local internalNpcName = "Guide Davina"
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 = 157,
	lookHead = 113,
	lookBody = 97,
	lookLegs = 116,
	lookFeet = 114,
	lookAddons = 1,
}

npcConfig.flags = {
	floorchange = false,
	profession = "banker",
}
npcConfig.speechBubble = SPEECHBUBBLE_BANKER

npcConfig.voices = {
	interval = 15000,
	chance = 50,
	{ text = "I'm informed about the status the world is in. If you have questions, let me know." },
	{ text = "Need some help finding your way through Liberty Bay? Let me assist you." },
	{ text = "Free escort to the depot for newcomers!" },
	{ text = "Hello, is this your first visit to Liberty Bay? I can show you around the town." },
}

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 configMarks = {
	{ mark = "shops", position = Position(32293, 32824, 7), markId = MAPMARK_BAG, description = "Shops" },
	{ mark = "depot", position = Position(32336, 32838, 7), markId = MAPMARK_LOCK, description = "Depot" },
	{ mark = "temple", position = Position(32317, 32826, 7), markId = MAPMARK_TEMPLE, description = "Temple" },
}

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

	if table.contains({ "map", "marks" }, message) then
		npcHandler:say("Would you like me to mark locations like - for example - the depot, bank and shops on your map?", npc, creature)
		npcHandler:setTopic(playerId, 1)
	elseif MsgContains(message, "yes") and npcHandler:getTopic(playerId) == 1 then
		npcHandler:say("Here you go.", npc, creature)
		local mark
		for i = 1, #configMarks do
			mark = configMarks[i]
			player:addMapMark(mark.position, mark.markId, mark.description)
		end
		npcHandler:setTopic(playerId, 0)
	elseif MsgContains(message, "no") and npcHandler:getTopic(playerId) >= 1 then
		npcHandler:say("Well, nothing wrong about exploring the town on your own. Let me know if you need something!", npc, creature)
		npcHandler:setTopic(playerId, 0)
	end
	return true
end

keywordHandler:addKeyword({ "information" }, StdModule.say, { npcHandler = npcHandler, text = "Currently, I can tell you all about the town, its temple, the bank, shops, spell trainers and the depot, as well as about the world status." })
keywordHandler:addKeyword({ "temple" }, StdModule.say, { npcHandler = npcHandler, text = "The temple is just north west of the depot. You can't miss it." })
keywordHandler:addKeyword({ "bank" }, StdModule.say, { npcHandler = npcHandler, text = "Jefrey, our bank clerk, can be found inside the depot. Easy to find." })
keywordHandler:addKeyword({ "shops" }, StdModule.say, { npcHandler = npcHandler, text = "You can buy weapons, armor, tools, gems, magical equipment, furniture and food here." })
keywordHandler:addKeyword({ "depot" }, StdModule.say, { npcHandler = npcHandler, text = "The depot is a place where you can safely store your belongings. You are also protected against attacks there. I escort newcomers there." })
keywordHandler:addKeyword({ "job" }, StdModule.say, { npcHandler = npcHandler, text = "Well, I'm a guide. I can mark important locations on your map and give you some information about the town. I do this for free, but I'm always happy about a small donation if you can spare some money." })
keywordHandler:addKeyword({ "town" }, StdModule.say, { npcHandler = npcHandler, text = "This city has three main districts - a noble district, a merchant district and the slums. The class difference is clearly visible here. Most shops are in the merchant district. There are also large sugarcane plantations." })
keywordHandler:addKeyword({ "name" }, StdModule.say, { npcHandler = npcHandler, text = "I'm Davina. Glad to help you today." })

npcHandler:setMessage(MESSAGE_GREET, "Hello there, |PLAYERNAME| and welcome to Liberty Bay! Would you like some information and a map guide?")
npcHandler:setMessage(MESSAGE_WALKAWAY, "Good bye.")
npcHandler:setMessage(MESSAGE_FAREWELL, "Good bye and enjoy your stay in Liberty Bay, |PLAYERNAME|")

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

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