local Health = {}
ShadowUF:RegisterModule(Health, "healthBar", ShadowUF.L["Health bar"], true)
local canCure = ShadowUF.Units.canCure

local function getGradientColor(unit)
	local maxHealth = UnitHealthMax(unit)
	local percent = maxHealth > 0 and UnitHealth(unit) / maxHealth or 0
	if( percent >= 1 ) then return ShadowUF.db.profile.healthColors.green.r, ShadowUF.db.profile.healthColors.green.g, ShadowUF.db.profile.healthColors.green.b end
	if( percent == 0 ) then return ShadowUF.db.profile.healthColors.red.r, ShadowUF.db.profile.healthColors.red.g, ShadowUF.db.profile.healthColors.red.b end

	local sR, sG, sB, eR, eG, eB = 0, 0, 0, 0, 0, 0
	local modifier, inverseModifier = percent * 2, 0
	if( percent > 0.50 ) then
		sR, sG, sB = ShadowUF.db.profile.healthColors.green.r, ShadowUF.db.profile.healthColors.green.g, ShadowUF.db.profile.healthColors.green.b
		eR, eG, eB = ShadowUF.db.profile.healthColors.yellow.r, ShadowUF.db.profile.healthColors.yellow.g, ShadowUF.db.profile.healthColors.yellow.b

		modifier = modifier - 1
	else
		sR, sG, sB = ShadowUF.db.profile.healthColors.yellow.r, ShadowUF.db.profile.healthColors.yellow.g, ShadowUF.db.profile.healthColors.yellow.b
		eR, eG, eB = ShadowUF.db.profile.healthColors.red.r, ShadowUF.db.profile.healthColors.red.g, ShadowUF.db.profile.healthColors.red.b
	end

	inverseModifier = 1 - modifier
	return eR * inverseModifier + sR * modifier, eG * inverseModifier + sG * modifier, eB * inverseModifier + sB * modifier
end

Health.getGradientColor = getGradientColor

function Health:OnEnable(frame)
	if( not frame.healthBar ) then
		frame.healthBar = ShadowUF.Units:CreateBar(frame)
	end

	frame:RegisterUnitEvent("UNIT_HEALTH", self, "Update")
	frame:RegisterUnitEvent("UNIT_MAXHEALTH", self, "Update")
	frame:RegisterUnitEvent("UNIT_CONNECTION", self, "Update")
	frame:RegisterUnitEvent("UNIT_FACTION", self, "UpdateColor")
	frame:RegisterUnitEvent("UNIT_THREAT_SITUATION_UPDATE", self, "UpdateColor")
	frame:RegisterUnitEvent("UNIT_TARGETABLE_CHANGED", self, "UpdateColor")

	if( frame.unit == "pet" ) then
		frame:RegisterUnitEvent("UNIT_POWER_UPDATE", self, "UpdateColor")
	end

	if ( ShadowUF.db.profile.units[frame.unitType].healthBar.colorDispel ) then
		frame:RegisterUnitEvent("UNIT_AURA", self, "UpdateAura")
		frame:RegisterUpdateFunc(self, "UpdateAura")
	end

	frame:RegisterUpdateFunc(self, "UpdateColor")
	frame:RegisterUpdateFunc(self, "Update")
end

function Health:OnDisable(frame)
	frame:UnregisterAll(self)
end

function Health:UpdateAura(frame)
	local hadDebuff = frame.healthBar.hasDebuff
	frame.healthBar.hasDebuff = nil
	if( UnitIsFriend(frame.unit, "player") ) then
		local id = 0
		while( true ) do
			id = id + 1
			local name, _, _, auraType = AuraUtil.UnpackAuraData(C_UnitAuras.GetDebuffDataByIndex(frame.unit, id))
			if( not name ) then break end

			if( canCure[auraType] ) then
				frame.healthBar.hasDebuff = auraType
				break
			end
		end
	end

	if hadDebuff ~= frame.healthBar.hasDebuff then
		self:UpdateColor(frame)
	end
end

function Health:UpdateColor(frame)
	frame.healthBar.hasReaction = nil
	frame.healthBar.hasPercent = nil
	frame.healthBar.wasOffline = nil

