local internalNpcName = "Bo'Ques"
local npcType = Game.createNpcType(internalNpcName)
local npcConfig = {}

npcConfig.name = internalNpcName
npcConfig.description = internalNpcName

npcConfig.health = 100
npcConfig.maxHealth = npcConfig.health
npcConfig.walkInterval = 2000
npcConfig.walkRadius = 2

npcConfig.outfit = {
	lookType = 80,
}

npcConfig.flags = {
	floorchange = false,
}

npcConfig.voices = {
	interval = 15000,
	chance = 50,
	{ text = "Now, where was I..." },
}

local keywordHandler = KeywordHandler:new()
local npcHandler = NpcHandler:new(keywordHandler)

npcType.onThink = function(npc, interval)
	npcHandler:onThink(npc, interval)
end

npcType.onAppear = function(npc, creature)
	npcHandler:onAppear(npc, creature)
end

npcType.onDisappear = function(npc, creature)
	npcHandler:onDisappear(npc, creature)
end

npcType.onMove = function(npc, creature, fromPosition, toPosition)
	npcHandler:onMove(npc, creature, fromPosition, toPosition)
end

npcType.onSay = function(npc, creature, type, message)
	npcHandler:onSay(npc, creature, type, message)
end

npcType.onCloseChannel = function(npc, creature)
	npcHandler:onCloseChannel(npc, creature)
end

local function endConversationWithDelay(npcHandler, npc, creature)
	addEvent(function()
		npcHandler:unGreet(npc, creature)
	end, 1000)
end

local function greetCallback(npc, creature, message)
	local player = Player(creature)
	local playerId = player:getId()

	if not MsgContains(message, "djanni'hah") then
		npcHandler:say("Whoa! A human! This is no place for you, |PLAYERNAME|. Go and play somewhere else.", npc, creature)
		endConversationWithDelay(npcHandler, npc, creature)
		return false
	end

	if player:getStorageValue(Storage.Quest.U7_4.DjinnWar.EfreetFaction.Start) == 1 then
		npcHandler:say({
			"Hahahaha! ...",
			"|PLAYERNAME|, that almost sounded like the word of greeting. Humans - cute they are!",
		}, npc, creature)
		endConversationWithDelay(npcHandler, npc, creature)
		return false
	end

	if player:getStorageValue(Storage.Quest.U7_4.DjinnWar.Faction.Greeting) == -1 then
		npcHandler:say({
			"Hahahaha! ...",
			"|PLAYERNAME|, that almost sounded like the word of greeting. Humans - cute they are!",
		}, npc, creature)
		endConversationWithDelay(npcHandler, npc, creature)
		return false
	end

	if player:getStorageValue(Storage.Quest.U7_4.DjinnWar.Faction.MaridDoor) == 1 then
		npcHandler:say("Hey! A human! What are you doing in my kitchen, |PLAYERNAME|?", npc, creature)
	else
		endConversationWithDelay(npcHandler, npc, creature)
		return false
	end

	npcHandler:setInteraction(npc, creature)

	return true
end

local function creatureSayCallback(npc, creature, type, message)
	local player = Player(creature)
	local playerId = player:getId()

	if not npcHandler:checkInteraction(npc, creature) then
		return false
	end

	local missionProgress = player:getStorageValue(Storage.Quest.U7_4.DjinnWar.MaridFaction.Mission01)
	if MsgContains(message, "recipe") or MsgContains(message, "mission") then
		if missionProgress < 1 then
			npcHandler:say({
				"My collection of recipes is almost complete. There are only but a few that are missing. ...",
				"Hmmm... now that we talk about it. There is something you could help me with. Are you interested?",
			}, npc, creature)
			npcHandler:setTopic(playerId, 1)
		else
			npcHandler:say("I already told you about the recipes I am missing, now please try to find a cookbook of the dwarven kitchen.", npc, creature)
		end
	elseif MsgContains(message, "cookbook") then
		if missionProgress == -1 then
			npcHandler:say({
				"I'm preparing the food for all djinns in Ashta'daramai. ...",
				"Therefore, I'm what is commonly called a cook, although I do not like that word too much. It is vulgar. I prefer to call myself 'chef'.",
			}, npc, creature)
		elseif missionProgress == 1 then
			npcHandler:say("Do you have the cookbook of the dwarven kitchen with you? Can I have it?", npc, creature)
			npcHandler:setTopic(playerId, 2)
		else
			npcHandler:say("Thanks again, for bringing me that book!", npc, creature)
		end
	elseif npcHandler:getTopic(playerId) == 1 then
		if MsgContains(message, "yes") then
			npcHandler:say({
				"Fine! Even though I know so many recipes, I'm looking for the description of some dwarven meals. ...",
				"So, if you could bring me a cookbook of the dwarven kitchen, I'll reward you well.",
			}, npc, creature)
			player:setStorageValue(Storage.Quest.U7_4.DjinnWar.MaridFaction.Start, 1)
			player:setStorageValue(Storage.Quest.U7_4.DjinnWar.MaridFaction.Mission01, 1)
		elseif MsgContains(message, "no") then
			npcHandler:say("Well, too bad.", npc, creature)
		end
		npcHandler:setTopic(playerId, 0)
	elseif npcHandler:getTopic(playerId) == 2 then
		if MsgContains(message, "yes") then
			if not player:removeItem(3234, 1) then
				npcHandler:say("Too bad. I must have this book.", npc, creature)
				return true
			end

			npcHandler:say({
				"The book! You have it! Let me see! <browses the book> ...",
				"Dragon Egg Omelette, Dwarven beer sauce... it's all there. This is great! Here is your well-deserved reward. ...",
				"Incidentally, I have talked to Fa'hradin about you during dinner. I think he might have some work for you. Why don't you talk to him about it?",
			}, npc, creature)
			player:setStorageValue(Storage.Quest.U7_4.DjinnWar.MaridFaction.Mission01, 2)
			player:addItem(3029, 3)
		elseif MsgContains(message, "no") then
			npcHandler:say("Too bad. I must have this book.", npc, creature)
		end
		npcHandler:setTopic(playerId, 0)
	end
	return true
end

-- Greeting
keywordHandler:addCustomGreetKeyword({ "djanni'hah" }, greetCallback, { npcHandler = npcHandler })

npcHandler:setMessage(MESSAGE_FAREWELL, "Goodbye. I am sure you will come back for more. They all do.")
npcHandler:setMessage(MESSAGE_WALKAWAY, "Goodbye. I am sure you will come back for more. They all do.")

npcHandler:setCallback(CALLBACK_MESSAGE_DEFAULT, creatureSayCallback)
npcHandler:setCallback(CALLBACK_GREET, greetCallback)

npcHandler:addModule(FocusModule:new(), npcConfig.name, true, true, true)

-- npcType registering the npcConfig table
npcType:register(npcConfig)
