/*
 * 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 3 of the License, 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, see <http://www.gnu.org/licenses/>.
 */
package ai.individual.grandboss;

import static l2.universe.gameserver.ai.CtrlIntention.AI_INTENTION_FOLLOW;
import static l2.universe.gameserver.ai.CtrlIntention.AI_INTENTION_IDLE;

import java.util.Collection;
import java.util.logging.Level;

import javolution.util.FastList;
import l2.universe.Config;
import l2.universe.gameserver.GeoData;
import l2.universe.gameserver.ThreadPoolManager;
import l2.universe.gameserver.ai.CtrlEvent;
import l2.universe.gameserver.ai.CtrlIntention;
import l2.universe.gameserver.datatables.SkillTable;
import l2.universe.gameserver.instancemanager.GrandBossManager;
import l2.universe.gameserver.model.L2Effect;
import l2.universe.gameserver.model.L2Object;
import l2.universe.gameserver.model.L2Skill;
import l2.universe.gameserver.model.actor.L2Attackable;
import l2.universe.gameserver.model.actor.L2Character;
import l2.universe.gameserver.model.actor.L2Npc;
import l2.universe.gameserver.model.actor.L2Summon;
import l2.universe.gameserver.model.actor.instance.L2DecoyInstance;
import l2.universe.gameserver.model.actor.instance.L2GrandBossInstance;
import l2.universe.gameserver.model.actor.instance.L2PcInstance;
import l2.universe.gameserver.model.quest.QuestTimer;
import l2.universe.gameserver.model.zone.type.L2BossZone;
import l2.universe.gameserver.network.serverpackets.Earthquake;
import l2.universe.gameserver.network.serverpackets.MoveToPawn;
import l2.universe.gameserver.network.serverpackets.PlaySound;
import l2.universe.gameserver.network.serverpackets.SocialAction;
import l2.universe.gameserver.templates.StatsSet;
import l2.universe.gameserver.util.Util;
import l2.universe.util.Rnd;
import l2.universe.scripts.ai.L2AttackableAIScript;

/**
 * Baium AI
 * 
 * Note1: if the server gets rebooted while players are still fighting Baium, there is no lock, but
 *   players also lose their ability to wake baium up.  However, should another person
 *   enter the room and wake him up, the players who had stayed inside may join the raid.
 *   This can be helpful for players who became victims of a reboot (they only need 1 new player to
 *   enter and wake up baium) and is not too exploitable since any player wishing to exploit it
 *   would have to suffer 5 days of being parked in an empty room.
 * Note2: Neither version of Baium should be a permanent spawn.  This script is fully capable of
 *   spawning the statue-version when the lock expires and switching it to the mob version promptly.
 *
 * Additional notes ( source http://aleenaresron.blogspot.com/2006_08_01_archive.html ):
 *   * Baium only first respawns five days after his last death. And from those five days he will
 *       respawn within 1-8 hours of his last death. So, you have to know his last time of death.
 *   * If by some freak chance you are the only one in Baium's chamber and NO ONE comes in
 *       [ha, ha] you or someone else will have to wake Baium. There is a good chance that Baium
 *       will automatically kill whoever wakes him. There are some people that have been able to
 *       wake him and not die, however if you've already gone through the trouble of getting the
 *       bloody fabric and camped him out and researched his spawn time, are you willing to take that 
 *       chance that you'll wake him and not be able to finish your quest? Doubtful.
 *       [ this powerful attack vs the player who wakes him up is NOT yet implemented here]
 *   * once someone starts attacking Baium no one else can port into the chamber where he is.
 *       Unlike with the other raid bosses, you can just show up at any time as long as you are there
 *       when they die. Not true with Baium. Once he gets attacked, the port to Baium closes. byebye,
 *       see you in 5 days.  If nobody attacks baium for 30 minutes, he auto-despawns and unlocks the 
 *       vortex
 * 
 * @author Fulminus version 0.1, Synerge
 */
public class Baium extends L2AttackableAIScript
{
	private L2Character _target;
	private L2Skill _skill;
	private static final int STONE_BAIUM = 29025;
	private static final int ANGELIC_VORTEX = 31862;
	private static final int LIVE_BAIUM = 29020;
	private static final int STONE_LOC[] = { 116033, 17447, 10104, 40188 };
	private static final int ARCHANGEL = 29021;
	private static FastList<L2Attackable> _Minions = new FastList<L2Attackable>();
	private final static int ANGEL_LOCATION[][] =
	{
		{ 113004, 16209, 10076, 60242 }, { 114053, 16642, 10076, 4411 },
		{ 114563, 17184, 10076, 49241 }, { 116356, 16402, 10076, 31109 },
		{ 115015, 16393, 10076, 32760 }, { 115481, 15335, 10076, 16241 },
		{ 114680, 15407, 10051, 32485 }, { 114886, 14437, 10076, 16868 },
		{ 115391, 17593, 10076, 55346 }, { 115245, 17558, 10076, 35536 }
	};
	
