package net.sf.l2j.gameserver.ai;

import static net.sf.l2j.gameserver.ai.CtrlIntention.AI_INTENTION_ACTIVE;
import static net.sf.l2j.gameserver.ai.CtrlIntention.AI_INTENTION_ATTACK;
import static net.sf.l2j.gameserver.ai.CtrlIntention.AI_INTENTION_IDLE;

import java.util.List;
import java.util.concurrent.Future;

import javolution.util.FastList;
import net.sf.l2j.Config;
import net.sf.l2j.gameserver.GameTimeController;
import net.sf.l2j.gameserver.ThreadPoolManager;
import net.sf.l2j.gameserver.geodata.GeoData;
import net.sf.l2j.gameserver.instancemanager.DimensionalRiftManager;
import net.sf.l2j.gameserver.model.L2Attackable;
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.L2Summon;
import net.sf.l2j.gameserver.model.actor.instance.L2DoorInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2FestivalMonsterInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2FolkInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2FriendlyMobInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2GrandBossInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2GuardInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2MinionInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2MonsterInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2NpcInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2RaidBossInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2RiftInvaderInstance;
import net.sf.l2j.gameserver.model.quest.Quest;
import net.sf.l2j.gameserver.taskmanager.DecayTaskManager;
import net.sf.l2j.gameserver.util.Util;
import net.sf.l2j.util.Rnd;

public class L2AttackableAI extends L2CharacterAI implements Runnable
{

    //protected static final Logger _log = Logger.getLogger(L2AttackableAI.class.getName());

    private static final int RANDOM_WALK_RATE = 30; // confirmed
    // private static final int MAX_DRIFT_RANGE = 300;
    private static final int MAX_ATTACK_TIMEOUT = 300; // int ticks, i.e. 30 seconds

    /** The L2Attackable AI task executed every 1s (call onEvtThink method)*/
    private Future<?> _aiTask;

    /** The delay after which the attacked is stopped */
    private int _attackTimeout;

    /** The L2Attackable aggro counter */
    private int _globalAggro;

    /** The flag used to indicate that a thinking action is in progress */
    private boolean _thinking; // to prevent recursive thinking
    
    /** For attack AI, analysis of mob and its targets */
    private SelfAnalysis _selfAnalysis = new SelfAnalysis();
    private TargetAnalysis _mostHatedAnalysis = new TargetAnalysis();
    private TargetAnalysis _secondMostHatedAnalysis = new TargetAnalysis();
    
    /**
     * Constructor of L2AttackableAI.<BR><BR>
     *
     * @param accessor The AI accessor of the L2Character
     *
     */
    public L2AttackableAI(L2Character.AIAccessor accessor)
    {
        super(accessor);
        _selfAnalysis.init();
        _attackTimeout = Integer.MAX_VALUE;
        _globalAggro = -10; // 10 seconds timeout of ATTACK after respawn
    }

    public void run()
    {
        // Launch actions corresponding to the Event Think
        onEvtThink();

    }

    /**
     * Return True if the target is autoattackable (depends on the actor type).<BR><BR>
     *
     * <B><U> Actor is a L2GuardInstance</U> :</B><BR><BR>
     * <li>The target isn't a Folk or a Door</li>
     * <li>The target isn't dead, isn't invulnerable, isn't in silent moving mode AND too far (>100)</li>
     * <li>The target is in the actor Aggro range and is at the same height</li>
     * <li>The L2PcInstance target has karma (=PK)</li>
     * <li>The L2MonsterInstance target is aggressive</li><BR><BR>
     *
     * <B><U> Actor is a L2SiegeGuardInstance</U> :</B><BR><BR>
     * <li>The target isn't a Folk or a Door</li>
     * <li>The target isn't dead, isn't invulnerable, isn't in silent moving mode AND too far (>100)</li>
     * <li>The target is in the actor Aggro range and is at the same height</li>
     * <li>A siege is in progress</li>
     * <li>The L2PcInstance target isn't a Defender</li><BR><BR>
     *
     * <B><U> Actor is a L2FriendlyMobInstance</U> :</B><BR><BR>
     * <li>The target isn't a Folk, a Door or another L2NpcInstance</li>
     * <li>The target isn't dead, isn't invulnerable, isn't in silent moving mode AND too far (>100)</li>
     * <li>The target is in the actor Aggro range and is at the same height</li>
     * <li>The L2PcInstance target has karma (=PK)</li><BR><BR>
     *
     * <B><U> Actor is a L2MonsterInstance</U> :</B><BR><BR>
     * <li>The target isn't a Folk, a Door or another L2NpcInstance</li>
     * <li>The target isn't dead, isn't invulnerable, isn't in silent moving mode AND too far (>100)</li>
     * <li>The target is in the actor Aggro range and is at the same height</li>
     * <li>The actor is Aggressive</li><BR><BR>
     *
     * @param target The targeted L2Object
     *
     */
    private boolean autoAttackCondition(L2Character target)
    {
        if (target == null || !(_actor instanceof L2Attackable)) return false;
        L2Attackable me = (L2Attackable) _actor;

        // Check if the target isn't invulnerable
        if (target.isInvul())
        {
            // However EffectInvincible requires to check GMs specially
        	if (target instanceof L2PcInstance && ((L2PcInstance)target).isGM())
                return false;
            if (target instanceof L2Summon && ((L2Summon)target).getOwner().isGM())
                return false;
        }

        // Check if the target isn't a Folk or a Door
        if (target instanceof L2FolkInstance || target instanceof L2DoorInstance) return false;

        // Check if the target isn't dead, is in the Aggro range and is at the same height
        if (target.isAlikeDead()
            || !me.isInsideRadius(target, me.getAggroRange(), false, false)
            || Math.abs(_actor.getZ() - target.getZ()) > 300) return false;
        
        if (_selfAnalysis.cannotMoveOnLand && !target.isInsideZone(L2Character.ZONE_WATER))
            return false;

        // Check if the target is a L2PcInstance
        if (target instanceof L2PcInstance)
        {
            // Don't take the aggro if the GM has the access level below or equal to GM_DONT_TAKE_AGGRO
            if (((L2PcInstance)target).isGM() && ((L2PcInstance)target).getAccessLevel() <= Config.GM_DONT_TAKE_AGGRO)
                return false;

            // Check if the AI isn't a Raid Boss and the target isn't in silent move mode
            if (!(me instanceof L2RaidBossInstance) && ((L2PcInstance)target).isSilentMoving())
                return false;

            // TODO: Ideally, autoattack condition should be called from the AI script.  In that case,
            // it should only implement the basic behaviors while the script will add more specific
            // behaviors (like varka/ketra alliance, etc).  Once implemented, remove specialized stuff
            // from this location.  (Fulminus)
            
