using System;
using System.Collections.Generic;
using Server.Engines.Craft;

namespace Server.Engines.BulkOrders
{
	public class SmallTailorBOD : SmallBOD
	{
		public static double[] m_TailoringMaterialChances = new double[]
			{
				0.857421875, // None
				0.125000000, // Spined
				0.015625000, // Horned
				0.001953125  // Barbed
			};

		public override int ComputeFame()
		{
			return TailorRewardCalculator.Instance.ComputeFame( this );
		}

		public override int ComputeGold()
		{
			return TailorRewardCalculator.Instance.ComputeGold( this );
		}

		public override List<Item> ComputeRewards( bool full )
		{
			List<Item> list = new List<Item>();

			RewardGroup rewardGroup = TailorRewardCalculator.Instance.LookupRewards( TailorRewardCalculator.Instance.ComputePoints( this ) );

			if ( rewardGroup != null )
			{
				if ( full )
				{
					for ( int i = 0; i < rewardGroup.Items.Length; ++i )
					{
						Item item = rewardGroup.Items[i].Construct();

						if ( item != null )
							list.Add( item );
					}
				}
				else
				{
					RewardItem rewardItem = rewardGroup.AcquireItem();

					if ( rewardItem != null )
					{
						Item item = rewardItem.Construct();

						if ( item != null )
							list.Add( item );
					}
				}
			}

			return list;
		}

		public static SmallTailorBOD CreateRandomFor( Mobile m )
		{
			SmallBulkEntry[] entries;
			bool useMaterials;

			double theirSkill = m.Skills[SkillName.Tailoring].Base;
			if ( useMaterials = Utility.RandomBool() && theirSkill >= 6.2 ) // Ugly, but the easiest leather BOD is Leather Cap which requires at least 6.2 skill.
				entries = SmallBulkEntry.TailorLeather;
			else
				entries = SmallBulkEntry.TailorCloth;

			if ( entries.Length > 0 )
			{
				int amountMax;

				if ( theirSkill >= 70.1 )
					amountMax = Utility.RandomList( 10, 15, 20, 20 );
				else if ( theirSkill >= 50.1 )
					amountMax = Utility.RandomList( 10, 15, 15, 20 );
				else
					amountMax = Utility.RandomList( 10, 10, 15, 20 );

				BulkMaterialType material = BulkMaterialType.None;

				if ( useMaterials && theirSkill >= 70.1 )
				{
					for ( int i = 0; i < 20; ++i )
					{
						BulkMaterialType check = GetRandomMaterial( BulkMaterialType.Spined, m_TailoringMaterialChances );
						double skillReq = 0.0;

						switch ( check )
						{
							case BulkMaterialType.DullCopper: skillReq = 65.0; break;
							case BulkMaterialType.Bronze: skillReq = 80.0; break;
							case BulkMaterialType.Gold: skillReq = 85.0; break;
							case BulkMaterialType.Agapite: skillReq = 90.0; break;
							case BulkMaterialType.Verite: skillReq = 95.0; break;
							case BulkMaterialType.Valorite: skillReq = 100.0; break;
							case BulkMaterialType.Spined: skillReq = 65.0; break;
							case BulkMaterialType.Horned: skillReq = 80.0; break;
							case BulkMaterialType.Barbed: skillReq = 99.0; break;
						}

						if ( theirSkill >= skillReq )
						{
							material = check;
							break;
						}
					}
				}

				double excChance = 0.0;

				if ( theirSkill >= 70.1 )
					excChance = (theirSkill + 80.0) / 200.0;

				bool reqExceptional = ( excChance > Utility.RandomDouble() );


				CraftSystem system = DefTailoring.CraftSystem;

				List<SmallBulkEntry> validEntries = new List<SmallBulkEntry>();

				for ( int i = 0; i < entries.Length; ++i )
				{
					CraftItem item = system.CraftItems.SearchFor( entries[i].Type );

					if ( item != null )
					{
						bool allRequiredSkills = true;
						double chance = item.GetSuccessChance( m, null, system, false, ref allRequiredSkills );

						if ( allRequiredSkills && chance >= 0.0 )
						{
							if ( reqExceptional )
								chance = item.GetExceptionalChance( system, chance, m );

							if ( chance > 0.0 )
								validEntries.Add( entries[i] );
							}
						}
					}

				if ( validEntries.Count > 0 )
				{
					SmallBulkEntry entry = validEntries[Utility.Random( validEntries.Count )];
					return new SmallTailorBOD( entry, material, amountMax, reqExceptional );
				}
			}

			return null;
		}

		private SmallTailorBOD( SmallBulkEntry entry, BulkMaterialType material, int amountMax, bool reqExceptional )
		{
			Hue = 0x483;
			AmountMax = amountMax;
			Type = entry.Type;
			Number = entry.Number;
			Graphic = entry.Graphic;
			RequireExceptional = reqExceptional;
			Material = material;
		}

		[Constructable]
		public SmallTailorBOD()
		{
			SmallBulkEntry[] entries;
			bool useMaterials;

			if ( useMaterials = Utility.RandomBool() )
				entries = SmallBulkEntry.TailorLeather;
			else
				entries = SmallBulkEntry.TailorCloth;

			if ( entries.Length > 0 )
			{
				int hue = 0x483;
				int amountMax = Utility.RandomList( 10, 15, 20 );

				BulkMaterialType material;

				if ( useMaterials )
					material = GetRandomMaterial( BulkMaterialType.Spined, m_TailoringMaterialChances );
				else
					material = BulkMaterialType.None;

				bool reqExceptional = Utility.RandomBool() || (material == BulkMaterialType.None);

				SmallBulkEntry entry = entries[Utility.Random( entries.Length )];

				Hue = hue;
				AmountMax = amountMax;
				Type = entry.Type;
				Number = entry.Number;
				Graphic = entry.Graphic;
				RequireExceptional = reqExceptional;
				Material = material;
			}
		}

		public SmallTailorBOD( int amountCur, int amountMax, Type type, int number, int graphic, bool reqExceptional, BulkMaterialType mat )
		{
			Hue = 0x483;
			AmountMax = amountMax;
			AmountCur = amountCur;
			Type = type;
			Number = number;
			Graphic = graphic;
			RequireExceptional = reqExceptional;
			Material = mat;
		}

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

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

			writer.Write( 0 ); // version
		}

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

			int version = reader.ReadInt();
		}
	}
}