	//Baium status tracking
	private static final byte ASLEEP = 0; // baium is in the stone version, waiting to be woken up.  Entry is unlocked
	private static final byte AWAKE = 1; // baium is awake and fighting.  Entry is locked.
	private static final byte DEAD = 2; // baium has been killed and has not yet spawned.  Entry is locked
	private static long _LastAttackVsBaiumTime = 0;
	private static L2BossZone _Zone;
	private L2GrandBossInstance _baium;
	
	public Baium(int questId, String name, String descr)
	{
		super(questId, name, descr);
		
		final int[] mob = { LIVE_BAIUM };
		this.registerMobs(mob);
		
		// Quest NPC starter initialization
		addStartNpc(STONE_BAIUM);
		addStartNpc(ANGELIC_VORTEX);
		addTalkId(STONE_BAIUM);
		addTalkId(ANGELIC_VORTEX);
		_Zone = GrandBossManager.getInstance().getZone(113100, 14500, 10077);
		final StatsSet info = GrandBossManager.getInstance().getStatsSet(LIVE_BAIUM);
		final int status = GrandBossManager.getInstance().getBossStatus(LIVE_BAIUM);
		if (status == DEAD)
		{
			// load the unlock date and time for baium from DB
			final long temp = (info.getLong("respawn_time") - System.currentTimeMillis());
			if (temp > 0)
			{
				// the unlock time has not yet expired. Mark Baium as currently locked (dead).  Setup a timer
				// to fire at the correct time (calculate the time between now and the unlock time,
				// setup a timer to fire after that many msec)
				startQuestTimer("baium_unlock", temp, null, null);
			}
			else
			{
				// the time has already expired while the server was offline. Delete the saved time and
				// immediately spawn the stone-baium. Also the state need not be changed from ASLEEP
				addSpawn(STONE_BAIUM, STONE_LOC[0], STONE_LOC[1], STONE_LOC[2], STONE_LOC[3], false, 0);
				GrandBossManager.getInstance().setBossStatus(LIVE_BAIUM, ASLEEP);
			}
		}
		else if (status == AWAKE)
		{
			final int loc_x = info.getInteger("loc_x");
			final int loc_y = info.getInteger("loc_y");
			final int loc_z = info.getInteger("loc_z");
			final int heading = info.getInteger("heading");
			final int hp = info.getInteger("currentHP");
			final int mp = info.getInteger("currentMP");
			_baium = (L2GrandBossInstance) addSpawn(LIVE_BAIUM, loc_x, loc_y, loc_z, heading, false, 0);
			GrandBossManager.getInstance().addBoss(_baium);
			ThreadPoolManager.getInstance().scheduleGeneral(new Runnable()
			{
				@Override
				public void run()
				{
					try
					{
						_baium.setCurrentHpMp(hp, mp);
						_baium.setIsInvul(true);
						_baium.setIsImmobilized(true);
						_baium.setRunning();
						_baium.broadcastPacket(new SocialAction(_baium.getObjectId(), 2));
						startQuestTimer("baium_wakeup", 15000, _baium, null);
					}
					catch (final Exception e)
					{
						_log.warning("Could not wake up baium: ");
					}
				}
			}, 100L);
		}
		else
			addSpawn(STONE_BAIUM, STONE_LOC[0], STONE_LOC[1], STONE_LOC[2], STONE_LOC[3], false, 0);
	}
	
