/*
 * CGCreature.h, part of VCMI engine
 *
 * Authors: listed in file AUTHORS in main folder
 *
 * License: GNU General Public License v2.0 or later
 * Full text of license available in license.txt file, in main folder
 *
 */
#pragma once

#include "CArmedInstance.h"
#include "../ResourceSet.h"
#include "../MetaString.h"

VCMI_LIB_NAMESPACE_BEGIN

class DLL_LINKAGE CGCreature : public CArmedInstance //creatures on map
{
public:
	enum Action {
		FIGHT = -2, FLEE = -1, JOIN_FOR_FREE = 0 //values > 0 mean gold price
	};

	enum Character {
		COMPLIANT = 0, FRIENDLY = 1, AGGRESSIVE = 2, HOSTILE = 3, SAVAGE = 4
	};

	ui32 identifier; //unique code for this monster (used in missions)
	si8 character; //character of this set of creatures (0 - the most friendly, 4 - the most hostile) => on init changed to -4 (compliant) ... 10 value (savage)
	MetaString message; //message printed for attacking hero
	TResources resources; // resources given to hero that has won with monsters
	ArtifactID gainedArtifact; //ID of artifact gained to hero, -1 if none
	bool neverFlees; //if true, the troops will never flee
	bool notGrowingTeam; //if true, number of units won't grow
	ui64 temppower; //used to handle fractional stack growth for tiny stacks

	bool refusedJoining;

	void onHeroVisit(const CGHeroInstance * h) const override;
	std::string getHoverText(PlayerColor player) const override;
	std::string getHoverText(const CGHeroInstance * hero) const override;
	std::string getPopupText(PlayerColor player) const override;
	std::string getPopupText(const CGHeroInstance * hero) const override;
	std::vector<Component> getPopupComponents(PlayerColor player) const override;
	void initObj(CRandomGenerator & rand) override;
	void pickRandomObject(CRandomGenerator & rand) override;
	void newTurn(CRandomGenerator & rand) const override;
	void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;
	void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
	CreatureID getCreature() const;

	//stack formation depends on position,
	bool containsUpgradedStack() const;
	int getNumberOfStacks(const CGHeroInstance *hero) const;

	template <typename Handler> void serialize(Handler &h, const int version)
	{
		h & static_cast<CArmedInstance&>(*this);
		h & identifier;
		h & character;
		h & message;
		h & resources;
		h & gainedArtifact;
		h & neverFlees;
		h & notGrowingTeam;
		h & temppower;
		h & refusedJoining;
		h & formation;
	}
protected:
	void setPropertyDer(ObjProperty what, ObjPropertyID identifier) override;
	void serializeJsonOptions(JsonSerializeFormat & handler) override;

private:
	void fight(const CGHeroInstance *h) const;
	void flee( const CGHeroInstance * h ) const;
	void fleeDecision(const CGHeroInstance *h, ui32 pursue) const;
	void joinDecision(const CGHeroInstance *h, int cost, ui32 accept) const;

	int takenAction(const CGHeroInstance *h, bool allowJoin=true) const; //action on confrontation: -2 - fight, -1 - flee, >=0 - will join for given value of gold (may be 0)
	void giveReward(const CGHeroInstance * h) const;

};

VCMI_LIB_NAMESPACE_END
