mMT.durabilityIlevel.whiteIcon and colorDurability then
		shieldIcon = shieldIcon .. ":" .. tostring(mMT:round(colorDurability.r * 255)) .. ":" .. tostring(mMT:round(colorDurability.g * 255)) .. ":" .. tostring(mMT:round(colorDurability.b * 255)) .. "|t"
	else
		shieldIcon = shieldIcon .. "|t"
	end

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

	if E.Retail or E.Cata then
		_, avgEquipped = GetAverageItemLevel()
		shieldIcon = E.db.mMT.durabilityIlevel.icon and shieldIcon or ""
		avgEquippedString = format("%." .. E.db.general.decimalLength .. "f", avgEquipped or 0)
		text = format(text, shieldIcon, colorText(totalDurabilityString, colorDurability), armorIcon, colorText(avgEquippedString))
	else
		text = E.db.mMT.durabilityIlevel.icon and "%s %s" or "%s%s"
		text = format(text, shieldIcon, colorText(totalDurabilityString, colorDurability))
	end

	self.text:SetText(text)
end

local function OnClick()
	if InCombatLockdown() then
		_G.UIErrorsFrame:AddMessage(E.InfoColor .. _G.ERR_NOT_IN_COMBAT)
	else
		_G.ToggleCharacter("PaperDollFrame")
	end
end

DT:RegisterDatatext("DurabilityIlevel", mMT.DatatextString, "UPDATE_INVENTORY_DURABILITY", OnEvent, nil, OnClick, OnEnter, OnLeave, mText, nil, nil)
