#include <lib.h>
#include <damage_types.h>

inherit LIB_DAEMON;

int eventConsider(object whom, object opponent){
    int score = 0;
    int tmp = 0;
    int protection = 0;
    string *attack_types = ({});
    object *dam_types = ({});
    object *weapons = filter(all_inventory(whom), (: $1->GetWielded() :));
    object *enemy_armor = filter(all_inventory(opponent), (: $1->GetWorn() :));
    enemy_armor = filter(enemy_armor, (: !($1->GetWielded()) :) );

    if(sizeof(weapons)){
	foreach(object weapon in weapons){
	    if(weapon->GetWeaponType() && whom->GetSkill(weapon->GetWeaponType()+" attack")){
		attack_types += ({ weapon->GetWeaponType() });
		score += ( whom->GetSkill(weapon->GetWeaponType()+" attack")["level"] ) * 3;
	    }
	    if(weapon->GetClass())
		score += ( weapon->GetClass() ) * 6;
	    if(weapon->GetHands() > 1) {
		if(!(whom->GetSkill("multi-hand"))) score /= 3;
	    }
	}
	if(sizeof(weapons) >1) {
	    if(!(whom->GetSkill("multi-weapon"))) score /= 3;
	}
    }

    else if((whom->GetMelee())) {
	if(whom->GetSkill("melee attack"))
	    score += (((whom->GetSkill("melee attack")["level"]) * 3)); 
    }
    if(!sizeof(attack_types)) attack_types = ({"blunt"});
    foreach(string Type in attack_types){
	int DamType = 0;
	int tmp_prot = 0;
	object *qual_armor = ({});

	switch(Type){
	case "blade" : DamType = BLADE; break;
	case "blunt" : DamType = BLUNT; break;
	case "knife" : DamType = KNIFE; break;
	case "water" : DamType = WATER; break;
	case "shock" : DamType = SHOCK; break;
	case "cold" : DamType = COLD; break;
	case "heat" : DamType = HEAT; break;
	case "gas" : DamType = GAS; break;
	case "acid" : DamType = ACID; break;
	case "magic" : DamType = MAGIC; break;
	case "poison" : DamType = POISON; break;
	case "disease" : DamType = DISEASE; break;
	case "trauma" : DamType = TRAUMA; break;
	default : DamType = BLUNT; break;
	}

	foreach(object armor in enemy_armor){
	    tmp_prot += armor->GetProtection(DamType);
	    if(armor->GetProtection(DamType)) qual_armor += ({ armor });
	}
	if(sizeof(qual_armor)) protection += tmp_prot / sizeof(qual_armor);
	tmp_prot = 0;
	DamType = 0;
    }



    score += whom->GetStatLevel("speed") * 2;
    score += whom->GetStatLevel("strength") * 3;
    score += whom->GetMaxHealthPoints() / 15;
    score += protection;

    return score;
}

mixed cmd(string str) {
    object thing;
    int totalscore, myscore, theirscore;

    if(!str){
	write("Consider what?");
	return 1;
    }
    if(!(thing = present(str,environment(this_player())))){
	write("That isn't here.");
	return 1;
    }
    if(!living(thing)){
	write("That isn't a living thing.");
	return 1;
    }

    theirscore = eventConsider(thing, this_player());
    myscore = eventConsider(this_player(), thing);

    totalscore = myscore - theirscore;
    if(totalscore > 100) write("Piece of cake.");
    else if(totalscore > 80) write("No problem.");
    else if(totalscore > 60) write("Very easy.");
    else if(totalscore > 40) write("Fairly easy.");
    else if(totalscore > 20) write("You'd probably do fine");
    else if(totalscore > 0) write("A fair match.");
    else if(totalscore > -20) write("A workout.");
    else if(totalscore > -40) write("A serious match.");
    else if(totalscore > -60) write("A major challenge.");
    else if(totalscore > -80) write("An unwise choice.");
    else if(totalscore > -100) write("Really a bad idea.");
    else write("Suicide.");
    return 1;
}


void help() {
    message("help",
      "Syntax: consider <creature>\n"
      "Gives you an idea of how tough a creature would be to defeat "
      "in combat. Gauges relative strengths, skills, weapons, "
      "armor, levels, health, and so on. The resulting comparison "
      "may not be very useful, because a change during combat (such "
      "as the opponent changing weapons) or items of unusual class "
      "or protection (such as magical armor) may not be taken into "
      "account."
      "\n",
      this_player() );
}

