using System;
using Server;
using Server.Items;
using Server.Mobiles;
using Server.Custom.InnRooms;
using Server.Multis;
using System.Collections.Generic;
using Server.ContextMenus;

namespace Server.Custom.InnRooms
{
    public class InnDoor : Item
    {
        private Mobile m_Renter;
        private InnRoomHouse m_House;
        private DateTime m_RentExpires;

        // Where is the void room located?
        private Point3D m_RoomLocation;
        private Map m_RoomMap;

        [CommandProperty(AccessLevel.GameMaster)]
        public bool ForceEviction
        { get { return false; } set { if (value == true) { EvictTenant(); } } }

        // Configuration
        private int m_RentCost = 5000; // 5,000 gold per week
        private TimeSpan m_RentDuration = TimeSpan.FromDays(7); // 1 week

        [CommandProperty(AccessLevel.GameMaster)]
        public Mobile Renter { get { return m_Renter; } set { m_Renter = value; InvalidateProperties(); } }

        [CommandProperty(AccessLevel.GameMaster)]
        public Point3D RoomLocation { get { return m_RoomLocation; } set { m_RoomLocation = value; } }

        [CommandProperty(AccessLevel.GameMaster)]
        public Map RoomMap { get { return m_RoomMap; } set { m_RoomMap = value; } }

        [Constructable]
        public InnDoor() : this(0x6E5) 
        {
        }

        [Constructable]
        public InnDoor(int itemID) : base(itemID) // Standard wooden door graphic
        {
            Movable = false;
            Name = "A Vacant Inn Room";
        }

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

        public override void OnDoubleClick(Mobile from)
        {
            if (!from.InRange(GetWorldLocation(), 2))
            {
                from.LocalOverheadMessage(Server.Network.MessageType.Regular, 0x3B2, 1019045); // I can't reach that.
                return;
            }

            // SCENARIO A: The room is VACANT
            if (m_Renter == null)
            {
                if (RoomLocation == Point3D.Zero || RoomMap == null)
                {
                    from.SendMessage(33, "This door is out of order (No Room Linked).");
                    return;
                }

                if (from.Backpack != null && from.Backpack.ConsumeTotal(typeof(Gold), m_RentCost))
                {
                    // Rent the room!
                    m_Renter = from;
                    m_RentExpires = DateTime.UtcNow + m_RentDuration;
                    Name = from.Name + "'s Inn Room";

                    // Spawn the invisible house controller in the void room
                    m_House = new InnRoomHouse(from);
                    //m_House.MoveToWorld(RoomLocation, RoomMap);
                    // BURY THE STAIRCASE! We spawn the house 20 Z-levels beneath the actual floor.
                    Point3D buriedLocation = new Point3D(RoomLocation.X, RoomLocation.Y, RoomLocation.Z - 20);
                    m_House.MoveToWorld(buriedLocation, RoomMap);

                    from.PlaySound(0x249);
                    from.SendMessage(68, $"You have rented this room for {m_RentDuration.Days} days.");
                    TeleportToRoom(from);
                }
                else
                {
                    from.SendMessage(33, $"You need {m_RentCost} gold in your backpack to rent this room.");
                }
            }
            // SCENARIO B: The room is RENTED
            else
            {
                // Check if the rent has expired
                if (DateTime.UtcNow > m_RentExpires)
                {
                    EvictTenant();
                    from.SendMessage(33, "The rent expired and the room has been cleared. It is now vacant.");
                    return;
                }

                // Check Access using your BaseHouse logic!
                if (m_House != null && (m_House.IsOwner(from) || m_House.IsFriend(from) || m_House.HasAccess(from)))
                {
                    TeleportToRoom(from);
                }
                else
                {
                    from.SendMessage(33, "The door is locked and you do not have permission to enter.");
                }
            }
        }

        private void TeleportToRoom(Mobile m)
        {
            m.PlaySound(0x1EA);
            m.MoveToWorld(RoomLocation, RoomMap);
            m.SendMessage(0x3B2, "You enter the inn room.");
        }

        public void EvictTenant()
        {
            if (m_Renter != null && m_House != null && !m_House.Deleted)
            {
                // 1. Locate the player's bank box
                BankBox bank = m_Renter.BankBox;

                if (bank != null)
                {
                    // 2. Spawn our heavy-duty moving crate
                    InnEvictionCrate crate = new InnEvictionCrate();

                    // 3. Pack up all Secured Containers
                    // We must iterate backward (Count - 1 to 0) when removing things from lists!
                    for (int i = m_House.Secures.Count - 1; i >= 0; --i)
                    {
                        SecureInfo info = m_House.Secures[i] as SecureInfo;
                        if (info != null && info.Item != null)
                        {
                            Container secureContainer = info.Item;
                            secureContainer.IsSecure = false;
                            secureContainer.IsLockedDown = false;
                            secureContainer.Movable = true;
                            
                            // Drop the entire secured bag/chest into the crate
                            crate.DropItem(secureContainer);
                        }
                    }
                    m_House.Secures.Clear();

                    // 4. Pack up all individual Locked Down Items
                    for (int i = m_House.LockDowns.Count - 1; i >= 0; --i)
                    {
                        Item item = m_House.LockDowns[i] as Item;
                        if (item != null)
                        {
                            item.IsLockedDown = false;
                            item.Movable = true;
                            
                            // Drop the loose item into the crate
                            crate.DropItem(item);
                        }
                    }
                    m_House.LockDowns.Clear();

