context: using System;
  using System.Collections;
  using System.Collections.Generic;
  using Server;
  using Server.Items;
  using Server.Guilds;
  using Server.Multis;
  using Server.Mobiles;
  using Server.Engines.PartySystem;
  using Server.Factions;
  using Server.Spells.Necromancy;
  using Server.Spells.Ninjitsu;
  using Server.Spells;
  
  namespace Server.Misc
  {
  	public class NotorietyHandlers
  	{
  		public static void Initialize()
  		{
  			Notoriety.Hues[Notoriety.Innocent]		= 0x59;
  			Notoriety.Hues[Notoriety.Ally]			= 0x3F;
  			Notoriety.Hues[Notoriety.CanBeAttacked]	= 0x3B2;
  			Notoriety.Hues[Notoriety.Criminal]		= 0x3B2;
  			Notoriety.Hues[Notoriety.Enemy]			= 0x90;
  			Notoriety.Hues[Notoriety.Murderer]		= 0x22;
  			Notoriety.Hues[Notoriety.Invulnerable]	= 0x35;
  
  			Notoriety.Handler = new NotorietyHandler( MobileNotoriety );
  
  			Mobile.AllowBeneficialHandler = new AllowBeneficialHandler( Mobile_AllowBeneficial );
  			Mobile.AllowHarmfulHandler = new AllowHarmfulHandler( Mobile_AllowHarmful );
  		}
  
  		private enum GuildStatus { None, Peaceful, Waring }
  
  		private static GuildStatus GetGuildStatus( Mobile m )
  		{
  			if( m.Guild == null )
  				return GuildStatus.None;
  			else if( ((Guild)m.Guild).Enemies.Count == 0 && m.Guild.Type == GuildType.Regular )
  				return GuildStatus.Peaceful;
  
  			return GuildStatus.Waring;
  		}
  
  		private static bool CheckBeneficialStatus( GuildStatus from, GuildStatus target )
  		{
  			if( from == GuildStatus.Waring || target == GuildStatus.Waring )
  				return false;
  
  			return true;
  		}
  
  		/*private static bool CheckHarmfulStatus( GuildStatus from, GuildStatus target )
  		{
  			if ( from == GuildStatus.Waring && target == GuildStatus.Waring )
  				return true;
  
  			return false;
  		}*/
  
  		public static bool Mobile_AllowBeneficial( Mobile from, Mobile target )
  		{
  			if( from == null || target == null || from.AccessLevel > AccessLevel.Player || target.AccessLevel > AccessLevel.Player )
  				return true;
  
  			Map map = from.Map;
  
  			#region Factions
  			Faction targetFaction = Faction.Find( target, true );
  
  			if( (!Core.ML || map == Faction.Facet) && targetFaction != null )
  			{
  				if( Faction.Find( from, true ) != targetFaction )
  					return false;
  			}
  			#endregion
  			
  
  			if( map != null && (map.Rules & MapRules.BeneficialRestrictions) == 0 )
  				return true; // In felucca, anything goes
  
  			if( !from.Player )
  				return true; // NPCs have no restrictions
  
  			if( target is BaseCreature && !((BaseCreature)target).Controlled )
  				return false; // Players cannot heal uncontrolled mobiles
  
  			if( from is PlayerMobile && ((PlayerMobile)from).Young && (!(target is PlayerMobile) || !((PlayerMobile)target).Young) )
  				return false; // Young players cannot perform beneficial actions towards older players
  
  			Guild fromGuild = from.Guild as Guild;
  			Guild targetGuild = target.Guild as Guild;
  
  			if( fromGuild != null && targetGuild != null && (targetGuild == fromGuild || fromGuild.IsAlly( targetGuild )) )
  				return true; // Guild members can be beneficial
  
  			return CheckBeneficialStatus( GetGuildStatus( from ), GetGuildStatus( target ) );
  		}
  
  		public static bool Mobile_AllowHarmful( Mobile from, Mobile target )
  		{
  			if( from == null || target == null || from.AccessLevel > AccessLevel.Player || target.AccessLevel > AccessLevel.Player )
  				return true;
  
  			Map map = from.Map;
  
  			if( map != null && (map.Rules & MapRules.HarmfulRestrictions) == 0 )
  				return true; // In felucca, anything goes
  
