
-- Faction Lib
-- Defines handling, APIs, and creation of 'Faction' Type objects
-- TODO: revise for performance improvements/structure... this is basically copy-paste from Retail ATT

local _, app = ...;
local L = app.L;

-- Global locals
local pairs, type, ipairs, string_format, select, strtrim, math_min
	= pairs, type, ipairs, string.format, select, strtrim, math.min

-- App locals
local AssignChildren = app.AssignChildren;
local ATTAccountWideData
local DESCRIPTION_SEPARATOR = "`";-- temporary

-- Module locals
local GetProgressColor = app.Modules.Color.GetProgressColor;
local Colorize = app.Modules.Color.Colorize;
local ColorizeRGB = app.Modules.Color.ColorizeRGB;

-- Blizz locals
local GetFriendshipReputation, GetFriendshipReputationRanks, GetFactionInfoByID, GetAchievementInfo, GetAchievementLink,
	GetRenownLevels, GetMajorFactionData =
	  GetFriendshipReputation, GetFriendshipReputationRanks, GetFactionInfoByID, GetAchievementInfo, GetAchievementLink,
	C_MajorFactions.GetRenownLevels, C_MajorFactions.GetMajorFactionData

-- Faction API Implementation
-- Access via AllTheThings.Modules.Faction
local api = {};
app.Modules.Faction = api;
api.OnStartup = function(AccountData)
	ATTAccountWideData = AccountData
end

