#region References
using System;

using Server.Items;
#endregion

namespace Server.Mobiles
{
	public class WarriorGuard : BaseGuard
	{
		private Timer m_AttackTimer, m_IdleTimer;
		private Mobile m_Focus;

		[Constructable]
		public WarriorGuard()
			: this(null)
		{ }

		public WarriorGuard(Mobile target)
			: base(target)
		{
			InitStats(1000, 1000, 1000);
			Title = "the guard";

			SpeechHue = Utility.RandomDyedHue();

			Hue = Utility.RandomSkinHue();

			if (Female = Utility.RandomBool())
			{
				Body = 0x191;
				Name = NameList.RandomName("female");

				switch (Utility.Random(2))
				{
					case 0:
						AddItem(new LeatherSkirt());
						break;
					case 1:
						AddItem(new LeatherShorts());
						break;
				}

				switch (Utility.Random(5))
				{
					case 0:
						AddItem(new FemaleLeatherChest());
						break;
					case 1:
						AddItem(new FemaleStuddedChest());
						break;
					case 2:
						AddItem(new LeatherBustierArms());
						break;
					case 3:
						AddItem(new StuddedBustierArms());
						break;
					case 4:
						AddItem(new FemalePlateChest());
						break;
				}
			}
			else
			{
				Body = 0x190;
				Name = NameList.RandomName("male");

				AddItem(new PlateChest());
				AddItem(new PlateArms());
				AddItem(new PlateLegs());

				switch (Utility.Random(3))
				{
					case 0:
						AddItem(new Doublet(Utility.RandomNondyedHue()));
						break;
					case 1:
						AddItem(new Tunic(Utility.RandomNondyedHue()));
						break;
					case 2:
						AddItem(new BodySash(Utility.RandomNondyedHue()));
						break;
				}
			}
			Utility.AssignRandomHair(this);

			if (Utility.RandomBool())
			{
				Utility.AssignRandomFacialHair(this, HairHue);
			}

			Halberd weapon = new Halberd();

			weapon.Movable = false;
			weapon.Crafter = this;
			weapon.Quality = ItemQuality.Exceptional;

			AddItem(weapon);

			Container pack = new Backpack();

			pack.Movable = false;

			pack.DropItem(new Gold(10, 25));

			AddItem(pack);

			Skills[SkillName.Anatomy].Base = 120.0;
			Skills[SkillName.Tactics].Base = 120.0;
			Skills[SkillName.Swords].Base = 120.0;
			Skills[SkillName.MagicResist].Base = 120.0;
			Skills[SkillName.DetectHidden].Base = 100.0;

			NextCombatTime = Core.TickCount + 500;
			Focus = target;
		}

		public WarriorGuard(Serial serial)
			: base(serial)
		{ }

		[CommandProperty(AccessLevel.GameMaster)]
		public override Mobile Focus
		{
			get { return m_Focus; }
			set
			{
				if (Deleted)
				{
					return;
				}

				Mobile oldFocus = m_Focus;

				if (oldFocus != value)
				{
					m_Focus = value;

					if (value != null)
					{
						AggressiveAction(value);
					}

					Combatant = value;

					if (oldFocus != null && !oldFocus.Alive)
					{
						Say("Thou hast suffered thy punishment, scoundrel.");
					}

					if (value != null)
					{
						Say(500131); // Thou wilt regret thine actions, swine!
					}

					if (m_AttackTimer != null)
					{
						m_AttackTimer.Stop();
						m_AttackTimer = null;
					}

					if (m_IdleTimer != null)
					{
						m_IdleTimer.Stop();
						m_IdleTimer = null;
					}

					if (m_Focus != null)
					{
						m_AttackTimer = new AttackTimer(this);
						m_AttackTimer.Start();
						((AttackTimer)m_AttackTimer).DoOnTick();
					}
					else
					{
						m_IdleTimer = new IdleTimer(this);
						m_IdleTimer.Start();
					}
				}
				else if (m_Focus == null && m_IdleTimer == null)
				{
					m_IdleTimer = new IdleTimer(this);
					m_IdleTimer.Start();
				}
			}
		}

		public override bool OnBeforeDeath()
		{
			if (m_Focus != null && m_Focus.Alive)
			{
				new AvengeTimer(m_Focus).Start(); // If a guard dies, three more guards will spawn
			}

			return base.OnBeforeDeath();
		}

		public override void Serialize(GenericWriter writer)
		{
			base.Serialize(writer);

			writer.Write(0); // version

			writer.Write(m_Focus);
		}

		public override void Deserialize(GenericReader reader)
		{
			base.Deserialize(reader);

			int version = reader.ReadInt();

			switch (version)
			{
				case 0:
					{
						m_Focus = reader.ReadMobile();

