context: using System;
  using Server;
  using Server.Mobiles;
  using Server.Factions;
  
  namespace Server.Misc
  {
  	public class SkillCheck
  	{
  		private static readonly bool AntiMacroCode = !Core.ML;		//Change this to false to disable anti-macro code
  
  		public static TimeSpan AntiMacroExpire = TimeSpan.FromMinutes( 5.0 ); //How long do we remember targets/locations?
  		public const int Allowance = 3;	//How many times may we use the same location/target for gain
  		private const int LocationSize = 5; //The size of eeach location, make this smaller so players dont have to move as far
  		private static bool[] UseAntiMacro = new bool[]
  		{
  			// true if this skill uses the anti-macro code, false if it does not
  			false,// Alchemy = 0,
  			true,// Anatomy = 1,
  			true,// AnimalLore = 2,
  			true,// ItemID = 3,
  			true,// ArmsLore = 4,
  			false,// Parry = 5,
  			true,// Begging = 6,
  			false,// Blacksmith = 7,
  			false,// Fletching = 8,
  			true,// Peacemaking = 9,
  			true,// Camping = 10,
  			false,// Carpentry = 11,
  			false,// Cartography = 12,
  			false,// Cooking = 13,
  			true,// DetectHidden = 14,
  			true,// Discordance = 15,
  			true,// EvalInt = 16,
  			true,// Healing = 17,
  			true,// Fishing = 18,
  			true,// Forensics = 19,
  			true,// Herding = 20,
  			true,// Hiding = 21,
  			true,// Provocation = 22,
  			false,// Inscribe = 23,
  			true,// Lockpicking = 24,
  			true,// Magery = 25,
  			true,// MagicResist = 26,
  			false,// Tactics = 27,
  			true,// Snooping = 28,
  			true,// Musicianship = 29,
  			true,// Poisoning = 30,
  			false,// Archery = 31,
  			true,// SpiritSpeak = 32,
  			true,// Stealing = 33,
  			false,// Tailoring = 34,
  			true,// AnimalTaming = 35,
  			true,// TasteID = 36,
  			false,// Tinkering = 37,
  			true,// Tracking = 38,
  			true,// Veterinary = 39,
  			false,// Swords = 40,
  			false,// Macing = 41,
  			false,// Fencing = 42,
  			false,// Wrestling = 43,
  			true,// Lumberjacking = 44,
  			true,// Mining = 45,
  			true,// Meditation = 46,
  			true,// Stealth = 47,
  			true,// RemoveTrap = 48,
  			true,// Necromancy = 49,
  			false,// Focus = 50,
  			true,// Chivalry = 51
  			true,// Bushido = 52
  			true,//Ninjitsu = 53
  			true // Spellweaving
  		};
  
  		public static void Initialize()
  		{
  			Mobile.SkillCheckLocationHandler = new SkillCheckLocationHandler( Mobile_SkillCheckLocation );
  			Mobile.SkillCheckDirectLocationHandler = new SkillCheckDirectLocationHandler( Mobile_SkillCheckDirectLocation );
  
  			Mobile.SkillCheckTargetHandler = new SkillCheckTargetHandler( Mobile_SkillCheckTarget );
  			Mobile.SkillCheckDirectTargetHandler = new SkillCheckDirectTargetHandler( Mobile_SkillCheckDirectTarget );
  		}
  
  		public static bool Mobile_SkillCheckLocation( Mobile from, SkillName skillName, double minSkill, double maxSkill )
  		{
  			Skill skill = from.Skills[skillName];
  
  			if ( skill == null )
  				return false;
  
  			double value = skill.Value;
  
  			if ( value < minSkill )
  				return false; // Too difficult
  			else if ( value >= maxSkill )
  				return true; // No challenge
  
  			double chance = (value - minSkill) / (maxSkill - minSkill);
  
  			Point2D loc = new Point2D( from.Location.X / LocationSize, from.Location.Y / LocationSize );
  			return CheckSkill( from, skill, loc, chance );
  		}
  
  		public static bool Mobile_SkillCheckDirectLocation( Mobile from, SkillName skillName, double chance )
  		{
  			Skill skill = from.Skills[skillName];
  
  			if ( skill == null )
  				return false;
  
  			if ( chance < 0.0 )
  				return false; // Too difficult
  			else if ( chance >= 1.0 )
  				return true; // No challenge
  
