/**********************************************************
RunUO AoV C# script file
Official Age of Valor Script :: www.uovalor.com
Last modified by Red Squirrel on Oct-13-2011 08:59:13pm
Filepath: scripts\Mobiles\Monsters\LBR\Exodus\ExodusOverseer.cs
Lines of code: 193

Description: 

***********************************************************/


using System;
using System.Collections;
using Server.Items;
using Server.Network;

namespace Server.Mobiles
{
	[CorpseName( "an overseer's corpse" )]
	public class ExodusOverseer : BaseCreature
	{
		private bool m_FieldActive;
		public bool FieldActive{ get{ return m_FieldActive; } }
		public bool CanUseField{ get{ return Hits >= HitsMax * 9 / 10; } } // TODO: an OSI bug prevents to verify this

		public override bool IsScaredOfScaryThings{ get{ return false; } }
		public override bool IsScaryToPets{ get{ return true; } }
		
		public string bloodName;
		public int bloodHue;
		public int bloodID;

		[Constructable]
		public ExodusOverseer() : base( AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4 )
		{
			Name = "exodus overseer";
			Body = 0x2F4;

			SetStr( 561, 650 );
			SetDex( 76, 95 );
			SetInt( 61, 90 );

			SetHits( 331, 390 );

			SetDamage( 13, 19 );

			SetDamageType( ResistanceType.Physical, 50 );
			SetDamageType( ResistanceType.Energy, 50 );

			SetResistance( ResistanceType.Physical, 45, 55 );
			SetResistance( ResistanceType.Fire, 40, 60 );
			SetResistance( ResistanceType.Cold, 25, 35 );
			SetResistance( ResistanceType.Poison, 25, 35 );
			SetResistance( ResistanceType.Energy, 25, 35 );

			SetSkill( SkillName.MagicResist, 80.2, 98.0 );
			SetSkill( SkillName.Tactics, 80.2, 98.0 );
			SetSkill( SkillName.Wrestling, 80.2, 98.0 );

			Fame = 10000;
			Karma = -10000;
			VirtualArmor = 50;

			if ( Utility.Random( 2 ) == 0 )
				PackItem( new PowerCrystal() );
			else
				PackItem( new ArcaneGem() );

			m_FieldActive = CanUseField;
		}
		
		public override void Bleed( Mobile attacker, int damage ) 
		{
			switch (Utility.Random( 7 ))
            {       
				case 0: 
					//Oil
					bloodID = Utility.RandomList(4650, 4653, 4654);
					bloodHue = Utility.RandomList(1701, 1702, 1703, 1704);
					bloodName = "oil";
					break;	
            	case 1: 
					//Oil
					bloodID = Utility.RandomList(4650, 4653, 4654);
					bloodHue = Utility.RandomList(1701, 1702, 1703, 1704);
					bloodName = "oil";
					break;
				case 2: 
					//Coolant
					bloodID = Utility.RandomList(4651, 4652, 4654);
					bloodHue = Utility.RandomList(2, 3, 4);
					bloodName = "coolant";
					break;	
				case 3: 
					//Oil
					bloodID = Utility.RandomList(4650, 4653, 4654);
					bloodHue = Utility.RandomList(1701, 1702, 1703, 1704);
					bloodName = "oil";
					break;		
            	case 4: 
					//Oil
					bloodID = Utility.RandomList(4650, 4653, 4654);
					bloodHue = Utility.RandomList(1701, 1702, 1703, 1704);
					bloodName = "oil";
					break;
				case 5: 
					//Oil
					bloodID = Utility.RandomList(4650, 4653, 4654);
					bloodHue = Utility.RandomList(1701, 1702, 1703, 1704);
					bloodName = "oil";
					break;
				case 6: 
					//Coolant
					bloodID = Utility.RandomList(4651, 4652, 4654);
					bloodHue = Utility.RandomList(2, 3, 4);
					bloodName = "coolant";
					break;			
		    }

			base.Bleed(attacker,damage, new Blood(bloodID,bloodHue,bloodName));
		}

		public override void GenerateLoot()
		{
			AddLoot( LootPack.Rich );
		}

		public override bool AutoDispel{ get{ return true; } }
		public override bool BardImmune{ get{ return !Core.AOS; } }
		public override Poison PoisonImmune{ get{ return Poison.Lethal; } }

		public override int GetIdleSound()
		{
			return 0xFD;
		}

		public override int GetAngerSound()
		{
			return 0x26C;
		}

		public override int GetDeathSound()
		{
			return 0x211;
		}

		public override int GetAttackSound()
		{
			return 0x23B;
		}

		public override int GetHurtSound()
		{
			return 0x140;
		}

		public override void AlterMeleeDamageFrom( Mobile from, ref int damage )
		{
			if ( m_FieldActive )
				damage = 0; // no melee damage when the field is up
		}

		public override void AlterSpellDamageFrom( Mobile caster, ref int damage )
		{
			if ( !m_FieldActive )
				damage = 0; // no spell damage when the field is down
		}

		public override void OnDamagedBySpell( Mobile from )
		{
			if( from != null && from.Alive && 0.4 > Utility.RandomDouble() )
			{
				SendEBolt( from );
			}

			if ( !m_FieldActive )
			{
				// should there be an effect when spells nullifying is on?
				this.FixedParticles( 0, 10, 0, 0x2522, EffectLayer.Waist );
			}
			else if ( m_FieldActive && !CanUseField )
			{
				m_FieldActive = false;

				// TODO: message and effect when field turns down; cannot be verified on OSI due to a bug
				this.FixedParticles( 0x3735, 1, 30, 0x251F, EffectLayer.Waist );
			}
		}

		public override void OnGotMeleeAttack( Mobile attacker )
		{
			base.OnGotMeleeAttack( attacker );

			if ( m_FieldActive )
			{
				this.FixedParticles( 0x376A, 20, 10, 0x2530, EffectLayer.Waist );

				PlaySound( 0x2F4 );

				attacker.SendAsciiMessage( "Your weapon cannot penetrate the creature's magical barrier" );
			}

			if( attacker != null && attacker.Alive && attacker.Weapon is BaseRanged && 0.4 > Utility.RandomDouble() )
			{
				SendEBolt( attacker );
			}
		}

		public override void OnThink()
		{
			base.OnThink();

			// TODO: an OSI bug prevents to verify if the field can regenerate or not
			if ( !m_FieldActive && !IsHurt() )
				m_FieldActive = true;
		}

		public override bool Move( Direction d )
		{
			bool move = base.Move( d );

			if ( move && m_FieldActive && this.Combatant != null )
				this.FixedParticles( 0, 10, 0, 0x2530, EffectLayer.Waist );

			return move;
		}		

		public void SendEBolt( Mobile to )
		{
			this.MovingParticles( to, 0x379F, 7, 0, false, true, 0xBE3, 0xFCB, 0x211 );
			to.PlaySound( 0x229 );
			this.DoHarmful( to );
			AOS.Damage( to, this, 50, 0, 0, 0, 0, 100 );
		}

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

		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();

			m_FieldActive = CanUseField;

			if( this.Name == "Exodus Overseer" )
				this.Name = "exodus overseer";
		}
	}
}