-- 10.0 Blizz does some weird stuff with Friendship functions now, so let's try to wrap the functionality to work with what we expected before... at least for now
if C_GossipInfo then
	local GetBlizzFriendship = C_GossipInfo.GetFriendshipReputation;
	GetFriendshipReputation = function(factionID, field)
		local friendInfo = GetBlizzFriendship(factionID);
		local friendFactionID = friendInfo and friendInfo.friendshipFactionID or 0;
		if friendFactionID ~= 0 then
			return field and friendInfo[field] or true;
		end
	end
	local GetBlizzFriendshipRanks = C_GossipInfo.GetFriendshipReputationRanks;
	GetFriendshipReputationRanks = function(factionID)
		local rankInfo = GetBlizzFriendshipRanks(factionID);
		local maxLevel = rankInfo and rankInfo.maxLevel or 0;
		if maxLevel ~= 0 then
			return rankInfo.currentLevel, maxLevel;
		end
	end
end
local StandingByID = {
	[0] = {	-- 0: No Standing (Not in a Guild)
		["color"] = "00404040",
		["threshold"] = -99999,
	},
	{	-- 1: HATED
		["color"] = GetProgressColor(0),
		["threshold"] = -42000,
	},
	{	-- 2: HOSTILE
		["color"] = "00FF0000",
		["threshold"] = -6000,
	},
	{	-- 3: UNFRIENDLY
		["color"] = "00EE6622",
		["threshold"] = -3000,
	},
	{	-- 4: NEUTRAL
		["color"] = "00FFFF00",
		["threshold"] = 0,
	},
	{	-- 5: FRIENDLY
		["color"] = "0000FF00",
		["threshold"] = 3000,
	},
	{	-- 6: HONORED
		["color"] = "0000FF88",
		["threshold"] = 9000,
	},
	{	-- 7: REVERED
		["color"] = "0000FFCC",
		["threshold"] = 21000,
	},
	{	-- 8: EXALTED
		["color"] = GetProgressColor(1),
		["threshold"] = 42000,
	},
};
app.FactionNameByID = setmetatable({}, { __index = function(t, id)
	local name = select(1, GetFactionInfoByID(id)) or GetFriendshipReputation(id, "name");
	if name then
		t[id] = name;
		app.FactionIDByName[name] = id;
		return name;
	end
end });
app.FactionIDByName = setmetatable({}, { __index = function(t, name)
	for i=1,3000,1 do
		if app.FactionNameByID[i] == name then
			t[name] = i;
			return i;
		end
	end
end });
app.GetFactionIDByName = function(name)
	name = strtrim(name);
	return app.FactionIDByName[name] or name;
end
app.GetFactionStanding = function(reputationPoints)
	-- Total earned rep from GetFactionInfoByID is a value AWAY FROM ZERO, not a value within the standing bracket.
	if reputationPoints then
		if type(reputationPoints) == "table" then
			return app.GetReputationStanding(reputationPoints);
		end
		for i=#StandingByID,1,-1 do
			local threshold = StandingByID[i].threshold;
			if reputationPoints >= threshold then
				return i, threshold < 0 and (threshold - reputationPoints) or (reputationPoints - threshold);
			end
		end
	end
	return 1, 0
end
-- Given a maxReputation/minReputation table, will return the proper StandingID and Amount into that Standing associated with the data
app.GetReputationStanding = function(reputationInfo)
	local factionID, standingOrAmount = reputationInfo[1], reputationInfo[2];
	-- check if the Faction is actually a 'Renown' faction (Major Faction)
	local majorFactionData = GetMajorFactionData(factionID);
	-- make it really easy to use threshold checks by directly providing the expected standing
	-- incoming value can also be negative for hostile standings, so check directly on the table
	if majorFactionData or (standingOrAmount > 0 and StandingByID[standingOrAmount]) then
		return standingOrAmount, 0;
	else
		local friend = GetFriendshipReputation(factionID);
		if friend then
			-- don't think there's a good standard way to determine friendship rank from an arbitrary amount of reputation...
			app.print("Convert Friendship Reputation Threshold to StandingID",factionID,standingOrAmount)
			return 1, standingOrAmount;
		else
			-- Total earned rep from GetFactionInfoByID is a value AWAY FROM ZERO, not a value within the standing bracket.
			for i=#StandingByID,1,-1 do
				local threshold = StandingByID[i].threshold;
				if standingOrAmount >= threshold then
					return i, threshold < 0 and (threshold - standingOrAmount) or (standingOrAmount - threshold);
				end
			end
		end
	end
end
local function GetCurrentFactionStandings(factionID, requestedStanding)
	-- check if the Faction is actually a 'Renown' faction (Major Faction)
	local majorFactionData = GetMajorFactionData(factionID);
	if majorFactionData then
		local max = #GetRenownLevels(factionID);
		return requestedStanding or majorFactionData.renownLevel, max, true;
	end
	local standing, maxStanding = 0, 8;
	local friend = GetFriendshipReputation(factionID);
	if friend then
		standing, maxStanding = GetFriendshipReputationRanks(factionID);
	else
		standing = select(3, GetFactionInfoByID(factionID));
	end
	return requestedStanding or standing or 1, maxStanding;
end
app.GetCurrentFactionStandings = GetCurrentFactionStandings;
-- Returns the 'text' colorized to match a specific standard 'StandingID'
local function ColorizeStandingText(standingID, text)
	local standing = StandingByID[standingID];
	if standing then
		return Colorize(text, standing.color);
	else
		local rgb = FACTION_BAR_COLORS[standingID];
		return ColorizeRGB(text, rgb.r, rgb.g, rgb.b);
	end
end
-- Returns StandingText or Requested Standing colorzing the 'Standing' text for the Faction, or otherwise the provided 'textOverride'
app.GetCurrentFactionStandingText = function(factionID, requestedStanding, textOverride)
	local standing, maxStanding, isRenown = GetCurrentFactionStandings(factionID, requestedStanding);
	if isRenown then
		local progress = math_min(standing, maxStanding) / maxStanding;
			-- Renown %d
		return Colorize(textOverride or string_format(COVENANT_RENOWN_LEVEL_TOAST, standing), GetProgressColor(progress));
	end
	local friendStandingText = GetFriendshipReputation(factionID, "reaction");
	if friendStandingText then
		-- adjust relative to max based on the actual max ranks of the friendship faction
		-- prevent any weirdness of requesting a standing higher than the max for the friendship
		local progress = math_min(standing, maxStanding) / maxStanding;
		-- if we requested a specific standing, we can't rely on the friendship text to be accurate
		if requestedStanding and not textOverride then
			-- Rank %d
			friendStandingText = string_format(AZERITE_ESSENCE_RANK, requestedStanding);
		end
		-- friendships simply colored based on rank progress, some friendships have more ranks than faction standings... makes it weird to correlate them
		return Colorize(textOverride or friendStandingText, GetProgressColor(progress));
	end
	return ColorizeStandingText(standing, textOverride or friendStandingText or _G["FACTION_STANDING_LABEL" .. standing] or UNKNOWN);
end
-- This is ONLY used by the ItemHarvester to try and find related Faction from an Item tooltip
app.GetFactionStandingThresholdFromString = function(replevel)
	replevel = strtrim(replevel);
	for standing=1,8,1 do
		if _G["FACTION_STANDING_LABEL" .. standing] == replevel then
			return StandingByID[standing].threshold;
		end
	end
end

local cache = app.CreateCache("factionID");
local function CacheInfo(t, field)
	local _t, id = cache.GetCached(t);
	-- do not attempt caching more than 1 time per factionID since not every cached field may have a cached value
	if _t.name then return end
	local name, lore = GetFactionInfoByID(id);
	local friendshipName = GetFriendshipReputation(id, "name");
	name = name or friendshipName;
	_t.name = name or (t.creatureID and app.NPCNameFromID[t.creatureID]) or (FACTION .. " #" .. id);
	if lore then
		_t.lore = lore;
	elseif not name then
		_t.description = L["FACTION_SPECIFIC_REP"];
	end
	if friendshipName then
		t.isFriend = true;
		local friendship = GetFriendshipReputation(id, "text");
		if friendship then
			if _t.lore then
		 		_t.lore = _t.lore.."\n\n"..friendship;
			else
		 		_t.lore = friendship;
			end
		 end
	end
	if field then return _t[field]; end
end