            // Check if player is an ally (comparing mem addr)
            if (me.getFactionId() == "varka" && ((L2PcInstance)target).isAlliedWithVarka())
                return false;
            if (me.getFactionId() == "ketra" && ((L2PcInstance)target).isAlliedWithKetra())
                return false;
            // check if the target is within the grace period for JUST getting up from fake death
            if (((L2PcInstance)target).isRecentFakeDeath())
                return false;

            if (target.isInParty() && target.getParty().isInDimensionalRift())
            {
                byte riftType = target.getParty().getDimensionalRift().getType();
                byte riftRoom = target.getParty().getDimensionalRift().getCurrentRoom();

                if (me instanceof L2RiftInvaderInstance
                        && !DimensionalRiftManager.getInstance().getRoom(riftType, riftRoom).checkIfInZone(me.getX(), me.getY(), me.getZ()))
                    return false;
            }
        }
        // Check if the target is a L2Summon
        if (target instanceof L2Summon)
        {
        	L2PcInstance owner = ((L2Summon)target).getOwner();
        	if (owner != null)
        	{
        		// Don't take the aggro if the GM has the access level below or equal to GM_DONT_TAKE_AGGRO
                if (owner.isGM() && (owner.isInvul() || owner.getAccessLevel() <= Config.GM_DONT_TAKE_AGGRO))
                    return false;
                // Check if player is an ally (comparing mem addr)
                if (me.getFactionId() == "varka" && owner.isAlliedWithVarka())
                    return false;
                if (me.getFactionId() == "ketra" && owner.isAlliedWithKetra())
                    return false;
        	}
        }
        // Check if the actor is a L2GuardInstance
        if (_actor instanceof L2GuardInstance)
        {

            // Check if the L2PcInstance target has karma (=PK)
            if (target instanceof L2PcInstance && ((L2PcInstance) target).getKarma() > 0)
                // Los Check
                return GeoData.getInstance().canSeeTarget(me, target);

            //if (target instanceof L2Summon)
            //    return ((L2Summon)target).getKarma() > 0;

            // Check if the L2MonsterInstance target is aggressive
            if (target instanceof L2MonsterInstance)
                return (((L2MonsterInstance) target).isAggressive() && GeoData.getInstance().canSeeTarget(me, target));

            return false;
        }
        else if (_actor instanceof L2FriendlyMobInstance)
        { // the actor is a L2FriendlyMobInstance

            // Check if the target isn't another L2NpcInstance
            if (target instanceof L2NpcInstance) return false;

            // Check if the L2PcInstance target has karma (=PK)
            if (target instanceof L2PcInstance && ((L2PcInstance) target).getKarma() > 0)
                // Los Check
               return GeoData.getInstance().canSeeTarget(me, target);
            else
                return false;
        }
        else
        { //The actor is a L2MonsterInstance

            // Check if the target isn't another L2NpcInstance
            if (target instanceof L2NpcInstance) return false;

            // depending on config, do not allow mobs to attack _new_ players in peacezones,
            // unless they are already following those players from outside the peacezone.
            if (!Config.ALT_MOB_AGRO_IN_PEACEZONE && target.isInsideZone(L2Character.ZONE_PEACE))
                return false;

            // Check if the actor is Aggressive
            return (me.isAggressive() && GeoData.getInstance().canSeeTarget(me, target));
        }
    }
    public void startAITask()
    {
        // If not idle - create an AI task (schedule onEvtThink repeatedly)
        if (_aiTask == null)
        {
            _aiTask = ThreadPoolManager.getInstance().scheduleAiAtFixedRate(this, 1000, 1000);
        }
    }

    public void stopAITask()
    {
        if (_aiTask != null)
        {
            _aiTask.cancel(false);
            _aiTask = null;
        }
    }

    @Override
	protected void onEvtDead()
    {
        stopAITask();
        super.onEvtDead();
    }

    /**
     * Set the Intention of this L2CharacterAI and create an  AI Task executed every 1s (call onEvtThink method) for this L2Attackable.<BR><BR>
     *
     * <FONT COLOR=#FF0000><B> <U>Caution</U> : If actor _knowPlayer isn't EMPTY, AI_INTENTION_IDLE will be change in AI_INTENTION_ACTIVE</B></FONT><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 (intention == AI_INTENTION_IDLE || intention == AI_INTENTION_ACTIVE)
        {
            // Check if actor is not dead
            if (!_actor.isAlikeDead())
            {
                L2Attackable npc = (L2Attackable) _actor;

                // If its _knownPlayer isn't empty set the Intention to AI_INTENTION_ACTIVE
                if (npc.getKnownList().getKnownPlayers().size() > 0) intention = AI_INTENTION_ACTIVE;
            }

            if (intention == AI_INTENTION_IDLE)
            {
                // Set the Intention of this L2AttackableAI to AI_INTENTION_IDLE
                super.changeIntention(AI_INTENTION_IDLE, null, null);

                // Stop AI task and detach AI from NPC
                if (_aiTask != null)
                {
                    _aiTask.cancel(true);
                    _aiTask = null;
                }

                // Cancel the AI
                _accessor.detachAI();

                return;
            }
        }

        // Set the Intention of this L2AttackableAI to intention
        super.changeIntention(intention, arg0, arg1);

        // If not idle - create an AI task (schedule onEvtThink repeatedly)
        startAITask();
    }

    /**
     * Manage the Attack Intention : Stop current Attack (if necessary), Calculate attack timeout, Start a new Attack and Launch Think Event.<BR><BR>
     *
     * @param target The L2Character to attack
     *
     */
    @Override
	protected void onIntentionAttack(L2Character target)
    {
        // Calculate the attack timeout
        _attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks();

        // self and buffs
        if (_selfAnalysis.lastBuffTick+100 < GameTimeController.getGameTicks())
        {
          for (L2Skill sk : _selfAnalysis.buffSkills)
          {
        	if (_actor.getFirstEffect(sk.getId()) == null)
        	{
        		if (_actor.getCurrentMp() < sk.getMpConsume())
					continue;
        		if (_actor.isSkillDisabled(sk.getId()))
					continue;
        		// no clan buffs here?
        		if (sk.getTargetType() == L2Skill.SkillTargetType.TARGET_CLAN)
        			continue;
        		L2Object OldTarget = _actor.getTarget();
        		 _actor.setTarget(_actor);
        		clientStopMoving(null);
        		_accessor.doCast(sk);
        		// forcing long reuse delay so if cast get interrupted or there would be several buffs, doesn't cast again
        		_selfAnalysis.lastBuffTick = GameTimeController.getGameTicks(); 
        		_actor.setTarget(OldTarget);
            }
          }
        }
        // Manage the Attack Intention : Stop current Attack (if necessary), Start a new Attack and Launch Think Event
        super.onIntentionAttack(target);
    }

    /**
     * Manage AI standard thinks of a L2Attackable (called by onEvtThink).<BR><BR>
     *
     * <B><U> Actions</U> :</B><BR><BR>
     * <li>Update every 1s the _globalAggro counter to come close to 0</li>
     * <li>If the actor is Aggressive and can attack, add all autoAttackable L2Character in its Aggro Range to its _aggroList, chose a target and order to attack it</li>
     * <li>If the actor is a L2GuardInstance that can't attack, order to it to return to its home location</li>
     * <li>If the actor is a L2MonsterInstance that can't attack, order to it to random walk (1/100)</li><BR><BR>
     *
     */
    private void thinkActive()
    {
        L2Attackable npc = (L2Attackable) _actor;

        // Update every 1s the _globalAggro counter to come close to 0
        if (_globalAggro != 0)
        {
            if (_globalAggro < 0) _globalAggro++;
            else _globalAggro--;
        }

