using System;
using System.Collections;
using System.Collections.Generic;
using Server;
using Server.Items;
using Server.Targeting;
using Server.Targets;
using Server.Network;
using Server.Regions;
using Server.ContextMenus;
using Server.Engines.Quests;
using Server.Engines.Quests.Necro;
using MoveImpl=Server.Movement.MovementImpl;

namespace Server.Mobiles
{
	public enum AIType
	{
		AI_Use_Default,
		AI_Melee,
		AI_Animal,
		AI_Archer,
		AI_Healer,
		AI_Vendor,
		AI_Mage,
		AI_Berserk,
		AI_Predator,
		AI_Thief
	}

	public enum ActionType
	{
		Wander,
		Combat,
		Guard,
		Flee,
		Backoff,
		Interact
	}

	public abstract class BaseAI
	{
		public Timer m_Timer;
		protected ActionType m_Action;
		private DateTime m_NextStopGuard;

		public BaseCreature m_Mobile;

		public BaseAI( BaseCreature m )
		{
			m_Mobile = m;

			m_Timer = new AITimer( this );

			bool activate;

			if( !m.PlayerRangeSensitive )
				activate = true;
			else if( World.Loading )
				activate = false;
			else if( m.Map == null || m.Map == Map.Internal || !m.Map.GetSector( m ).Active )
				activate = false;
			else
				activate = true;

			if( activate )
				m_Timer.Start();

			Action = ActionType.Wander;
		}

		public ActionType Action
		{
			get
			{
				return m_Action;
			}
			set
			{
				m_Action = value;
				OnActionChanged();
			}
		}

		public virtual bool WasNamed( string speech )
		{
			string name = m_Mobile.Name;

			return (name != null && Insensitive.StartsWith( speech, name ));
		}

		private class InternalEntry : ContextMenuEntry
		{
			private Mobile m_From;
			private BaseCreature m_Mobile;
			private BaseAI m_AI;
			private OrderType m_Order;

			public InternalEntry( Mobile from, int number, int range, BaseCreature mobile, BaseAI ai, OrderType order )
				: base( number, range )
			{
				m_From = from;
				m_Mobile = mobile;
				m_AI = ai;
				m_Order = order;

				if( mobile.IsDeadPet && (order == OrderType.Guard || order == OrderType.Attack || order == OrderType.Transfer || order == OrderType.Drop) )
					Enabled = false;
			}

			public override void OnClick()
			{
				if( !m_Mobile.Deleted && m_Mobile.Controlled && m_From.CheckAlive() )
				{
					if( m_Mobile.IsDeadPet && (m_Order == OrderType.Guard || m_Order == OrderType.Attack || m_Order == OrderType.Transfer || m_Order == OrderType.Drop) )
						return;

					bool isOwner = (m_From == m_Mobile.ControlMaster);
					bool isFriend = (!isOwner && m_Mobile.IsPetFriend( m_From ));

					if( !isOwner && !isFriend )
						return;
					else if( isFriend && m_Order != OrderType.Follow && m_Order != OrderType.Stay && m_Order != OrderType.Stop )
						return;

					switch( m_Order )
					{
						case OrderType.Follow:
						case OrderType.Attack:
						case OrderType.Transfer:
						case OrderType.Friend:
						case OrderType.Unfriend:
						{
							if( m_Order == OrderType.Transfer && m_From.HasTrade )
								m_From.SendLocalizedMessage( 1010507 ); // You cannot transfer a pet with a trade pending
							else if( m_Order == OrderType.Friend && m_From.HasTrade )
								m_From.SendLocalizedMessage( 1070947 ); // You cannot friend a pet with a trade pending
							else
								m_AI.BeginPickTarget( m_From, m_Order );

							break;
						}
						case OrderType.Release:
						{
							if( m_Mobile.Summoned )
								goto default;
							else
								m_From.SendGump( new Gumps.ConfirmReleaseGump( m_From, m_Mobile ) );

							break;
						}
						default:
						{
							if( m_Mobile.CheckControlChance( m_From ) )
								m_Mobile.ControlOrder = m_Order;

							break;
						}
					}
				}
			}
		}

		public virtual void GetContextMenuEntries( Mobile from, List<ContextMenuEntry> list )
		{
			if( from.Alive && m_Mobile.Controlled && from.InRange( m_Mobile, 14 ) )
			{
				if( from == m_Mobile.ControlMaster )
				{
					list.Add( new InternalEntry( from, 6107, 14, m_Mobile, this, OrderType.Guard ) );  // Command: Guard
					list.Add( new InternalEntry( from, 6108, 14, m_Mobile, this, OrderType.Follow ) ); // Command: Follow

					if( m_Mobile.CanDrop )
						list.Add( new InternalEntry( from, 6109, 14, m_Mobile, this, OrderType.Drop ) );   // Command: Drop

					list.Add( new InternalEntry( from, 6111, 14, m_Mobile, this, OrderType.Attack ) ); // Command: Kill

					list.Add( new InternalEntry( from, 6112, 14, m_Mobile, this, OrderType.Stop ) );   // Command: Stop
					list.Add( new InternalEntry( from, 6114, 14, m_Mobile, this, OrderType.Stay ) );   // Command: Stay

					if( !m_Mobile.Summoned )
					{
						list.Add( new InternalEntry( from, 6110, 14, m_Mobile, this, OrderType.Friend ) ); // Add Friend
						list.Add( new InternalEntry( from, 6099, 14, m_Mobile, this, OrderType.Unfriend ) ); // Remove Friend
						list.Add( new InternalEntry( from, 6113, 14, m_Mobile, this, OrderType.Transfer ) ); // Transfer
					}

					list.Add( new InternalEntry( from, 6118, 14, m_Mobile, this, OrderType.Release ) ); // Release
				}
				else if( m_Mobile.IsPetFriend( from ) )
				{
					list.Add( new InternalEntry( from, 6108, 14, m_Mobile, this, OrderType.Follow ) ); // Command: Follow
					list.Add( new InternalEntry( from, 6112, 14, m_Mobile, this, OrderType.Stop ) );   // Command: Stop
					list.Add( new InternalEntry( from, 6114, 14, m_Mobile, this, OrderType.Stay ) );   // Command: Stay
				}
			}
		}

		public virtual void BeginPickTarget( Mobile from, OrderType order )
		{
			if( m_Mobile.Deleted || !m_Mobile.Controlled || !from.InRange( m_Mobile, 14 ) || from.Map != m_Mobile.Map )
				return;

			bool isOwner = (from == m_Mobile.ControlMaster);
			bool isFriend = (!isOwner && m_Mobile.IsPetFriend( from ));

			if( !isOwner && !isFriend )
				return;
			else if( isFriend && order != OrderType.Follow && order != OrderType.Stay && order != OrderType.Stop )
				return;

			if( from.Target == null )
			{
				if( order == OrderType.Transfer )
					from.SendLocalizedMessage( 502038 ); // Click on the person to transfer ownership to.
				else if( order == OrderType.Friend )
					from.SendLocalizedMessage( 502020 ); // Click on the player whom you wish to make a co-owner.
				else if( order == OrderType.Unfriend )
					from.SendLocalizedMessage( 1070948 ); // Click on the player whom you wish to remove as a co-owner.

				from.Target = new AIControlMobileTarget( this, order );
			}
			else if( from.Target is AIControlMobileTarget )
			{
				AIControlMobileTarget t = (AIControlMobileTarget)from.Target;

				if( t.Order == order )
					t.AddAI( this );
			}
		}

		public virtual void OnAggressiveAction( Mobile aggressor )
		{
			Mobile currentCombat = m_Mobile.Combatant;

			if( currentCombat != null && !aggressor.Hidden && currentCombat != aggressor && m_Mobile.GetDistanceToSqrt( currentCombat ) > m_Mobile.GetDistanceToSqrt( aggressor ) )
				m_Mobile.Combatant = aggressor;
		}

		public virtual void EndPickTarget( Mobile from, Mobile target, OrderType order )
		{
			if( m_Mobile.Deleted || !m_Mobile.Controlled || !from.InRange( m_Mobile, 14 ) || from.Map != m_Mobile.Map || !from.CheckAlive() )
				return;

			bool isOwner = (from == m_Mobile.ControlMaster);
			bool isFriend = (!isOwner && m_Mobile.IsPetFriend( from ));

			if( !isOwner && !isFriend )
				return;
			else if( isFriend && order != OrderType.Follow && order != OrderType.Stay && order != OrderType.Stop )
				return;

			if( order == OrderType.Attack )
			{
				if( target is BaseCreature && ((BaseCreature)target).IsScaryToPets && m_Mobile.IsScaredOfScaryThings )
				{
					m_Mobile.SayTo( from, "Your pet refuses to attack this creature!" );
					return;
				}

				if( (SolenHelper.CheckRedFriendship( from ) &&
							(target is RedSolenInfiltratorQueen
							|| target is RedSolenInfiltratorWarrior
							|| target is RedSolenQueen
							|| target is RedSolenWarrior
							|| target is RedSolenWorker))
					|| (SolenHelper.CheckBlackFriendship( from ) &&
							(target is BlackSolenInfiltratorQueen
							|| target is BlackSolenInfiltratorWarrior
							|| target is BlackSolenQueen
							|| target is BlackSolenWarrior
							|| target is BlackSolenWorker)) )
				{
					from.SendAsciiMessage( "You can not force your pet to attack a creature you are protected from." );
					return;
				}

				if( target is Factions.BaseFactionGuard )
				{
					m_Mobile.SayTo( from, "Your pet refuses to attack the guard." );
					return;
				}
			}

			if( m_Mobile.CheckControlChance( from ) )
			{
				m_Mobile.ControlTarget = target;
				m_Mobile.ControlOrder = order;
			}
		}

		public virtual bool HandlesOnSpeech( Mobile from )
		{
			if( from.AccessLevel >= AccessLevel.GameMaster )
				return true;

			if( from.Alive && m_Mobile.Controlled && m_Mobile.Commandable && (from == m_Mobile.ControlMaster || m_Mobile.IsPetFriend( from )) )
				return true;

			return (from.Alive && from.InRange( m_Mobile.Location, 3 ) && m_Mobile.IsHumanInTown());
		}