app.CreateFaction = app.CreateClass("Faction", "factionID", {
	["key"] = function(t)
		return "factionID";
	end,
	-- pseudo-headerID so that default Sorting considers Faction groups equivalent to Headers
	["headerID"] = function()
		return true;
	end,
	["name"] = function(t)
		return cache.GetCachedField(t, "name", CacheInfo);
	end,
	["description"] = function(t)
		return cache.GetCachedField(t, "description", CacheInfo);
	end,
	["lore"] = function(t)
		return cache.GetCachedField(t, "lore", CacheInfo);
	end,
	["icon"] = function(t)
		local icon = t.achievementID and select(10, GetAchievementInfo(t.achievementID))
			or t.isFriend and GetFriendshipReputation(t.factionID, "texture");
		return icon ~= 0 and icon ~= "" and icon
			or app.asset("Category_Factions");
	end,
	["link"] = function(t)
		return t.achievementID and GetAchievementLink(t.achievementID);
	end,
	["achievementID"] = function(t)
		local achievementID = t.altAchID and app.FactionID == Enum.FlightPathFaction.Horde and t.altAchID or t.achID;
		if achievementID then
			t.achievementID = achievementID;
			return achievementID;
		end
	end,
	["filterID"] = function(t)
		return 112;
	end,
	["trackable"] = app.ReturnTrue,
	["collectible"] = function(t)
		if app.Settings.Collectibles.Reputations then
			-- If your reputation is higher than the maximum for a different faction, return partial completion.
			if not app.Settings.AccountWide.Reputations and t.maxReputation and t.maxReputation[1] ~= t.factionID and (select(3, GetFactionInfoByID(t.maxReputation[1])) or 4) >= app.GetFactionStanding(t.maxReputation[2]) then
				return false;
			end
			return true;
		end
		return false;
	end,
	["collected"] = function(t)
		if t.saved then return 1; end
		if app.Settings.AccountWide.Reputations and ATTAccountWideData.Factions[t.factionID] then return 2; end

		-- If there's an associated achievement, return partial completion.
		if t.achievementID and select(4, GetAchievementInfo(t.achievementID)) then
			return 2;
		end

		-- If this can be completed by completing a different achievement, return partial completion.
		if t.altAchievements then
			for i,achID in ipairs(t.altAchievements) do
				if select(4, GetAchievementInfo(achID)) then
					return 2;
				end
			end
		end
	end,
	["saved"] = function(t)
		local factionID = t.factionID;
		if app.CurrentCharacter.Factions[factionID] then return true; end
		if t.standing >= t.maxstanding then
			app.CurrentCharacter.Factions[factionID] = 1;
			ATTAccountWideData.Factions[factionID] = 1;
			return true;
		end
	end,
	["title"] = function(t)
		local title = app.GetCurrentFactionStandingText(t.factionID);
		if t.isFriend then
			local reputation = t.reputation;
			local amount, ceiling = select(2, app.GetFactionStanding(reputation)), t.ceiling;
			if ceiling then
				title = title .. DESCRIPTION_SEPARATOR .. amount .. " / " .. ceiling;
				if reputation < 42000 then
					return title .. " (" .. (42000 - reputation) .. ")";
				end
			end
			return title;
		else
			local reputation = t.reputation;
			local amount, ceiling = select(2, app.GetFactionStanding(reputation)), t.ceiling;
			if ceiling then
				title = title .. DESCRIPTION_SEPARATOR .. amount .. " / " .. ceiling;
				if reputation < 42000 then
					return title .. " (" .. (42000 - reputation) .. " to " .. _G["FACTION_STANDING_LABEL8"] .. ")";
				end
			end
			return title;
		end
	end,
	["isFriend"] = function(t)
		if GetFriendshipReputation(t.factionID) then
			t.isFriend = true;
			return true;
		else
			t.isFriend = false;
			return false;
		end
	end,
	["reputation"] = function(t)
		return select(6, GetFactionInfoByID(t.factionID)) or 0;
	end,
	["ceiling"] = function(t)
		local _, _, _, m, ma = GetFactionInfoByID(t.factionID);
		return ma and m and (ma - m);
	end,
	["standing"] = function(t)
		return GetCurrentFactionStandings(t.factionID);
	end,
	["maxstanding"] = function(t)
		if t.minReputation and t.minReputation[1] == t.factionID then
			app.PrintDebug("Faction with MinReputation??",t.factionID)
			return app.GetFactionStanding(t.minReputation[2]);
		end
		local _, maxStanding = GetCurrentFactionStandings(t.factionID);
		t.maxStanding = maxStanding;
		return maxStanding;
	end,
	["sortProgress"] = function(t)
		return ((t.reputation or -42000) + 42000) / 84000;
	end,
});