using System;
using Server;
using Server.Items;
using Server.Misc;

namespace Server.Engines.Harvest
{
	public class Lumberjacking : HarvestSystem
	{
		private static Lumberjacking m_System;

		public static Lumberjacking System
		{
			get
			{
				if ( m_System == null )
					m_System = new Lumberjacking();

				return m_System;
			}
		}

		private HarvestDefinition m_Definition;

		public HarvestDefinition Definition
		{
			get{ return m_Definition; }
		}

		private Lumberjacking()
		{
			HarvestResource[] res = new HarvestResource[]{ new HarvestResource( 00.0, 00.0, 100.0, 500498, typeof( WoodBoard ) ) };
			HarvestVein[] veins = new HarvestVein[]{ new HarvestVein( 100.0, 0.0, res[0], null ) };

			#region Lumberjacking
			HarvestDefinition lumber = new HarvestDefinition();

			// Resource banks are every 4x3 tiles
			lumber.BankWidth = 4;
			lumber.BankHeight = 3;

			// Every bank holds from 20 to 45 logs
			lumber.MinTotal = 20;
			lumber.MaxTotal = 45;

			// A resource bank will respawn its content every 20 to 30 minutes
			lumber.MinRespawn = TimeSpan.FromMinutes( 20.0 );
			lumber.MaxRespawn = TimeSpan.FromMinutes( 30.0 );

			lumber.Trade = Trades.Lumberjacking;

			// Set the list of harvestable tiles
			lumber.Tiles = m_TreeTiles;

			// Players must be within 2 tiles to harvest
			lumber.MaxRange = 2;

			// Ten logs per harvest action
			lumber.ConsumedPerHarvest = 10;

			// The chopping effect
			lumber.EffectActions = new int[]{ 13 };
			lumber.EffectSounds = new int[]{ 0x13E };
			lumber.EffectCounts = new int[]{ 1, 2, 2, 2, 3 };
			lumber.EffectDelay = TimeSpan.FromSeconds( 1.6 );
			lumber.EffectSoundDelay = TimeSpan.FromSeconds( 0.9 );

			lumber.NoResourcesMessage = 500493; // There's not enough wood here to harvest.
			lumber.FailMessage = 500495; // You hack at the tree for a while, but fail to produce any useable wood.
			lumber.OutOfRangeMessage = 500446; // That is too far away.
			lumber.PackFullMessage = 500497; // You can't place any wood into your backpack!
			lumber.ToolBrokeMessage = 500499; // You broke your axe.

			lumber.Resources = res;
			lumber.Veins = veins;

			lumber.RandomizeVeins = false;

			m_Definition = lumber;
			Definitions.Add( lumber );
			#endregion
		}

		public override bool CheckHarvest( Mobile from, Item tool )
		{
			if ( !base.CheckHarvest( from, tool ) )
				return false;		

			return true;
		}

		public override bool CheckHarvest( Mobile from, Item tool, HarvestDefinition def, object toHarvest )
		{
			if ( !base.CheckHarvest( from, tool, def, toHarvest ) )
				return false;

			if ( tool.Parent != from )
			{
				from.SendLocalizedMessage( 500487 ); // The axe must be equipped for any serious wood chopping.
				return false;
			}

			return true;
		}

		public override void OnBadHarvestTarget( Mobile from, Item tool, object toHarvest )
		{
			if ( toHarvest is Mobile )
			{
				Mobile obj = (Mobile)toHarvest;
				obj.PublicOverheadMessage( Server.Network.MessageType.Regular, 0x3E9, 500450 ); // You can only skin dead creatures.
			}
			else if ( toHarvest is Item )
			{
				Item obj = (Item)toHarvest;
				obj.PublicOverheadMessage( Server.Network.MessageType.Regular, 0x3E9, 500464 ); // Use this on corpses to carve away meat and hide
			}
			else if ( toHarvest is Targeting.StaticTarget || toHarvest is Targeting.LandTarget )
				from.SendLocalizedMessage( 500489 ); // You can't use an axe on that.
			else
				from.SendLocalizedMessage( 1005213 ); // You can't do that
		}

		public override void OnHarvestStarted( Mobile from, Item tool, HarvestDefinition def, object toHarvest )
		{
			base.OnHarvestStarted( from, tool, def, toHarvest );
		}

		public static void Initialize()
		{
			Array.Sort( m_TreeTiles );
		}

		#region Tile lists
		private static int[] m_TreeTiles = new int[]
			{
				0x4CCA, 0x4CCB, 0x4CCC, 0x4CCD, 0x4CD0, 0x4CD3, 0x4CD6, 0x4CD8,
				0x4CDA, 0x4CDD, 0x4CE0, 0x4CE3, 0x4CE6, 0x4CF8, 0x4CFB, 0x4CFE,
				0x4D01, 0x4D41, 0x4D42, 0x4D43, 0x4D44, 0x4D57, 0x4D58, 0x4D59,
				0x4D5A, 0x4D5B, 0x4D6E, 0x4D6F, 0x4D70, 0x4D71, 0x4D72, 0x4D84,
				0x4D85, 0x4D86, 0x4D94, 0x4D98, 0x4D9C, 0x4DA0, 0x4DA4, 0x4DA8,
				0x4CCE, 0x4CCF, 0x4CD1, 0x4CD2, 0x4CD4, 0x4CD5, 0x4CD7, 0x4CD9,
				0x4CDB, 0x4CDC, 0x4CDE, 0x4CDF, 0x4CE1, 0x4CE2, 0x4CE4, 0x4CE5,
				0x4CE7, 0x4CE8, 0x4CF9, 0x4CFA, 0x4CFC, 0x4CFD, 0x4CFF, 0x4D00,
				0x4D02, 0x4D03, 0x4D45, 0x4D46, 0x4D47, 0x4D48, 0x4D49, 0x4D4A,
				0x4D4B, 0x4D4C, 0x4D4D, 0x4D4E, 0x4D4F, 0x4D50, 0x4D51, 0x4D52,
				0x4D53, 0x4D5C, 0x4D5D, 0x4D5E, 0x4D5F, 0x4D60, 0x4D61, 0x4D62,
				0x4D63, 0x4D64, 0x4D65, 0x4D66, 0x4D67, 0x4D68, 0x4D69, 0x4D73,
				0x4D74, 0x4D75, 0x4D76, 0x4D77, 0x4D78, 0x4D79, 0x4D7A, 0x4D7B,
				0x4D7C, 0x4D7D, 0x4D7E, 0x4D7F, 0x4D87, 0x4D88, 0x4D89, 0x4D8A,
				0x4D8B, 0x4D8C, 0x4D8D, 0x4D8E, 0x4D8F, 0x4D90, 0x4D95, 0x4D96,
				0x4D97, 0x4D99, 0x4D9A, 0x4D9B, 0x4D9D, 0x4D9E, 0x4D9F, 0x4DA1,
				0x4DA2, 0x4DA3, 0x4DA5, 0x4DA6, 0x4DA7, 0x4DA9, 0x4DAA, 0x4DAB,
				0x52B5, 0x52B6, 0x52B7, 0x52B8, 0x52B9, 0x52BA, 0x52BB, 0x52BC,
				0x52BD, 0x52BE, 0x52BF, 0x52C0, 0x52C1, 0x52C2, 0x52C3, 0x52C4,
				0x52C5, 0x52C6, 0x52C7, 0x624A, 0x624C, 0x624D, 0x58D4, 0x58D5, 
				0x58D6, 0x58D7, 0x58D8, 0x58D9, 0x58DA, 0x58DB, 0x58DC
			};
		#endregion
	}
}