/*
 * 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.skills.funcs;

import com.l2jfrozen.gameserver.skills.Env;
import com.l2jfrozen.gameserver.skills.Stats;
import com.l2jfrozen.gameserver.skills.conditions.Condition;

/**
 * A Func object is a component of a Calculator created to manage and dynamically calculate the effect of a character
 * property (ex : MAX_HP, REGENERATE_HP_RATE...). In fact, each calculator is a table of Func object in which each Func
 * represents a mathematic function : <BR>
 * <BR>
 * FuncAtkAccuracy -> Math.sqrt(_player.getDEX())*6+_player.getLevel()<BR>
 * <BR>
 * When the calc method of a calculator is launched, each mathematic function is called according to its priority
 * <B>_order</B>. Indeed, Func with lowest priority order is executed firsta and Funcs with the same order are executed
 * in unspecified order. The result of the calculation is stored in the value property of an Env class instance.<BR>
 * <BR>
 */

public abstract class Func
{

	/** Statistics, that is affected by this function (See L2Character.CALCULATOR_XXX constants) */
	public final Stats stat;

	/**
	 * Order of functions calculation. Functions with lower order are executed first. Functions with the same order are
	 * executed in unspecified order. Usually add/substruct functions has lowest order, then bonus/penalty functions
	 * (multiplay/divide) are applied, then functions that do more complex calculations (non-linear functions).
	 */
	public final int order;

	/**
	 * Owner can be an armor, weapon, skill, system event, quest, etc Used to remove all functions added by this owner.
	 */
	public final Object funcOwner;

	/** Function may be disabled by attached condition. */
	public Condition cond;

	/**
	 * Constructor of Func.<BR>
	 * <BR>
	 */
	public Func(Stats pStat, int pOrder, Object owner)
	{
		stat = pStat;
		order = pOrder;
		funcOwner = owner;
	}

	/**
	 * Add a condition to the Func.<BR>
	 * <BR>
	 */
	public void setCondition(Condition pCond)
	{
		cond = pCond;
	}

	/**
	 * Run the mathematic function of the Func.<BR>
	 * <BR>
	 */
	public abstract void calc(Env env);

}