						if (m_Focus != null)
						{
							m_AttackTimer = new AttackTimer(this);
							m_AttackTimer.Start();
						}
						else
						{
							m_IdleTimer = new IdleTimer(this);
							m_IdleTimer.Start();
						}

						break;
					}
			}
		}

		public override void OnAfterDelete()
		{
			if (m_AttackTimer != null)
			{
				m_AttackTimer.Stop();
				m_AttackTimer = null;
			}

			if (m_IdleTimer != null)
			{
				m_IdleTimer.Stop();
				m_IdleTimer = null;
			}

			base.OnAfterDelete();
		}

		private class AvengeTimer : Timer
		{
			private readonly Mobile m_Focus;

			public AvengeTimer(Mobile focus)
				: base(TimeSpan.FromSeconds(2.5), TimeSpan.FromSeconds(1.0), 3)
			{
				m_Focus = focus;
			}

			protected override void OnTick()
			{
				Spawn(m_Focus, m_Focus, 1, true);
			}
		}

		private class AttackTimer : Timer
		{
			private readonly WarriorGuard m_Owner;

			public AttackTimer(WarriorGuard owner)
				: base(TimeSpan.FromSeconds(0.25), TimeSpan.FromSeconds(0.1))
			{
				m_Owner = owner;
			}

			public void DoOnTick()
			{
				OnTick();
			}

			protected override void OnTick()
			{
				if (m_Owner.Deleted)
				{
					Stop();
					return;
				}

				m_Owner.Criminal = false;
				m_Owner.Kills = 0;
				m_Owner.Stam = m_Owner.StamMax;

				Mobile target = m_Owner.Focus;

				if (target != null && (target.Deleted || !target.Alive || !m_Owner.CanBeHarmful(target)))
				{
					m_Owner.Focus = null;
					Stop();
					return;
				}
				else if (m_Owner.Weapon is Fists)
				{
					m_Owner.Kill();
					Stop();
					return;
				}

				if (target != null && m_Owner.Combatant != target)
				{
					m_Owner.Combatant = target;
				}

				if (target == null)
				{
					Stop();
				}
				else
				{
					// <instakill>
					TeleportTo(target);
					target.BoltEffect(0);

					if (target is BaseCreature)
					{
						((BaseCreature)target).NoKillAwards = true;
					}

					target.Damage(target.HitsMax, m_Owner);
					target.Kill(); // just in case, maybe Damage is overriden on some shard

					if (target.Corpse != null && !target.Player)
					{
						target.Corpse.Delete();
					}

					m_Owner.Focus = null;
					Stop();
				} // </instakill>
				/*else if ( !m_Owner.InRange( target, 20 ) )
                {
                m_Owner.Focus = null;
                }
                else if ( !m_Owner.InRange( target, 10 ) || !m_Owner.InLOS( target ) )
                {
                TeleportTo( target );
                }
                else if ( !m_Owner.InRange( target, 1 ) )
                {
                if ( !m_Owner.Move( m_Owner.GetDirectionTo( target ) | Direction.Running ) )
                TeleportTo( target );
                }
                else if ( !m_Owner.CanSee( target ) )
                {
                if ( !m_Owner.UseSkill( SkillName.DetectHidden ) && Utility.Random( 50 ) == 0 )
                m_Owner.Say( "Reveal!" );
                }*/
			}

			private void TeleportTo(Mobile target)
			{
				Point3D from = m_Owner.Location;
				Point3D to = target.Location;

				m_Owner.Location = to;

				Effects.SendLocationParticles(
					EffectItem.Create(from, m_Owner.Map, EffectItem.DefaultDuration), 0x3728, 10, 10, 2023);
				Effects.SendLocationParticles(EffectItem.Create(to, m_Owner.Map, EffectItem.DefaultDuration), 0x3728, 10, 10, 5023);

				m_Owner.PlaySound(0x1FE);
			}
		}

		private class IdleTimer : Timer
		{
			private readonly WarriorGuard m_Owner;
			private int m_Stage;

			public IdleTimer(WarriorGuard owner)
				: base(TimeSpan.FromSeconds(2.0), TimeSpan.FromSeconds(2.5))
			{
				m_Owner = owner;
			}

			protected override void OnTick()
			{
				if (m_Owner.Deleted)
				{
					Stop();
					return;
				}

				if ((m_Stage++ % 4) == 0 || !m_Owner.Move(m_Owner.Direction))
				{
					m_Owner.Direction = (Direction)Utility.Random(8);
				}

				if (m_Stage > 16)
				{
					Effects.SendLocationParticles(
						EffectItem.Create(m_Owner.Location, m_Owner.Map, EffectItem.DefaultDuration), 0x3728, 10, 10, 2023);
					m_Owner.PlaySound(0x1FE);

					m_Owner.Delete();
				}
			}
		}
	}
}