	@Override
	public String onAdvEvent(String event, L2Npc npc, L2PcInstance player)
	{
		if (event.equalsIgnoreCase("baium_unlock"))
		{
			GrandBossManager.getInstance().setBossStatus(LIVE_BAIUM, ASLEEP);
			addSpawn(STONE_BAIUM, STONE_LOC[0], STONE_LOC[1], STONE_LOC[2], STONE_LOC[3], false, 0);
		}
		else if (event.equalsIgnoreCase("skill_range") && npc != null)
		{
			callSkillAI(npc);
		}
		else if (event.equalsIgnoreCase("clean_player"))
		{
			_target = getRandomTarget(npc);
		}
		else if (event.equalsIgnoreCase("baium_wakeup") && npc != null)
		{
			if (npc.getNpcId() == LIVE_BAIUM)
			{
				npc.broadcastPacket(new SocialAction(npc.getObjectId(), 1));
				npc.broadcastPacket(new Earthquake(npc.getX(), npc.getY(), npc.getZ(), 40, 5));
				// start monitoring baium's inactivity
				_LastAttackVsBaiumTime = System.currentTimeMillis();
				startQuestTimer("baium_despawn", 60000, npc, null, true);
				startQuestTimer("skill_range", 500, npc, null, true);
				final L2Npc baium = npc;
				ThreadPoolManager.getInstance().scheduleGeneral(new Runnable()
				{
					@Override
					public void run()
					{
						try
						{
							baium.setIsInvul(false);
							baium.setIsImmobilized(false);
						}
						catch (final Exception e)
						{
							e.printStackTrace();
						}
					}
				}, 11100L);
				for (int i = 0; i < 5; i++)
					_Minions.add((L2Attackable) addSpawn(ARCHANGEL, ANGEL_LOCATION[i][0], ANGEL_LOCATION[i][1], ANGEL_LOCATION[i][2], ANGEL_LOCATION[i][3], false, 0));
				
				// Send the archangels to attack the wake character
				for (final L2Attackable minion : _Minions)
				{
					if (player != null)
					{
						minion.getAI().notifyEvent(CtrlEvent.EVT_ATTACKED, player);
						minion.getAI().notifyEvent(CtrlEvent.EVT_AGGRESSION, player, 500);
					}
				}
				// TODO: the person who woke baium up should be knocked across the room, onto a wall, and
				// lose massive amounts of HP.
			}
			// despawn the live baium after 30 minutes of inactivity
			// also check if the players are cheating, having pulled Baium outside his zone...
		}
		else if (event.equalsIgnoreCase("baium_despawn") && npc != null)
		{
			if (npc.getNpcId() == LIVE_BAIUM)
			{
				// just in case the zone reference has been lost (somehow...), restore the reference
				if (_Zone == null)
					_Zone = GrandBossManager.getInstance().getZone(113100, 14500, 10077);
				if (_LastAttackVsBaiumTime + 1800000 < System.currentTimeMillis())
				{
					npc.deleteMe(); // despawn the live-baium
					addSpawn(STONE_BAIUM, STONE_LOC[0], STONE_LOC[1], STONE_LOC[2], STONE_LOC[3], false, 0); // spawn stone-baium
					GrandBossManager.getInstance().setBossStatus(LIVE_BAIUM, ASLEEP); // mark that Baium is not awake any more
					_Zone.oustAllPlayers();
					cancelQuestTimer("baium_despawn", npc, null);
					for (final L2Attackable minion : _Minions)
						if (minion != null)
							minion.deleteMe();
					_Minions.clear();
				}
				else if ((_LastAttackVsBaiumTime + 300000 < System.currentTimeMillis()) && npc.getCurrentHp() < ((npc.getMaxHp() * 3) / 4.0))
				{
					npc.setIsCastingNow(false); //just in case
					npc.setTarget(npc);
					npc.doCast(SkillTable.getInstance().getInfo(4135, 1));
					npc.setIsCastingNow(true);
				}
				else if (!_Zone.isInsideZone(npc))
					npc.teleToLocation(STONE_LOC[0], STONE_LOC[1], STONE_LOC[2]);
			}
		}
		return super.onAdvEvent(event, npc, player);
	}
	
