#region References
using System;
using System.Collections.Generic;

using Server.Items;
using Server.Spells;
using Server.Spells.Ninjitsu;
#endregion

namespace Server.Mobiles
{
	public class NinjaAI : MeleeAI
	{
		private DateTime m_NextCastTime;
		private DateTime m_NextRanged;

		public NinjaAI(BaseCreature bc)
			: base(bc)
		{
			m_NextCastTime = DateTime.UtcNow;
		}

		private void TryPerformHide()
		{
			if (!m_Mobile.Alive || m_Mobile.Deleted)
				return;

			if (!m_Mobile.Hidden && Core.TickCount - m_Mobile.NextSkillTime >= 0)
			{
				var chance = 0.05;

				if (m_Mobile.Hits < 20)
					chance = 0.10;

				if (m_Mobile.Poisoned)
					chance = 0.01;

				if (Utility.RandomDouble() < chance)
					HideSelf();
			}
		}

		private void HideSelf()
		{
			Effects.SendLocationParticles(
				EffectItem.Create(m_Mobile.Location, m_Mobile.Map, EffectItem.DefaultDuration),
				0x3728,
				10,
				10,
				2023);

			m_Mobile.PlaySound(0x22F);
			m_Mobile.Hidden = true;

			m_Mobile.UseSkill(SkillName.Stealth);
		}

		public virtual SpecialMove GetHiddenSpecialMove()
		{
			var skill = (int)m_Mobile.Skills[SkillName.Ninjitsu].Value;

			if (skill < 40)
				return null;

			if (skill >= 60)
			{
				//return .5 > Utility.RandomDouble() ? new SupriseAttack() : new Backstab();
				return .5 > Utility.RandomDouble() ? SpellRegistry.GetSpecialMove(504) : SpellRegistry.GetSpecialMove(505);
			}

			return SpellRegistry.GetSpecialMove(505); //new Backstab();
		}

		public virtual SpecialMove GetSpecialMove()
		{
			var skill = (int)m_Mobile.Skills[SkillName.Ninjitsu].Value;

			if (skill < 40)
				return null;

			var avail = 1;

			if (skill >= 85)
				avail = 3;
			else if (skill >= 80)
				avail = 2;

			switch (Utility.Random(avail))
			{
				case 0:
					return SpellRegistry.GetSpecialMove(500); //new FocusAttack();
				case 1:
					return SpellRegistry.GetSpecialMove(503); //new KiAttack();
				case 2:
					return SpellRegistry.GetSpecialMove(501); //new DeathStrike();
			}

			return null;
		}

		public void DoRangedAttack()
		{
			var c = m_Mobile.Combatant as Mobile;

			if (c == null)
				return;

			var list = new List<INinjaWeapon>();
			var d = (int)m_Mobile.GetDistanceToSqrt(c.Location);

			foreach (var item in m_Mobile.Items)
				if (item is INinjaWeapon && ((INinjaWeapon)item).UsesRemaining > 0 && d >= ((INinjaWeapon)item).WeaponMinRange &&
					d <= ((INinjaWeapon)item).WeaponMaxRange)
					list.Add(item as INinjaWeapon);

			if (m_Mobile.Backpack != null)
			{
				foreach (var item in m_Mobile.Backpack.Items)
					if (item is INinjaWeapon && ((INinjaWeapon)item).UsesRemaining > 0 && d >= ((INinjaWeapon)item).WeaponMinRange &&
						d <= ((INinjaWeapon)item).WeaponMaxRange)
						list.Add(item as INinjaWeapon);
			}

			if (list.Count > 0)
			{
				var toUse = list[Utility.Random(list.Count)];

				if (toUse != null)
					NinjaWeapon.Shoot(m_Mobile, c, toUse);
			}

			m_NextRanged = DateTime.UtcNow + TimeSpan.FromSeconds(Utility.RandomMinMax(30, 120));
		}

		public override bool DoActionWander()
		{
			base.DoActionWander();

			if (m_Mobile.Combatant == null)
				TryPerformHide();

			return true;
		}

		public override bool DoActionCombat()
		{
			base.DoActionCombat();

			if (m_Mobile.Combatant == null)
				return true;

			var special = SpecialMove.GetCurrentMove(m_Mobile);

			if (special == null && m_NextCastTime < DateTime.UtcNow && 0.05 > Utility.RandomDouble())
			{
                if (0.05 > Utility.RandomDouble())
                {
                    new MirrorImage(m_Mobile, null).Cast();
                }
                else
                {
                    if (m_Mobile.Hidden)
                        special = GetHiddenSpecialMove();
                    else
                        special = GetSpecialMove();

                    if (special != null)
                    {
                        SpecialMove.SetCurrentMove(m_Mobile, special);
                        m_NextCastTime = DateTime.UtcNow + GetCastDelay();
                    }
                }
			}

			if (m_NextRanged < DateTime.UtcNow && 0.08 > Utility.RandomDouble())
				DoRangedAttack();

			return true;
		}

		public override bool DoActionFlee()
		{
			base.DoActionFlee();
			TryPerformHide();
			return true;
		}

		public TimeSpan GetCastDelay()
		{
			var skill = (int)m_Mobile.Skills[SkillName.Ninjitsu].Value;

			if (skill >= 85)
				return TimeSpan.FromSeconds(15);
			if (skill > 40)
				return TimeSpan.FromSeconds(30);

			return TimeSpan.FromSeconds(45);
		}
	}
}