		private static SkillName[] m_KeywordTable = new SkillName[]
			{
				SkillName.Parry,
				SkillName.Healing,
				SkillName.Hiding,
				SkillName.Stealing,
				SkillName.Alchemy,
				SkillName.AnimalLore,
				SkillName.ItemID,
				SkillName.ArmsLore,
				SkillName.Begging,
				SkillName.Blacksmith,
				SkillName.Fletching,
				SkillName.Peacemaking,
				SkillName.Camping,
				SkillName.Carpentry,
				SkillName.Cartography,
				SkillName.Cooking,
				SkillName.DetectHidden,
				SkillName.Discordance,//??
				SkillName.EvalInt,
				SkillName.Fishing,
				SkillName.Provocation,
				SkillName.Lockpicking,
				SkillName.Magery,
				SkillName.MagicResist,
				SkillName.Tactics,
				SkillName.Snooping,
				SkillName.RemoveTrap,
				SkillName.Musicianship,
				SkillName.Poisoning,
				SkillName.Archery,
				SkillName.SpiritSpeak,
				SkillName.Tailoring,
				SkillName.AnimalTaming,
				SkillName.TasteID,
				SkillName.Tinkering,
				SkillName.Veterinary,
				SkillName.Forensics,
				SkillName.Herding,
				SkillName.Tracking,
				SkillName.Stealth,
				SkillName.Inscribe,
				SkillName.Swords,
				SkillName.Macing,
				SkillName.Fencing,
				SkillName.Wrestling,
				SkillName.Lumberjacking,
				SkillName.Mining,
				SkillName.Meditation
			};

		public virtual void OnSpeech( SpeechEventArgs e )
		{
			if( e.Mobile.Alive && e.Mobile.InRange( m_Mobile.Location, 3 ) && m_Mobile.IsHumanInTown() )
			{
				if( e.HasKeyword( 0x9D ) && WasNamed( e.Speech ) ) // *move*
				{
					if( m_Mobile.Combatant != null )
					{
						// I am too busy fighting to deal with thee!
						m_Mobile.PublicOverheadMessage( MessageType.Regular, 0x3B2, 501482 );
					}
					else
					{
						// Excuse me?
						m_Mobile.PublicOverheadMessage( MessageType.Regular, 0x3B2, 501516 );
						WalkRandomInHome( 2, 2, 1 );
					}
				}
				else if( e.HasKeyword( 0x9E ) && WasNamed( e.Speech ) ) // *time*
				{
					if( m_Mobile.Combatant != null )
					{
						// I am too busy fighting to deal with thee!
						m_Mobile.PublicOverheadMessage( MessageType.Regular, 0x3B2, 501482 );
					}
					else
					{
						int generalNumber;
						string exactTime;

						Clock.GetTime( m_Mobile, out generalNumber, out exactTime );

						m_Mobile.PublicOverheadMessage( MessageType.Regular, 0x3B2, generalNumber );
					}
				}
				else if( e.HasKeyword( 0x6C ) && WasNamed( e.Speech ) ) // *train
				{
					if( m_Mobile.Combatant != null )
					{
						// I am too busy fighting to deal with thee!
						m_Mobile.PublicOverheadMessage( MessageType.Regular, 0x3B2, 501482 );
					}
					else
					{
						bool foundSomething = false;

						Skills ourSkills = m_Mobile.Skills;
						Skills theirSkills = e.Mobile.Skills;

						for( int i = 0; i < ourSkills.Length && i < theirSkills.Length; ++i )
						{
							Skill skill = ourSkills[i];
							Skill theirSkill = theirSkills[i];

							if( skill != null && theirSkill != null && skill.Base >= 60.0 && m_Mobile.CheckTeach( skill.SkillName, e.Mobile ) )
							{
								double toTeach = skill.Base / 3.0;

								if( toTeach > 42.0 )
									toTeach = 42.0;

								if( toTeach > theirSkill.Base )
								{
									int number = 1043059 + i;

									if( number > 1043107 )
										continue;

									if( !foundSomething )
										m_Mobile.Say( 1043058 ); // I can train the following:

									m_Mobile.Say( number );

									foundSomething = true;
								}
							}
						}

						if( !foundSomething )
							m_Mobile.Say( 501505 ); // Alas, I cannot teach thee anything.
					}
				}
				else
				{
					SkillName toTrain = (SkillName)(-1);

					for( int i = 0; toTrain == (SkillName)(-1) && i < e.Keywords.Length; ++i )
					{
						int keyword = e.Keywords[i];

						if( keyword == 0x154 )
						{
							toTrain = SkillName.Anatomy;
						}
						else if( keyword >= 0x6D && keyword <= 0x9C )
						{
							int index = keyword - 0x6D;

							if( index >= 0 && index < m_KeywordTable.Length )
								toTrain = m_KeywordTable[index];
						}
					}

					if( toTrain != (SkillName)(-1) && WasNamed( e.Speech ) )
					{
						if( m_Mobile.Combatant != null )
						{
							// I am too busy fighting to deal with thee!
							m_Mobile.PublicOverheadMessage( MessageType.Regular, 0x3B2, 501482 );
						}
						else
						{
							Skills skills = m_Mobile.Skills;
							Skill skill = skills[toTrain];

							if( skill == null || skill.Base < 60.0 || !m_Mobile.CheckTeach( toTrain, e.Mobile ) )
							{
								m_Mobile.Say( 501507 ); // 'Tis not something I can teach thee of.
							}
							else
							{
								m_Mobile.Teach( toTrain, e.Mobile, 0, false );
							}
						}
					}
				}
			}

			if( m_Mobile.Controlled && m_Mobile.Commandable )
			{
				m_Mobile.DebugSay( "Listening..." );

				bool isOwner = (e.Mobile == m_Mobile.ControlMaster);
				bool isFriend = (!isOwner && m_Mobile.IsPetFriend( e.Mobile ));

				if( e.Mobile.Alive && (isOwner || isFriend) )
				{
					m_Mobile.DebugSay( "It's from my master" );

					int[] keywords = e.Keywords;
					string speech = e.Speech;

					// First, check the all*
					for( int i = 0; i < keywords.Length; ++i )
					{
						int keyword = keywords[i];

						switch( keyword )
						{
							case 0x164: // all come
							{
								if( !isOwner )
									break;

								if( m_Mobile.CheckControlChance( e.Mobile ) )
								{
									m_Mobile.ControlTarget = null;
									m_Mobile.ControlOrder = OrderType.Come;
								}

								return;
							}
							case 0x165: // all follow
							{
								BeginPickTarget( e.Mobile, OrderType.Follow );
								return;
							}
							case 0x166: // all guard
							case 0x16B: // all guard me
							{
								if( !isOwner )
									break;

								if( m_Mobile.CheckControlChance( e.Mobile ) )
								{
									m_Mobile.ControlTarget = null;
									m_Mobile.ControlOrder = OrderType.Guard;
								}
								return;
							}
							case 0x167: // all stop
							{
								if( m_Mobile.CheckControlChance( e.Mobile ) )
								{
									m_Mobile.ControlTarget = null;
									m_Mobile.ControlOrder = OrderType.Stop;
								}
								return;
							}
							case 0x168: // all kill
							case 0x169: // all attack
							{
								if( !isOwner )
									break;

								BeginPickTarget( e.Mobile, OrderType.Attack );
								return;
							}
							case 0x16C: // all follow me
							{
								if( m_Mobile.CheckControlChance( e.Mobile ) )
								{
									m_Mobile.ControlTarget = e.Mobile;
									m_Mobile.ControlOrder = OrderType.Follow;
								}
								return;
							}
							case 0x170: // all stay
							{
								if( m_Mobile.CheckControlChance( e.Mobile ) )
								{
									m_Mobile.ControlTarget = null;
									m_Mobile.ControlOrder = OrderType.Stay;
								}
								return;
							}
						}
					}

					// No all*, so check *command
					for( int i = 0; i < keywords.Length; ++i )
					{
						int keyword = keywords[i];

						switch( keyword )
						{
							case 0x155: // *come
							{
								if( !isOwner )
									break;

								if( WasNamed( speech ) && m_Mobile.CheckControlChance( e.Mobile ) )
								{
									m_Mobile.ControlTarget = null;
									m_Mobile.ControlOrder = OrderType.Come;
								}

								return;
							}
							case 0x156: // *drop
							{
								if( !isOwner )
									break;

								if( !m_Mobile.IsDeadPet && !m_Mobile.Summoned && WasNamed( speech ) && m_Mobile.CheckControlChance( e.Mobile ) )
								{
									m_Mobile.ControlTarget = null;
									m_Mobile.ControlOrder = OrderType.Drop;
								}

								return;
							}
							case 0x15A: // *follow
							{
								if( WasNamed( speech ) && m_Mobile.CheckControlChance( e.Mobile ) )
									BeginPickTarget( e.Mobile, OrderType.Follow );

								return;
							}
							case 0x15B: // *friend
							{
								if( !isOwner )
									break;

								if( WasNamed( speech ) && m_Mobile.CheckControlChance( e.Mobile ) )
								{
									if( m_Mobile.Summoned )
										e.Mobile.SendLocalizedMessage( 1005481 ); // Summoned creatures are loyal only to their summoners.
									else if( e.Mobile.HasTrade )
										e.Mobile.SendLocalizedMessage( 1070947 ); // You cannot friend a pet with a trade pending
									else
										BeginPickTarget( e.Mobile, OrderType.Friend );
								}

								return;
							}
							case 0x15C: // *guard
							{
								if( !isOwner )
									break;

								if( !m_Mobile.IsDeadPet && WasNamed( speech ) && m_Mobile.CheckControlChance( e.Mobile ) )
								{
									m_Mobile.ControlTarget = null;
									m_Mobile.ControlOrder = OrderType.Guard;
								}

								return;
							}
							case 0x15D: // *kill
							case 0x15E: // *attack
							{
								if( !isOwner )
									break;

								if( !m_Mobile.IsDeadPet && WasNamed( speech ) && m_Mobile.CheckControlChance( e.Mobile ) )
									BeginPickTarget( e.Mobile, OrderType.Attack );

								return;
							}
							case 0x15F: // *patrol
							{
								if( !isOwner )
									break;

								if( WasNamed( speech ) && m_Mobile.CheckControlChance( e.Mobile ) )
								{
									m_Mobile.ControlTarget = null;
									m_Mobile.ControlOrder = OrderType.Patrol;
								}

								return;
							}
							case 0x161: // *stop
							{
								if( WasNamed( speech ) && m_Mobile.CheckControlChance( e.Mobile ) )
								{
									m_Mobile.ControlTarget = null;
									m_Mobile.ControlOrder = OrderType.Stop;
								}

