/**********************************************************
RunUO 2.0 AoV C# script file
Official Age of Valor Script :: www.uovalor.com
Last modified by Red Squirrel on Jan-02-2010 02:31:38pm
Filepath: scripts\Items\Misc\PowerGenerator.cs
Lines of code: 454
***********************************************************/


using System;
using System.Collections;
using Server;
using Server.Gumps;
using Server.Network;

namespace Server.Items
{
	public class PowerGenerator : BaseAddon
	{
		[Constructable]
		public PowerGenerator() : this( Utility.RandomMinMax( 3, 6 ) )
		{
		}

		[Constructable]
		public PowerGenerator( int sideLength )
		{
			AddGeneratorComponent( 0x4FA1, 0, 0, 0 );
			AddGeneratorComponent( 0x76, -1, 0, 0 );
			AddGeneratorComponent( 0x75, 0, -1, 0 );
			AddGeneratorComponent( 0x37F4, 0, 0, 13 );

			AddComponent( new ControlPanel( sideLength ), 1, 0, -2 );
		}

		public override bool ShareHue{ get{ return false; } }

		private void AddGeneratorComponent( int itemID, int x, int y, int z )
		{
			AddonComponent component = new AddonComponent( itemID );
			component.Name = "a power generator";
			component.Hue = 0x451;

			AddComponent( component, x, y, z );
		}

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

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

			writer.WriteEncodedInt( (int) 0 ); // version
		}

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

			int version = reader.ReadEncodedInt();
		}
	}

	public class ControlPanel : AddonComponent
	{
		private static readonly TimeSpan m_UseTimeout = TimeSpan.FromMinutes( 2.0 );

		public struct Node
		{
			private int m_X;
			private int m_Y;

			public int X{ get{ return m_X; } set{ m_X = value; } }
			public int Y{ get{ return m_Y; } set{ m_Y = value; } }

			public Node( int x, int y )
			{
				m_X = x;
				m_Y = y;
			}
		}

		private int m_SideLength;
		private Node[] m_Path;

		[CommandProperty( AccessLevel.GameMaster )]
		public int SideLength
		{
			get{ return m_SideLength; }
			set
			{
				if ( value < 3 )
					value = 3;
				else if ( value > 6 )
					value = 6;

				if ( m_SideLength != value )
				{
					m_SideLength = value;
					InitPath();
				}
				Modify();
			}
		}

		public Node[] Path{	get{ return m_Path; } }

		public override string DefaultName
		{
			get { return "a control panel"; }
		}

		public ControlPanel( int sideLength ) : base( 0xBDC )
		{
			Hue = 0x835;

			SideLength = sideLength;
		}

		private enum PathDirection
		{
			Left,
			Up,
			Right,
			Down
		}

		public void InitPath()
		{
			Modify();
			// Depth-First Search algorithm

			int totalNodes = SideLength * SideLength;

			Node[] stack = new Node[totalNodes];
			Node current = stack[0] = new Node( 0, 0 );
			int stackSize = 1;

			bool[,] visited = new bool[SideLength, SideLength];
			visited[0, 0] = true;

			while ( true )
			{
				PathDirection[] choices = new PathDirection[4];
				int count = 0;

				if ( current.X > 0 && !visited[current.X - 1, current.Y] )
					choices[count++] = PathDirection.Left;

				if ( current.Y > 0 && !visited[current.X, current.Y - 1] )
					choices[count++] = PathDirection.Up;

				if ( current.X < SideLength - 1 && !visited[current.X + 1, current.Y] )
					choices[count++] = PathDirection.Right;

				if ( current.Y < SideLength - 1 && !visited[current.X, current.Y + 1] )
					choices[count++] = PathDirection.Down;

				if ( count > 0 )
				{
					PathDirection dir = choices[Utility.Random( count )];

					switch ( dir )
					{
						case PathDirection.Left:
							current = new Node( current.X - 1, current.Y );
							break;
						case PathDirection.Up:
							current = new Node( current.X, current.Y - 1 );
							break;
						case PathDirection.Right:
							current = new Node( current.X + 1, current.Y );
							break;
						default:
							current = new Node( current.X, current.Y + 1 );
							break;
					}