  			BaseCreature bc = from as BaseCreature;
  
  			if( !from.Player && !(bc != null && bc.GetMaster() != null && bc.GetMaster().AccessLevel == AccessLevel.Player ) )
  			{
  				if( !CheckAggressor( from.Aggressors, target ) && !CheckAggressed( from.Aggressed, target ) && target is PlayerMobile && ((PlayerMobile)target).CheckYoungProtection( from ) )
  					return false;
  
  				return true; // Uncontrolled NPCs are only restricted by the young system
  			}
  
  			Guild fromGuild = GetGuildFor( from.Guild as Guild, from );
  			Guild targetGuild = GetGuildFor( target.Guild as Guild, target );
  
  			if( fromGuild != null && targetGuild != null && (fromGuild == targetGuild || fromGuild.IsAlly( targetGuild ) || fromGuild.IsEnemy( targetGuild )) )
  				return true; // Guild allies or enemies can be harmful
  
  			if( target is BaseCreature && (((BaseCreature)target).Controlled || (((BaseCreature)target).Summoned && from != ((BaseCreature)target).SummonMaster)) )
  				return false; // Cannot harm other controlled mobiles
  
  			if( target.Player )
  				return false; // Cannot harm other players
  
  			if( !(target is BaseCreature && ((BaseCreature)target).InitialInnocent) )
  			{
  				if( Notoriety.Compute( from, target ) == Notoriety.Innocent )
  					return false; // Cannot harm innocent mobiles
  			}
  
  			return true;
  		}
  
  		public static Guild GetGuildFor( Guild def, Mobile m )
  		{
  			Guild g = def;
  
  			BaseCreature c = m as BaseCreature;
  
  			if( c != null && c.Controlled && c.ControlMaster != null )
  			{
  				c.DisplayGuildTitle = false;
  
  				if( c.Map != Map.Internal && (Core.AOS || Guild.NewGuildSystem || c.ControlOrder == OrderType.Attack || c.ControlOrder == OrderType.Guard) )
  					g = (Guild)(c.Guild = c.ControlMaster.Guild);
  				else if( c.Map == Map.Internal || c.ControlMaster.Guild == null )
  					g = (Guild)(c.Guild = null);
  			}
  
  			return g;
  		}
  
  		public static int CorpseNotoriety( Mobile source, Corpse target )
  		{
  			if( target.AccessLevel > AccessLevel.Player )
  				return Notoriety.CanBeAttacked;
  
  			Body body = (Body)target.Amount;
  
  			BaseCreature cretOwner = target.Owner as BaseCreature;
  
  			if( cretOwner != null )
  			{
  				Guild sourceGuild = GetGuildFor( source.Guild as Guild, source );
  				Guild targetGuild = GetGuildFor( target.Guild as Guild, target.Owner );
  
  				if( sourceGuild != null && targetGuild != null )
  				{
  					if( sourceGuild == targetGuild || sourceGuild.IsAlly( targetGuild ) )
  						return Notoriety.Ally;
  					else if( sourceGuild.IsEnemy( targetGuild ) )
  						return Notoriety.Enemy;
  				}
  
  				Faction srcFaction = Faction.Find( source, true, true );
  				Faction trgFaction = Faction.Find( target.Owner, true, true );
  
  				if( srcFaction != null && trgFaction != null && srcFaction != trgFaction && source.Map == Faction.Facet )
  					return Notoriety.Enemy;
  
  				if( CheckHouseFlag( source, target.Owner, target.Location, target.Map ) )
  					return Notoriety.CanBeAttacked;
  
  				int actual = Notoriety.CanBeAttacked;
  
  				if( target.Kills >= 5 || (body.IsMonster && IsSummoned( target.Owner as BaseCreature )) || (target.Owner is BaseCreature && (((BaseCreature)target.Owner).AlwaysMurderer || ((BaseCreature)target.Owner).IsAnimatedDead)) )
  					actual = Notoriety.Murderer;
  
  				if( DateTime.Now >= (target.TimeOfDeath + Corpse.MonsterLootRightSacrifice) )
  					return actual;
  
  				Party sourceParty = Party.Get( source );
  
  				List<Mobile> list = target.Aggressors;
  
  				for( int i = 0; i < list.Count; ++i )
  				{
  					if( list[i] == source || (sourceParty != null && Party.Get( list[i] ) == sourceParty) )
  						return actual;
  				}
  
  				return Notoriety.Innocent;
  			}
  			else
  			{
  				if( target.Kills >= 5 || (body.IsMonster && IsSummoned( target.Owner as BaseCreature )) || (target.Owner is BaseCreature && (((BaseCreature)target.Owner).AlwaysMurderer || ((BaseCreature)target.Owner).IsAnimatedDead)) )
  					return Notoriety.Murderer;
  
  				if( target.Criminal )
  					return Notoriety.Criminal;
  
  				Guild sourceGuild = GetGuildFor( source.Guild as Guild, source );
  				Guild targetGuild = GetGuildFor( target.Guild as Guild, target.Owner );
  
  				if( sourceGuild != null && targetGuild != null )
  				{
  					if( sourceGuild == targetGuild || sourceGuild.IsAlly( targetGuild ) )
  						return Notoriety.Ally;
  					else if( sourceGuild.IsEnemy( targetGuild ) )
  						return Notoriety.Enemy;
  				}
  