	@Override
	public String onTalk(L2Npc npc, L2PcInstance player)
	{
		final int npcId = npc.getNpcId();
		String htmltext = "";
		if (_Zone == null)
			_Zone = GrandBossManager.getInstance().getZone(113100, 14500, 10077);
		if (_Zone == null)
			return "<html><body>Angelic Vortex:<br>You may not enter while admin disabled this zone</body></html>";
		if (npcId == STONE_BAIUM && GrandBossManager.getInstance().getBossStatus(LIVE_BAIUM) == ASLEEP)
		{
			if (_Zone.isPlayerAllowed(player))
			{
				// once Baium is awaken, no more people may enter until he dies, the server reboots, or 
				// 30 minutes pass with no attacks made against Baium.
				GrandBossManager.getInstance().setBossStatus(LIVE_BAIUM, AWAKE);
				npc.deleteMe();
				final L2GrandBossInstance baium = (L2GrandBossInstance) addSpawn(LIVE_BAIUM, npc);
				GrandBossManager.getInstance().addBoss(baium);
				final L2Npc _baium = baium;
				final L2PcInstance _player = player;
				ThreadPoolManager.getInstance().scheduleGeneral(new Runnable()
				{
					@Override
					public void run()
					{
						try
						{
							_baium.setIsInvul(true);
							_baium.setRunning();
							_baium.broadcastPacket(new SocialAction(_baium.getObjectId(), 2));
							startQuestTimer("baium_wakeup", 15000, _baium, _player);
							_baium.setShowSummonAnimation(false);
						}
						catch (final Throwable e)
						{
							_log.log(Level.WARNING, "", e);
						}
					}
				}, 100L);
			}
			else
				htmltext = "Conditions are not right to wake up Baium";
		}
		else if (npcId == ANGELIC_VORTEX)
		{
			if (player.isFlying())
			{
				//print "Player "+player.getName()+" attempted to enter Baium's lair while flying!";
				htmltext = "<html><body>Angelic Vortex:<br>You may not enter while flying a wyvern</body></html>";
			}
			
			if (GrandBossManager.getInstance().getBossStatus(LIVE_BAIUM) == ASLEEP
					&& player.getQuestState("baium").getQuestItemsCount(4295) > 0) // bloody fabric
			{
				player.getQuestState("baium").takeItems(4295, 1);
				// allow entry for the player for the next 30 secs (more than enough time for the TP to happen)
				// Note: this just means 30secs to get in, no limits on how long it takes before we get out.
				_Zone.allowPlayerEntry(player, 30);
				player.teleToLocation(113100, 14500, 10077);
			}
			else
				npc.showChatWindow(player, 1);
		}
		return htmltext;
	}
	
	@Override
	public String onSpellFinished(L2Npc npc, L2PcInstance player, L2Skill skill)
	{
		if (npc.isInvul())
		{
			npc.getAI().setIntention(AI_INTENTION_IDLE);
			return null;
		}
		else if (npc.getNpcId() == LIVE_BAIUM && !npc.isInvul())
		{
			callSkillAI(npc);
		}
		return super.onSpellFinished(npc, player, skill);
	}
	
	@Override
	public String onAttack(L2Npc npc, L2PcInstance attacker, int damage, boolean isPet)
	{
		if (!_Zone.isInsideZone(attacker))
		{
			attacker.reduceCurrentHp(attacker.getCurrentHp(), attacker, false, false, null);
			return super.onAttack(npc, attacker, damage, isPet);
		}
		if (npc.isInvul())
		{
			npc.getAI().setIntention(AI_INTENTION_IDLE);
			return super.onAttack(npc, attacker, damage, isPet);
		}
		else if (npc.getNpcId() == LIVE_BAIUM)
		{
			if (attacker.getMountType() == 1)
			{
				int sk_4258 = 0;
				final L2Effect[] effects = attacker.getAllEffects();
				if (effects != null && effects.length != 0)
				{
					for (final L2Effect e : effects)
					{
						if (e.getSkill().getId() == 4258)
							sk_4258 = 1;
					}
				}
				if (sk_4258 == 0)
				{
					npc.setTarget(attacker);
					npc.doCast(SkillTable.getInstance().getInfo(4258, 1));
				}
			}
			// update a variable with the last action against baium
			_LastAttackVsBaiumTime = System.currentTimeMillis();
			callSkillAI(npc);
			doAttack(attacker);
		}
		else if (npc.getNpcId() == ARCHANGEL)
		{
			if ((Rnd.get(100) < 5) && ((npc.getStatus().getCurrentHp() / npc.getStat().getMaxHp())*100) < 50)
			{
				npc.setTarget(npc);
				npc.doCast(SkillTable.getInstance().getInfo(4133, 1));
			}