  			Point2D loc = new Point2D( from.Location.X / LocationSize, from.Location.Y / LocationSize );
  			return CheckSkill( from, skill, loc, chance );
  		}
  
  		public static bool CheckSkill( Mobile from, Skill skill, object amObj, double chance )
  		{
  			if ( from.Skills.Cap == 0 )
  				return false;
  
  			bool success = ( chance >= Utility.RandomDouble() );
  			double gc = (double)(from.Skills.Cap - from.Skills.Total) / from.Skills.Cap;
  			gc += ( skill.Cap - skill.Base ) / skill.Cap;
  			gc /= 2;
  
  			gc += ( 1.0 - chance ) * ( success ? 0.5 : (Core.AOS ? 0.0 : 0.2) );
  			gc /= 2;
  
  			gc *= skill.Info.GainFactor;
  
  			if ( gc < 0.01 )
  				gc = 0.01;
  
  			if ( from is BaseCreature && ((BaseCreature)from).Controlled )
  				gc *= 2;
  
  			if ( from.Alive && ( ( gc >= Utility.RandomDouble() && AllowGain( from, skill, amObj ) ) || skill.Base < 10.0 ) )
  				Gain( from, skill );
  
  			return success;
  		}
  
  		public static bool Mobile_SkillCheckTarget( Mobile from, SkillName skillName, object target, double minSkill, double maxSkill )
  		{
  			Skill skill = from.Skills[skillName];
  
  			if ( skill == null )
  				return false;
  
  			double value = skill.Value;
  
  			if ( value < minSkill )
  				return false; // Too difficult
  			else if ( value >= maxSkill )
  				return true; // No challenge
  
  			double chance = (value - minSkill) / (maxSkill - minSkill);
  
  			return CheckSkill( from, skill, target, chance );
  		}
  
  		public static bool Mobile_SkillCheckDirectTarget( Mobile from, SkillName skillName, object target, double chance )
  		{
  			Skill skill = from.Skills[skillName];
  
  			if ( skill == null )
  				return false;
  
  			if ( chance < 0.0 )
  				return false; // Too difficult
  			else if ( chance >= 1.0 )
  				return true; // No challenge
  
  			return CheckSkill( from, skill, target, chance );
  		}
  
  		private static bool AllowGain( Mobile from, Skill skill, object obj )
  		{
  			if ( Core.AOS && Faction.InSkillLoss( from ) )	//Changed some time between the introduction of AoS and SE.
  				return false;
  
  			if ( AntiMacroCode && from is PlayerMobile && UseAntiMacro[skill.Info.SkillID] )
  				return ((PlayerMobile)from).AntiMacroCheck( skill, obj );
  			else
  				return true;
  		}
  
  		public enum Stat { Str, Dex, Int }
  
  		public static void Gain( Mobile from, Skill skill )
  		{
  			if ( from.Region.IsPartOf( typeof( Regions.Jail ) ) )
  				return;
  
  			if ( from is BaseCreature && ((BaseCreature)from).IsDeadPet )
  				return;
  
  			if ( skill.SkillName == SkillName.Focus && from is BaseCreature )
  				return;
  
  			if ( skill.Base < skill.Cap && skill.Lock == SkillLock.Up )
  			{
  				int toGain = 1;
  
  				if ( skill.Base <= 10.0 )
  					toGain = Utility.Random( 4 ) + 1;
  
  				Skills skills = from.Skills;
  
  				if ( from.Player && ( skills.Total / skills.Cap ) >= Utility.RandomDouble() )//( skills.Total >= skills.Cap )
  				{
  					for ( int i = 0; i < skills.Length; ++i )
  					{
  						Skill toLower = skills[i];
  
  						if ( toLower != skill && toLower.Lock == SkillLock.Down && toLower.BaseFixedPoint >= toGain )
  						{
  							toLower.BaseFixedPoint -= toGain;
  							break;
  						}
  					}
  				}
  
  				#region Scroll of Alacrity
  				PlayerMobile pm = from as PlayerMobile;
  
  				if ( pm != null && skill.SkillName == pm.AcceleratedSkill && pm.AcceleratedStart > DateTime.Now )
  					toGain *= Utility.RandomMinMax(2, 5);
  				#endregion
  
  				if ( !from.Player || (skills.Total + toGain) <= skills.Cap )
  				{
  					skill.BaseFixedPoint += toGain;
  				}
  			}
  
  			if ( skill.Lock == SkillLock.Up )
  			{
  				SkillInfo info = skill.Info;
  
  				if ( from.StrLock == StatLockType.Up && (info.StrGain / 33.3) > Utility.RandomDouble() )
  
gt: 					GainStat( from, Stat.Str );