/*
 * 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 net.sf.l2j.gameserver.model.actor.instance;

import javolution.util.FastList;
import net.sf.l2j.Config;
import net.sf.l2j.gameserver.ThreadPoolManager;
import net.sf.l2j.gameserver.ai.CtrlIntention;
import net.sf.l2j.gameserver.instancemanager.FortSiegeManager;
import net.sf.l2j.gameserver.instancemanager.FortSiegeManager.SiegeSpawn;
import net.sf.l2j.gameserver.model.L2CharPosition;
import net.sf.l2j.gameserver.model.L2Skill;
import net.sf.l2j.gameserver.model.L2Spawn;
import net.sf.l2j.gameserver.model.actor.L2Character;
import net.sf.l2j.gameserver.model.actor.L2Summon;
import net.sf.l2j.gameserver.network.serverpackets.NpcSay;
import net.sf.l2j.gameserver.templates.chars.L2NpcTemplate;

public class L2FortCommanderInstance extends L2FortSiegeGuardInstance
{

	private boolean _canTalk;

	public L2FortCommanderInstance(int objectId, L2NpcTemplate template)
    {
        super(objectId, template);
        _canTalk = true;
    }

    /**
     * Return True if a siege is in progress and the L2Character attacker isn't a Defender.<BR><BR>
     *
     * @param attacker The L2Character that the L2CommanderInstance try to attack
     *
     */
    @Override
    public boolean isAutoAttackable(L2Character attacker)
    {
    	if ( attacker == null || !(attacker instanceof L2PcInstance) )
    		return false;
    	
        boolean isFort = (getFort() != null && getFort().getFortId() > 0  && getFort().getSiege().getIsInProgress() && !getFort().getSiege().checkIsDefender(((L2PcInstance)attacker).getClan()));
        
        // Attackable during siege by all except defenders
        return (isFort);
    }
   
    @Override
    public void addDamageHate(L2Character attacker, int damage, int aggro)
    {
        if (attacker == null)
            return;

        if (!(attacker instanceof L2FortCommanderInstance))
        {
            super.addDamageHate(attacker, damage, aggro);
        }
    }
    
    @Override
    public boolean doDie(L2Character killer)
    {
        if (!super.doDie(killer))
            return false;
        
        if (getFort().getSiege().getIsInProgress())
        {
            getFort().getSiege().killedCommander(this);

        }
		
        return true;
    }
    
    /**
     * This method forces guard to return to home location previously set
     *
     */
    public void returnHome()
    {
        if (!isInsideRadius(getSpawn().getLocx(), getSpawn().getLocy(), 200, false))
        {
            if (Config.DEBUG) _log.info(getObjectId()+": moving home");
            setisReturningToSpawnPoint(true);    
            clearAggroList();
            
            if (hasAI())
                getAI().setIntention(CtrlIntention.AI_INTENTION_MOVE_TO, new L2CharPosition(getSpawn().getLocx(), getSpawn().getLocy(), getSpawn().getLocz(), 0));
        }
    }
    @Override
    public final void addDamage(L2Character attacker, int damage, L2Skill skill)
    {
    	L2Spawn spawn = getSpawn();
    	if (spawn != null && canTalk())
		{
			FastList<SiegeSpawn> commanders = FortSiegeManager.getInstance().getCommanderSpawnList(getFort().getFortId());
			for (SiegeSpawn spawn2 : commanders)
			{
				if (spawn2.getNpcId() == spawn.getNpcid())
				{
					String text = "";
					switch (spawn2.getId())
					{
						case 1:
							text = "Attacking the enemy's reinforcements is necesary. Time to Die!";
							break;
						case 2:
							if (attacker instanceof L2Summon)
								attacker = ((L2Summon) attacker).getOwner();
							text = "Everyone, concentrate your attacks on "+attacker.getName()+"! Show the enemy your resolve!";
							break;
						case 3:
							text = "Spirit of Fire, unleash your power! Burn the enemy!!";
							break;
					}
					if (!text.isEmpty())
					{
						broadcastPacket(new NpcSay(getObjectId(), 1, getNpcId(), text));
						setCanTalk(false);
						ThreadPoolManager.getInstance().scheduleGeneral(new ScheduleTalkTask(), 10000);
					}
				}
			}
		}
    	super.addDamage(attacker, damage, skill);
    }
    
	private class ScheduleTalkTask implements Runnable
	{
		
		public ScheduleTalkTask()
		{
		}
		
		public void run()
		{
			setCanTalk(true);
		}
	}
	
	void setCanTalk(boolean val)
	{
		_canTalk = val;
	}
	
	private boolean canTalk()
	{
		return _canTalk;
	}

    @Override
	public boolean hasRandomAnimation()
	{
		return false;
	}
}