		}
		return super.onAttack(npc, attacker, damage, isPet);
	}
	
	@Override
	public String onKill(L2Npc npc, L2PcInstance killer, boolean isPet)
	{
		cancelQuestTimer("baium_despawn", npc, null);
		npc.broadcastPacket(new PlaySound(1, "BS01_D", 1, npc.getObjectId(), npc.getX(), npc.getY(), npc.getZ()));
		// spawn the "Teleportation Cubic" for 15 minutes (to allow players to exit the lair)
		addSpawn(29055, 115203, 16620, 10078, 0, false, 900000); ////should we teleport everyone out if the cubic despawns??
		// "lock" baium for 5 days and 1 to 8 hours [i.e. 432,000,000 + 1*3,600,000 + random-less-than(8*3,600,000) millisecs]
		final long respawnTime = (long) Config.Interval_Of_Baium_Spawn + Rnd.get(Config.Random_Of_Baium_Spawn);
		GrandBossManager.getInstance().setBossStatus(LIVE_BAIUM, DEAD);
		startQuestTimer("baium_unlock", respawnTime, null, null);
		// also save the respawn time so that the info is maintained past reboots
		final StatsSet info = GrandBossManager.getInstance().getStatsSet(LIVE_BAIUM);
		info.set("respawn_time", (System.currentTimeMillis()) + respawnTime);
		GrandBossManager.getInstance().setStatsSet(LIVE_BAIUM, info);
		if (getQuestTimer("skill_range", npc, null) != null)
			getQuestTimer("skill_range", npc, null).cancel();
		for (final L2Attackable minion : _Minions)
		{
			if (minion != null)
				minion.deleteMe();
		}
		_Minions.clear();
		return super.onKill(npc, killer, isPet);
	}
	
	public void doAttack (L2PcInstance player) 
	{
		for(L2Npc npc : _Minions)
		{
			if(npc.getTarget() != null && npc.getTarget() != _baium)
				continue;
			
			npc.setIsRunning(true);
			((L2Attackable) npc).addDamageHate(player, 0, 999);
			npc.getAI().setIntention(CtrlIntention.AI_INTENTION_ATTACK, player);
			return;
		}
	}
	
	public L2Character getRandomTarget(L2Npc npc)
	{
		final FastList<L2Character> result = new FastList<L2Character>();
		final Collection<L2Object> objs = npc.getKnownList().getKnownObjects().values();
		{
			for (final L2Object obj : objs)
			{
				if (obj instanceof L2Character)
				{
					if (((L2Character) obj).getZ() < (npc.getZ() - 100)
					        && ((L2Character) obj).getZ() > (npc.getZ() + 100)
					        || !(GeoData.getInstance().canSeeTarget(((L2Character) obj).getX(), ((L2Character) obj).getY(), ((L2Character) obj).getZ(), npc.getX(), npc.getY(), npc.getZ()))
					        || ((L2Character) obj).isGM())
						continue;
				}
				if (obj instanceof L2PcInstance || obj instanceof L2Summon || obj instanceof L2DecoyInstance)
				{
					if (Util.checkIfInRange(9000, npc, obj, true) && !((L2Character) obj).isDead())
						result.add((L2Character) obj);
				}
			}
		}
		
