/* This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2, or (at your option)
 * any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
 * 02111-1307, USA.
 *
 * http://www.gnu.org/copyleft/gpl.html
 */
package com.l2jfrozen.gameserver.model.actor.instance;

import com.l2jfrozen.Config;
import com.l2jfrozen.gameserver.ai.CtrlIntention;
import com.l2jfrozen.gameserver.ai.L2CharacterAI;
import com.l2jfrozen.gameserver.ai.L2ControllableMobAI;
import com.l2jfrozen.gameserver.model.L2Character;
import com.l2jfrozen.gameserver.templates.L2NpcTemplate;

/**
 * @author littlecrow
 */
public class L2ControllableMobInstance extends L2MonsterInstance
{
	private boolean _isInvul;
	private L2ControllableMobAI _aiBackup; // to save ai, avoiding beeing detached

	protected class ControllableAIAcessor extends AIAccessor
	{
		@Override
		public void detachAI()
		{
		// do nothing, AI of controllable mobs can't be detached automatically
		}
	}

	@Override
	public boolean isAggressive()
	{
		return true;
	}

	@Override
	public int getAggroRange()
	{
		// force mobs to be aggro
		return 500;
	}

	public L2ControllableMobInstance(int objectId, L2NpcTemplate template)
	{
		super(objectId, template);
	}

	@Override
	public L2CharacterAI getAI()
	{
		if(_ai == null)
		{
			synchronized (this)
			{
				if(_ai == null && _aiBackup == null)
				{
					_ai = new L2ControllableMobAI(new ControllableAIAcessor());
					_aiBackup = (L2ControllableMobAI) _ai;
				}
				else
				{
					_ai = _aiBackup;
				}
			}
		}
		return _ai;
	}

	@Override
	public boolean isInvul()
	{
		return _isInvul;
	}

	public void setInvul(boolean isInvul)
	{
		_isInvul = isInvul;
	}

	@Override
	public void reduceCurrentHp(double i, L2Character attacker, boolean awake)
	{
		if(isInvul() || isDead())
			return;

		if(awake)
		{
			stopSleeping(null);
		}

		i = getCurrentHp() - i;

		if(i < 0)
		{
			i = 0;
		}

		setCurrentHp(i);

		if(isDead())
		{
			// first die (and calculate rewards), if currentHp < 0,
			// then overhit may be calculated
			if(Config.DEBUG)
			{
				_log.fine("char is dead.");
			}

			stopMove(null);

			// Start the doDie process
			doDie(attacker);

			// now reset currentHp to zero
			setCurrentHp(0);
		}
	}

	@Override
	public boolean doDie(L2Character killer)
	{
		if(!super.doDie(killer))
			return false;

		removeAI();
		return true;
	}

	@Override
	public void deleteMe()
	{
		removeAI();
		super.deleteMe();
	}

	/**
	 * Definitively remove AI
	 */
	protected void removeAI()
	{
		synchronized (this)
		{
			if(_aiBackup != null)
			{
				_aiBackup.setIntention(CtrlIntention.AI_INTENTION_IDLE);
				_aiBackup = null;
				_ai = null;
			}
		}
	}
}