	local color
	local unit = frame.unit
	local reactionType = ShadowUF.db.profile.units[frame.unitType].healthBar.reactionType
	if( not UnitIsConnected(unit) ) then
		frame.healthBar.wasOffline = true
		frame:SetBarColor("healthBar", ShadowUF.db.profile.healthColors.offline.r, ShadowUF.db.profile.healthColors.offline.g, ShadowUF.db.profile.healthColors.offline.b)
		return
	elseif( ShadowUF.db.profile.units[frame.unitType].healthBar.colorDispel and frame.healthBar.hasDebuff ) then
		color = DebuffTypeColor[frame.healthBar.hasDebuff]
	elseif( ShadowUF.db.profile.units[frame.unitType].healthBar.colorAggro and UnitThreatSituation(frame.unit) == 3 ) then
		frame:SetBarColor("healthBar", ShadowUF.db.profile.healthColors.aggro.r, ShadowUF.db.profile.healthColors.aggro.g, ShadowUF.db.profile.healthColors.aggro.b)
		return
	elseif( frame.inVehicle ) then
		color = ShadowUF.db.profile.classColors.VEHICLE
	elseif( not UnitPlayerControlled(unit) and UnitIsTapDenied(unit) and UnitCanAttack("player", unit) ) then
		color = ShadowUF.db.profile.healthColors.tapped
	elseif( not UnitPlayerOrPetInRaid(unit) and not UnitPlayerOrPetInParty(unit) and ( ( ( reactionType == "player" or reactionType == "both" ) and UnitPlayerControlled(unit) and not UnitIsFriend(unit, "player") ) or ( ( reactionType == "npc" or reactionType == "both" )  and not UnitPlayerControlled(unit) ) ) ) then
		if( not UnitIsFriend(unit, "player") and UnitPlayerControlled(unit) ) then
			if( UnitCanAttack("player", unit) ) then
				color = ShadowUF.db.profile.healthColors.hostile
			else
				color = ShadowUF.db.profile.healthColors.enemyUnattack
			end
		elseif( UnitReaction(unit, "player") ) then
			local reaction = UnitReaction(unit, "player")
			if( reaction > 4 ) then
				color = ShadowUF.db.profile.healthColors.friendly
			elseif( reaction == 4 ) then
				color = ShadowUF.db.profile.healthColors.neutral
			elseif( reaction < 4 ) then
				color = ShadowUF.db.profile.healthColors.hostile
			end
		end
	elseif( ShadowUF.db.profile.units[frame.unitType].healthBar.colorType == "class" and (UnitIsPlayer(unit) or unit == "pet") ) then
		local class = (unit == "pet") and "PET" or frame:UnitClassToken()
		color = class and ShadowUF.db.profile.classColors[class]
	elseif( ShadowUF.db.profile.units[frame.unitType].healthBar.colorType == "playerclass" and unit == "pet") then
		local class = select(2, UnitClass("player"))
		color = class and ShadowUF.db.profile.classColors[class]
	elseif( ShadowUF.db.profile.units[frame.unitType].healthBar.colorType == "playerclass" and (frame.unitType == "partypet" or frame.unitType == "raidpet" or frame.unitType == "arenapet") and (frame.parent or frame.unitType == "raidpet") ) then
		local unit2
		if frame.unitType == "raidpet" then
			local id = string.match(frame.unit, "raidpet(%d+)")
			if id then
				unit2 = "raid" .. id
			end
		elseif frame.parent then
			unit2 = frame.parent.unit
		end
		if unit2 then
			local class = select(2, UnitClass(unit2))
			color = class and ShadowUF.db.profile.classColors[class]
		end
	elseif( ShadowUF.db.profile.units[frame.unitType].healthBar.colorType == "static" ) then
		color = ShadowUF.db.profile.healthColors.static
	end

	if( color ) then
		frame:SetBarColor("healthBar", color.r, color.g, color.b)
	else
		frame.healthBar.hasPercent = true
		frame:SetBarColor("healthBar", getGradientColor(unit))
	end
end

function Health:Update(frame)
	local isOffline = not UnitIsConnected(frame.unit)
	frame.isDead = UnitIsDeadOrGhost(frame.unit)
	frame.healthBar.currentHealth = UnitHealth(frame.unit)
	frame.healthBar:SetMinMaxValues(0, UnitHealthMax(frame.unit))
	frame.healthBar:SetValue(isOffline and UnitHealthMax(frame.unit) or frame.isDead and 0 or frame.healthBar.currentHealth)

	-- Unit is offline, fill bar up + grey it
	if( isOffline ) then
		frame.healthBar.wasOffline = true
		frame.unitIsOnline = nil
		frame:SetBarColor("healthBar", ShadowUF.db.profile.healthColors.offline.r, ShadowUF.db.profile.healthColors.offline.g, ShadowUF.db.profile.healthColors.offline.b)
	-- The unit was offline, but they no longer are so we need to do a forced color update
	elseif( frame.healthBar.wasOffline ) then
		frame.healthBar.wasOffline = nil
		self:UpdateColor(frame)
	-- Color health by percentage
	elseif( frame.healthBar.hasPercent ) then
		frame:SetBarColor("healthBar", getGradientColor(frame.unit))
	end
end