					stack[stackSize++] = current;

					if ( current.X == SideLength - 1 && current.Y == SideLength - 1 )
						break;

					visited[current.X, current.Y] = true;
				}
				else
				{
					current = stack[--stackSize - 1];
				}
			}

			m_Path = new Node[stackSize];

			for ( int i = 0; i < stackSize; i++ )
			{
				m_Path[i] = stack[i];
			}

			if ( m_User != null )
			{
				m_User.CloseGump( typeof( GameGump ) );
				m_User = null;
			}
		}

		private Mobile m_User;
		private DateTime m_LastUse;

		public override void OnDoubleClick( Mobile from )
		{
			if ( !from.InRange( this, 3 ) )
			{
				from.SendLocalizedMessage( 500446 ); // That is too far away.
				return;
			}

			if ( m_User != null )
			{
				if ( m_User == from )
					return;

				if ( m_User.Deleted || m_User.Map != Map || !m_User.InRange( this, 3 )
					|| m_User.NetState == null || DateTime.Now - m_LastUse >= m_UseTimeout )
				{
					m_User.CloseGump( typeof( GameGump ) );
				}
				else
				{
					from.SendMessage( "Someone is currently using the control panel." );
					return;
				}
			}

			m_User = from;
			m_LastUse = DateTime.Now;

			from.SendGump( new GameGump( this, from, 0, false ) );
		}

		private class GameGump : Gump
		{
			private enum NodeHue
			{
				Gray,
				Blue,
				Red
			}

			private ControlPanel m_Panel;
			private Mobile m_From;
			private int m_Step;

			public GameGump( ControlPanel panel, Mobile from, int step, bool hint ) : base( 5, 30 )
			{
				m_Panel = panel;
				m_From = from;
				m_Step = step;

				int sideLength = panel.SideLength;

				AddBackground( 50, 0, 530, 410, 0xA28 );

				AddImage( 0, 0, 0x28C8 );
				AddImage( 547, 0, 0x28C9 );

				AddBackground( 95, 20, 442, 90, 0xA28 );

				AddHtml( 229, 35, 300, 45, "GENERATOR CONTROL PANEL", false, false );

				AddHtml( 223, 60, 300, 70, "Use the Directional Controls to", false, false );
				AddHtml( 253, 75, 300, 85, "Close the Grid Circuit", false, false );

				AddImage( 140, 40, 0x28D3 );
				AddImage( 420, 40, 0x28D3 );

				AddBackground( 365, 120, 178, 210, 0x1400 );

				AddImage( 365, 115, 0x28D4 );
				AddImage( 365, 288, 0x28D4 );

				AddImage( 414, 189, 0x589 );
				AddImage( 435, 210, 0xA52 );

				AddButton( 408, 222, 0x29EA, 0x29EC, 1, GumpButtonType.Reply, 0 ); // Left
				AddButton( 448, 185, 0x29CC, 0x29CE, 2, GumpButtonType.Reply, 0 ); // Up
				AddButton( 473, 222, 0x29D6, 0x29D8, 3, GumpButtonType.Reply, 0 ); // Right
				AddButton( 448, 243, 0x29E0, 0x29E2, 4, GumpButtonType.Reply, 0 ); // Down

				AddBackground( 90, 115, 30 + 40 * sideLength, 30 + 40 * sideLength, 0xA28 );
				AddBackground( 100, 125, 10 + 40 * sideLength, 10 + 40 * sideLength, 0x1400 );

				for ( int i = 0; i < sideLength; i++ )
				{
					for ( int j = 0; j < sideLength - 1; j++ )
					{
						AddImage( 120 + 40 * i, 162 + 40 * j, 0x13F9 );
					}
				}

				for ( int i = 0; i < sideLength - 1; i++ )
				{
					for ( int j = 0; j < sideLength; j++ )
					{
						AddImage( 138 + 40 * i, 147 + 40 * j, 0x13FD );
					}
				}

