#include "NpcWispServer.h"
#include "InventoryComponent.h"

#include "EntityManager.h"
#include "Entity.h"
#include "GameMessages.h"
#include "Item.h"

void NpcWispServer::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState) {
	if (missionID != 1849 && missionID != 1883)
	    return;

	auto* inventory = target->GetComponent<InventoryComponent>();
	if (inventory == nullptr)
	    return;

	LOT maelstromCubeLot = 14592;
	auto* maelstromCube = inventory->FindItemByLot(maelstromCubeLot);

	// For the daily we add the maelstrom cube if the player doesn't have it yet
	if (missionID == 1883 && (missionState == MissionState::MISSION_STATE_AVAILABLE || missionState == MissionState::MISSION_STATE_COMPLETE_AVAILABLE)
	&& maelstromCube == nullptr) {
	    inventory->AddItem(maelstromCubeLot, 1);
	} else if (missionState == MissionState::MISSION_STATE_READY_TO_COMPLETE || missionState == MissionState::MISSION_STATE_COMPLETE_READY_TO_COMPLETE) {
	    inventory->RemoveItem(maelstromCubeLot, 1);
	}

	// Next up hide or show the samples based on the mission state
    auto visible = 1;
    if (missionState == MissionState::MISSION_STATE_READY_TO_COMPLETE || missionState == MissionState::MISSION_STATE_COMPLETE_READY_TO_COMPLETE) {
        visible = 0;
    }

    auto groups = missionID == 1849
            ? std::vector<std::string> { "MaelstromSamples" }
            : std::vector<std::string> { "MaelstromSamples", "MaelstromSamples2ndary1", "MaelstromSamples2ndary2"};

    for (const auto& group : groups) {
        auto samples = EntityManager::Instance()->GetEntitiesInGroup(group);
        for (auto* sample : samples) {
            GameMessages::SendNotifyClientObject(sample->GetObjectID(), u"SetVisibility", visible, 0,
                                                 target->GetObjectID(), "", target->GetSystemAddress());
        }
    }
}