								return;
							}
							case 0x163: // *follow me
							{
								if( WasNamed( speech ) && m_Mobile.CheckControlChance( e.Mobile ) )
								{
									m_Mobile.ControlTarget = e.Mobile;
									m_Mobile.ControlOrder = OrderType.Follow;
								}

								return;
							}
							case 0x16D: // *release
							{
								if( !isOwner )
									break;

								if( WasNamed( speech ) && m_Mobile.CheckControlChance( e.Mobile ) )
								{
									if( !m_Mobile.Summoned )
									{
										e.Mobile.SendGump( new Gumps.ConfirmReleaseGump( e.Mobile, m_Mobile ) );
									}
									else
									{
										m_Mobile.ControlTarget = null;
										m_Mobile.ControlOrder = OrderType.Release;
									}
								}

								return;
							}
							case 0x16E: // *transfer
							{
								if( !isOwner )
									break;

								if( !m_Mobile.IsDeadPet && WasNamed( speech ) && m_Mobile.CheckControlChance( e.Mobile ) )
								{
									if( m_Mobile.Summoned )
										e.Mobile.SendLocalizedMessage( 1005487 ); // You cannot transfer ownership of a summoned creature.
									else if( e.Mobile.HasTrade )
										e.Mobile.SendLocalizedMessage( 1010507 ); // You cannot transfer a pet with a trade pending
									else
										BeginPickTarget( e.Mobile, OrderType.Transfer );
								}

								return;
							}
							case 0x16F: // *stay
							{
								if( WasNamed( speech ) && m_Mobile.CheckControlChance( e.Mobile ) )
								{
									m_Mobile.ControlTarget = null;
									m_Mobile.ControlOrder = OrderType.Stay;
								}

								return;
							}
						}
					}
				}
			}
			else
			{
				if( e.Mobile.AccessLevel >= AccessLevel.GameMaster )
				{
					m_Mobile.DebugSay( "It's from a GM" );

					if( m_Mobile.FindMyName( e.Speech, true ) )
					{
						string[] str = e.Speech.Split( ' ' );
						int i;

						for( i=0; i < str.Length; i++ )
						{
							string word = str[i];

							if( Insensitive.Equals( word, "obey" ) )
							{
								m_Mobile.SetControlMaster( e.Mobile );

								if( m_Mobile.Summoned )
									m_Mobile.SummonMaster = e.Mobile;

								return;
							}
						}
					}
				}
			}
		}

		public virtual bool Think()
		{
			if( m_Mobile.Deleted )
				return false;

			if( CheckFlee() )
				return true;

			switch( Action )
			{
				case ActionType.Wander:
				m_Mobile.OnActionWander();
				return DoActionWander();

				case ActionType.Combat:
				m_Mobile.OnActionCombat();
				return DoActionCombat();

				case ActionType.Guard:
				m_Mobile.OnActionGuard();
				return DoActionGuard();

				case ActionType.Flee:
				m_Mobile.OnActionFlee();
				return DoActionFlee();

				case ActionType.Interact:
				m_Mobile.OnActionInteract();
				return DoActionInteract();

				case ActionType.Backoff:
				m_Mobile.OnActionBackoff();
				return DoActionBackoff();

				default:
				return false;
			}
		}

		public virtual void OnActionChanged()
		{
			switch( Action )
			{
				case ActionType.Wander:
				m_Mobile.Warmode = false;
				m_Mobile.Combatant = null;
				m_Mobile.FocusMob = null;
				m_Mobile.CurrentSpeed = m_Mobile.PassiveSpeed;
				break;

				case ActionType.Combat:
				m_Mobile.Warmode = true;
				m_Mobile.FocusMob = null;
				m_Mobile.CurrentSpeed = m_Mobile.ActiveSpeed;
				break;

				case ActionType.Guard:
				m_Mobile.Warmode = true;
				m_Mobile.FocusMob = null;
				m_Mobile.Combatant = null;
				m_Mobile.CurrentSpeed = m_Mobile.ActiveSpeed;
				m_NextStopGuard = DateTime.Now + TimeSpan.FromSeconds( 10 );
				m_Mobile.CurrentSpeed = m_Mobile.ActiveSpeed;
				break;

				case ActionType.Flee:
				m_Mobile.Warmode = true;
				m_Mobile.FocusMob = null;
				m_Mobile.CurrentSpeed = m_Mobile.ActiveSpeed;
				break;

				case ActionType.Interact:
				m_Mobile.Warmode = false;
				m_Mobile.CurrentSpeed = m_Mobile.PassiveSpeed;
				break;

				case ActionType.Backoff:
				m_Mobile.Warmode = false;
				m_Mobile.CurrentSpeed = m_Mobile.PassiveSpeed;
				break;
			}
		}

		public virtual bool OnAtWayPoint()
		{
			return true;
		}

		public virtual bool DoActionWander()
		{
			if( CheckHerding() )
			{
				m_Mobile.DebugSay( "Praise the shepherd!" );
			}
			else if( m_Mobile.CurrentWayPoint != null )
			{
				WayPoint point = m_Mobile.CurrentWayPoint;
				if( (point.X != m_Mobile.Location.X || point.Y != m_Mobile.Location.Y) && point.Map == m_Mobile.Map && point.Parent == null && !point.Deleted )
				{
					m_Mobile.DebugSay( "I will move towards my waypoint." );
					DoMove( m_Mobile.GetDirectionTo( m_Mobile.CurrentWayPoint ) );
				}
				else if( OnAtWayPoint() )
				{
					m_Mobile.DebugSay( "I will go to the next waypoint" );
					m_Mobile.CurrentWayPoint = point.NextPoint;
					if( point.NextPoint != null && point.NextPoint.Deleted )
						m_Mobile.CurrentWayPoint = point.NextPoint = point.NextPoint.NextPoint;
				}
			}
			else if( m_Mobile.IsAnimatedDead )
			{
				// animated dead follow their master
				Mobile master = m_Mobile.SummonMaster;

				if( master != null && master.Map == m_Mobile.Map && master.InRange( m_Mobile, m_Mobile.RangePerception ) )
					MoveTo( master, false, 1 );
				else
					WalkRandomInHome( 2, 2, 1 );
			}
			else if( CheckMove() )
			{
				if( !m_Mobile.CheckIdle() )
					WalkRandomInHome( 2, 2, 1 );
			}

			if( m_Mobile.Combatant != null && !m_Mobile.Combatant.Deleted && m_Mobile.Combatant.Alive && !m_Mobile.Combatant.IsDeadBondedPet )
			{
				m_Mobile.Direction = m_Mobile.GetDirectionTo( m_Mobile.Combatant );
			}

			return true;
		}

		public virtual bool DoActionCombat()
		{
			Mobile c = m_Mobile.Combatant;

			if( c == null || c.Deleted || c.Map != m_Mobile.Map || !c.Alive || c.IsDeadBondedPet )
				Action = ActionType.Wander;
			else
				m_Mobile.Direction = m_Mobile.GetDirectionTo( c );

			return true;
		}

		public virtual bool DoActionGuard()
		{
			if( DateTime.Now < m_NextStopGuard )
			{
				m_Mobile.DebugSay( "I am on guard" );
				//m_Mobile.Turn( Utility.Random(0, 2) - 1 );
			}
			else
			{
				m_Mobile.DebugSay( "I stopped being on guard" );
				Action = ActionType.Wander;
			}

			return true;
		}

		public virtual bool DoActionFlee()
		{
			Mobile from = m_Mobile.FocusMob;

			if( from == null || from.Deleted || from.Map != m_Mobile.Map )
			{
				m_Mobile.DebugSay( "I have lost him" );
				Action = ActionType.Guard;
				return true;
			}

			if( WalkMobileRange( from, 1, true, 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;
		}

		public virtual bool DoActionInteract()
		{
			return true;
		}

		public virtual bool DoActionBackoff()
		{
			return true;
		}

		public virtual bool Obey()
		{
			if( m_Mobile.Deleted )
				return false;

			switch( m_Mobile.ControlOrder )
			{
				case OrderType.None:
				return DoOrderNone();

				case OrderType.Come:
				return DoOrderCome();

				case OrderType.Drop:
				return DoOrderDrop();

				case OrderType.Friend:
				return DoOrderFriend();

				case OrderType.Unfriend:
				return DoOrderUnfriend();

				case OrderType.Guard:
				return DoOrderGuard();

				case OrderType.Attack:
				return DoOrderAttack();

				case OrderType.Patrol:
				return DoOrderPatrol();

				case OrderType.Release:
				return DoOrderRelease();

				case OrderType.Stay:
				return DoOrderStay();

				case OrderType.Stop:
				return DoOrderStop();

				case OrderType.Follow:
				return DoOrderFollow();

				case OrderType.Transfer:
				return DoOrderTransfer();

				default:
				return false;
			}
		}

		public virtual void OnCurrentOrderChanged()
		{
			if( m_Mobile.Deleted || m_Mobile.ControlMaster == null || m_Mobile.ControlMaster.Deleted )
				return;

			switch( m_Mobile.ControlOrder )
			{
				case OrderType.None:
				m_Mobile.ControlMaster.RevealingAction();
				m_Mobile.Home = m_Mobile.Location;
				m_Mobile.CurrentSpeed = m_Mobile.PassiveSpeed;
				m_Mobile.PlaySound( m_Mobile.GetIdleSound() );
				m_Mobile.Warmode = false;
				m_Mobile.Combatant = null;
				break;

				case OrderType.Come:
				m_Mobile.ControlMaster.RevealingAction();
				m_Mobile.CurrentSpeed = m_Mobile.ActiveSpeed;
				m_Mobile.PlaySound( m_Mobile.GetIdleSound() );
				m_Mobile.Warmode = false;
				m_Mobile.Combatant = null;
				break;

				case OrderType.Drop:
				m_Mobile.ControlMaster.RevealingAction();
				m_Mobile.CurrentSpeed = m_Mobile.PassiveSpeed;
				m_Mobile.PlaySound( m_Mobile.GetIdleSound() );
				m_Mobile.Warmode = true;
				m_Mobile.Combatant = null;
				break;

				case OrderType.Friend:
				case OrderType.Unfriend:
				m_Mobile.ControlMaster.RevealingAction();

				break;
				case OrderType.Guard:
				m_Mobile.ControlMaster.RevealingAction();
				m_Mobile.CurrentSpeed = m_Mobile.ActiveSpeed;
				m_Mobile.PlaySound( m_Mobile.GetIdleSound() );
				m_Mobile.Warmode = true;
				m_Mobile.Combatant = null;
				break;

