using System;
using System.Collections;

namespace Server.Items
{
	/// <summary>
	/// A successful Paralyzing Blow will leave the target stunned, unable to move, attack, or cast spells, for a few seconds.
	/// </summary>
	public class ParalyzingBlow : WeaponAbility
	{
		public ParalyzingBlow()
		{
		}

		public override int BaseMana{ get{ return 30; } }

		public static readonly TimeSpan PlayerFreezeDuration = TimeSpan.FromSeconds( 3.0 );
		public static readonly TimeSpan NPCFreezeDuration = TimeSpan.FromSeconds( 6.0 );

		public static readonly TimeSpan FreezeDelayDuration = TimeSpan.FromSeconds( 8.0 );

		// No longer active in pub21:
		/*public override bool CheckSkills( Mobile from )
		{
			if ( !base.CheckSkills( from ) )
				return false;

			if ( !(from.Weapon is Fists) )
				return true;

			Skill skill = from.Skills[SkillName.Anatomy];

			if ( skill != null && skill.Base >= 80.0 )
				return true;

			from.SendLocalizedMessage( 1061811 ); // You lack the required anatomy skill to perform that attack!

			return false;
		}*/

		public override bool RequiresTactics( Mobile from )
		{
			BaseWeapon weapon = from.Weapon as BaseWeapon;

			if ( weapon == null )
				return true;

			return weapon.Skill != SkillName.Wrestling;
		}

		public override bool OnBeforeSwing( Mobile attacker, Mobile defender )
		{
			if( defender.Paralyzed )
			{
				attacker.SendLocalizedMessage( 1061923 ); // The target is already frozen.
				return false;
			}

			return true;
		}

		public override void OnHit( Mobile attacker, Mobile defender, int damage )
		{
			if( !Validate( attacker ) || !CheckMana( attacker, true ) )
				return;

			ClearCurrentAbility( attacker );

			if( IsImmune( defender ) )	//Intentionally going after Mana consumption
			{
				attacker.SendLocalizedMessage( 1070804 ); // Your target resists paralysis.
				defender.SendLocalizedMessage( 1070813 ); // You resist paralysis.
				return;
			}

			defender.FixedEffect( 0x376A, 9, 32 );
			defender.PlaySound( 0x204 );

			attacker.SendLocalizedMessage( 1060163 ); // You deliver a paralyzing blow!
			defender.SendLocalizedMessage( 1060164 ); // The attack has temporarily paralyzed you!

			TimeSpan duration = defender.Player ? PlayerFreezeDuration : NPCFreezeDuration;

			// Treat it as paralyze not as freeze, effect must be removed when damaged.
			defender.Paralyze( duration );

			BeginImmunity( defender, duration + FreezeDelayDuration );
		}

		private static Hashtable m_Table = new Hashtable();

		public static bool IsImmune( Mobile m )
		{
			return m_Table.Contains( m );
		}

		public static void BeginImmunity( Mobile m, TimeSpan duration )
		{
			Timer t = (Timer)m_Table[m];

			if ( t != null )
				t.Stop();

			t = new InternalTimer( m, duration );
			m_Table[m] = t;

			t.Start();
		}

		public static void EndImmunity( Mobile m )
		{
			Timer t = (Timer)m_Table[m];

			if ( t != null )
				t.Stop();

			m_Table.Remove( m );
		}

		private class InternalTimer : Timer
		{
			private Mobile m_Mobile;

			public InternalTimer( Mobile m, TimeSpan duration ) : base( duration )
			{
				m_Mobile = m;
				Priority = TimerPriority.TwoFiftyMS;
			}

			protected override void OnTick()
			{
				EndImmunity( m_Mobile );
			}
		}
	}
}