using System;
using Server.Gumps;
using Server.Mobiles;
using Server.Regions;
using Server.Targeting;

namespace Server
{
    public static class HonorVirtue
    {
        private static readonly TimeSpan UseDelay = TimeSpan.FromMinutes(5.0);

        public static void Initialize()
        {
            VirtueGump.Register(107, OnVirtueUsed);
        }

        private static void OnVirtueUsed(Mobile from)
        {
            if (from.Alive)
            {
                from.SendLocalizedMessage(1063160); // Target what you wish to honor.
                from.Target = new InternalTarget();
            }
        }

        private static int GetHonorDuration(Mobile from)
        {
            return VirtueHelper.GetLevel(from, VirtueName.Honor) switch
            {
                VirtueLevel.Seeker   => 30,
                VirtueLevel.Follower => 90,
                VirtueLevel.Knight   => 300,
                _                    => 0
            };
        }

        private static void EmbraceHonor(PlayerMobile pm)
        {
            if (pm.HonorActive)
            {
                pm.SendLocalizedMessage(1063230); // You must wait awhile before you can embrace honor again.
                return;
            }

            if (GetHonorDuration(pm) == 0)
            {
                pm.SendLocalizedMessage(1063234); // You do not have enough honor to do that
                return;
            }

            var waitTime = Core.Now - pm.LastHonorUse;
            if (waitTime < UseDelay)
            {
                var remainingTime = UseDelay - waitTime;
                var remainingMinutes = (int)Math.Ceiling(remainingTime.TotalMinutes);

                pm.SendLocalizedMessage(
                    1063240, // You must wait ~1_HONOR_WAIT~ minutes before embracing honor again
                    remainingMinutes.ToString()
                );
                return;
            }

            pm.SendGump(new HonorSelf(pm));
        }

        public static void ActivateEmbrace(PlayerMobile pm)
        {
            var duration = GetHonorDuration(pm);
            int usedPoints;

            if (pm.Virtues.Honor < 4399)
            {
                usedPoints = 400;
            }
            else if (pm.Virtues.Honor < 10599)
            {
                usedPoints = 600;
            }
            else
            {
                usedPoints = 1000;
            }

            VirtueHelper.Atrophy(pm, VirtueName.Honor, usedPoints);

            pm.HonorActive = true;
            pm.SendLocalizedMessage(1063235); // You embrace your honor

            Timer.StartTimer(
                TimeSpan.FromSeconds(duration),
                () =>
                {
                    pm.HonorActive = false;
                    pm.LastHonorUse = Core.Now;
                    pm.SendLocalizedMessage(1063236); // You no longer embrace your honor
                }
            );
        }

        private static void Honor(PlayerMobile source, Mobile target)
        {
            var honorTarget = target as IHonorTarget;
            var reg = source.Region.GetRegion<GuardedRegion>();
            var map = source.Map;

            if (honorTarget == null)
            {
                return;
            }

            if (honorTarget.ReceivedHonorContext != null)
            {
                if (honorTarget.ReceivedHonorContext.Source == source)
                {
                    return;
                }

                if (honorTarget.ReceivedHonorContext.CheckDistance())
                {
                    source.SendLocalizedMessage(1063233); // Somebody else is honoring this opponent
                    return;
                }
            }

            if (target.Hits < target.HitsMax)
            {
                source.SendLocalizedMessage(1063166); // You cannot honor this monster because it is too damaged.
                return;
            }

            if (target.Body.IsHuman && (target is not BaseCreature cret || !cret.AlwaysAttackable && !cret.AlwaysMurderer))
            {
                if (reg?.IsDisabled() != true)
                {
                    // Allow honor on blue if Out of guardzone
                }
                else if ((map?.Rules & MapRules.HarmfulRestrictions) == 0)
                {
                    // Allow honor on blue if in Fel
                }
                else
                {
                    source.SendLocalizedMessage(1001018); // You cannot perform negative acts
                    return; // cannot honor in trammel town on blue
                }
            }

            if (Core.ML && target is PlayerMobile)
            {
                source.SendLocalizedMessage(1075614); // You cannot honor other players.
                return;
            }

            source.SentHonorContext?.Cancel();

            _ = new HonorContext(source, target);

            source.Direction = source.GetDirectionTo(target);

            if (!source.Mounted)
            {
                source.Animate(32, 5, 1, true, true, 0);
            }
        }

        private class InternalTarget : Target
        {
            public InternalTarget() : base(12, false, TargetFlags.None) => CheckLOS = true;

            protected override void OnTarget(Mobile from, object targeted)
            {
                if (from is not PlayerMobile pm)
                {
                    return;
                }

                if (targeted == pm)
                {
                    EmbraceHonor(pm);
                }
                else if (targeted is Mobile mobile)
                {
                    Honor(pm, mobile);
                }
            }

            protected override void OnTargetOutOfRange(Mobile from, object targeted)
            {
                from.SendLocalizedMessage(1063232); // You are too far away to honor your opponent
            }
        }
    }

    public interface IHonorTarget
    {
        HonorContext ReceivedHonorContext { get; set; }
    }

    public class HonorContext
    {
        private readonly Point3D m_InitialLocation;
        private readonly Map m_InitialMap;

        private readonly InternalTimer m_Timer;
        private FirstHit m_FirstHit;
        private double m_HonorDamage;
        private bool m_Poisoned;
        private int m_TotalDamage;

        public HonorContext(PlayerMobile source, Mobile target)
        {
            Source = source;
            Target = target;

            m_FirstHit = FirstHit.NotDelivered;
            m_Poisoned = false;

            m_InitialLocation = source.Location;
            m_InitialMap = source.Map;

            source.SentHonorContext = this;
            ((IHonorTarget)target).ReceivedHonorContext = this;

            m_Timer = new InternalTimer(this);
            m_Timer.Start();
            source.m_hontime = Core.Now + TimeSpan.FromMinutes(40);