				case OrderType.Attack:
				m_Mobile.ControlMaster.RevealingAction();
				m_Mobile.CurrentSpeed = m_Mobile.ActiveSpeed;
				m_Mobile.PlaySound( m_Mobile.GetIdleSound() );

				m_Mobile.Warmode = true;
				m_Mobile.Combatant = null;
				break;

				case OrderType.Patrol:
				m_Mobile.ControlMaster.RevealingAction();
				m_Mobile.CurrentSpeed = m_Mobile.ActiveSpeed;
				m_Mobile.PlaySound( m_Mobile.GetIdleSound() );
				m_Mobile.Warmode = false;
				m_Mobile.Combatant = null;
				break;

				case OrderType.Release:
				m_Mobile.ControlMaster.RevealingAction();
				m_Mobile.CurrentSpeed = m_Mobile.PassiveSpeed;
				m_Mobile.PlaySound( m_Mobile.GetIdleSound() );
				m_Mobile.Warmode = false;
				m_Mobile.Combatant = null;
				break;

				case OrderType.Stay:
				m_Mobile.ControlMaster.RevealingAction();
				m_Mobile.CurrentSpeed = m_Mobile.PassiveSpeed;
				m_Mobile.PlaySound( m_Mobile.GetIdleSound() );
				m_Mobile.Warmode = false;
				m_Mobile.Combatant = null;
				break;

				case OrderType.Stop:
				m_Mobile.ControlMaster.RevealingAction();
				m_Mobile.CurrentSpeed = m_Mobile.PassiveSpeed;
				m_Mobile.PlaySound( m_Mobile.GetIdleSound() );
				m_Mobile.Warmode = false;
				m_Mobile.Combatant = null;
				break;

				case OrderType.Follow:
				m_Mobile.ControlMaster.RevealingAction();
				m_Mobile.CurrentSpeed = m_Mobile.ActiveSpeed;
				m_Mobile.PlaySound( m_Mobile.GetIdleSound() );

				m_Mobile.Warmode = false;
				m_Mobile.Combatant = null;
				break;

				case OrderType.Transfer:
				m_Mobile.ControlMaster.RevealingAction();
				m_Mobile.CurrentSpeed = m_Mobile.PassiveSpeed;
				m_Mobile.PlaySound( m_Mobile.GetIdleSound() );

				m_Mobile.Warmode = false;
				m_Mobile.Combatant = null;
				break;
			}
		}

		public virtual bool DoOrderNone()
		{
			m_Mobile.DebugSay( "I have no order" );

			WalkRandomInHome( 3, 2, 1 );

			if( m_Mobile.Combatant != null && !m_Mobile.Combatant.Deleted && m_Mobile.Combatant.Alive && !m_Mobile.Combatant.IsDeadBondedPet )
			{
				m_Mobile.Warmode = true;
				m_Mobile.Direction = m_Mobile.GetDirectionTo( m_Mobile.Combatant );
			}
			else
			{
				m_Mobile.Warmode = false;
			}

			return true;
		}

		public virtual bool DoOrderCome()
		{
			if( m_Mobile.ControlMaster != null && !m_Mobile.ControlMaster.Deleted )
			{
				int iCurrDist = (int)m_Mobile.GetDistanceToSqrt( m_Mobile.ControlMaster );

				if( iCurrDist > m_Mobile.RangePerception )
				{
					m_Mobile.DebugSay( "I have lost my master. I stay here" );
					m_Mobile.ControlTarget = null;
					m_Mobile.ControlOrder = OrderType.None;
				}
				else
				{
					m_Mobile.DebugSay( "My master told me come" );

					// Not exactly OSI style, but better than nothing.
					bool bRun = (iCurrDist > 5);

					if( WalkMobileRange( m_Mobile.ControlMaster, 1, bRun, 0, 1 ) )
					{
						if( m_Mobile.Combatant != null && !m_Mobile.Combatant.Deleted && m_Mobile.Combatant.Alive && !m_Mobile.Combatant.IsDeadBondedPet )
						{
							m_Mobile.Warmode = true;
							m_Mobile.Direction = m_Mobile.GetDirectionTo( m_Mobile.Combatant );
						}
						else
						{
							m_Mobile.Warmode = false;
						}
					}
				}
			}

			return true;
		}

		public virtual bool DoOrderDrop()
		{
			if( m_Mobile.IsDeadPet || !m_Mobile.CanDrop )
				return true;

			m_Mobile.DebugSay( "I drop my stuff for my master" );

			Container pack = m_Mobile.Backpack;

			if( pack != null )
			{
				List<Item> list = pack.Items;

				for( int i = list.Count - 1; i >= 0; --i )
					if( i < list.Count )
						list[i].MoveToWorld( m_Mobile.Location, m_Mobile.Map );
			}

			m_Mobile.ControlTarget = null;
			m_Mobile.ControlOrder = OrderType.None;

			return true;
		}

		public virtual bool CheckHerding()
		{
			Point2D target = m_Mobile.TargetLocation;

			if( target == Point2D.Zero )
				return false; // Creature is not being herded

			double distance = m_Mobile.GetDistanceToSqrt( target );

			if( distance < 1 || distance > 20 )
			{
				if( distance < 1 && target.X == 1076 && target.Y == 450 && (m_Mobile is HordeMinionFamiliar) )
				{
					PlayerMobile pm = m_Mobile.ControlMaster as PlayerMobile;

					if( pm != null )
					{
						QuestSystem qs = pm.Quest;

						if( qs is DarkTidesQuest )
						{
							QuestObjective obj = qs.FindObjective( typeof( FetchAbraxusScrollObjective ) );

							if( obj != null && !obj.Completed )
							{
								m_Mobile.AddToBackpack( new ScrollOfAbraxus() );
								obj.Complete();
							}
						}
					}
				}

				m_Mobile.TargetLocation = Point2D.Zero;
				return false; // At the target or too far away
			}

			DoMove( m_Mobile.GetDirectionTo( target ) );

			return true;
		}

		public virtual bool DoOrderFollow()
		{
			if( CheckHerding() )
			{
				m_Mobile.DebugSay( "Praise the shepherd!" );
			}
			else if( m_Mobile.ControlTarget != null && !m_Mobile.ControlTarget.Deleted && m_Mobile.ControlTarget != m_Mobile )
			{
				int iCurrDist = (int)m_Mobile.GetDistanceToSqrt( m_Mobile.ControlTarget );

				if( iCurrDist > m_Mobile.RangePerception )
				{
					m_Mobile.DebugSay( "I have lost the one to follow. I stay here" );

					if( m_Mobile.Combatant != null && !m_Mobile.Combatant.Deleted && m_Mobile.Combatant.Alive && !m_Mobile.Combatant.IsDeadBondedPet )
					{
						m_Mobile.Warmode = true;
						m_Mobile.Direction = m_Mobile.GetDirectionTo( m_Mobile.Combatant );
					}
					else
					{
						m_Mobile.Warmode = false;
					}
				}
				else
				{
					m_Mobile.DebugSay( "My master told me to follow: {0}", m_Mobile.ControlTarget.Name );

					// Not exactly OSI style, but better than nothing.
					bool bRun = (iCurrDist > 5);

					if( WalkMobileRange( m_Mobile.ControlTarget, 1, bRun, 0, 1 ) )
					{
						if( m_Mobile.Combatant != null && !m_Mobile.Combatant.Deleted && m_Mobile.Combatant.Alive && !m_Mobile.Combatant.IsDeadBondedPet )
						{
							m_Mobile.Warmode = true;
							m_Mobile.Direction = m_Mobile.GetDirectionTo( m_Mobile.Combatant );
						}
						else
						{
							m_Mobile.Warmode = false;
						}
					}
				}
			}
			else
			{
				m_Mobile.DebugSay( "I have nobody to follow" );
				m_Mobile.ControlTarget = null;
				m_Mobile.ControlOrder = OrderType.None;
			}

			return true;
		}

		public virtual bool DoOrderFriend()
		{
			Mobile from = m_Mobile.ControlMaster;
			Mobile to = m_Mobile.ControlTarget;

			if( from == null || to == null || from == to || from.Deleted || to.Deleted || !to.Player )
			{
				m_Mobile.PublicOverheadMessage( MessageType.Regular, 0x3B2, 502039 ); // *looks confused*
			}
			else
			{
				bool youngFrom = from is PlayerMobile ? ((PlayerMobile)from).Young : false;
				bool youngTo = to is PlayerMobile ? ((PlayerMobile)to).Young : false;

				if( youngFrom && !youngTo )
				{
					from.SendLocalizedMessage( 502040 ); // As a young player, you may not friend pets to older players.
				}
				else if( !youngFrom && youngTo )
				{
					from.SendLocalizedMessage( 502041 ); // As an older player, you may not friend pets to young players.
				}
				else if( from.CanBeBeneficial( to, true ) )
				{
					NetState fromState = from.NetState, toState = to.NetState;

					if( fromState != null && toState != null )
					{
						if( from.HasTrade )
						{
							from.SendLocalizedMessage( 1070947 ); // You cannot friend a pet with a trade pending
						}
						else if( to.HasTrade )
						{
							to.SendLocalizedMessage( 1070947 ); // You cannot friend a pet with a trade pending
						}
						else if( m_Mobile.IsPetFriend( to ) )
						{
							from.SendLocalizedMessage( 1049691 ); // That person is already a friend.
						}
						else if( !m_Mobile.AllowNewPetFriend )
						{
							from.SendLocalizedMessage( 1005482 ); // Your pet does not seem to be interested in making new friends right now.
						}
						else
						{
							// ~1_NAME~ will now accept movement commands from ~2_NAME~.
							from.SendLocalizedMessage( 1049676, String.Format( "{0}\t{1}", m_Mobile.Name, to.Name ) );