		if (!result.isEmpty())
		{
			final Object[] characters = result.toArray();
			final QuestTimer timer = getQuestTimer("clean_player", npc, null);
			if (timer != null)
				timer.cancel();
			startQuestTimer("clean_player", 20000, npc, null);
			return (L2Character) characters[Rnd.get(characters.length)];
		}
		return null;
	}
	
	public synchronized void callSkillAI(L2Npc npc)
	{
		if (npc.isInvul() || npc.isCastingNow())
			return;
		if (_target == null || _target.isDead() || !(_Zone.isInsideZone(_target)))
		{
			_target = getRandomTarget(npc);
			if (_target != null)
				_skill = SkillTable.getInstance().getInfo(getRandomSkill(npc), 1);
		}
		
		final L2Character target = _target;
		L2Skill skill = _skill;
		if (skill == null)
			skill = SkillTable.getInstance().getInfo(getRandomSkill(npc), 1);
		if (target == null || target.isDead() || !(_Zone.isInsideZone(target)))
		{
			npc.setIsCastingNow(false);
			return;
		}
		
		if (Util.checkIfInRange(skill.getCastRange(), npc, target, true))
		{
			npc.getAI().setIntention(AI_INTENTION_IDLE);
			npc.setTarget(target);
			npc.setIsCastingNow(true);
			_target = null;
			_skill = null;
			if (getDist(skill.getCastRange()) > 0)
				npc.broadcastPacket(new MoveToPawn(npc, target, getDist(skill.getCastRange())));
			try
			{
				Thread.sleep(1000);
				npc.stopMove(null);
				npc.doCast(skill);
			}
			catch (final Exception e)
			{
				e.printStackTrace();
			}
		}
		else
		{
			npc.getAI().setIntention(AI_INTENTION_FOLLOW, target, null);
			npc.setIsCastingNow(false);
		}
	}
	
	public int getRandomSkill(L2Npc npc)
	{
		int skill;
		if (npc.getCurrentHp() > ((npc.getMaxHp() * 3) / 4.0))
		{
			if (Rnd.get(100) < 10)
				skill = 4128;
			else if (Rnd.get(100) < 10)
				skill = 4129;
			else
				skill = 4127;
		}
		else if (npc.getCurrentHp() > ((npc.getMaxHp() * 2) / 4.0))
		{
			if (Rnd.get(100) < 10)
				skill = 4131;
			else if (Rnd.get(100) < 10)
				skill = 4128;
			else if (Rnd.get(100) < 10)
				skill = 4129;
			else
				skill = 4127;
		}
		else if (npc.getCurrentHp() > ((npc.getMaxHp() * 1) / 4.0))
		{
			if (Rnd.get(100) < 10)
				skill = 4130;
			else if (Rnd.get(100) < 10)
				skill = 4131;
			else if (Rnd.get(100) < 10)
				skill = 4128;
			else if (Rnd.get(100) < 10)
				skill = 4129;
			else
				skill = 4127;
		}
		else if (Rnd.get(100) < 10)
			skill = 4130;
		else if (Rnd.get(100) < 10)
			skill = 4131;
		else if (Rnd.get(100) < 10)
			skill = 4128;
		else if (Rnd.get(100) < 10)
			skill = 4129;
		else
			skill = 4127;
		return skill;
	}
	
	@Override
	public String onSkillSee(L2Npc npc, L2PcInstance caster, L2Skill skill, L2Object[] targets, boolean isPet)
	{
		if (npc.isInvul())
		{
			npc.getAI().setIntention(AI_INTENTION_IDLE);
			return null;
		}
		npc.setTarget(caster);
		return super.onSkillSee(npc, caster, skill, targets, isPet);
	}
	
	public int getDist(int range)
	{
		int dist = 0;
		switch (range)
		{
			case -1:
				break;
			case 100:
				dist = 85;
				break;
			default:
				dist = range - 85;
				break;
		}
		return dist;
	}
	
	@Override
	public String onSpawn(L2Npc npc)
	{
		if (npc.getNpcId() == LIVE_BAIUM)
			npc.disableCoreAI(true);
		return super.onSpawn(npc);
	}
	
	public static void main(String[] args)
	{
		// Quest class and state definition
		new Baium(-1, "baium", "ai");
	}
}