        // Add all autoAttackable L2Character in L2Attackable Aggro Range to its _aggroList with 0 damage and 1 hate
        // A L2Attackable isn't aggressive during 10s after its spawn because _globalAggro is set to -10
        if (_globalAggro >= 0)
        {
            // Get all visible objects inside its Aggro Range
            //L2Object[] objects = L2World.getInstance().getVisibleObjects(_actor, ((L2NpcInstance)_actor).getAggroRange());
            // Go through visible objects
            for (L2Object obj : npc.getKnownList().getKnownObjects().values())
            {
                if (!(obj instanceof L2Character)) continue;
                L2Character target = (L2Character) obj;

                /*
                 * Check to see if this is a festival mob spawn.
                 * If it is, then check to see if the aggro trigger
                 * is a festival participant...if so, move to attack it.
                 */
                if ((_actor instanceof L2FestivalMonsterInstance) && obj instanceof L2PcInstance)
                {
                    L2PcInstance targetPlayer = (L2PcInstance) obj;

                    if (!(targetPlayer.isFestivalParticipant())) continue;
                }

                /*
                 * Temporarily adding this commented code as a concept to be used eventually.
                 * However, the way it is written below will NOT work correctly.  The NPC
                 * should only notify Aggro Range Enter when someone enters the range from outside.
                 * Instead, the below code will keep notifying even while someone remains within 
                 * the range.  Perhaps we need a short knownlist of range = aggroRange for just
                 * people who are actively within the npc's aggro range?...(Fulminus) 
                // notify AI that a playable instance came within aggro range
                if ((obj instanceof L2PcInstance) || (obj instanceof L2Summon))
                {
                    if ( !((L2Character)obj).isAlikeDead()
                            && !npc.isInsideRadius(obj, npc.getAggroRange(), true, false) )
                    {
                    	L2PcInstance targetPlayer = (obj instanceof L2PcInstance)? (L2PcInstance) obj: ((L2Summon) obj).getOwner();
                        if (npc.getTemplate().getEventQuests(Quest.QuestEventType.ON_AGGRO_RANGE_ENTER) !=null)
                        	for (Quest quest: npc.getTemplate().getEventQuests(Quest.QuestEventType.ON_AGGRO_RANGE_ENTER))
                        		quest.notifyAggroRangeEnter(npc, targetPlayer, (obj instanceof L2Summon));
                    }
                }
                */
                // TODO: The AI Script ought to handle aggro behaviors in onSee.  Once implemented, aggro behaviors ought
                // to be removed from here.  (Fulminus)
                // For each L2Character check if the target is autoattackable
                if (autoAttackCondition(target)) // check aggression
                {
                    // Get the hate level of the L2Attackable against this L2Character target contained in _aggroList
                    int hating = npc.getHating(target);

                    // Add the attacker to the L2Attackable _aggroList with 0 damage and 1 hate
                    if (hating == 0) npc.addDamageHate(target, 0, 1);
                }
            }
            
            // Chose a target from its aggroList
            L2Character hated;
            if (_actor.isConfused()) hated = getAttackTarget(); // effect handles selection
            else hated = npc.getMostHated();

            // Order to the L2Attackable to attack the target
            if (hated != null)
            {
                // Get the hate level of the L2Attackable against this L2Character target contained in _aggroList
                int aggro = npc.getHating(hated);

                if (aggro + _globalAggro > 0)
                {
                    // Set the L2Character movement type to run and send Server->Client packet ChangeMoveType to all others L2PcInstance
                    if (!_actor.isRunning()) _actor.setRunning();

                    // Set the AI Intention to AI_INTENTION_ATTACK
                    setIntention(CtrlIntention.AI_INTENTION_ATTACK, hated);
                }

                return;
            }

        }

        // Check if the actor is a L2GuardInstance
        if (_actor instanceof L2GuardInstance)
        {
            // Order to the L2GuardInstance to return to its home location because there's no target to attack
            ((L2GuardInstance) _actor).returnHome();
        }

        // If this is a festival monster, then it remains in the same location.
        if (_actor instanceof L2FestivalMonsterInstance) return;

    	// Check if the mob should not return to spawn point
    	if (!npc.canReturnToSpawnPoint()) return;
        
        // Minions following leader
        if (_actor instanceof L2MinionInstance && ((L2MinionInstance)_actor).getLeader() != null)
        {
            int offset;

            if (_actor.isRaidMinion()) offset = 500; // for Raids - need correction
            else offset = 200; // for normal minions - need correction :)

            if(((L2MinionInstance)_actor).getLeader().isRunning())	_actor.setRunning();
            else _actor.setWalking();

            if (_actor.getPlanDistanceSq(((L2MinionInstance)_actor).getLeader()) > offset*offset)
            {
                int x1, y1, z1;
                x1 = ((L2MinionInstance)_actor).getLeader().getX() + Rnd.nextInt( (offset - 30) * 2 ) - ( offset - 30 );
                y1 = ((L2MinionInstance)_actor).getLeader().getY() + Rnd.nextInt( (offset - 30) * 2 ) - ( offset - 30 );
                z1 = ((L2MinionInstance)_actor).getLeader().getZ();
                // Move the actor to Location (x,y,z) server side AND client side by sending Server->Client packet CharMoveToLocation (broadcast)
                moveTo(x1, y1, z1);
                return;
            }
            else if (Rnd.nextInt(RANDOM_WALK_RATE) == 0)
            {
            	// self and clan buffs
                for (L2Skill sk : _selfAnalysis.buffSkills)
                {
                	if (_actor.getFirstEffect(sk.getId()) == null)
                	{
                		// if clan buffs, don't buff every time
                		if (sk.getTargetType() != L2Skill.SkillTargetType.TARGET_SELF
                				&& Rnd.nextInt(2) != 0) 
                			continue;
                		if (_actor.getCurrentMp() < sk.getMpConsume())
							continue;
                		if (_actor.isSkillDisabled(sk.getId()))
							continue;
                		L2Object OldTarget = _actor.getTarget();
                		 _actor.setTarget(_actor);
                		clientStopMoving(null);
                		_accessor.doCast(sk);
                		_actor.setTarget(OldTarget);
                		return;
                    }
                }
            }
        }
        // Order to the L2MonsterInstance to random walk (1/100)
        else if (npc.getSpawn() != null && Rnd.nextInt(RANDOM_WALK_RATE) == 0 && !(_actor instanceof L2RaidBossInstance || _actor instanceof L2MinionInstance))
        {
            int x1, y1, z1;
            int range = Config.MAX_DRIFT_RANGE;
            
            // self and clan buffs
            for (L2Skill sk : _selfAnalysis.buffSkills)
            {
            	if (_actor.getFirstEffect(sk.getId()) == null)
            	{
            		// if clan buffs, don't buff every time
            		if (sk.getTargetType() != L2Skill.SkillTargetType.TARGET_SELF
            				&& Rnd.nextInt(2) != 0) 
            			continue;
            		if (_actor.getCurrentMp() < sk.getMpConsume())
						continue;
            		if (_actor.isSkillDisabled(sk.getId()))
						continue;
            		L2Object OldTarget = _actor.getTarget();
            		 _actor.setTarget(_actor);
            		clientStopMoving(null);
            		_accessor.doCast(sk);
            		_actor.setTarget(OldTarget);
            		return;
                }
            }
            
			x1 = npc.getSpawn().getLocx() + Rnd.nextInt(range * 2) - range;
			y1 = npc.getSpawn().getLocy() + Rnd.nextInt(range * 2) - range;
			z1 = npc.getZ();

			if (_actor.getPlanDistanceSq(x1, y1) > range * range)
			{
				npc.setisReturningToSpawnPoint(true);
			}
			
			moveTo(x1, y1, z1);

			if (_actor instanceof L2MonsterInstance)
			{
				L2MonsterInstance boss = (L2MonsterInstance) _actor;
				if (boss.hasMinions())
				{
					boss.callMinions();
				}
			}
        }
    }

