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

namespace Server.Mobiles
{
	public class OrcScoutAI : BaseAI
	{
		private static double teleportChance = 0.04;
		private static int[] m_Offsets = new int[]
		{
		 	 0, 0,
			-1,-1,
			 0,-1,
			 1,-1,
			-1, 0,
			 1, 0,
			-1,-1,
			 0, 1,
			 1, 1,
		};

		private Mobile FindNearestAggressor()
		{
			Mobile nearest = null;

			double dist = 9999.0;

			foreach ( Mobile m in m_Mobile.GetMobilesInRange( m_Mobile.RangePerception ) )
			{
				if ( m.Player && !m.Hidden && m.AccessLevel == AccessLevel.Player && m.Combatant == m_Mobile )
				{
					if ( dist > m.GetDistanceToSqrt( m_Mobile ) )
					{
						nearest = m;
					}
				}
			}

			return nearest;
		}

		private void TryToTeleport()
		{
			Mobile m = FindNearestAggressor();

			if ( m == null || m.Map == null || m_Mobile.Map == null )
			{
				return;
			}

			if ( m_Mobile.GetDistanceToSqrt( m ) > m_Mobile.RangePerception + 1 )
			{
				return;
			}

			int px = m_Mobile.X;
			int py = m_Mobile.Y;

			int dx = m_Mobile.X - m.X;
			int dy = m_Mobile.Y - m.Y;

			// get vector's length

			double l = Math.Sqrt( (double) (dx*dx + dy*dy) );

			if ( l == 0 )
			{
				int rand = Utility.Random( 8 ) + 1;
				rand *= 2;
				dx = m_Offsets[ rand ];
				dy = m_Offsets[ rand + 1 ];
				l = Math.Sqrt( (double) (dx*dx + dy*dy) );
			}

			// normalize vector
			double dpx = ((double) dx)/l;
			double dpy = ((double) dy)/l;
			// move 
			px += (int) (dpx*(4 + Utility.Random( 3 )));
			py += (int) (dpy*(4 + Utility.Random( 3 )));

			for ( int i = 0; i < m_Offsets.Length; i += 2 )
			{
				int x = m_Offsets[ i ], y = m_Offsets[ i + 1 ];

				Point3D p = new Point3D( px + x, py + y, 0 );

				LandTarget lt = new LandTarget( p, m_Mobile.Map );

				if ( m_Mobile.InLOS( lt ) && m_Mobile.Map.CanSpawnMobile( px + x, py + y, lt.Z ) && !SpellHelper.CheckMulti( p, m_Mobile.Map ) )
				{
					m_Mobile.FixedParticles( 0x376A, 9, 32, 0x13AF, EffectLayer.Waist );
					m_Mobile.PlaySound( 0x1FE );

					m_Mobile.Location = new Point3D( lt.X, lt.Y, lt.Z );
					m_Mobile.ProcessDelta();

					return;
				}
			}

			return;
		}

		private void HideSelf()
		{
			if ( DateTime.Now >= m_Mobile.NextSkillTime )
			{
				Effects.SendLocationParticles( EffectItem.Create( m_Mobile.Location, m_Mobile.Map, EffectItem.DefaultDuration ), 0x3728, 10, 10, 2023 );

				m_Mobile.PlaySound( 0x22F );
				m_Mobile.Hidden = true;

				m_Mobile.UseSkill( SkillName.Stealth );
			}
		}

		private void PerformHide()
		{
			if ( !m_Mobile.Alive || m_Mobile.Deleted )
			{
				return;
			}

			if ( !m_Mobile.Hidden )
			{
				double chance = 0.05;

				if ( m_Mobile.Hits < 20 )
				{
					chance = 0.1;
				}

				if ( m_Mobile.Poisoned )
				{
					chance = 0.01;
				}

				if ( Utility.RandomDouble() < chance )
				{
					HideSelf();
				}
			}
		}

		public OrcScoutAI( BaseCreature m ) : base( m )
		{
		}

		public override bool DoActionWander()
		{
			m_Mobile.DebugSay( "I have no combatant" );

			PerformHide();

			if ( AcquireFocusMob( m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true ) )
			{
				if ( m_Mobile.Debug )
				{
					m_Mobile.DebugSay( "I have detected {0}, attacking", m_Mobile.FocusMob.Name );
				}

				m_Mobile.Combatant = m_Mobile.FocusMob;
				Action = ActionType.Combat;
			}
			else
			{
				if ( m_Mobile.Combatant != null )
				{
					Action = ActionType.Combat;
					return true;
				}