							/* ~1_NAME~ has granted you the ability to give orders to their pet ~2_PET_NAME~.
							 * This creature will now consider you as a friend.
							 */
							to.SendLocalizedMessage( 1043246, String.Format( "{0}\t{1}", from.Name, m_Mobile.Name ) );

							m_Mobile.AddPetFriend( to );

							m_Mobile.ControlTarget = to;
							m_Mobile.ControlOrder = OrderType.Follow;

							return true;
						}
					}
				}
			}

			m_Mobile.ControlTarget = from;
			m_Mobile.ControlOrder = OrderType.Follow;

			return true;
		}

		public virtual bool DoOrderUnfriend()
		{
			Mobile from = m_Mobile.ControlMaster;
			Mobile to = m_Mobile.ControlTarget;

			if( from == null || to == null || from == to || from.Deleted || to.Deleted || !to.Player )
			{
				m_Mobile.PublicOverheadMessage( MessageType.Regular, 0x3B2, 502039 ); // *looks confused*
			}
			else if( !m_Mobile.IsPetFriend( to ) )
			{
				from.SendLocalizedMessage( 1070953 ); // That person is not a friend.
			}
			else
			{
				// ~1_NAME~ will no longer accept movement commands from ~2_NAME~.
				from.SendLocalizedMessage( 1070951, String.Format( "{0}\t{1}", m_Mobile.Name, to.Name ) );

				/* ~1_NAME~ has no longer granted you the ability to give orders to their pet ~2_PET_NAME~.
				 * This creature will no longer consider you as a friend.
				 */
				to.SendLocalizedMessage( 1070952, String.Format( "{0}\t{1}", from.Name, m_Mobile.Name ) );

				m_Mobile.RemovePetFriend( to );
			}

			m_Mobile.ControlTarget = from;
			m_Mobile.ControlOrder = OrderType.Follow;

			return true;
		}

		public virtual bool DoOrderGuard()
		{
			if( m_Mobile.IsDeadPet )
				return true;

			Mobile controlMaster = m_Mobile.ControlMaster;

			if( controlMaster == null || controlMaster.Deleted )
				return true;

			Mobile combatant = m_Mobile.Combatant;

			List<AggressorInfo> aggressors = controlMaster.Aggressors;

			if( aggressors.Count > 0 )
			{
				for( int i = 0; i < aggressors.Count; ++i )
				{
					AggressorInfo info = aggressors[i];
					Mobile attacker = info.Attacker;

					if( attacker != null && !attacker.Deleted && attacker.GetDistanceToSqrt( m_Mobile ) <= m_Mobile.RangePerception )
					{
						if( combatant == null || attacker.GetDistanceToSqrt( controlMaster ) < combatant.GetDistanceToSqrt( controlMaster ) )
							combatant = attacker;
					}
				}

				if( combatant != null )
					m_Mobile.DebugSay( "Crap, my master has been attacked! I will attack one of those bastards!" );
			}

			if( combatant != null && combatant != m_Mobile && combatant != m_Mobile.ControlMaster && !combatant.Deleted && combatant.Alive && !combatant.IsDeadBondedPet && m_Mobile.CanSee( combatant ) && m_Mobile.CanBeHarmful( combatant, false ) && combatant.Map == m_Mobile.Map )
			{
				m_Mobile.DebugSay( "Guarding from target..." );

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

				/*
				 * We need to call Think() here or spell casting monsters will not use
				 * spells when guarding because their target is never processed.
				 */
				Think();
			}
			else
			{
				m_Mobile.DebugSay( "Nothing to guard from" );

				m_Mobile.Warmode = false;

				WalkMobileRange( controlMaster, 1, false, 0, 1 );
			}

			return true;
		}

		public virtual bool DoOrderAttack()
		{
			if( m_Mobile.IsDeadPet )
				return true;

			if( m_Mobile.ControlTarget == null || m_Mobile.ControlTarget.Deleted || m_Mobile.ControlTarget.Map != m_Mobile.Map || !m_Mobile.ControlTarget.Alive || m_Mobile.ControlTarget.IsDeadBondedPet )
			{
				m_Mobile.DebugSay( "I think he might be dead. He's not anywhere around here at least. That's cool. I'm glad he's dead." );

				m_Mobile.ControlTarget = null;
				m_Mobile.ControlOrder = OrderType.None;

				if( m_Mobile.FightMode == FightMode.Closest || m_Mobile.FightMode == FightMode.Aggressor )
				{
					Mobile newCombatant = null;
					double newScore = 0.0;

					List<AggressorInfo> list = m_Mobile.Aggressors;

					for( int i = 0; i < list.Count; ++i )
					{
						Mobile aggr = list[i].Attacker;

						if( aggr.Map != m_Mobile.Map || !aggr.InRange( m_Mobile.Location, m_Mobile.RangePerception ) || !m_Mobile.CanSee( aggr ) )
							continue;

						if( aggr.IsDeadBondedPet || !aggr.Alive )
							continue;

						double aggrScore = m_Mobile.GetValueFrom( aggr, FightMode.Closest, false );

						if( (newCombatant == null || aggrScore > newScore) && m_Mobile.InLOS( aggr ) )
						{
							newCombatant = aggr;
							newScore = aggrScore;
						}
					}

					if( newCombatant != null )
					{
						m_Mobile.ControlTarget = newCombatant;
						m_Mobile.ControlOrder = OrderType.Attack;
						m_Mobile.Combatant = newCombatant;
						m_Mobile.DebugSay( "But -that- is not dead. Here we go again..." );
						Think();
					}
				}
			}
			else
			{
				m_Mobile.DebugSay( "Attacking target..." );
				Think();
			}

			return true;
		}

		public virtual bool DoOrderPatrol()
		{
			m_Mobile.DebugSay( "This order is not yet coded" );
			return true;
		}

		public virtual bool DoOrderRelease()
		{
			m_Mobile.DebugSay( "I have been released" );

			m_Mobile.PlaySound( m_Mobile.GetAngerSound() );

			m_Mobile.SetControlMaster( null );
			m_Mobile.SummonMaster = null;

			m_Mobile.BondingBegin = DateTime.MinValue;
			m_Mobile.OwnerAbandonTime = DateTime.MinValue;
			m_Mobile.IsBonded = false;

			SpawnEntry se = m_Mobile.Spawner as SpawnEntry;
			if( se != null && se.Home != Point3D.Zero )
			{
				m_Mobile.Home = se.Home;
				m_Mobile.RangeHome = se.Range;
			}

			if( m_Mobile.DeleteOnRelease || m_Mobile.IsDeadPet )
				m_Mobile.Delete();

			return true;
		}

		public virtual bool DoOrderStay()
		{
			if( CheckHerding() )
				m_Mobile.DebugSay( "Praise the shepherd!" );
			else
				m_Mobile.DebugSay( "My master told me to stay" );

			//m_Mobile.Direction = m_Mobile.GetDirectionTo( m_Mobile.ControlMaster );

			return true;
		}

		public virtual bool DoOrderStop()
		{
			if( m_Mobile.ControlMaster == null || m_Mobile.ControlMaster.Deleted )
				return true;

			m_Mobile.DebugSay( "My master told me to stop." );

			m_Mobile.Direction = m_Mobile.GetDirectionTo( m_Mobile.ControlMaster );
			m_Mobile.Home = m_Mobile.Location;

			m_Mobile.ControlTarget = null;
			m_Mobile.ControlOrder = OrderType.None;

			return true;
		}

		private class TransferItem : Item
		{
			public static bool IsInCombat( BaseCreature creature )
			{
				return (creature != null && (creature.Aggressors.Count > 0 || creature.Aggressed.Count > 0));
			}

			private BaseCreature m_Creature;

			public TransferItem( BaseCreature creature )
				: base( ShrinkTable.Lookup( creature ) )
			{
				m_Creature = creature;

				Movable = false;

				if( !Core.AOS )
				{
					Name = creature.Name;
				}
				else if( this.ItemID == ShrinkTable.DefaultItemID ||  creature.GetType().IsDefined( typeof( FriendlyNameAttribute ), false ) )
					Name = FriendlyNameAttribute.GetFriendlyNameFor( creature.GetType() ).ToString();

				//(As Per OSI)No name.  Normally, set by the ItemID of the Shrink Item unless we either explicitly set it with an Attribute, or, no lookup found
			}

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

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

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

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

				int version = reader.ReadInt();

				Delete();
			}

			public override void GetProperties( ObjectPropertyList list )
			{
				base.GetProperties( list );

				list.Add( 1041603 ); // This item represents a pet currently in consideration for trade
				list.Add( 1041601, m_Creature.Name ); // Pet Name: ~1_val~

				if ( m_Creature.ControlMaster != null )
					list.Add( 1041602, m_Creature.ControlMaster.Name ); // Owner: ~1_val~
			}

			public override bool AllowSecureTrade( Mobile from, Mobile to, Mobile newOwner, bool accepted )
			{
				if( !base.AllowSecureTrade( from, to, newOwner, accepted ) )
					return false;

				if( Deleted || m_Creature == null || m_Creature.Deleted || m_Creature.ControlMaster != from || !from.CheckAlive() || !to.CheckAlive() )
					return false;

				if( from.Map != m_Creature.Map || !from.InRange( m_Creature, 14 ) )
					return false;

				bool youngFrom = from is PlayerMobile ? ((PlayerMobile)from).Young : false;
				bool youngTo = to is PlayerMobile ? ((PlayerMobile)to).Young : false;

				if( accepted && youngFrom && !youngTo )
				{
					from.SendLocalizedMessage( 502051 ); // As a young player, you may not transfer pets to older players.
				}
				else if( accepted && !youngFrom && youngTo )
				{
					from.SendLocalizedMessage( 502052 ); // As an older player, you may not transfer pets to young players.
				}
				else if( accepted && !m_Creature.CanBeControlledBy( to ) )
				{
					string args = String.Format( "{0}\t{1}\t ", to.Name, from.Name );

					from.SendLocalizedMessage( 1043248, args ); // The pet refuses to be transferred because it will not obey ~1_NAME~.~3_BLANK~
					to.SendLocalizedMessage( 1043249, args ); // The pet will not accept you as a master because it does not trust you.~3_BLANK~

					return false;
				}
				else if( accepted && !m_Creature.CanBeControlledBy( from ) )
				{
					string args = String.Format( "{0}\t{1}\t ", to.Name, from.Name );

					from.SendLocalizedMessage( 1043250, args ); // The pet refuses to be transferred because it will not obey you sufficiently.~3_BLANK~
					to.SendLocalizedMessage( 1043251, args ); // The pet will not accept you as a master because it does not trust ~2_NAME~.~3_BLANK~
				}
				else if( accepted && (to.Followers + m_Creature.ControlSlots) > to.FollowersMax )
				{
					to.SendLocalizedMessage( 1049607 ); // You have too many followers to control that creature.