    /**
     * Manage AI attack thinks of a L2Attackable (called by onEvtThink).<BR><BR>
     *
     * <B><U> Actions</U> :</B><BR><BR>
     * <li>Update the attack timeout if actor is running</li>
     * <li>If target is dead or timeout is expired, stop this attack and set the Intention to AI_INTENTION_ACTIVE</li>
     * <li>Call all L2Object of its Faction inside the Faction Range</li>
     * <li>Chose a target and order to attack it with magic skill or physical attack</li><BR><BR>
     *
     * TODO: Manage casting rules to healer mobs (like Ant Nurses)
     *
     */
    private void thinkAttack()
    {
        if (_attackTimeout < GameTimeController.getGameTicks())
        {
            // Check if the actor is running
            if (_actor.isRunning())
            {
                // Set the actor movement type to walk and send Server->Client packet ChangeMoveType to all others L2PcInstance
                _actor.setWalking();

                // Calculate a new attack timeout
                _attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks();
            }
        }

        L2Character originalAttackTarget = getAttackTarget();
        // Check if target is dead or if timeout is expired to stop this attack
        if (originalAttackTarget == null || originalAttackTarget.isAlikeDead()
            || _attackTimeout < GameTimeController.getGameTicks())
        {
            // Stop hating this target after the attack timeout or if target is dead
            if (originalAttackTarget != null)
                ((L2Attackable) _actor).stopHating(originalAttackTarget);

            // Set the AI Intention to AI_INTENTION_ACTIVE
            setIntention(AI_INTENTION_ACTIVE);

            _actor.setWalking();
            return;
        }

        // Handle all L2Object of its Faction inside the Faction Range
        if (((L2NpcInstance) _actor).getFactionId() != null)
        {
        	String faction_id = ((L2NpcInstance) _actor).getFactionId();

        	// Go through all L2Object that belong to its faction
        	for (L2Object obj : _actor.getKnownList().getKnownObjects().values())
        	{
        		if (obj instanceof L2NpcInstance)
        		{
        			L2NpcInstance npc = (L2NpcInstance) obj;

        			if (faction_id != npc.getFactionId())
        				continue;

        			// Check if the L2Object is inside the Faction Range of the actor
        			if (_actor.isInsideRadius(npc, npc.getFactionRange()+npc.getTemplate().collisionRadius, true, false)
        				&& npc != null
						&& _actor != null
						&& npc.getAI() != null
        				)
        			{
        				if (Math.abs(originalAttackTarget.getZ() - npc.getZ()) < 600
        						&& _actor.getAttackByList().contains(originalAttackTarget)
        						&& (npc.getAI()._intention == CtrlIntention.AI_INTENTION_IDLE
        								|| npc.getAI()._intention == CtrlIntention.AI_INTENTION_ACTIVE)
        						&& GeoData.getInstance().canSeeTarget(_actor, npc))
        				{
        					if (originalAttackTarget instanceof L2PcInstance
        							&& originalAttackTarget.isInParty()
        							&& originalAttackTarget.getParty().isInDimensionalRift())
        					{
        						byte riftType = originalAttackTarget.getParty().getDimensionalRift().getType();
        						byte riftRoom = originalAttackTarget.getParty().getDimensionalRift().getCurrentRoom();

        						if (_actor instanceof L2RiftInvaderInstance
        								&& !DimensionalRiftManager.getInstance().getRoom(riftType, riftRoom).checkIfInZone(npc.getX(), npc.getY(), npc.getZ()))
        							continue;
        					}

        					// TODO: notifyEvent ought to be removed from here and added in the AI script, when implemented (Fulminus) 
        					// Notify the L2Object AI with EVT_AGGRESSION
        					npc.getAI().notifyEvent(CtrlEvent.EVT_AGGRESSION, originalAttackTarget, 1);
        					if ((originalAttackTarget instanceof L2PcInstance) || (originalAttackTarget instanceof L2Summon))
        					{
        						if (npc.getTemplate().getEventQuests(Quest.QuestEventType.ON_FACTION_CALL) != null)
        						{
        							L2PcInstance player = (originalAttackTarget instanceof L2PcInstance)?
        								(L2PcInstance)originalAttackTarget: ((L2Summon) originalAttackTarget).getOwner();
        							for (Quest quest: npc.getTemplate().getEventQuests(Quest.QuestEventType.ON_FACTION_CALL))
        								quest.notifyFactionCall(npc, (L2NpcInstance) _actor, player, (originalAttackTarget instanceof L2Summon));
        						}
        					}
        				}
        				// heal or resurrect friends
        				if (_selfAnalysis.hasHealOrResurrect && !_actor.isAttackingDisabled()
        				    && npc.getCurrentHp() < npc.getMaxHp()*0.6
        					&& _actor.getCurrentHp() > _actor.getMaxHp()/2
        					&& _actor.getCurrentMp() > _actor.getMaxMp()/2
        					
        				)
        				{
        					if (npc.isDead() && _actor instanceof L2MinionInstance)
        					{
        						if (((L2MinionInstance)_actor).getLeader() == npc)
        						{
        							for (L2Skill sk : _selfAnalysis.resurrectSkills)
            						{
            							if (_actor.getCurrentMp() < sk.getMpConsume())
            								continue;
            							if (_actor.isSkillDisabled(sk.getId()))
            								continue;
            							if (!Util.checkIfInRange(sk.getCastRange(), _actor, npc, true))
            								continue;
            						
            							if (10 >= Rnd.get(100)) // chance
            								continue;
            							if (!GeoData.getInstance().canSeeTarget(_actor, npc))
            								break;
            						
            							L2Object OldTarget = _actor.getTarget();
                       		 			_actor.setTarget(npc);
        								// would this ever be fast enough for the decay not to run?
                       		 			// giving some extra seconds
                       		 			DecayTaskManager.getInstance().cancelDecayTask(npc);
                       		 			DecayTaskManager.getInstance().addDecayTask(npc); 
                       		 			clientStopMoving(null);
                       		 			_accessor.doCast(sk);
                       		 			_actor.setTarget(OldTarget);
                       		 			return;
            						}
        						}
        					}
        					else if (npc.isInCombat())
        					{
        						for (L2Skill sk : _selfAnalysis.healSkills)
        						{
        							if (_actor.getCurrentMp() < sk.getMpConsume())
        								continue;
        							if (_actor.isSkillDisabled(sk.getId()))
        								continue;
        							if (!Util.checkIfInRange(sk.getCastRange(), _actor, npc, true))
        								continue;
        						
        							int chance = 4;
        							if (_actor instanceof L2MinionInstance)
        							{
        								// minions support boss
        								if (((L2MinionInstance)_actor).getLeader() == npc)
        									chance = 6;
        								else chance = 3;
        							}
									if (npc instanceof L2GrandBossInstance)
        								chance = 6;
        							if (chance >= Rnd.get(100)) // chance
        								continue;
        							if (!GeoData.getInstance().canSeeTarget(_actor, npc))
        								break;
        						