				Node[] path = panel.Path;

				NodeHue[,] hues = new NodeHue[sideLength, sideLength];

				for ( int i = 0; i <= step; i++ )
				{
					Node n = path[i];
					hues[n.X, n.Y] = NodeHue.Blue;
				}

				Node lastNode = path[path.Length - 1];
				hues[lastNode.X, lastNode.Y] = NodeHue.Red;

				for ( int i = 0; i < sideLength; i++ )
				{
					for ( int j = 0; j < sideLength; j++ )
					{
						AddNode( 110 + 40 * i, 135 + 40 * j, hues[i, j] );
					}
				}

				Node curNode = path[step];
				AddImage( 118 + 40 * curNode.X, 143 + 40 * curNode.Y, 0x13A8 );

				if ( hint )
				{
					Node nextNode = path[step + 1];
					AddImage( 119 + 40 * nextNode.X, 143 + 40 * nextNode.Y, 0x939 );
				}

				if ( from.Skills.Lockpicking.Value >= 65.0 )
				{
					AddButton( 365, 350, 0xFA6, 0xFA7, 5, GumpButtonType.Reply, 0 );
					AddHtml( 405, 345, 140, 40, "Attempt to Decipher the Circuit Path", false, false );
				}
			}

			private void AddNode( int x, int y, NodeHue hue )
			{
				int id;
				switch ( hue )
				{
					case NodeHue.Gray: id = 0x25F8; break;
					case NodeHue.Blue: id = 0x868; break;
					default: id = 0x9A8; break;
				}

				AddImage( x, y, id );
			}

			public override void OnResponse( NetState sender, RelayInfo info )
			{
				if ( m_Panel.Deleted || info.ButtonID == 0 || !m_From.CheckAlive() )
				{
					m_Panel.m_User = null;
					return;
				}

				if ( m_From.Map != m_Panel.Map || !m_From.InRange( m_Panel, 3 ) )
				{
					m_From.SendLocalizedMessage( 500446 ); // That is too far away.
					m_Panel.m_User = null;
					return;
				}

				Node nextNode = m_Panel.Path[m_Step + 1];

				if ( info.ButtonID == 5 ) // Attempt to Decipher
				{
					double lockpicking = m_From.Skills.Lockpicking.Value;

					if ( lockpicking < 65.0 )
						return;

					m_From.PlaySound( 0x241 );

					if ( 40.0 + Utility.RandomDouble() * 80.0 < lockpicking )
					{
						m_From.SendGump( new GameGump( m_Panel, m_From, m_Step, true ) );
						m_Panel.m_LastUse = DateTime.Now;
					}
					else
					{
						m_Panel.DoDamage( m_From );
						m_Panel.m_User = null;
					}
				}
				else
				{
					Node curNode = m_Panel.Path[m_Step];

					int newX, newY;
					switch ( info.ButtonID )
					{
						case 1: // Left
							newX = curNode.X - 1;
							newY = curNode.Y;
							break;
						case 2: // Up
							newX = curNode.X;
							newY = curNode.Y - 1;
							break;
						case 3: // Right
							newX = curNode.X + 1;
							newY = curNode.Y;
							break;
						case 4: // Down
							newX = curNode.X;
							newY = curNode.Y + 1;
							break;

						default:
							return;
					}

					if ( nextNode.X == newX && nextNode.Y == newY )
					{
						if ( m_Step + 1 == m_Panel.Path.Length - 1 )
						{
							m_Panel.Solve( m_From );
							m_Panel.m_User = null;
						}
						else
						{
							m_From.PlaySound( 0x1F4 );
							m_From.SendGump( new GameGump( m_Panel, m_From, m_Step + 1, false ) );
							m_Panel.m_LastUse = DateTime.Now;
						}
					}
					else
					{
						m_Panel.DoDamage( m_From );
						m_Panel.m_User = null;
					}
				}
			}
		}

		private Hashtable m_DamageTable = new Hashtable();

		public void DoDamage( Mobile to )
		{
			to.Send( new UnicodeMessage( Serial, ItemID, MessageType.Regular, 0x3B2, 3, "", "", "The generator shoots an arc of electricity at you!" ) );
			to.BoltEffect( 0 );
			to.LocalOverheadMessage( MessageType.Regular, 0xC9, true, "* Your body convulses from electric shock *" );
			to.NonlocalOverheadMessage( MessageType.Regular, 0xC9, true, string.Format( "* {0} spasms from electric shock *", to.Name ) );

