/*
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2, or (at your option)
 * any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
 * 02111-1307, USA.
 *
 * http://www.gnu.org/copyleft/gpl.html
 */
package com.festina.gameserver.ai;

import static com.festina.gameserver.ai.CtrlIntention.AI_INTENTION_ATTACK;
import static com.festina.gameserver.ai.CtrlIntention.AI_INTENTION_CAST;
import static com.festina.gameserver.ai.CtrlIntention.AI_INTENTION_FOLLOW;
import static com.festina.gameserver.ai.CtrlIntention.AI_INTENTION_IDLE;
import static com.festina.gameserver.ai.CtrlIntention.AI_INTENTION_INTERACT;
import static com.festina.gameserver.ai.CtrlIntention.AI_INTENTION_PICK_UP;
import com.festina.gameserver.model.L2Summon;
import com.festina.gameserver.model.L2Character.AIAccessor;

public class L2SummonAI extends L2CharacterAI
{

    private boolean thinking; // to prevent recursive thinking

    public L2SummonAI(AIAccessor accessor)
    {
        super(accessor);
    }

    protected void onIntentionIdle()
    {
        onIntentionActive();
    }

    protected void onIntentionActive()
    {
        L2Summon summon = (L2Summon) _actor;
        if (summon.getFollowStatus()) setIntention(AI_INTENTION_FOLLOW, summon.getOwner());
        else super.onIntentionActive();
    }

    private void thinkAttack()
    {
        if (checkTargetLostOrDead(getAttackTarget()))
        {
            setAttackTarget(null);
            return;
        }
        if (maybeMoveToPawn(getAttackTarget(), _actor.getPhysicalAttackRange())) return;
        clientStopMoving(null);
        _accessor.doAttack(getAttackTarget());
        return;
    }

    private void thinkCast()
    {
        L2Summon summon = (L2Summon) _actor;
        if (checkTargetLost(getCastTarget()))
        {
            setCastTarget(null);
            return;
        }
        if (maybeMoveToPawn(getCastTarget(), _actor.getMagicalAttackRange(_skill))) return;
        clientStopMoving(null);
        summon.setFollowStatus(false);
        setIntention(AI_INTENTION_IDLE);
        _accessor.doCast(_skill);
        return;
    }

    private void thinkPickUp()
    {
        if (_actor.isAllSkillsDisabled()) return;
        if (checkTargetLost(getTarget())) return;
        if (maybeMoveToPawn(getTarget(), 36)) return;
        setIntention(AI_INTENTION_IDLE);
        ((L2Summon.AIAccessor) _accessor).doPickupItem(getTarget());
        return;
    }

    private void thinkInteract()
    {
        if (_actor.isAllSkillsDisabled()) return;
        if (checkTargetLost(getTarget())) return;
        if (maybeMoveToPawn(getTarget(), 36)) return;
        setIntention(AI_INTENTION_IDLE);
        return;
    }

    protected void onEvtThink()
    {
        if (thinking || _actor.isAllSkillsDisabled()) return;
        thinking = true;
        try
        {
            if (getIntention() == AI_INTENTION_ATTACK) thinkAttack();
            else if (getIntention() == AI_INTENTION_CAST) thinkCast();
            else if (getIntention() == AI_INTENTION_PICK_UP) thinkPickUp();
            else if (getIntention() == AI_INTENTION_INTERACT) thinkInteract();
        }
        finally
        {
            thinking = false;
        }
    }

}