        							L2Object OldTarget = _actor.getTarget();
                   		 			_actor.setTarget(npc);
                   		 			clientStopMoving(null);
                   		 			_accessor.doCast(sk);
                   		 			_actor.setTarget(OldTarget);
                   		 			return;
        						}
        					}
        				}
        			}
        		}
            }
        }

        if(_actor.isAttackingDisabled()) return;

        // Get 2 most hated chars
        List<L2Character> hated = ((L2Attackable) _actor).get2MostHated(); 
        if (_actor.isConfused()) 
        {
        	if (hated != null) 
        		hated.set(0, originalAttackTarget); // effect handles selection
        	else 
        	{
        		hated = new FastList<L2Character>();
        		hated.add(originalAttackTarget);
        		hated.add(null);
        	}
        }

        if (hated == null || hated.get(0) == null)
        {
        	setIntention(AI_INTENTION_ACTIVE);
        	return;
        }
        if (hated.get(0) != originalAttackTarget)
        {
        	setAttackTarget(hated.get(0));
        }
    	_mostHatedAnalysis.update(hated.get(0));
    	_secondMostHatedAnalysis.update(hated.get(1));
        
        // Get all information needed to choose between physical or magical attack
        _actor.setTarget(_mostHatedAnalysis.character);
        double dist2 = _actor.getPlanDistanceSq(_mostHatedAnalysis.character.getX(), _mostHatedAnalysis.character.getY());
        int combinedCollision = _actor.getTemplate().collisionRadius + _mostHatedAnalysis.character.getTemplate().collisionRadius;
        int range = _actor.getPhysicalAttackRange() + combinedCollision;

        // Reconsider target next round if _actor hasn't got hits in for last 14 seconds
		if (!_actor.isMuted()
		        && _attackTimeout - 160 < GameTimeController.getGameTicks()
		        && _secondMostHatedAnalysis.character != null)
		{
			if (Util.checkIfInRange(900, _actor, hated.get(1), true))
			{
				// take off 2* the amount the aggro is larger than second most
				((L2Attackable) _actor).reduceHate(hated.get(0), 2 * (((L2Attackable) _actor).getHating(hated.get(0)) - ((L2Attackable) _actor).getHating(hated.get(1))));
				// Calculate a new attack timeout
				_attackTimeout = MAX_ATTACK_TIMEOUT
				        + GameTimeController.getGameTicks();
			}
		}
		// Reconsider target during next round if actor is rooted and cannot reach mostHated but can
		// reach secondMostHated
		if (_actor.isRooted() && _secondMostHatedAnalysis.character != null)
		{
			if (_selfAnalysis.isMage 
				&& dist2 > _selfAnalysis.maxCastRange*_selfAnalysis.maxCastRange
				&& _actor.getPlanDistanceSq(_secondMostHatedAnalysis.character.getX(), _secondMostHatedAnalysis.character.getY()) < _selfAnalysis.maxCastRange*_selfAnalysis.maxCastRange)
			{
				((L2Attackable) _actor).reduceHate(hated.get(0), 1+(((L2Attackable) _actor).getHating(hated.get(0)) - ((L2Attackable) _actor).getHating(hated.get(1))));				
			}
			else if (dist2 > range*range && 
				_actor.getPlanDistanceSq(_secondMostHatedAnalysis.character.getX(), _secondMostHatedAnalysis.character.getY()) < range*range)
			{
				((L2Attackable) _actor).reduceHate(hated.get(0), 1+(((L2Attackable) _actor).getHating(hated.get(0)) - ((L2Attackable) _actor).getHating(hated.get(1))));				
			}
		}
        
        // Considering, if bigger range will be attempted
        if ( (dist2 < 10000 + combinedCollision*combinedCollision)
        	 && !_selfAnalysis.isFighter && !_selfAnalysis.isBalanced
             && (_selfAnalysis.hasLongRangeSkills || _selfAnalysis.isArcher)
        	 && (_mostHatedAnalysis.isBalanced || _mostHatedAnalysis.isFighter)
        	 && (_mostHatedAnalysis.character.isRooted() || _mostHatedAnalysis.isSlower)
        	 && (Config.GEO_PATH_FINDING ? 20 : 12) >= Rnd.get(100) // chance
        )
        {
        	int posX = _actor.getX();
        	int posY = _actor.getY();
        	int posZ = _actor.getZ();
        	double distance = Math.sqrt(dist2); // This way, we only do the sqrt if we need it

        	int signx=-1;
        	int signy=-1;
        	if (_actor.getX()>_mostHatedAnalysis.character.getX())
        		signx=1;
        	if (_actor.getY()>_mostHatedAnalysis.character.getY())
        		signy=1;
        	posX += Math.round((float)((signx * ((range / 2) + (Rnd.get(range)))) - distance));
        	posY += Math.round((float)((signy * ((range / 2) + (Rnd.get(range)))) - distance));
        	setIntention(CtrlIntention.AI_INTENTION_MOVE_TO, new L2CharPosition(posX, posY, posZ, 0));
        	return;
        }

        // Cannot see target, needs to go closer, currently just goes to range 300 if mage
        if ((dist2 > 310*310 + combinedCollision*combinedCollision)
        	&& this._selfAnalysis.hasLongRangeSkills
       		&& !GeoData.getInstance().canSeeTarget(_actor, _mostHatedAnalysis.character)
        )		
        {
        	if (!(_selfAnalysis.isMage && _actor.isMuted())) 
        	{
            	moveToPawn(_mostHatedAnalysis.character, 300);
            	return;
        	}
        }
            
        if (_mostHatedAnalysis.character.isMoving()) range += 50;
        // Check if the actor is far from target
        if (dist2 > range*range)
        {
        	if (!_actor.isMuted() && (_selfAnalysis.hasLongRangeSkills || !_selfAnalysis.healSkills.isEmpty()))
        	{
            	// check for long ranged skills and heal/buff skills
        		if (!_mostHatedAnalysis.isCanceled)
        		{
        			for (L2Skill sk : _selfAnalysis.cancelSkills) 
        			{
        				int castRange = sk.getCastRange() + combinedCollision;
        				if (_actor.isSkillDisabled(sk.getId())
        					|| _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk)
        					|| (dist2 > castRange * castRange) 
        				)
        					continue;
        				if (Rnd.nextInt(100) <= 8)
        				{
        					clientStopMoving(null);
        					_accessor.doCast(sk);
        					_mostHatedAnalysis.isCanceled = true;
            	            _attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks();
        					return;
        				}
        			}
        		}
        		if (this._selfAnalysis.lastDebuffTick+60 < GameTimeController.getGameTicks())
        		{
        			for (L2Skill sk : _selfAnalysis.debuffSkills)
        			{
        				int castRange = sk.getCastRange() + combinedCollision;
        				if (_actor.isSkillDisabled(sk.getId())
        					|| _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk)
        					|| (dist2 > castRange * castRange) 
        				)
        					continue;
        				int chance = 8;
        				if (_selfAnalysis.isFighter && _mostHatedAnalysis.isMage) 
        					chance = 3;
        				if (_selfAnalysis.isFighter && _mostHatedAnalysis.isArcher) 
        					chance = 12;
        				if (_selfAnalysis.isMage && !_mostHatedAnalysis.isMage) 
        					chance = 10;
        				if (_mostHatedAnalysis.isMagicResistant) chance /= 2;
        				
