using System;
using System.Linq;

namespace Server.Mobiles
{
    public class ShadowWispFamiliar : BaseFamiliar
    {
        private DateTime m_NextFlare;

        public ShadowWispFamiliar()
        {
            Body = 165;
            Hue = 0x901;
            BaseSoundID = 466;

            SetStr(50);
            SetDex(60);
            SetInt(100);

            SetHits(50);
            SetStam(60);
            SetMana(0);

            SetDamage(5, 10);

            SetDamageType(ResistanceType.Energy, 100);

            SetResistance(ResistanceType.Physical, 10, 15);
            SetResistance(ResistanceType.Fire, 10, 15);
            SetResistance(ResistanceType.Cold, 10, 15);
            SetResistance(ResistanceType.Poison, 10, 15);
            SetResistance(ResistanceType.Energy, 99);

            SetSkill(SkillName.Wrestling, 40.0);
            SetSkill(SkillName.Tactics, 40.0);

            ControlSlots = 1;
        }

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

        public override string CorpseName => "a shadow wisp corpse";
        public override string DefaultName => "a shadow wisp";

        public override void OnThink()
        {
            base.OnThink();

            if (Core.Now < m_NextFlare)
            {
                return;
            }

            m_NextFlare = Core.Now + TimeSpan.FromSeconds(5.0 + 25.0 * Utility.RandomDouble());

            FixedEffect(0x37C4, 1, 12, 1109, 6);
            PlaySound(0x1D3);

            Timer.StartTimer(TimeSpan.FromSeconds(0.5), Flare);
        }

        private void Flare()
        {
            var caster = ControlMaster ?? SummonMaster;

            if (caster == null)
            {
                return;
            }

            var list = GetMobilesInRange(5)
                .Where(
                    m =>
                        m.Player && m.Alive && !m.IsDeadBondedPet && m.Karma <= 0 && m.AccessLevel < AccessLevel.Counselor
                )
                .ToList();

            for (var i = 0; i < list.Count; ++i)
            {
                var m = list[i];
                var friendly = true;

                for (var j = 0; friendly && j < caster.Aggressors.Count; ++j)
                {
                    friendly = caster.Aggressors[j].Attacker != m;
                }

                for (var j = 0; friendly && j < caster.Aggressed.Count; ++j)
                {
                    friendly = caster.Aggressed[j].Defender != m;
                }

                if (friendly)
                {
                    m.FixedEffect(0x37C4, 1, 12, 1109, 3); // At player
                    m.Mana += 1 - m.Karma / 1000;
                }
            }
        }

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

            writer.Write(0);
        }

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

            var version = reader.ReadInt();
        }
    }
}