					return false;
				}
				else if( accepted && IsInCombat( m_Creature ) )
				{
					from.SendMessage( "You may not transfer a pet that has recently been in combat." );
					to.SendMessage( "The pet may not be transfered to you because it has recently been in combat." );

					return false;
				}

				return true;
			}

			public override void OnSecureTrade( Mobile from, Mobile to, Mobile newOwner, bool accepted )
			{
				if( Deleted )
					return;

				Delete();

				if( m_Creature == null || m_Creature.Deleted || m_Creature.ControlMaster != from || !from.CheckAlive() || !to.CheckAlive() )
					return;

				if( from.Map != m_Creature.Map || !from.InRange( m_Creature, 14 ) )
					return;

				if( accepted )
				{
					if( m_Creature.SetControlMaster( to ) )
					{
						if( m_Creature.Summoned )
							m_Creature.SummonMaster = to;

						m_Creature.ControlTarget = to;
						m_Creature.ControlOrder = OrderType.Follow;

						m_Creature.BondingBegin = DateTime.MinValue;
						m_Creature.OwnerAbandonTime = DateTime.MinValue;
						m_Creature.IsBonded = false;

						m_Creature.PlaySound( m_Creature.GetIdleSound() );

						string args = String.Format( "{0}\t{1}\t{2}", from.Name, m_Creature.Name, to.Name );

						from.SendLocalizedMessage( 1043253, args ); // You have transferred your pet to ~3_GETTER~.
						to.SendLocalizedMessage( 1043252, args ); // ~1_NAME~ has transferred the allegiance of ~2_PET_NAME~ to you.
					}
				}
			}
		}

		public virtual bool DoOrderTransfer()
		{
			if( m_Mobile.IsDeadPet )
				return true;

			Mobile from = m_Mobile.ControlMaster;
			Mobile to = m_Mobile.ControlTarget;

			if( from != to && from != null && !from.Deleted && to != null && !to.Deleted && to.Player )
			{
				m_Mobile.DebugSay( "Begin transfer with {0}", to.Name );

				bool youngFrom = from is PlayerMobile ? ((PlayerMobile)from).Young : false;
				bool youngTo = to is PlayerMobile ? ((PlayerMobile)to).Young : false;

				if( youngFrom && !youngTo )
				{
					from.SendLocalizedMessage( 502051 ); // As a young player, you may not transfer pets to older players.
				}
				else if( !youngFrom && youngTo )
				{
					from.SendLocalizedMessage( 502052 ); // As an older player, you may not transfer pets to young players.
				}
				else if( !m_Mobile.CanBeControlledBy( to ) )
				{
					string args = String.Format( "{0}\t{1}\t ", to.Name, from.Name );

					from.SendLocalizedMessage( 1043248, args ); // The pet refuses to be transferred because it will not obey ~1_NAME~.~3_BLANK~
					to.SendLocalizedMessage( 1043249, args ); // The pet will not accept you as a master because it does not trust you.~3_BLANK~
				}
				else if( !m_Mobile.CanBeControlledBy( from ) )
				{
					string args = String.Format( "{0}\t{1}\t ", to.Name, from.Name );

					from.SendLocalizedMessage( 1043250, args ); // The pet refuses to be transferred because it will not obey you sufficiently.~3_BLANK~
					to.SendLocalizedMessage( 1043251, args ); // The pet will not accept you as a master because it does not trust ~2_NAME~.~3_BLANK~
				}
				else if( TransferItem.IsInCombat( m_Mobile ) )
				{
					from.SendMessage( "You may not transfer a pet that has recently been in combat." );
					to.SendMessage( "The pet may not be transfered to you because it has recently been in combat." );
				}
				else
				{
					NetState fromState = from.NetState, toState = to.NetState;

					if( fromState != null && toState != null )
					{
						if( from.HasTrade )
						{
							from.SendLocalizedMessage( 1010507 ); // You cannot transfer a pet with a trade pending
						}
						else if( to.HasTrade )
						{
							to.SendLocalizedMessage( 1010507 ); // You cannot transfer a pet with a trade pending
						}
						else
						{
							Container c = fromState.AddTrade( toState );
							c.DropItem( new TransferItem( m_Mobile ) );
						}
					}
				}
			}

			m_Mobile.ControlTarget = null;
			m_Mobile.ControlOrder = OrderType.Stay;

			return true;
		}

		public virtual bool DoBardPacified()
		{
			if( DateTime.Now < m_Mobile.BardEndTime )
			{
				m_Mobile.DebugSay( "I am pacified, I wait" );
				m_Mobile.Combatant = null;
				m_Mobile.Warmode = false;

			}
			else
			{
				m_Mobile.DebugSay( "I'm not pacified any longer" );
				m_Mobile.BardPacified = false;
			}

			return true;
		}

		public virtual bool DoBardProvoked()
		{
			if( DateTime.Now >= m_Mobile.BardEndTime && (m_Mobile.BardMaster == null || m_Mobile.BardMaster.Deleted || m_Mobile.BardMaster.Map != m_Mobile.Map || m_Mobile.GetDistanceToSqrt( m_Mobile.BardMaster ) > m_Mobile.RangePerception) )
			{
				m_Mobile.DebugSay( "I have lost my provoker" );
				m_Mobile.BardProvoked = false;
				m_Mobile.BardMaster = null;
				m_Mobile.BardTarget = null;

				m_Mobile.Combatant = null;
				m_Mobile.Warmode = false;
			}
			else
			{
				if( m_Mobile.BardTarget == null || m_Mobile.BardTarget.Deleted || m_Mobile.BardTarget.Map != m_Mobile.Map || m_Mobile.GetDistanceToSqrt( m_Mobile.BardTarget ) > m_Mobile.RangePerception )
				{
					m_Mobile.DebugSay( "I have lost my provoke target" );
					m_Mobile.BardProvoked = false;
					m_Mobile.BardMaster = null;
					m_Mobile.BardTarget = null;

					m_Mobile.Combatant = null;
					m_Mobile.Warmode = false;
				}
				else
				{
					m_Mobile.Combatant = m_Mobile.BardTarget;
					m_Action = ActionType.Combat;

					m_Mobile.OnThink();
					Think();
				}
			}

			return true;
		}

		public virtual void WalkRandom( int iChanceToNotMove, int iChanceToDir, int iSteps )
		{
			if( m_Mobile.Deleted || m_Mobile.DisallowAllMoves )
				return;

			for( int i=0; i<iSteps; i++ )
			{
				if( Utility.Random( 8 * iChanceToNotMove ) <= 8 )
				{
					int iRndMove = Utility.Random( 0, 8 + (9*iChanceToDir) );

					switch( iRndMove )
					{
						case 0:
						DoMove( Direction.Up );
						break;
						case 1:
						DoMove( Direction.North );
						break;
						case 2:
						DoMove( Direction.Left );
						break;
						case 3:
						DoMove( Direction.West );
						break;
						case 5:
						DoMove( Direction.Down );
						break;
						case 6:
						DoMove( Direction.South );
						break;
						case 7:
						DoMove( Direction.Right );
						break;
						case 8:
						DoMove( Direction.East );
						break;
						default:
						DoMove( m_Mobile.Direction );
						break;
					}
				}
			}
		}

		public double TransformMoveDelay( double delay )
		{
			bool isPassive = (delay == m_Mobile.PassiveSpeed);
			bool isControlled = (m_Mobile.Controlled || m_Mobile.Summoned);

			if( delay == 0.2 )
				delay = 0.3;
			else if( delay == 0.25 )
				delay = 0.45;
			else if( delay == 0.3 )
				delay = 0.6;
			else if( delay == 0.4 )
				delay = 0.9;
			else if( delay == 0.5 )
				delay = 1.05;
			else if( delay == 0.6 )
				delay = 1.2;
			else if( delay == 0.8 )
				delay = 1.5;

			if( isPassive )
				delay += 0.2;

			if( !isControlled )
			{
				delay += 0.1;
			}
			else if( m_Mobile.Controlled )
			{
				if( m_Mobile.ControlOrder == OrderType.Follow && m_Mobile.ControlTarget == m_Mobile.ControlMaster )
					delay *= 0.5;

				delay -= 0.075;
			}

			double offset = (double)m_Mobile.Hits / m_Mobile.HitsMax;

			if( offset < 0.0 )
				offset = 0.0;
			else if( offset > 1.0 )
				offset = 1.0;

			offset = 1.0 - offset;

			delay += (offset * 0.8);

			if( delay < 0.0 )
				delay = 0.0;

			return delay;
		}

		private DateTime m_NextMove;

		public DateTime NextMove
		{
			get { return m_NextMove; }
			set { m_NextMove = value; }
		}

		public virtual bool CheckMove()
		{
			return (DateTime.Now >= m_NextMove);
		}

		public virtual bool DoMove( Direction d )
		{
			return DoMove( d, false );
		}

		public virtual bool DoMove( Direction d, bool badStateOk )
		{
			MoveResult res = DoMoveImpl( d );

			return (res == MoveResult.Success || res == MoveResult.SuccessAutoTurn || (badStateOk && res == MoveResult.BadState));
		}

		private static Queue m_Obstacles = new Queue();

		public virtual MoveResult DoMoveImpl( Direction d )
		{
			if( m_Mobile.Deleted || m_Mobile.Frozen || m_Mobile.Paralyzed || (m_Mobile.Spell != null && m_Mobile.Spell.IsCasting) || m_Mobile.DisallowAllMoves )
				return MoveResult.BadState;
			else if( !CheckMove() )
				return MoveResult.BadState;

			// This makes them always move one step, never any direction changes
			m_Mobile.Direction = d;

			TimeSpan delay = TimeSpan.FromSeconds( TransformMoveDelay( m_Mobile.CurrentSpeed ) );

			m_NextMove += delay;

			if( m_NextMove < DateTime.Now )
				m_NextMove = DateTime.Now;

			m_Mobile.Pushing = false;

			MoveImpl.IgnoreMovableImpassables = (m_Mobile.CanMoveOverObstacles && !m_Mobile.CanDestroyObstacles);

			if( (m_Mobile.Direction & Direction.Mask) != (d & Direction.Mask) )
			{
				bool v = m_Mobile.Move( d );

				MoveImpl.IgnoreMovableImpassables = false;
				return (v ? MoveResult.Success : MoveResult.Blocked);
			}
			else if( !m_Mobile.Move( d ) )
			{
				bool wasPushing = m_Mobile.Pushing;

				bool blocked = true;

				bool canOpenDoors = m_Mobile.CanOpenDoors;
				bool canDestroyObstacles = m_Mobile.CanDestroyObstacles;

				if( canOpenDoors || canDestroyObstacles )
				{
					m_Mobile.DebugSay( "My movement was blocked, I will try to clear some obstacles." );

