using System;
using Server.Multis;
using Server.Network;
using Server.Targeting;

namespace Server.SkillHandlers
{
    public static class Hiding
    {
        public static bool CombatOverride { get; set; }

        public static void Initialize()
        {
            SkillInfo.Table[21].Callback = OnUse;
        }

        public static TimeSpan OnUse(Mobile m)
        {
            if (m.Spell != null)
            {
                m.SendLocalizedMessage(501238); // You are busy doing something else and cannot hide.
                return TimeSpan.FromSeconds(1.0);
            }

            if (Core.ML && m.Target != null)
            {
                Target.Cancel(m);
            }

            var bonus = 0.0;

            var house = BaseHouse.FindHouseAt(m);

            if (house?.IsFriend(m) == true)
            {
                bonus = 100.0;
            }
            else if (!Core.AOS)
            {
                house ??= BaseHouse.FindHouseAt(new Point3D(m.X - 1, m.Y, 127), m.Map, 16) ??
                          BaseHouse.FindHouseAt(new Point3D(m.X + 1, m.Y, 127), m.Map, 16) ??
                          BaseHouse.FindHouseAt(new Point3D(m.X, m.Y - 1, 127), m.Map, 16) ??
                          BaseHouse.FindHouseAt(new Point3D(m.X, m.Y + 1, 127), m.Map, 16);

                if (house != null)
                {
                    bonus = 50.0;
                }
            }

            // int range = 18 - (int)(m.Skills.Hiding.Value / 10);
            var range = Math.Min(
                (int)((100 - m.Skills.Hiding.Value) / 2) + 8,
                18
            ); // Cap of 18 not OSI-exact, intentional difference

            var badCombat = !CombatOverride && m.Combatant != null && m.InRange(m.Combatant.Location, range) &&
                            m.Combatant.InLOS(m);
            var ok = !badCombat;

            if (ok)
            {
                if (!CombatOverride)
                {
                    var eable = m.GetMobilesInRange(range);
                    foreach (var check in eable)
                    {
                        if (check.InLOS(m) && check.Combatant == m)
                        {
                            badCombat = true;
                            break;
                        }
                    }

                    eable.Free();
                }

                ok = !badCombat && m.CheckSkill(SkillName.Hiding, 0.0 - bonus, 100.0 - bonus);
            }

            if (badCombat)
            {
                m.RevealingAction();

                m.LocalOverheadMessage(MessageType.Regular, 0x22, 501237); // You can't seem to hide right now.

                return TimeSpan.FromSeconds(1.0);
            }

            if (ok)
            {
                m.Hidden = true;
                m.Warmode = false;
                m.LocalOverheadMessage(MessageType.Regular, 0x1F4, 501240); // You have hidden yourself well.
            }
            else
            {
                m.RevealingAction();

                m.LocalOverheadMessage(MessageType.Regular, 0x22, 501241); // You can't seem to hide here.
            }

            return TimeSpan.FromSeconds(10.0);
        }
    }
}