            Timer.StartTimer(
                TimeSpan.FromMinutes(40),
                () =>
                {
                    if (source.m_hontime < Core.Now && source.SentHonorContext != null)
                    {
                        Cancel();
                    }
                }
            );
        }

        public PlayerMobile Source { get; }

        public Mobile Target { get; }

        public int PerfectionDamageBonus { get; private set; }

        public int PerfectionLuckBonus => PerfectionDamageBonus * PerfectionDamageBonus / 10;

        public void OnSourceDamaged(Mobile from, int amount)
        {
            if (from != Target)
            {
                return;
            }

            if (m_FirstHit == FirstHit.NotDelivered)
            {
                m_FirstHit = FirstHit.Granted;
            }
        }

        public void OnTargetPoisoned()
        {
            m_Poisoned = true; // Set this flag for OnTargetDamaged which will be called next
        }

        public void OnTargetDamaged(Mobile from, int amount)
        {
            if (m_FirstHit == FirstHit.NotDelivered)
            {
                m_FirstHit = FirstHit.Delivered;
            }

            if (m_Poisoned)
            {
                m_HonorDamage += amount * 0.8;
                m_Poisoned = false; // Reset the flag

                return;
            }

            m_TotalDamage += amount;

            if (from == Source)
            {
                if (Target.CanSee(Source) && Target.InLOS(Source) && (Source.InRange(Target, 1)
                                                                      || Source.Location == m_InitialLocation &&
                                                                      Source.Map == m_InitialMap))
                {
                    m_HonorDamage += amount;
                }
                else
                {
                    m_HonorDamage += amount * 0.8;
                }
            }
            else if (from is BaseCreature creature && creature.GetMaster() == Source)
            {
                m_HonorDamage += amount * 0.8;
            }
        }

        public void OnTargetHit(Mobile from)
        {
            if (from != Source || PerfectionDamageBonus == 100)
            {
                return;
            }

            var bushido = (int)from.Skills.Bushido.Value;
            if (bushido < 50)
            {
                return;
            }

            PerfectionDamageBonus += bushido / 10;

            if (PerfectionDamageBonus >= 100)
            {
                PerfectionDamageBonus = 100;
                Source.SendLocalizedMessage(1063254); // You have Achieved Perfection in inflicting damage to this opponent!
            }
            else
            {
                Source.SendLocalizedMessage(1063255); // You gain in Perfection as you precisely strike your opponent.
            }
        }

        public void OnTargetMissed(Mobile from)
        {
            if (from != Source || PerfectionDamageBonus == 0)
            {
                return;
            }

            PerfectionDamageBonus -= 25;

            if (PerfectionDamageBonus <= 0)
            {
                PerfectionDamageBonus = 0;
                Source.SendLocalizedMessage(1063256); // You have lost all Perfection in fighting this opponent.
            }
            else
            {
                Source.SendLocalizedMessage(1063257); // You have lost some Perfection in fighting this opponent.
            }
        }

        public void OnSourceBeneficialAction(Mobile to)
        {
            if (to != Target)
            {
                return;
            }

            if (PerfectionDamageBonus >= 0)
            {
                PerfectionDamageBonus = 0;
                Source.SendLocalizedMessage(1063256); // You have lost all Perfection in fighting this opponent.
            }
        }

        public void OnSourceKilled()
        {
        }

        public void OnTargetKilled()
        {
            Cancel();

            var targetFame = Target.Fame;

            if (PerfectionDamageBonus > 0)
            {
                var restore = Math.Min(PerfectionDamageBonus * (targetFame + 5000) / 25000, 10);

                Source.Hits += restore;
                Source.Stam += restore;
                Source.Mana += restore;
            }

            if (Source.Virtues.Honor > targetFame)
            {
                return;
            }

            var dGain =
                targetFame / 100.0 * (m_HonorDamage / m_TotalDamage); // Initial honor gain is 100th of the monsters honor

            if (m_HonorDamage == m_TotalDamage && m_FirstHit == FirstHit.Granted)
            {
                dGain *= 1.5; // honor gain is increased alot more if the combat was fully honorable
            }
            else
            {
                dGain *= 0.9;
            }

            // Minimum gain of 1 honor when the honor is under the monsters fame
            var gain = Math.Clamp((int)dGain, 1, 200);

            if (VirtueHelper.IsHighestPath(Source, VirtueName.Honor))
            {
                Source.SendLocalizedMessage(1063228); // You cannot gain more Honor.
                return;
            }

            var gainedPath = false;
            if (VirtueHelper.Award(Source, VirtueName.Honor, gain, ref gainedPath))
            {
                if (gainedPath)
                {
                    Source.SendLocalizedMessage(1063226); // You have gained a path in Honor!
                }
                else
                {
                    Source.SendLocalizedMessage(1063225); // You have gained in Honor.
                }
            }
        }

        public bool CheckDistance() => true;

        public void Cancel()
        {
            Source.SentHonorContext = null;
            ((IHonorTarget)Target).ReceivedHonorContext = null;

            m_Timer.Stop();
        }

        private enum FirstHit
        {
            NotDelivered,
            Delivered,
            Granted
        }

        private class InternalTimer : Timer
        {
            private readonly HonorContext m_Context;

            public InternalTimer(HonorContext context) : base(TimeSpan.FromSeconds(1.0), TimeSpan.FromSeconds(1.0)) =>
                m_Context = context;

            protected override void OnTick()
            {
                m_Context.CheckDistance();
            }
        }
    }
}
