/*
 * 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.ai;

import static net.sf.l2j.gameserver.ai.CtrlIntention.AI_INTENTION_ATTACK;
import static net.sf.l2j.gameserver.ai.CtrlIntention.AI_INTENTION_CAST;
import static net.sf.l2j.gameserver.ai.CtrlIntention.AI_INTENTION_IDLE;
import static net.sf.l2j.gameserver.ai.CtrlIntention.AI_INTENTION_INTERACT;
import static net.sf.l2j.gameserver.ai.CtrlIntention.AI_INTENTION_MOVE_TO;
import static net.sf.l2j.gameserver.ai.CtrlIntention.AI_INTENTION_PICK_UP;
import static net.sf.l2j.gameserver.ai.CtrlIntention.AI_INTENTION_REST;
import net.sf.l2j.Config;
import net.sf.l2j.gameserver.model.L2CharPosition;
import net.sf.l2j.gameserver.model.L2Character;
import net.sf.l2j.gameserver.model.L2Object;
import net.sf.l2j.gameserver.model.L2Skill;
import net.sf.l2j.gameserver.model.L2Character.AIAccessor;
import net.sf.l2j.gameserver.model.L2Skill.SkillTargetType;
import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2StaticObjectInstance;

public class L2PlayerAI extends L2CharacterAI
{

    private boolean _thinking; // to prevent recursive thinking

    //private Stack<IntentionCommand> _interruptedIntentions = new Stack<IntentionCommand>();
    IntentionCommand _nextIntention = null;

    public L2PlayerAI(AIAccessor accessor)
    {
        super(accessor);
    }
    
    void saveNextIntention(CtrlIntention intention, Object arg0, Object arg1)
    {
        /*
        if (Config.DEBUG)
        _log.warning("L2PlayerAI: changeIntention -> Saving next intention: " + _intention + " " + _intention_arg0 + " " + _intention_arg1);
        */

    	_nextIntention = new IntentionCommand(intention, arg0, arg1);
    }
    
    @Override
    public IntentionCommand getNextIntention()
    {
    	return _nextIntention;
    }
    
    /**
     * Saves the current Intention for this L2PlayerAI if necessary and calls changeIntention in AbstractAI.<BR><BR>
     *
     * @param intention The new Intention to set to the AI
     * @param arg0 The first parameter of the Intention
     * @param arg1 The second parameter of the Intention
     *
     */
    @Override
	synchronized void changeIntention(CtrlIntention intention, Object arg0, Object arg1)
    {
        /*
         if (Config.DEBUG)
         _log.warning("L2PlayerAI: changeIntention -> " + intention + " " + arg0 + " " + arg1);
         */

        // do nothing unless CAST intention 
    	// however, forget interrupted actions when starting to use an offensive skill
        if (intention != AI_INTENTION_CAST || (arg0 != null && ((L2Skill)arg0).isOffensive()))
        {
        	_nextIntention = null;
        	super.changeIntention(intention, arg0, arg1);
            return;
        }

        // do nothing if next intention is same as current one.
        if (intention == _intention && arg0 == _intentionArg0 && arg1 == _intentionArg1)
        {
        	super.changeIntention(intention, arg0, arg1);
            return;
        }

        // save current intention so it can be used after cast
        saveNextIntention(_intention, _intentionArg0, _intentionArg1);
        super.changeIntention(intention, arg0, arg1);
    }

    /**
     * Launch actions corresponding to the Event ReadyToAct.<BR><BR>
     *
     * <B><U> Actions</U> :</B><BR><BR>
     * <li>Launch actions corresponding to the Event Think</li><BR><BR>
     *
     */
    @Override
	protected void onEvtReadyToAct()
    {
        // Launch actions corresponding to the Event Think
    	if (_nextIntention != null)
    	{
    		setIntention(_nextIntention._crtlIntention, _nextIntention._arg0, _nextIntention._arg1);
    		_nextIntention = null;
    	}
    	super.onEvtReadyToAct();
    }
    
    /**
     * Launch actions corresponding to the Event Cancel.<BR><BR>
     *
     * <B><U> Actions</U> :</B><BR><BR>
     * <li>Stop an AI Follow Task</li>
     * <li>Launch actions corresponding to the Event Think</li><BR><BR>
     *
     */
    @Override
	protected void onEvtCancel()
    {
    	_nextIntention = null;
    	super.onEvtCancel();
    }
    
    /**
     * Finalize the casting of a skill. This method overrides L2CharacterAI method.<BR><BR>
     *
     * <B>What it does:</B>
     * Check if actual intention is set to CAST and, if so, retrieves latest intention
     * before the actual CAST and set it as the current intention for the player
     */
    @Override
	protected void onEvtFinishCasting()
    {
        if (getIntention() == AI_INTENTION_CAST)
        {
            // run interrupted or next intention
            if (_nextIntention != null)
            {
                if (_nextIntention._crtlIntention != AI_INTENTION_CAST) // previous state shouldn't be casting
                {
                	setIntention(_nextIntention._crtlIntention, _nextIntention._arg0, _nextIntention._arg1);
                }
                else setIntention(AI_INTENTION_IDLE);
            }
            else
            {
                /*
                 if (Config.DEBUG)
                 _log.warning("L2PlayerAI: no previous intention set... Setting it to IDLE");
                 */
                // set intention to idle if skill doesn't change intention.
                setIntention(AI_INTENTION_IDLE);
            }
        }
    }