					Map map = m_Mobile.Map;

					if( map != null )
					{
						int x = m_Mobile.X, y = m_Mobile.Y;
						Movement.Movement.Offset( d, ref x, ref y );

						int destroyables = 0;

						IPooledEnumerable eable = map.GetItemsInRange( new Point3D( x, y, m_Mobile.Location.Z ), 1 );

						foreach( Item item in eable )
						{
							if( canOpenDoors && item is BaseDoor && (item.Z + item.ItemData.Height) > m_Mobile.Z && (m_Mobile.Z + 16) > item.Z )
							{
								if( item.X != x || item.Y != y )
									continue;

								BaseDoor door = (BaseDoor)item;

								if( !door.Locked || !door.UseLocks() )
									m_Obstacles.Enqueue( door );

								if( !canDestroyObstacles )
									break;
							}
							else if( canDestroyObstacles && item.Movable && item.ItemData.Impassable && (item.Z + item.ItemData.Height) > m_Mobile.Z && (m_Mobile.Z + 16) > item.Z )
							{
								if( !m_Mobile.InRange( item.GetWorldLocation(), 1 ) )
									continue;

								m_Obstacles.Enqueue( item );
								++destroyables;
							}
						}

						eable.Free();

						if( destroyables > 0 )
							Effects.PlaySound( new Point3D( x, y, m_Mobile.Z ), m_Mobile.Map, 0x3B3 );

						if( m_Obstacles.Count > 0 )
							blocked = false; // retry movement

						while( m_Obstacles.Count > 0 )
						{
							Item item = (Item)m_Obstacles.Dequeue();

							if( item is BaseDoor )
							{
								m_Mobile.DebugSay( "Little do they expect, I've learned how to open doors. Didn't they read the script??" );
								m_Mobile.DebugSay( "*twist*" );

								((BaseDoor)item).Use( m_Mobile );
							}
							else
							{
								m_Mobile.DebugSay( "Ugabooga. I'm so big and tough I can destroy it: {0}", item.GetType().Name );

								if( item is Container )
								{
									Container cont = (Container)item;

									for( int i = 0; i < cont.Items.Count; ++i )
									{
										Item check = cont.Items[i];

										if( check.Movable && check.ItemData.Impassable && (item.Z + check.ItemData.Height) > m_Mobile.Z )
											m_Obstacles.Enqueue( check );
									}

									cont.Destroy();
								}
								else
								{
									item.Delete();
								}
							}
						}

						if( !blocked )
							blocked = !m_Mobile.Move( d );
					}
				}

				if( blocked )
				{
					int offset = (Utility.RandomDouble() >= 0.6 ? 1 : -1);

					for( int i = 0; i < 2; ++i )
					{
						m_Mobile.TurnInternal( offset );

						if( m_Mobile.Move( m_Mobile.Direction ) )
						{
							MoveImpl.IgnoreMovableImpassables = false;
							return MoveResult.SuccessAutoTurn;
						}
					}

					MoveImpl.IgnoreMovableImpassables = false;
					return (wasPushing ? MoveResult.BadState : MoveResult.Blocked);
				}
				else
				{
					MoveImpl.IgnoreMovableImpassables = false;
					return MoveResult.Success;
				}
			}

			MoveImpl.IgnoreMovableImpassables = false;
			return MoveResult.Success;
		}

		public virtual void WalkRandomInHome( int iChanceToNotMove, int iChanceToDir, int iSteps )
		{
			if( m_Mobile.Deleted || m_Mobile.DisallowAllMoves )
				return;

			if( m_Mobile.Home == Point3D.Zero )
			{
				if( m_Mobile.Spawner is SpawnEntry )
				{
					Region region = ((SpawnEntry)m_Mobile.Spawner).Region;

					if( m_Mobile.Region.AcceptsSpawnsFrom( region ) )
					{
						m_Mobile.WalkRegion = region;
						WalkRandom( iChanceToNotMove, iChanceToDir, iSteps );
						m_Mobile.WalkRegion = null;
					}
					else
					{
						if( region.GoLocation != Point3D.Zero && Utility.Random( 10 ) > 5 )
						{
							DoMove( m_Mobile.GetDirectionTo( region.GoLocation ) );
						}
						else
						{
							WalkRandom( iChanceToNotMove, iChanceToDir, 1 );
						}
					}
				}
				else
				{
					WalkRandom( iChanceToNotMove, iChanceToDir, iSteps );
				}
			}
			else
			{
				for( int i=0; i<iSteps; i++ )
				{
					if( m_Mobile.RangeHome != 0 )
					{
						int iCurrDist = (int)m_Mobile.GetDistanceToSqrt( m_Mobile.Home );

						if( iCurrDist < m_Mobile.RangeHome * 2 / 3 )
						{
							WalkRandom( iChanceToNotMove, iChanceToDir, 1 );
						}
						else if( iCurrDist > m_Mobile.RangeHome )
						{
							DoMove( m_Mobile.GetDirectionTo( m_Mobile.Home ) );
						}
						else
						{
							if( Utility.Random( 10 ) > 5 )
							{
								DoMove( m_Mobile.GetDirectionTo( m_Mobile.Home ) );
							}
							else
							{
								WalkRandom( iChanceToNotMove, iChanceToDir, 1 );
							}
						}
					}
					else
					{
						if( m_Mobile.Location != m_Mobile.Home )
						{
							DoMove( m_Mobile.GetDirectionTo( m_Mobile.Home ) );
						}
					}
				}
			}
		}

		public virtual bool CheckFlee()
		{
			if( m_Mobile.CheckFlee() )
			{
				Mobile combatant = m_Mobile.Combatant;

				if( combatant == null )
				{
					WalkRandom( 1, 2, 1 );
				}
				else
				{
					Direction d = combatant.GetDirectionTo( m_Mobile );

					d = (Direction)((int)d + Utility.RandomMinMax( -1, +1 ));

					m_Mobile.Direction = d;
					m_Mobile.Move( d );
				}

				return true;
			}

			return false;
		}

		protected PathFollower m_Path;

		public virtual void OnTeleported()
		{
			if( m_Path != null )
			{
				m_Mobile.DebugSay( "Teleported; repathing" );
				m_Path.ForceRepath();
			}
		}

		public virtual bool MoveTo( Mobile m, bool run, int range )
		{
			if( m_Mobile.Deleted || m_Mobile.DisallowAllMoves || m == null || m.Deleted )
				return false;

			if( m_Mobile.InRange( m, range ) )
			{
				m_Path = null;
				return true;
			}

			if( m_Path != null && m_Path.Goal == m )
			{
				if( m_Path.Follow( run, 1 ) )
				{
					m_Path = null;
					return true;
				}
			}
			else if( !DoMove( m_Mobile.GetDirectionTo( m ), true ) )
			{
				m_Path = new PathFollower( m_Mobile, m );
				m_Path.Mover = new MoveMethod( DoMoveImpl );

				if( m_Path.Follow( run, 1 ) )
				{
					m_Path = null;
					return true;
				}
			}
			else
			{
				m_Path = null;
				return true;
			}

			return false;
		}

		/*
		 *  Walk at range distance from mobile
		 * 
		 *	iSteps : Number of steps
		 *	bRun   : Do we run
		 *	iWantDistMin : The minimum distance we want to be
		 *  iWantDistMax : The maximum distance we want to be
		 * 
		 */
		public virtual bool WalkMobileRange( Mobile m, int iSteps, bool bRun, int iWantDistMin, int iWantDistMax )
		{
			if( m_Mobile.Deleted || m_Mobile.DisallowAllMoves )
				return false;

			if( m != null )
			{
				for( int i=0; i<iSteps; i++ )
				{
					// Get the curent distance
					int iCurrDist = (int)m_Mobile.GetDistanceToSqrt( m );

					if( iCurrDist < iWantDistMin || iCurrDist > iWantDistMax )
					{
						bool needCloser = (iCurrDist > iWantDistMax);
						bool needFurther = !needCloser;

						if( needCloser && m_Path != null && m_Path.Goal == m )
						{
							if( m_Path.Follow( bRun, 1 ) )
								m_Path = null;
						}
						else
						{
							Direction dirTo;

							if( iCurrDist > iWantDistMax )
								dirTo = m_Mobile.GetDirectionTo( m );
							else
								dirTo = m.GetDirectionTo( m_Mobile );

							// Add the run flag
							if( bRun )
								dirTo = dirTo | Direction.Running;

							if( !DoMove( dirTo, true ) && needCloser )
							{
								m_Path = new PathFollower( m_Mobile, m );
								m_Path.Mover = new MoveMethod( DoMoveImpl );

								if( m_Path.Follow( bRun, 1 ) )
									m_Path = null;
							}
							else
							{
								m_Path = null;
							}
						}
					}
					else
					{
						return true;
					}
				}

				// Get the curent distance
				int iNewDist = (int)m_Mobile.GetDistanceToSqrt( m );

				if( iNewDist >= iWantDistMin && iNewDist <= iWantDistMax )
					return true;
				else
					return false;
			}

			return false;
		}

		/*
		 * Here we check to acquire a target from our surronding
		 * 
		 *  iRange : The range
		 *  acqType : A type of acquire we want (closest, strongest, etc)
		 *  bPlayerOnly : Don't bother with other creatures or NPCs, want a player
		 *  bFacFriend : Check people in my faction
		 *  bFacFoe : Check people in other factions
		 * 
		 */
		public virtual bool AcquireFocusMob( int iRange, FightMode acqType, bool bPlayerOnly, bool bFacFriend, bool bFacFoe )
		{
			if( m_Mobile.Deleted )
				return false;

			if( m_Mobile.BardProvoked )
			{
				if( m_Mobile.BardTarget == null || m_Mobile.BardTarget.Deleted )
				{
					m_Mobile.FocusMob = null;
					return false;
				}
				else
				{
					m_Mobile.FocusMob = m_Mobile.BardTarget;
					return (m_Mobile.FocusMob != null);
				}
			}
			else if( m_Mobile.Controlled )
			{
				if( m_Mobile.ControlTarget == null || m_Mobile.ControlTarget.Deleted || !m_Mobile.ControlTarget.Alive || m_Mobile.ControlTarget.IsDeadBondedPet || !m_Mobile.InRange( m_Mobile.ControlTarget, m_Mobile.RangePerception * 2 ) )
				{
					m_Mobile.FocusMob = null;
					return false;
				}
				else
				{
					m_Mobile.FocusMob = m_Mobile.ControlTarget;
					return (m_Mobile.FocusMob != null);
				}
			}

			if( m_Mobile.ConstantFocus != null )
			{
				m_Mobile.DebugSay( "Acquired my constant focus" );
				m_Mobile.FocusMob = m_Mobile.ConstantFocus;
				return true;
			}

			if( acqType == FightMode.None )
			{
				m_Mobile.FocusMob = null;
				return false;
			}

			if ( acqType == FightMode.Aggressor && m_Mobile.Aggressors.Count == 0 && m_Mobile.Aggressed.Count == 0 && m_Mobile.FactionAllegiance == null && m_Mobile.EthicAllegiance == null )
			{
				m_Mobile.FocusMob = null;
				return false;
			}

			if( m_Mobile.NextReacquireTime > DateTime.Now )
			{
				m_Mobile.FocusMob = null;
				return false;
			}

			m_Mobile.NextReacquireTime = DateTime.Now + m_Mobile.ReacquireDelay;

			m_Mobile.DebugSay( "Acquiring..." );