				

				base.DoActionWander();
			}

			return true;
		}

		public override bool DoActionCombat()
		{
			Mobile combatant = m_Mobile.Combatant;

			if ( combatant == null || combatant.Deleted || combatant.Map != m_Mobile.Map || !combatant.Alive || combatant.IsDeadBondedPet )
			{
				m_Mobile.DebugSay( "My combatant is gone, so my guard is up" );

				Action = ActionType.Guard;

				return true;
			}

			if ( Utility.RandomDouble() < teleportChance )
			{
				TryToTeleport();
			}

			if ( !m_Mobile.InRange( combatant, m_Mobile.RangePerception ) )
			{
				// They are somewhat far away, can we find something else?

				if ( AcquireFocusMob( m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true ) )
				{
					m_Mobile.Combatant = m_Mobile.FocusMob;
					m_Mobile.FocusMob = null;
				}
				else if ( !m_Mobile.InRange( combatant, m_Mobile.RangePerception*3 ) )
				{
					m_Mobile.Combatant = null;
				}

				combatant = m_Mobile.Combatant;

				if ( combatant == null )
				{
					m_Mobile.DebugSay( "My combatant has fled, so I am on guard" );
					Action = ActionType.Guard;

					return true;
				}
			}

			/*if ( !m_Mobile.InLOS( combatant ) )
			{
				if ( AcquireFocusMob( m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true ) )
				{
					m_Mobile.Combatant = combatant = m_Mobile.FocusMob;
					m_Mobile.FocusMob = null;
				}
			}*/

			if ( MoveTo( combatant, true, m_Mobile.RangeFight ) )
			{
				m_Mobile.Direction = m_Mobile.GetDirectionTo( combatant );
			}
			else if ( AcquireFocusMob( m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true ) )
			{
				if ( m_Mobile.Debug )
				{
					m_Mobile.DebugSay( "My move is blocked, so I am going to attack {0}", m_Mobile.FocusMob.Name );
				}

				m_Mobile.Combatant = m_Mobile.FocusMob;
				Action = ActionType.Combat;

				return true;
			}
			else if ( m_Mobile.GetDistanceToSqrt( combatant ) > m_Mobile.RangePerception + 1 )
			{
				if ( m_Mobile.Debug )
				{
					m_Mobile.DebugSay( "I cannot find {0}, so my guard is up", combatant.Name );
				}

				Action = ActionType.Guard;

				return true;
			}
			else
			{
				if ( m_Mobile.Debug )
				{
					m_Mobile.DebugSay( "I should be closer to {0}", combatant.Name );
				}
			}

			if ( !m_Mobile.Controlled && !m_Mobile.Summoned )
			{
				if ( m_Mobile.Hits < m_Mobile.HitsMax*20/100 )
				{
					// We are low on health, should we flee?

					bool flee = false;

					if ( m_Mobile.Hits < combatant.Hits )
					{
						// We are more hurt than them

						int diff = combatant.Hits - m_Mobile.Hits;

						flee = (Utility.Random( 0, 100 ) < (10 + diff)); // (10 + diff)% chance to flee
					}
					else
					{
						flee = Utility.Random( 0, 100 ) < 10; // 10% chance to flee
					}

					if ( flee )
					{
						if ( m_Mobile.Debug )
						{
							m_Mobile.DebugSay( "I am going to flee from {0}", combatant.Name );
						}

						Action = ActionType.Flee;

						if ( Utility.RandomDouble() < teleportChance + 0.1 )
						{
							TryToTeleport();
						}
					}
				}
			}

			return true;
		}

		public override bool DoActionGuard()
		{
			if ( AcquireFocusMob( m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true ) )
			{
				if ( m_Mobile.Debug )
				{
					m_Mobile.DebugSay( "I have detected {0}, attacking", m_Mobile.FocusMob.Name );
				}

				m_Mobile.Combatant = m_Mobile.FocusMob;
				Action = ActionType.Combat;
			}
			else
			{
				base.DoActionGuard();
			}

			return true;
		}

		public override bool DoActionFlee()
		{
			if ( m_Mobile.Hits > m_Mobile.HitsMax/2 )
			{
				m_Mobile.DebugSay( "I am stronger now, so I will continue fighting" );
				Action = ActionType.Combat;
			}
			else
			{
				m_Mobile.FocusMob = m_Mobile.Combatant;

				PerformHide();

				if ( WalkMobileRange( m_Mobile.FocusMob, 1, false, m_Mobile.RangePerception*2, m_Mobile.RangePerception*3 ) )
				{
					m_Mobile.DebugSay( "I Have fled" );
					Action = ActionType.Guard;
					return true;
				}
				else
				{
					m_Mobile.DebugSay( "I am fleeing!" );
				}
			}

			return true;
		}
	}
}