#include "BootyDigServer.h"
#include "EntityManager.h"
#include "RenderComponent.h"

void BootyDigServer::OnStartup(Entity *self) {
    auto* zoneControlObject = EntityManager::Instance()->GetZoneControlEntity();
    if (zoneControlObject != nullptr) {
        zoneControlObject->OnFireEventServerSide(self, "CheckForPropertyOwner");
    }
}

void BootyDigServer::OnPlayerLoaded(Entity *self, Entity *player) {
    auto* zoneControlObject = EntityManager::Instance()->GetZoneControlEntity();
    if (zoneControlObject != nullptr) {
        zoneControlObject->OnFireEventServerSide(self, "CheckForPropertyOwner");
    }
}

void
BootyDigServer::OnFireEventServerSide(Entity *self, Entity *sender, std::string args, int32_t param1, int32_t param2,
                                      int32_t param3) {

    auto propertyOwner = self->GetNetworkVar<std::string>(u"PropertyOwnerID");
    auto* player = self->GetParentEntity();
    if (player == nullptr)
        return;

    if (args == "ChestReady" && (propertyOwner == std::to_string(LWOOBJID_EMPTY) || player->GetVar<bool>(u"bootyDug"))) {
        self->Smash(self->GetObjectID(), SILENT);
    } else if (args == "ChestOpened") {
        // Make sure players only dig up one booty per instance
        player->SetVar<bool>(u"bootyDug", true);

        auto* missionComponent = player->GetComponent<MissionComponent>();
        if (missionComponent != nullptr) {
            auto* mission = missionComponent->GetMission(1881);
            if (mission != nullptr && (mission->GetMissionState() == MissionState::MISSION_STATE_ACTIVE || mission->GetMissionState() == MissionState::MISSION_STATE_COMPLETE_ACTIVE)) {
                mission->Progress(MissionTaskType::MISSION_TASK_TYPE_SCRIPT, self->GetLOT());

                auto* renderComponent = self->GetComponent<RenderComponent>();
                if (renderComponent != nullptr)
                    renderComponent->PlayEffect(7730, u"cast", "bootyshine");

                LootGenerator::Instance().DropLoot(player, self, 231, 75, 75);
            }
        }
    } else if (args == "ChestDead") {
        self->Smash(player->GetObjectID(), SILENT);
    }
}