        				if (Rnd.nextInt(100) <= chance)
        				{
        					clientStopMoving(null);
        					_accessor.doCast(sk);
        					_selfAnalysis.lastDebuffTick = GameTimeController.getGameTicks();
            	            _attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks();
        					return;
        				}
        			}
        		}
        		if (!_mostHatedAnalysis.character.isMuted())
        		{
        			int chance = 8;
                    if (!(_mostHatedAnalysis.isMage || _mostHatedAnalysis.isBalanced)) 
                        chance = 3;
                    for (L2Skill sk : _selfAnalysis.muteSkills) 
        			{
        				int castRange = sk.getCastRange() + combinedCollision;
        				if (_actor.isSkillDisabled(sk.getId())
        					|| _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk)
        					|| (dist2 > castRange * castRange) 
        				)
        					continue;
        				if (Rnd.nextInt(100) <= chance)
        				{
        					clientStopMoving(null);
        					_accessor.doCast(sk);
            	            _attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks();
        					return;
        				}
        			}
        		}
        		if (_secondMostHatedAnalysis.character != null && !_secondMostHatedAnalysis.character.isMuted() && (_secondMostHatedAnalysis.isMage || _secondMostHatedAnalysis.isBalanced))
        		{
        			double secondHatedDist2 = _actor.getPlanDistanceSq(_secondMostHatedAnalysis.character.getX(), _secondMostHatedAnalysis.character.getY());
        			for (L2Skill sk : _selfAnalysis.muteSkills) 
        			{
        				int castRange = sk.getCastRange() + combinedCollision;
        				if (_actor.isSkillDisabled(sk.getId())
        					|| _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk)
        					|| (secondHatedDist2 > castRange * castRange) 
        				)
        					continue;
        				if (Rnd.nextInt(100) <= 2)
        				{
        					_actor.setTarget(_secondMostHatedAnalysis.character);
        					clientStopMoving(null);
        					_accessor.doCast(sk);
        					_actor.setTarget(_mostHatedAnalysis.character);
        					return;
        				}
        			}
        		}
        		if (!_mostHatedAnalysis.character.isSleeping())
        		{
        			for (L2Skill sk : _selfAnalysis.sleepSkills) 
        			{
        				int castRange = sk.getCastRange() + combinedCollision;
        				if (_actor.isSkillDisabled(sk.getId())
        					|| _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk)
        					|| (dist2 > castRange * castRange) 
        				)
        					continue;
        				if (Rnd.nextInt(100) <= 1)
        				{
        					clientStopMoving(null);
        					_accessor.doCast(sk);
            	            _attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks();
        					return;
        				}
        			}
        		}
        		if (_secondMostHatedAnalysis.character != null && !_secondMostHatedAnalysis.character.isSleeping())
        		{
        			double secondHatedDist2 = _actor.getPlanDistanceSq(_secondMostHatedAnalysis.character.getX(), _secondMostHatedAnalysis.character.getY());
        			for (L2Skill sk : _selfAnalysis.sleepSkills) 
        			{
        				int castRange = sk.getCastRange() + combinedCollision;
        				if (_actor.isSkillDisabled(sk.getId())
        					|| _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk)
        					|| (secondHatedDist2 > castRange * castRange) 
        				)
        					continue;
        				if (Rnd.nextInt(100) <= 3)
        				{
        					_actor.setTarget(_secondMostHatedAnalysis.character);
        					clientStopMoving(null);
        					_accessor.doCast(sk);
        					_actor.setTarget(_mostHatedAnalysis.character);
        					return;
        				}
        			}
        		}
        		if (!_mostHatedAnalysis.character.isRooted())
        		{
        			for (L2Skill sk : _selfAnalysis.rootSkills) 
        			{
        				int castRange = sk.getCastRange() + combinedCollision;
        				if (_actor.isSkillDisabled(sk.getId())
        					|| _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk)
        					|| (dist2 > castRange * castRange) 
        				)
        					continue;
        				if (Rnd.nextInt(100) <= (_mostHatedAnalysis.isSlower ? 3 : 8))
        				{
        					clientStopMoving(null);
        					_accessor.doCast(sk);
            	            _attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks();
        					return;
        				}
        			}
        		}
        		if (!_mostHatedAnalysis.character.isAttackingDisabled())
        		{
        			for (L2Skill sk : _selfAnalysis.generalDisablers) 
        			{
        				int castRange = sk.getCastRange() + combinedCollision;
        				if (_actor.isSkillDisabled(sk.getId())
        					|| _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk)
        					|| (dist2 > castRange * castRange) 
        				)
        					continue;
        				if (Rnd.nextInt(100) <= ((_selfAnalysis.isFighter && _actor.isRooted()) ? 15 : 7))
        				{
        					clientStopMoving(null);
        					_accessor.doCast(sk);
            	            _attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks();
        					return;
        				}
        			}
        		}
        		if (_actor.getCurrentHp() < _actor.getMaxHp()*0.4)
        		{
        			for (L2Skill sk : _selfAnalysis.healSkills)
        			{
        				if (_actor.isSkillDisabled(sk.getId())
        					|| _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk)
        				)
        					continue;
        				int chance = 7;
        				if (_mostHatedAnalysis.character.isAttackingDisabled()) chance += 10;
        				if (_secondMostHatedAnalysis.character == null || _secondMostHatedAnalysis.character.isAttackingDisabled()) chance += 10;
        				if (Rnd.nextInt(100) <= chance)
        				{
        					_actor.setTarget(_actor);
        					clientStopMoving(null);
        					_accessor.doCast(sk);
        					_actor.setTarget(_mostHatedAnalysis.character);
        					return;
        				}
        			}
        		}
        		
        		// chance decision for launching long range skills
    			int castingChance = 5;
    			if (_selfAnalysis.isMage) castingChance = 50; // mages
        		if (_selfAnalysis.isBalanced)
        		{
        			if (!_mostHatedAnalysis.isFighter) // advance to mages
        				castingChance = 15;
        			else 
        				castingChance = 25; // stay away from fighters
        		}
        		if (_selfAnalysis.isFighter)
        		{
        			if(_mostHatedAnalysis.isMage)
        				castingChance = 3;
        			else
        				castingChance = 7;
        			if (_actor.isRooted())
        				castingChance = 20; // doesn't matter if no success first round
        		}
        		for (L2Skill sk : _selfAnalysis.generalSkills)
        		{
        			
        			int castRange = sk.getCastRange() + combinedCollision;
        			if (_actor.isSkillDisabled(sk.getId())
        					|| _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk)
        					|| (dist2 > castRange * castRange) 
        			)
        				continue;
        			
        			if (Rnd.nextInt(100) <= castingChance)
        			{
        				clientStopMoving(null);
        				_accessor.doCast(sk);
        	            _attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks();
        				return;
        			}
        		}
        	}
        	