    @Override
	protected void onIntentionRest()
    {
        if (getIntention() != AI_INTENTION_REST)
        {
            changeIntention(AI_INTENTION_REST, null, null);
            setTarget(null);
            if (getAttackTarget() != null)
            {
                setAttackTarget(null);
            }
            clientStopMoving(null);
        }
    }

    @Override
	protected void onIntentionActive()
    {
        setIntention(AI_INTENTION_IDLE);
    }
    
    /**
     * Manage the Move To Intention : Stop current Attack and Launch a Move to Location Task.<BR><BR>
     *
     * <B><U> Actions</U> : </B><BR><BR>
     * <li>Stop the actor auto-attack server side AND client side by sending Server->Client packet AutoAttackStop (broadcast) </li>
     * <li>Set the Intention of this AI to AI_INTENTION_MOVE_TO </li>
     * <li>Move the actor to Location (x,y,z) server side AND client side by sending Server->Client packet CharMoveToLocation (broadcast) </li><BR><BR>
     *
     */
    @Override
	protected void onIntentionMoveTo(L2CharPosition pos)
    {
    	if (getIntention() == AI_INTENTION_REST)
        {
            // Cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor
            clientActionFailed();
            return;
        }

        if (_actor.isAllSkillsDisabled() || _actor.isAttackingNow())
        {
        	clientActionFailed();
        	saveNextIntention(AI_INTENTION_MOVE_TO, pos, null);
        	return;
        }

        // Set the Intention of this AbstractAI to AI_INTENTION_MOVE_TO
        changeIntention(AI_INTENTION_MOVE_TO, pos, null);

        // Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)
        clientStopAutoAttack();

        // Abort the attack of the L2Character and send Server->Client ActionFailed packet
        _actor.abortAttack();

        // Move the actor to Location (x,y,z) server side AND client side by sending Server->Client packet CharMoveToLocation (broadcast)
        moveTo(pos.x, pos.y, pos.z);
    }

    @Override
	protected void clientNotifyDead()
    {
        _clientMovingToPawnOffset = 0;
        _clientMoving = false;

        super.clientNotifyDead();
    }

    private void thinkAttack()
    {
    	L2Character target = getAttackTarget();
    	if (target == null) return;
        if (checkTargetLostOrDead(target))
        {
            if (target != null)
            {
                // Notify the target
                setAttackTarget(null);
            }
            return;
        }
        if (maybeMoveToPawn(target, _actor.getPhysicalAttackRange())) return;

        _accessor.doAttack(target);
        return;
    }

    private void thinkCast()
    {
    	L2Character target = getCastTarget();
        if (Config.DEBUG) 
        	_log.warning("L2PlayerAI: thinkCast -> Start");

        if (_skill.getTargetType() == SkillTargetType.TARGET_GROUND && _actor instanceof L2PcInstance)
        {
        	if (maybeMoveToPosition(((L2PcInstance)_actor).getCurrentSkillWorldPosition(), _actor.getMagicalAttackRange(_skill)))
                return;
        }
        else
        {
            if (checkTargetLost(target))
            {
            	if (_skill.isOffensive() && getAttackTarget() != null)
                {
                    //Notify the target
                    setCastTarget(null);
                }
                return;
            }
            if (target != null && maybeMoveToPawn(target, _actor.getMagicalAttackRange(_skill)))
                return;
        }
        
        if (_skill.getHitTime() > 50) clientStopMoving(null);

        L2Object oldTarget = _actor.getTarget();
        if (oldTarget != null)
        {
            // Replace the current target by the cast target
            if (target != null && oldTarget != target) _actor.setTarget(getCastTarget());

            // Launch the Cast of the skill
            _accessor.doCast(_skill);

            // Restore the initial target
            if (target != null && oldTarget != target) _actor.setTarget(oldTarget);
        }
        else _accessor.doCast(_skill);

        return;
    }
    
    private void thinkPickUp()
    {
        if (_actor.isAllSkillsDisabled()) return;
    	L2Object target = getTarget();
        if (checkTargetLost(target)) return;
        if (maybeMoveToPawn(target, 36)) return;
        setIntention(AI_INTENTION_IDLE);
        ((L2PcInstance.AIAccessor) _accessor).doPickupItem(target);
        return;
    }

    private void thinkInteract()
    {
        if (_actor.isAllSkillsDisabled()) return;
        L2Object target = getTarget();
        if (checkTargetLost(target)) return;
        if (maybeMoveToPawn(target, 36)) return;
        if (!(target instanceof L2StaticObjectInstance)) ((L2PcInstance.AIAccessor) _accessor).doInteract((L2Character) target);
        setIntention(AI_INTENTION_IDLE);
        return;
    }

    @Override
	protected void onEvtThink()
    {
        if (_thinking || _actor.isAllSkillsDisabled()) return;

        /*
         if (Config.DEBUG)
         _log.warning("L2PlayerAI: onEvtThink -> Check intention");
         */

        _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;
        }
    }

    @Override
	protected void onEvtArrivedRevalidate()
    {
    	if (Config.MOVE_BASED_KNOWNLIST) getActor().getKnownList().findObjects();
    	super.onEvtArrivedRevalidate();
    }

}
