using System;

namespace Server.Mobiles
{
    [CorpseName("an animated weapon corpse")]
    public class AnimatedWeapon : BaseCreature
    {
        public override bool DeleteCorpseOnDeath { get { return true; } }
        public override bool IsHouseSummonable { get { return true; } }

        public override double DispelDifficulty { get { return 0.0; } }
        public override double DispelFocus { get { return 20.0; } }

        [Constructable]
        public AnimatedWeapon(Mobile caster, int level)
            : base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.3, 0.6)
        {
            Name = "an animated weapon";
            Body = 692;

            SetStr(10 + level);
            SetDex(10 + level);
            SetInt(10);

            SetHits(20 + (level * 3 / 2));
            SetStam(10 + level);
            SetMana(0);

            if (level >= 120)
                SetDamage(14, 18);
            else if (level >= 105)
                SetDamage(13, 17);
            else if (level >= 90)
                SetDamage(12, 15);
            else if (level >= 75)
                SetDamage(11, 14);
            else if (level >= 60)
                SetDamage(10, 12);
            else if (level >= 45)
                SetDamage(9, 11);
            else if (level >= 30)
                SetDamage(8, 9);
            else
                SetDamage(7, 8);

            SetDamageType(ResistanceType.Physical, 60);
            SetDamageType(ResistanceType.Poison, 20);
            SetDamageType(ResistanceType.Energy, 20);

            SetResistance(ResistanceType.Physical, 40, 50);
            SetResistance(ResistanceType.Fire, 30, 40);
            SetResistance(ResistanceType.Cold, 30, 40);
            SetResistance(ResistanceType.Poison, 100);
            SetResistance(ResistanceType.Energy, 20, 30);

            SetSkill(SkillName.MagicResist, level);
            SetSkill(SkillName.Tactics, caster.Skills[SkillName.Tactics].Value / 2);
            SetSkill(SkillName.Wrestling, level);
            SetSkill(SkillName.Anatomy, caster.Skills[SkillName.Anatomy].Value / 2);
            SetSkill(SkillName.DetectHidden, 40, 50);

            Fame = 0;
            Karma = 0;

            ControlSlots = 4;
        }

        public override int GetAngerSound()
        {
            return 0x23A;
        }

        public override int GetAttackSound()
        {
            return 0x3B8;
        }

        public override int GetHurtSound()
        {
            return 0x23A;
        }

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

        public override double GetFightModeRanking(Mobile m, FightMode acqType, bool bPlayerOnly)
        {
            return (m.Str + m.Skills[SkillName.Tactics].Value) / Math.Max(GetDistanceToSqrt(m), 1.0);
        }

        public override bool AlwaysMurderer { get { return true; } }
        public override bool BleedImmune { get { return true; } }
        public override Poison PoisonImmune { get { return Poison.Lethal; } }

        public override void Serialize(GenericWriter writer)
        {
            base.Serialize(writer);
            writer.Write((int)0);
        }

        public override void Deserialize(GenericReader reader)
        {
            base.Deserialize(reader);
            int version = reader.ReadInt();
        }
    }
}