        	// Move the actor to Pawn server side AND client side by sending Server->Client packet MoveToPawn (broadcast)
        	if (_selfAnalysis.isMage) 
        	{
        		if (_actor.isMuted()) return;
        		range = _selfAnalysis.maxCastRange;
        	}
        	if (_mostHatedAnalysis.character.isMoving()) range -= 100; if (range < 5) range = 5;
        	moveToPawn(_mostHatedAnalysis.character, range);
        	return;
        }
        // **************************************************
        // Else, if this is close enough for physical attacks
        else
        {
        	// In case many mobs are trying to hit from same place, move a bit,
			// circling around the target
			if (Rnd.nextInt(100) <= 33) // check it once per 3 seconds
			{
				for (L2Object nearby : _actor.getKnownList().getKnownCharactersInRadius(10))
				{
					if (nearby instanceof L2Attackable
					        && nearby != _mostHatedAnalysis.character)
					{
						int diffx = Rnd.get(combinedCollision, combinedCollision+40);
						if (Rnd.get(10)<5) diffx = -diffx;
						int diffy = Rnd.get(combinedCollision, combinedCollision+40);
						if (Rnd.get(10)<5) diffy = -diffy;
						moveTo(_mostHatedAnalysis.character.getX() + diffx, _mostHatedAnalysis.character.getY()
						        + diffy, _mostHatedAnalysis.character.getZ());
						return;
					}
				}
			}
        	
        	// Calculate a new attack timeout. 
            _attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks();
        	
        	// check for close combat skills && heal/buff skills
        		
            if (!_mostHatedAnalysis.isCanceled)
            {
            	for (L2Skill sk : _selfAnalysis.cancelSkills) 
            	{
            		if ((_actor.isMuted() && sk.isMagic())  
            				|| (_actor.isPsychicalMuted() && !sk.isMagic()))
            			continue;
            		int castRange = sk.getCastRange() + combinedCollision;
            		if (_actor.isSkillDisabled(sk.getId())
            				|| _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk)
        					|| (dist2 > castRange * castRange))
            			continue;
        			if (Rnd.nextInt(100) <= 8)
        			{
        				clientStopMoving(null);
        				_accessor.doCast(sk);
        				_mostHatedAnalysis.isCanceled = true;
        				return;
        			}
        		}
        	}
            if (this._selfAnalysis.lastDebuffTick+60 < GameTimeController.getGameTicks())
            {
            	for (L2Skill sk : _selfAnalysis.debuffSkills)
            	{
            		if ((_actor.isMuted() && sk.isMagic())  
            				|| (_actor.isPsychicalMuted() && !sk.isMagic()))
            			continue;
            		int castRange = sk.getCastRange() + combinedCollision;
            		if (_actor.isSkillDisabled(sk.getId())
            				|| _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk)
        					|| (dist2 > castRange * castRange))
            			continue;
            		int chance = 5;
            		if (_selfAnalysis.isFighter && _mostHatedAnalysis.isMage) 
            			chance = 3;
            		if (_selfAnalysis.isFighter && _mostHatedAnalysis.isArcher) 
            			chance = 3;
            		if (_selfAnalysis.isMage && !_mostHatedAnalysis.isMage) 
            			chance = 4;
            		if (_mostHatedAnalysis.isMagicResistant) chance /= 2;
        			if (sk.getCastRange() < 200) chance += 3;
            		if (Rnd.nextInt(100) <= chance)
            		{
            			clientStopMoving(null);
            			_accessor.doCast(sk);
            			_selfAnalysis.lastDebuffTick = GameTimeController.getGameTicks();
            			return;
            		}
            	}
            }
            if (!_mostHatedAnalysis.character.isMuted() && (_mostHatedAnalysis.isMage || _mostHatedAnalysis.isBalanced))
            {
            	for (L2Skill sk : _selfAnalysis.muteSkills) 
            	{
            		if ((_actor.isMuted() && sk.isMagic())  
            				|| (_actor.isPsychicalMuted() && !sk.isMagic()))
                		continue;
        			int castRange = sk.getCastRange() + combinedCollision;
        			if (_actor.isSkillDisabled(sk.getId())
        					|| _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk)
        					|| (dist2 > castRange * castRange)) 
        				continue;
        			if (Rnd.nextInt(100) <= 7)
        			{
        				clientStopMoving(null);
        				_accessor.doCast(sk);
        				return;
        			}
            	}
        	}
            if (_secondMostHatedAnalysis.character != null && !_secondMostHatedAnalysis.character.isMuted() && (_secondMostHatedAnalysis.isMage || _secondMostHatedAnalysis.isBalanced))
            {
            	double secondHatedDist2 = _actor.getPlanDistanceSq(_secondMostHatedAnalysis.character.getX(), _secondMostHatedAnalysis.character.getY());
            	for (L2Skill sk : _selfAnalysis.muteSkills) 
            	{
            		if ((_actor.isMuted() && sk.isMagic())  
            				|| (_actor.isPsychicalMuted() && !sk.isMagic()))
            			continue;
            		int castRange = sk.getCastRange() + combinedCollision;
            		if (_actor.isSkillDisabled(sk.getId())
        					|| _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk)
        					|| (secondHatedDist2 > castRange * castRange)) 
            			continue;
            		if (Rnd.nextInt(100) <= 3)
            		{
            			_actor.setTarget(_secondMostHatedAnalysis.character);
            			clientStopMoving(null);
            			_accessor.doCast(sk);
            			_actor.setTarget(_mostHatedAnalysis.character);
            			return;
            		}
            	}
            }
            if (_secondMostHatedAnalysis.character != null && !_secondMostHatedAnalysis.character.isSleeping())
            {
            	double secondHatedDist2 = _actor.getPlanDistanceSq(_secondMostHatedAnalysis.character.getX(), _secondMostHatedAnalysis.character.getY());
            	for (L2Skill sk : _selfAnalysis.sleepSkills) 
            	{
            		if ((_actor.isMuted() && sk.isMagic())  
            				|| (_actor.isPsychicalMuted() && !sk.isMagic()))
            			continue;
            		int castRange = sk.getCastRange() + combinedCollision;
            		if (_actor.isSkillDisabled(sk.getId())
            				|| _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk)
        					|| (secondHatedDist2 > castRange * castRange)) 
            			continue;
            		if (Rnd.nextInt(100) <= 4)
            		{
            			_actor.setTarget(_secondMostHatedAnalysis.character);
            			clientStopMoving(null);
            			_accessor.doCast(sk);
            			_actor.setTarget(_mostHatedAnalysis.character);
            			return;
            		}
            	}
            }
            if (!_mostHatedAnalysis.character.isRooted() && _mostHatedAnalysis.isFighter && !_selfAnalysis.isFighter)
            {
            	for (L2Skill sk : _selfAnalysis.rootSkills) 
            	{
            		if ((_actor.isMuted() && sk.isMagic())  
            				|| (_actor.isPsychicalMuted() && !sk.isMagic()))
            			continue;
            		int castRange = sk.getCastRange() + combinedCollision;
            		if (_actor.isSkillDisabled(sk.getId())
            				|| _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk)
        					|| (dist2 > castRange * castRange)) 
            			continue;
            		if (Rnd.nextInt(100) <= 4)
            		{
            			clientStopMoving(null);
            			_accessor.doCast(sk);
            			return;
            		}
            	}
            }
            if (!_mostHatedAnalysis.character.isAttackingDisabled())
            {
            	for (L2Skill sk : _selfAnalysis.generalDisablers) 
            	{
            		if ((_actor.isMuted() && sk.isMagic())  
            				|| (_actor.isPsychicalMuted() && !sk.isMagic()))
            			continue;
            		int castRange = sk.getCastRange() + combinedCollision;
            		if (_actor.isSkillDisabled(sk.getId())
            				|| _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk)
        					|| (dist2 > castRange * castRange)) 
            			continue;
            		if (Rnd.nextInt(100) <= ((sk.getCastRange() < 200) ? 10 : 7))
            		{
            			clientStopMoving(null);
            			_accessor.doCast(sk);
            			return;
            		}
            	}
            }
            if (_actor.getCurrentHp() < _actor.getMaxHp()*0.4)
            {
            	for (L2Skill sk : _selfAnalysis.healSkills)
            	{
            		if ((_actor.isMuted() && sk.isMagic())  
            				|| (_actor.isPsychicalMuted() && !sk.isMagic()))
            			continue;
            		if (_actor.isSkillDisabled(sk.getId())
            				|| _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk))
            			continue;
            		int chance = 7;
            		if (_mostHatedAnalysis.character.isAttackingDisabled()) chance += 10;
            		if (_secondMostHatedAnalysis.character == null || _secondMostHatedAnalysis.character.isAttackingDisabled()) chance += 10;
            		if (Rnd.nextInt(100) <= chance)
            		{
            			_actor.setTarget(_actor);
            			clientStopMoving(null);
            			_accessor.doCast(sk);
            			_actor.setTarget(_mostHatedAnalysis.character);
            			return;
            		}
            	}
            }
            for (L2Skill sk : _selfAnalysis.generalSkills)
            {
            	if ((_actor.isMuted() && sk.isMagic())  
            			|| (_actor.isPsychicalMuted() && !sk.isMagic()))
            		continue;
            	int castRange = sk.getCastRange() + combinedCollision;
            	if (_actor.isSkillDisabled(sk.getId())
            			|| _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk)
            			|| (dist2 > castRange * castRange))
            		continue;
            	