                    // 5. Deliver the crate to the bank!
                    if (crate.Items.Count > 0)
                    {
                        // Using DropItem forces it into the bank, bypassing standard bank limits
                        bank.DropItem(crate);
                        m_Renter.SendMessage(33, "Your inn room rent has expired. Your belongings have been packed into a crate and placed in your bank box.");
                    }
                    else
                    {
                        // If they didn't have any items in the room, just delete the empty crate
                        crate.Delete(); 
                    }
                }

                // 6. Demolish the invisible house controller
                m_House.Delete();
            }

            // 7. Reset the door so a new player can rent it
            m_Renter = null;
            m_House = null;
            Name = "A Vacant Inn Room";
        }

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

            if (m_Renter != null)
            {
                list.Add(1060658, "Rent Cost\tPaid"); // ~1_val~: ~2_val~
                list.Add(1060659, "Expires\t{0}", m_RentExpires.ToString("g")); // ~1_val~: ~2_val~
            }
            else
            {
                list.Add(1060658, "Rent Cost\t{0} Gold", m_RentCost); // ~1_val~: ~2_val~
            }
        }

        public override void Serialize(GenericWriter writer)
        {
            base.Serialize(writer);
            writer.Write((int)0); // version

            writer.Write(m_Renter);
            writer.WriteItem(m_House);
            writer.Write(m_RentExpires);
            writer.Write(m_RoomLocation);
            writer.Write(m_RoomMap);
        }

        public override void Deserialize(GenericReader reader)
        {
            base.Deserialize(reader);
            int version = reader.ReadInt();

            m_Renter = reader.ReadMobile();
            m_House = reader.ReadItem() as InnRoomHouse;
            m_RentExpires = reader.ReadDateTime();
            m_RoomLocation = reader.ReadPoint3D();
            m_RoomMap = reader.ReadMap();
        }
        // --- 1. THE CONTEXT MENU MENU OVERRIDE ---
        public override void GetContextMenuEntries(Mobile from, List<ContextMenuEntry> list)
        {
            base.GetContextMenuEntries(from, list);

            // Only the active renter gets the option to renew
            if (from.Alive && m_Renter == from)
            {
                // 1062400 is the UO Client Cliloc for "Renew Contract"
                list.Add(new RenewRentEntry(from, this));
            }
        }

        // --- 2. THE CONTEXT MENU ACTION LOGIC ---
        private class RenewRentEntry : ContextMenuEntry
        {
            private Mobile m_From;
            private InnDoor m_Door;

            // The '2' is the interaction range
            public RenewRentEntry(Mobile from, InnDoor door) : base(1034309, 2) 
            {
                m_From = from;
                m_Door = door;
            }

            public override void OnClick()
            {
                if (m_Door.Deleted || m_Door.Renter != m_From)
                    return;

                // Check their backpack for the gold
                if (m_From.Backpack != null && m_From.Backpack.ConsumeTotal(typeof(Gold), m_Door.m_RentCost))
                {
                    // Add 7 days to their current expiration time
                    m_Door.m_RentExpires += m_Door.m_RentDuration;
                    
                    m_From.PlaySound(0x249); // Coin jingle sound
                    m_From.SendMessage(68, $"You have paid {m_Door.m_RentCost} gold to extend your rent.");
                    m_From.SendMessage(68, $"Your room is now paid until: {m_Door.m_RentExpires.ToString("g")}");
                    m_Door.InvalidateProperties(); // Updates the door's mouse-over text
                }
                else
                {
                    m_From.SendMessage(33, $"You need {m_Door.m_RentCost} gold in your backpack to renew this room.");
                }
            }
        }

        // --- 3. BONUS: DRAG AND DROP RENEWAL ---
        public override bool OnDragDrop(Mobile from, Item dropped)
        {
            // If the renter drops gold directly onto the door...
            if (from == m_Renter && dropped is Gold)
            {
                if (dropped.Amount == m_RentCost)
                {
                    dropped.Delete(); // Consume the gold
                    m_RentExpires += m_RentDuration;
                    
                    from.PlaySound(0x249);
                    from.SendMessage(68, $"You hand the gold to the landlord and extend your rent.");
                    from.SendMessage(68, $"Your room is now paid until: {m_RentExpires.ToString("g")}");
                    InvalidateProperties();
                    
                    return true;
                }
                else
                {
                    from.SendMessage(33, $"You must drop exactly {m_RentCost} gold on the door to renew it.");
                    return false; // Rejects the drop and bounces the gold back to their cursor
                }
            }

            return base.OnDragDrop(from, dropped);
        }
    }

    public class InnEvictionCrate : WoodenBox
    {
        public override int DefaultMaxItems { get { return 500; } }
        public override int DefaultMaxWeight { get { return 5000; } }

        [Constructable]
        public InnEvictionCrate()
        {
            Name = "Evicted Inn Room Belongings";
            Hue = 33; // Bright red
        }

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

        // 1. This prevents players from putting anything INTO the crate
        public override bool CheckHold(Mobile m, Item item, bool message, bool checkItems, int plusItems, int plusWeight)
        {
            if (m.AccessLevel < AccessLevel.GameMaster)
            {
                if (message)
                    m.SendLocalizedMessage(1061145); // "You cannot place items into a house moving crate."
                
                return false;
            }

            return base.CheckHold(m, item, message, checkItems, plusItems, plusWeight);
        }

        // 2. This makes the crate automatically vanish once the player empties it
        public override void OnItemRemoved(Item item)
        {
            base.OnItemRemoved(item);

            if (this.TotalItems == 0)
            {
                Delete();
            }
        }

        public override void Serialize(GenericWriter writer) { base.Serialize(writer); writer.Write((int)0); }
        public override void Deserialize(GenericReader reader) { base.Deserialize(reader); int version = reader.ReadInt(); }
    }
}
