using System;
using System.Collections.Generic;
using Server;
using Server.ContextMenus;
using Server.Engines.MLQuests.Objectives;
using Server.Engines.MLQuests.Rewards;
using Server.Items;
using Server.Misc;
using Server.Mobiles;

namespace Server.Engines.MLQuests.Definitions
{
	#region Quests

	public class UnfadingMemoriesPartOne : MLQuest
	{
		public override Type NextQuest { get { return typeof( UnfadingMemoriesPartTwo ); } }

		public UnfadingMemoriesPartOne()
		{
			Activated = true;
			Title = 1075355; // Unfading Memories
			Description = 1075356; // Aargh! It’s just not right! It doesn’t capture the unique color of her hair at all! If only I had some Prismatic Amber. That would be perfect. They used to mine it in Malas, but alas, those veins ran dry some time ago. I hear it may have been found in the Prism of Light. Oh, if only there were a bold adventurer within earshot who would go to the Prism of Light and retrieve some for me!
			RefusalMessage = 1075358; // Is there no one who can help a humble artist pursue his Muse?
			InProgressMessage = 1075359; // You can find Prismatic Amber in the Prism of Light, located just north of the city of Nujel'm.
			CompletionMessage = 1075360; // I knew it! See, it’s just the color I needed! Look how it brings out the highlights of her wheaten tresses!
			CompletionNotice = CompletionNoticeShort;

			Objectives.Add( new CollectObjective( 1, typeof( PrismaticAmber ), "Prismatic Amber" ) );

			Rewards.Add( new DummyReward( 1075357 ) ); // The joy of contributing to a noble artistic effort, however paltry the end product.
		}

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

			PutSpawner( new Spawner( 1, 5, 10, 0, 3, "Emilio" ), new Point3D( 1447, 1664, 10 ), Map.Trammel );
			PutSpawner( new Spawner( 1, 5, 10, 0, 3, "Emilio" ), new Point3D( 1447, 1664, 10 ), Map.Felucca );
		}
	}

	public class UnfadingMemoriesPartTwo : MLQuest
	{
		public override Type NextQuest { get { return typeof( UnfadingMemoriesPartThree ); } }
		public override bool IsChainTriggered { get { return true; } }

		public UnfadingMemoriesPartTwo()
		{
			Activated = true;
			Title = 1075367; // Unfading Memories
			Description = 1075368; // Finished! With the pigment I was able to create from the Prismatic Amber you brought me, I was able to complete my humble work. I should explain. Once, I loved a noble lady of gentleness and refinement, who possessed such beauty that I have found myself unable to love another to this day. But it was from afar that I admired her, for it is not for one so lowly as I to pay court to the likes of her. You have heard of the fair Thalia, Lady of Nujel'm? No? Well, she was my Muse, my inspiration, and when I heard she was to be married, I lost whatever pitiful talent I possessed. I felt I must compose a portrait of her, my masterpiece, or I would never be able to paint again. You, my friend, have helped me complete my work. Now I ask another favor of you. Will you take it to her as a wedding gift? She will probably reject it, but I must make the offer.
			RefusalMessage = 1075370; // Alright then, you have already helped me more than I deserved. I shall find someone else to undertake this task.
			InProgressMessage = 1075371; // The wedding is taking place in the palace in Nujel'm. You will likely find her there.
			CompletionMessage = 1075372; // I’m sorry, I’m getting ready to be married. I don’t have time to . . . what’s that you say?
			CompletionNotice = CompletionNoticeShort;

			Objectives.Add( new DeliverObjective( typeof( PortraitOfTheBride ), 1, "Portrait of the Bride", typeof( Thalia ) ) );

			Rewards.Add( new DummyReward( 1075369 ) ); // The Artist’s gratitude.
		}
	}

	public class UnfadingMemoriesPartThree : MLQuest
	{
		public override bool IsChainTriggered { get { return true; } }

		public UnfadingMemoriesPartThree()
		{
			Activated = true;
			OneTimeOnly = true;
			Title = 1075373; // Unfading Memories
			Description = 1075374; // Emilio painted this? It is absolutely wonderful! I used to love looking at his paintings, but I don’t remember him creating anything like this before. Would you be so kind as to carry a letter to him? Fate may have it that I am to marry another, yet I am compelled to reveal to him that his love was not entirely unrequited.
			RefusalMessage = 1075376; // Very well, then. If you will excuse me, I need to get ready.
			InProgressMessage = 1075377; // Take the letter back to the Artist’s Guild in Britain, if you would do me this kindness.
			CompletionMessage = 1075378; // She said what? She thinks what of me? I . . . I can’t believe it! All this time, I never knew how she truly felt. Thank you, my friend. I believe now I will be able to paint once again. Here, take this bleach. I was going to use it to destroy all of my works. Perhaps you can find a better use for it now.
			CompletionNotice = CompletionNoticeShort;

			Objectives.Add( new DeliverObjective( typeof( BridesLetter ), 1, "Bride's Letter", typeof( Emilio ) ) );

			Rewards.Add( new ItemReward( 1075375, typeof( Bleach ) ) ); // Bleach
		}

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

			PutSpawner( new Spawner( 1, 5, 10, 0, 3, "Thalia" ), new Point3D( 3675, 1322, 20 ), Map.Trammel );
			PutSpawner( new Spawner( 1, 5, 10, 0, 3, "Thalia" ), new Point3D( 3675, 1322, 20 ), Map.Felucca );
		}
	}

	#endregion

	#region Mobiles

	[QuesterName( "Emilio (Britain)" )] // OSI's description is "Artist", not very helpful
	public class Emilio : BaseCreature
	{
		public override bool IsInvulnerable { get { return true; } }

		[Constructable]
		public Emilio()
			: base( AIType.AI_Vendor, FightMode.None, 2, 1, 0.5, 2 )
		{
			Name = "Emilio";
			Title = "the Tortured Artist";
			Race = Race.Human;
			BodyValue = 0x190;
			Female = false;
			Hue = Race.RandomSkinHue();
			InitStats( 100, 100, 25 );

			Utility.AssignRandomHair( this, true );

			AddItem( new Backpack() );
			AddItem( new Sandals( 0x72B ) );
			AddItem( new LongPants( 0x525 ) );
			AddItem( new FancyShirt( 0x53F ) );
			AddItem( new FloppyHat( 0x58C ) );
			AddItem( new BodySash( 0x1C ) );

		}

		public Emilio( 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();
		}
	}

	[QuesterName( "Thalia (Nujel'm)" )] // OSI's description is "Bride", not very helpful
	public class Thalia : BaseCreature
	{
		public override bool IsInvulnerable { get { return true; } }

		[Constructable]
		public Thalia()
			: base( AIType.AI_Vendor, FightMode.None, 2, 1, 0.5, 2 )
		{
			Name = "Thalia";
			Title = "the Bride";
			Race = Race.Human;
			BodyValue = 0x191;
			Female = true;
			Hue = Race.RandomSkinHue();
			InitStats( 100, 100, 25 );

			Utility.AssignRandomHair( this, true );

			AddItem( new Backpack() );
			AddItem( new Sandals( 0x8FD ) );
			AddItem( new FancyDress( 0x8FD ) );

		}

		public Thalia( 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();
		}
	}

	#endregion
}