            	// chance decision for launching general skills in melee fight
                // close range skills should be higher, long range lower
                int castingChance = 5;
                if (_selfAnalysis.isMage) 
                {
                	if (sk.getCastRange() < 200) castingChance = 35;
                	else castingChance = 25; // mages
                }
                if (_selfAnalysis.isBalanced)
                {
                	if (sk.getCastRange() < 200) castingChance = 12;
                	else 
                	{
                		if (_mostHatedAnalysis.isMage) // hit mages
                			castingChance = 2;
                		else 
                			castingChance = 5;
                	}
                	
                }
                if (_selfAnalysis.isFighter)
                {
                	if (sk.getCastRange() < 200) castingChance = 12;
                	else
                	{
                		if(_mostHatedAnalysis.isMage)
                			castingChance = 1;
                		else
                			castingChance = 3;
                	}
                }
            	if (Rnd.nextInt(100) <= castingChance)
            	{
            		clientStopMoving(null);
            		_accessor.doCast(sk);
            		return;
            	}
            }
        	
        	// Finally, physical attacks
        	clientStopMoving(null);
        	_accessor.doAttack(getAttackTarget());
        }
    }

    /**
     * Manage AI thinking actions of a L2Attackable.<BR><BR>
     */
    @Override
	protected void onEvtThink()
    {
        // Check if the actor can't use skills and if a thinking action isn't already in progress
        if (_thinking || _actor.isAllSkillsDisabled()) return;

        // Start thinking action
        _thinking = true;

        try
        {
            // Manage AI thinks of a L2Attackable
            if (getIntention() == AI_INTENTION_ACTIVE) thinkActive();
            else if (getIntention() == AI_INTENTION_ATTACK) thinkAttack();
        }
        finally
        {
            // Stop thinking action
            _thinking = false;
        }
    }

    /**
     * Launch actions corresponding to the Event Attacked.<BR><BR>
     *
     * <B><U> Actions</U> :</B><BR><BR>
     * <li>Init the attack : Calculate the attack timeout, Set the _globalAggro to 0, Add the attacker to the actor _aggroList</li>
     * <li>Set the L2Character movement type to run and send Server->Client packet ChangeMoveType to all others L2PcInstance</li>
     * <li>Set the Intention to AI_INTENTION_ATTACK</li><BR><BR>
     *
     * @param attacker The L2Character that attacks the actor
     *
     */
    @Override
	protected void onEvtAttacked(L2Character attacker)
    {
    	//if (_actor instanceof L2ChestInstance && !((L2ChestInstance)_actor).isInteracted())
    	//{
    		//((L2ChestInstance)_actor).deleteMe();
    		//((L2ChestInstance)_actor).getSpawn().startRespawn();
    		//return;
    	//}

        // Calculate the attack timeout
        _attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks();

        // Set the _globalAggro to 0 to permit attack even just after spawn
        if (_globalAggro < 0) _globalAggro = 0;

        // Add the attacker to the _aggroList of the actor
        ((L2Attackable) _actor).addDamageHate(attacker, 0, 1);

        // Set the L2Character movement type to run and send Server->Client packet ChangeMoveType to all others L2PcInstance
        if (!_actor.isRunning()) _actor.setRunning();

        // Set the Intention to AI_INTENTION_ATTACK
        if (getIntention() != AI_INTENTION_ATTACK)
        {
            setIntention(CtrlIntention.AI_INTENTION_ATTACK, attacker);
        }
        else if (((L2Attackable) _actor).getMostHated() != getAttackTarget())
        {
            setIntention(CtrlIntention.AI_INTENTION_ATTACK, attacker);
        }

        super.onEvtAttacked(attacker);
    }

    /**
     * Launch actions corresponding to the Event Aggression.<BR><BR>
     *
     * <B><U> Actions</U> :</B><BR><BR>
     * <li>Add the target to the actor _aggroList or update hate if already present </li>
     * <li>Set the actor Intention to AI_INTENTION_ATTACK (if actor is L2GuardInstance check if it isn't too far from its home location)</li><BR><BR>
     *
     * @param attacker The L2Character that attacks
     * @param aggro The value of hate to add to the actor against the target
     *
     */
    @Override
	protected void onEvtAggression(L2Character target, int aggro)
    {
        L2Attackable me = (L2Attackable) _actor;

    	if (target != null)
        {
            // Add the target to the actor _aggroList or update hate if already present
            me.addDamageHate(target, 0, aggro);

            // Set the actor AI Intention to AI_INTENTION_ATTACK
            if (getIntention() != CtrlIntention.AI_INTENTION_ATTACK)
            {
                // Set the L2Character movement type to run and send Server->Client packet ChangeMoveType to all others L2PcInstance
                if (!_actor.isRunning()) _actor.setRunning();

                setIntention(CtrlIntention.AI_INTENTION_ATTACK, target);
            }
        }
    }

    @Override
	protected void onIntentionActive()
    {
        // Cancel attack timeout
        _attackTimeout = Integer.MAX_VALUE;
    	super.onIntentionActive();
    }

    public void setGlobalAggro(int value)
    {
    	_globalAggro = value;
    }
      
}