			AOS.Damage( to, to, 60, 0, 0, 0, 0, 100 );

			if ( !to.Alive )
				return;

			if ( m_DamageTable[to] == null )
			{
				to.Frozen = true;

				DamageTimer timer = new DamageTimer( this, to );
				m_DamageTable[to] = timer;

				timer.Start();
			}
		}

		private class DamageTimer : Timer
		{
			private ControlPanel m_Panel;
			private Mobile m_To;
			private int m_Step;

			public DamageTimer( ControlPanel panel, Mobile to ) : base( TimeSpan.FromSeconds( 5.0 ), TimeSpan.FromSeconds( 5.0 ) )
			{
				m_Panel = panel;
				m_To = to;
				m_Step = 0;

				Priority = TimerPriority.TwoFiftyMS;
			}

			protected override void OnTick()
			{
				if ( m_Panel.Deleted || m_To.Deleted || !m_To.Alive )
				{
					End();
					return;
				}

				m_To.PlaySound( 0x28 );

				m_To.LocalOverheadMessage( MessageType.Regular, 0xC9, true, "* Your body convulses from electric shock *" );
				m_To.NonlocalOverheadMessage( MessageType.Regular, 0xC9, true, string.Format( "* {0} spasms from electric shock *", m_To.Name ) );

				AOS.Damage( m_To, m_To, 20, 0, 0, 0, 0, 100 );

				if ( ++m_Step >= 3 || !m_To.Alive )
				{
					End();
				}
			}

			private void End()
			{
				m_Panel.m_DamageTable.Remove( m_To );
				m_To.Frozen = false;

				Stop();
			}
		}

		public void Solve( Mobile from )
		{
			Effects.PlaySound( Location, Map, 0x211 );
			Effects.PlaySound( Location, Map, 0x1F3 );

			Effects.SendLocationEffect( Location, Map, 0x36B0, 4, 4 );
			Effects.SendLocationEffect( new Point3D( X - 1, Y - 1, Z + 2 ), Map, 0x36B0, 4, 4 );
			Effects.SendLocationEffect( new Point3D( X - 2, Y - 1, Z + 2 ), Map, 0x36B0, 4, 4 );

			from.SendMessage( "You scrounge some gems from the wreckage." );

			for ( int i = 0; i < SideLength; i++ )
			{
				from.AddToBackpack( new ArcaneGem() );
			}

			from.AddToBackpack( new Diamond( SideLength ) );

			Item ore = new ShadowIronOre( 9 );
			ore.MoveToWorld( new Point3D( X - 1, Y, Z + 2 ), Map );

			ore = new ShadowIronOre( 14 );
			ore.MoveToWorld( new Point3D( X - 2, Y - 1, Z + 2 ), Map );

			Delete();
		}

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

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

			writer.WriteEncodedInt( (int) 0 ); // version

			writer.WriteEncodedInt( (int) m_SideLength );

			writer.WriteEncodedInt( (int) m_Path.Length );
			for ( int i = 0; i < m_Path.Length; i++ )
			{
				Node cur = m_Path[i];

				writer.WriteEncodedInt( cur.X );
				writer.WriteEncodedInt( cur.Y );
			}
		}

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

			int version = reader.ReadEncodedInt();

			m_SideLength = reader.ReadEncodedInt();

			m_Path = new Node[reader.ReadEncodedInt()];
			for ( int i = 0; i < m_Path.Length; i++ )
			{
				m_Path[i] = new Node( reader.ReadEncodedInt(), reader.ReadEncodedInt() );
			}
		}
	}
}