			Map map = m_Mobile.Map;

			if( map != null )
			{
				Mobile newFocusMob = null;
				double val = double.MinValue;
				double theirVal;

				IPooledEnumerable eable = map.GetMobilesInRange( m_Mobile.Location, iRange );

				foreach( Mobile m in eable )
				{
					if ( m.Deleted || m.Blessed )
						continue;

					// Let's not target ourselves...
					if ( m == m_Mobile )
						continue;

					// Dead targets are invalid.
					if ( !m.Alive || m.IsDeadBondedPet )
						continue;

					// Staff members cannot be targeted.
					if ( m.AccessLevel > AccessLevel.Player )
						continue;

					// Does it have to be a player?
					if ( bPlayerOnly && !m.Player )
						continue;

					// Can't acquire a target we can't see.
					if ( !m_Mobile.CanSee( m ) )
						continue;

					if ( m_Mobile.Summoned && m_Mobile.SummonMaster != null )
					{
						// If this is a summon, it can't target its controller.
						if ( m == m_Mobile.SummonMaster )
							continue;

						// It also must abide by harmful spell rules.
						if ( !Server.Spells.SpellHelper.ValidIndirectTarget( m_Mobile.SummonMaster, m ) )
							continue;

						// Animated creatures cannot attack players directly.
						if ( m is PlayerMobile && m_Mobile.IsAnimatedDead )
							continue;
					}

					// If we only want faction friends, make sure it's one.
					if ( bFacFriend && !m_Mobile.IsFriend( m ) )
						continue;

					// Same goes for faction enemies.
					if ( bFacFoe && !m_Mobile.IsEnemy( m ) )
						continue;

					if( acqType == FightMode.Aggressor || acqType == FightMode.Evil )
					{
						// Only acquire this mobile if it attacked us, or if it's evil.
						bool bValid = false;

						for ( int a = 0; !bValid && a < m_Mobile.Aggressors.Count; ++a )
							bValid = ( m_Mobile.Aggressors[a].Attacker == m );

						for ( int a = 0; !bValid && a < m_Mobile.Aggressed.Count; ++a )
							bValid = ( m_Mobile.Aggressed[a].Defender == m );

						#region Ethics & Faction checks
						if ( !bValid )
							bValid = ( m_Mobile.GetFactionAllegiance( m ) == BaseCreature.Allegiance.Enemy || m_Mobile.GetEthicAllegiance( m ) == BaseCreature.Allegiance.Enemy );
						#endregion

						if ( acqType == FightMode.Evil && !bValid )
						{
							if( m is BaseCreature && ((BaseCreature)m).Controlled && ((BaseCreature)m).ControlMaster != null )
							bValid = ( ((BaseCreature)m).ControlMaster.Karma < 0 );
							else
							bValid = ( m.Karma < 0 );
						}

						if ( !bValid )
							continue;
					}

					// If it's an enemy factioned mobile, make sure we can be harmful to it.
					if ( bFacFoe && !bFacFriend && !m_Mobile.CanBeHarmful( m, false ) )
						continue;

					theirVal = m_Mobile.GetValueFrom( m, acqType, bPlayerOnly );

					if( theirVal > val && m_Mobile.InLOS( m ) )
					{
						newFocusMob = m;
						val = theirVal;
					}
				}

				eable.Free();

				m_Mobile.FocusMob = newFocusMob;
			}

			return (m_Mobile.FocusMob != null);
		}

		public virtual void DetectHidden()
		{
			if( m_Mobile.Deleted || m_Mobile.Map == null )
				return;

			m_Mobile.DebugSay( "Checking for hidden players" );

			double srcSkill = m_Mobile.Skills[SkillName.DetectHidden].Value;

			if( srcSkill <= 0 )
				return;

			foreach( Mobile trg in m_Mobile.GetMobilesInRange( m_Mobile.RangePerception ) )
			{
				if( trg != m_Mobile && trg.Player && trg.Alive && trg.Hidden && trg.AccessLevel == AccessLevel.Player && m_Mobile.InLOS( trg ) )
				{
					m_Mobile.DebugSay( "Trying to detect {0}", trg.Name );

					double trgHiding = trg.Skills[SkillName.Hiding].Value / 2.9;
					double trgStealth = trg.Skills[SkillName.Stealth].Value / 1.8;

					double chance = srcSkill / 1.2 - Math.Min( trgHiding, trgStealth );

					if( chance < srcSkill / 10 )
						chance = srcSkill / 10;

					chance /= 100;

					if( chance > Utility.RandomDouble() )
					{
						trg.RevealingAction();
						trg.SendLocalizedMessage( 500814 ); // You have been revealed!
					}
				}
			}
		}

		public virtual void Deactivate()
		{
			if( m_Mobile.PlayerRangeSensitive )
			{
				m_Timer.Stop();

				SpawnEntry se = m_Mobile.Spawner as SpawnEntry;

				if( se != null && se.ReturnOnDeactivate && !m_Mobile.Controlled )
				{
					if( se.Home == Point3D.Zero )
					{
						if( !m_Mobile.Region.AcceptsSpawnsFrom( se.Region ) )
						{
							Timer.DelayCall( TimeSpan.Zero, new TimerCallback( ReturnToHome ) );
						}
					}
					else if( !m_Mobile.InRange( se.Home, se.Range ) )
					{
						Timer.DelayCall( TimeSpan.Zero, new TimerCallback( ReturnToHome ) );
					}
				}
			}
		}

		private void ReturnToHome()
		{
			SpawnEntry se = m_Mobile.Spawner as SpawnEntry;

			if( se != null )
			{
				Point3D loc = se.RandomSpawnLocation( 16, !m_Mobile.CantWalk, m_Mobile.CanSwim );

				if( loc != Point3D.Zero )
				{
					m_Mobile.MoveToWorld( loc, se.Region.Map );
					return;
				}
			}
		}

		public virtual void Activate()
		{
			if( !m_Timer.Running )
			{
				m_Timer.Delay = TimeSpan.Zero;
				m_Timer.Start();
			}
		}

		/*
		 *  The mobile changed it speed, we must ajust the timer
		 */
		public virtual void OnCurrentSpeedChanged()
		{
			m_Timer.Stop();
			m_Timer.Delay = TimeSpan.FromSeconds( Utility.RandomDouble() );
			m_Timer.Interval = TimeSpan.FromSeconds( Math.Max( 0.0, m_Mobile.CurrentSpeed ) );
			m_Timer.Start();
		}

		private DateTime m_NextDetectHidden;

		public virtual bool CanDetectHidden { get { return m_Mobile.Skills[SkillName.DetectHidden].Value > 0; } }

		/*
		 *  The Timer object
		 */
		private class AITimer : Timer
		{
			private BaseAI m_Owner;

			public AITimer( BaseAI owner )
				: base( TimeSpan.FromSeconds( Utility.RandomDouble() ), TimeSpan.FromSeconds( Math.Max( 0.0, owner.m_Mobile.CurrentSpeed ) ) )
			{
				m_Owner = owner;

				m_Owner.m_NextDetectHidden = DateTime.Now;

				Priority = TimerPriority.FiftyMS;
			}

			protected override void OnTick()
			{
				if( m_Owner.m_Mobile.Deleted )
				{
					Stop();
					return;
				}
				else if( m_Owner.m_Mobile.Map == null || m_Owner.m_Mobile.Map == Map.Internal )
				{
					return;
				}
				else if( m_Owner.m_Mobile.PlayerRangeSensitive )//have to check this in the timer....
				{
					Sector sect = m_Owner.m_Mobile.Map.GetSector( m_Owner.m_Mobile );
					if( !sect.Active )
					{
						m_Owner.Deactivate();
						return;
					}
				}

				m_Owner.m_Mobile.OnThink();

				if( m_Owner.m_Mobile.Deleted )
				{
					Stop();
					return;
				}
				else if( m_Owner.m_Mobile.Map == null || m_Owner.m_Mobile.Map == Map.Internal )
				{
					return;
				}

				if( m_Owner.m_Mobile.BardPacified )
				{
					m_Owner.DoBardPacified();
				}
				else if( m_Owner.m_Mobile.BardProvoked )
				{
					m_Owner.DoBardProvoked();
				}
				else
				{
					if( !m_Owner.m_Mobile.Controlled )
					{
						if( !m_Owner.Think() )
						{
							Stop();
							return;
						}
					}
					else
					{
						if( !m_Owner.Obey() )
						{
							Stop();
							return;
						}
					}
				}

				if( m_Owner.CanDetectHidden && DateTime.Now > m_Owner.m_NextDetectHidden )
				{
					m_Owner.DetectHidden();

					// Not exactly OSI style, approximation.
					int delay = (15000 / m_Owner.m_Mobile.Int);

					if( delay > 60 )
						delay = 60;

					int min = delay * (9 / 10); // 13s at 1000 int, 33s at 400 int, 54s at <250 int
					int max = delay * (10 / 9); // 16s at 1000 int, 41s at 400 int, 66s at <250 int

					m_Owner.m_NextDetectHidden = DateTime.Now + TimeSpan.FromSeconds( Utility.RandomMinMax( min, max ) );
				}
			}
		}
	}
}