  				Faction srcFaction = Faction.Find( source, true, true );
  				Faction trgFaction = Faction.Find( target.Owner, true, true );
  
  				if( srcFaction != null && trgFaction != null && srcFaction != trgFaction && source.Map == Faction.Facet )
  				{
  					List<Mobile> secondList = target.Aggressors;
  
  					for( int i = 0; i < secondList.Count; ++i )
  					{
  						if( secondList[i] == source || secondList[i] is BaseFactionGuard )
  							return Notoriety.Enemy;
  					}
  				}
  
  				if( target.Owner != null && target.Owner is BaseCreature && ((BaseCreature)target.Owner).AlwaysAttackable )
  					return Notoriety.CanBeAttacked;
  
  				if( CheckHouseFlag( source, target.Owner, target.Location, target.Map ) )
  					return Notoriety.CanBeAttacked;
  
  				if( !(target.Owner is PlayerMobile) && !IsPet( target.Owner as BaseCreature ) )
  					return Notoriety.CanBeAttacked;
  
  				List<Mobile> list = target.Aggressors;
  
  				for( int i = 0; i < list.Count; ++i )
  				{
  					if( list[i] == source )
  						return Notoriety.CanBeAttacked;
  				}
  
  				return Notoriety.Innocent;
  			}
  		}
  
  		public static int MobileNotoriety( Mobile source, Mobile target )
  		{
  			if( Core.AOS && (target.Blessed || (target is BaseVendor && ((BaseVendor)target).IsInvulnerable) || target is PlayerVendor || target is TownCrier) )
  				return Notoriety.Invulnerable;
  
  			if( target.AccessLevel > AccessLevel.Player )
  				return Notoriety.CanBeAttacked;
  
  			if( source.Player && !target.Player && source is PlayerMobile && target is BaseCreature )
  			{
  				BaseCreature bc = (BaseCreature)target;
  
  				Mobile master = bc.GetMaster();
  
  				if ( master != null && master.AccessLevel > AccessLevel.Player )
  					return Notoriety.CanBeAttacked;
  
  				master = bc.ControlMaster;
  
  				if ( Core.ML && master != null )
  				{
  					if ( ( source == master && CheckAggressor( target.Aggressors, source ) ) || ( CheckAggressor( source.Aggressors, bc ) ) )
  						return Notoriety.CanBeAttacked;
  					else
  						return MobileNotoriety( source, master );
  				}
  
  				if( !bc.Summoned && !bc.Controlled && ((PlayerMobile)source).EnemyOfOneType == target.GetType() )
  					return Notoriety.Enemy;
  			}
  
  			if ( target.Kills >= 5 || ( target.Body.IsMonster && IsSummoned( target as BaseCreature ) && !( target is BaseFamiliar ) && !( target is ArcaneFey ) && !( target is Golem ) ) || ( target is BaseCreature && ( ( (BaseCreature)target ).AlwaysMurderer || ( (BaseCreature)target ).IsAnimatedDead ) ) )
  				return Notoriety.Murderer;
  
  			if( target.Criminal )
  				return Notoriety.Criminal;
  
  			Guild sourceGuild = GetGuildFor( source.Guild as Guild, source );
  			Guild targetGuild = GetGuildFor( target.Guild as Guild, target );
  
  			if( sourceGuild != null && targetGuild != null )
  			{
  				if( sourceGuild == targetGuild || sourceGuild.IsAlly( targetGuild ) )
  					return Notoriety.Ally;
  				else if( sourceGuild.IsEnemy( targetGuild ) )
  					return Notoriety.Enemy;
  			}
  
  			Faction srcFaction = Faction.Find( source, true, true );
  			Faction trgFaction = Faction.Find( target, true, true );
  
  			if( srcFaction != null && trgFaction != null && srcFaction != trgFaction && source.Map == Faction.Facet )
  				return Notoriety.Enemy;
  
  			if( SkillHandlers.Stealing.ClassicMode && target is PlayerMobile && ((PlayerMobile)target).PermaFlags.Contains( source ) )
  				return Notoriety.CanBeAttacked;
  
  			if( target is BaseCreature && ((BaseCreature)target).AlwaysAttackable )
  				return Notoriety.CanBeAttacked;
  
  			if( CheckHouseFlag( source, target, target.Location, target.Map ) )
  				return Notoriety.CanBeAttacked;
  
  			if( !(target is BaseCreature && ((BaseCreature)target).InitialInnocent) )   //If Target is NOT A baseCreature, OR it's a BC and the BC is initial innocent...
  			{
  				if( !target.Body.IsHuman && !target.Body.IsGhost && !IsPet( target as BaseCreature ) && !(target is PlayerMobile) || !Core.ML && !target.CanBeginAction( typeof( Server.Spells.Seventh.PolymorphSpell ) ) )
  					return Notoriety.CanBeAttacked;
  			}
  
  			if( CheckAggressor( source.Aggressors, target ) )
  				return Notoriety.CanBeAttacked;
  
  			if( CheckAggressed( source.Aggressed, target ) )
  				return Notoriety.CanBeAttacked;
  
  			if( target is BaseCreature )
  			{
  
gt: 				BaseCreature bc = (BaseCreature)target;