/*
 * 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 com.edelvez.gameserver.model.actor.instance;

import java.util.concurrent.Future;

import javolution.util.FastMap;
import com.edelvez.gameserver.ThreadPoolManager;
import com.edelvez.gameserver.model.L2Character;
import com.edelvez.gameserver.model.L2ItemInstance;
import com.edelvez.gameserver.model.L2Skill;
import com.edelvez.gameserver.templates.L2NpcTemplate;
import com.edelvez.util.Rnd;

/**
 * This class ...
 *
 * @version $Revision: 1.15.2.10.2.16 $ $Date: 2005/04/06 16:13:40 $
 */
public final class L2BabyPetInstance extends L2PetInstance
{
	protected L2Skill _weakHeal;
	protected L2Skill _strongHeal;
	private Future<?> _healingTask;

	public L2BabyPetInstance(int objectId, L2NpcTemplate template, L2PcInstance owner, L2ItemInstance control)
	{
		super(objectId, template, owner, control);
		// look through the skills that this template has and find the weak and
		// strong heal.
		FastMap<Integer, L2Skill> skills = (FastMap<Integer, L2Skill>) getTemplate().getSkills();
		L2Skill skill1 = null;
		L2Skill skill2 = null;
		for (L2Skill skill : skills.values())
		{
			// just in case, also allow cp heal and mp recharges to be
			// considered here...you never know ;)
			if (skill.isActive()
					&& skill.getTargetType() == L2Skill.SkillTargetType.TARGET_OWNER_PET
					&& (skill.getSkillType() == L2Skill.SkillType.HEAL || skill.getSkillType() == L2Skill.SkillType.HOT || skill.getSkillType() == L2Skill.SkillType.BALANCE_LIFE || skill.getSkillType() == L2Skill.SkillType.HEAL_PERCENT || skill.getSkillType() == L2Skill.SkillType.HEAL_STATIC || skill.getSkillType() == L2Skill.SkillType.COMBATPOINTHEAL
							|| skill.getSkillType() == L2Skill.SkillType.CPHOT || skill.getSkillType() == L2Skill.SkillType.MANAHEAL || skill.getSkillType() == L2Skill.SkillType.MANA_BY_LEVEL || skill.getSkillType() == L2Skill.SkillType.MANAHEAL_PERCENT || skill.getSkillType() == L2Skill.SkillType.MANARECHARGE || skill.getSkillType() == L2Skill.SkillType.MPHOT))
			{
				// only consider two skills. If the pet has more, too bad...they
				// won't be used by its AI.
				// for now assign the first two skills in the order they come.
				// Once we have both skills, re-arrange them
				if (skill1 == null)
				{
					skill1 = skill;
				}
				else
				{
					skill2 = skill;
					break;
				}
			}
		}
		// process the results. Only store the ID of the skills. The levels are
		// generated on the fly, based on the pet's level!
		if (skill1 != null)
		{
			if (skill2 == null)
			{
				// duplicate so that the same skill will be used in both normal
				// and emergency situations
				_weakHeal = skill1;
				_strongHeal = skill1;
			}
			else
			{
				// arrange the weak and strong skills appropriately
				if (skill1.getPower() > skill2.getPower())
				{
					_weakHeal = skill2;
					_strongHeal = skill1;
				}
				else
				{
					_weakHeal = skill1;
					_strongHeal = skill2;
				}
			}
			// start the healing task
			_healingTask = ThreadPoolManager.getInstance().scheduleEffectAtFixedRate(new Heal(this), 0, 1000);
		}
	}

	@Override
	public boolean doDie(L2Character killer)
	{
		if (!super.doDie(killer))
		{
			return false;
		}
		if (_healingTask != null)
		{
			_healingTask.cancel(false);
			_healingTask = null;
		}
		return true;
	}

	@Override
	public synchronized void unSummon(L2PcInstance owner)
	{
		super.unSummon(owner);
		if (_healingTask != null)
		{
			_healingTask.cancel(false);
			_healingTask = null;
		}
	}

	@Override
	public void doRevive()
	{
		super.doRevive();
		if (_healingTask == null)
		{
			_healingTask = ThreadPoolManager.getInstance().scheduleEffectAtFixedRate(new Heal(this), 0, 1000);
		}
	}

	private class Heal implements Runnable
	{
		private L2BabyPetInstance _baby;

		public Heal(L2BabyPetInstance baby)
		{
			_baby = baby;
		}

		public void run()
		{
			L2PcInstance owner = _baby.getOwner();
			// if the owner is dead, merely wait for the owner to be
			// resurrected
			// if the pet is still casting from the previous iteration,
			// allow
			// the cast to complete...
			if (!owner.isDead() && !_baby.isCastingNow() && !_baby.isBetrayed())
			{
				// casting automatically stops any other action (such as
				// autofollow or a move-to).
				// We need to gather the necessary info to restore the previous
				// state.
				boolean previousFollowStatus = _baby.getFollowStatus();
				// if the owner's HP is more than 80%, do nothing.
				// if the owner's HP is very low (less than 20%) have a high
				// chance for strong heal
				// otherwise, have a low chance for weak heal
				if (owner.getCurrentHp() / owner.getMaxHp() < 0.2 && Rnd.get(4) < 3)
				{
					_baby.useMagic(_strongHeal, false, false);
				}
				else if (owner.getCurrentHp() / owner.getMaxHp() < 0.8 && Rnd.get(4) < 1)
				{
					_baby.useMagic(_weakHeal, false, false);
				}
				// calling useMagic changes the follow status, if the babypet
				// actually casts
				// (as opposed to failing due some factors, such as too low MP,
				// etc).
				// if the status has actually been changed, revert it. Else,
				// allow the pet to
				// continue whatever it was trying to do.
				// NOTE: This is important since the pet may have been told to
				// attack a target.
				// reverting the follow status will abort this attack! While
				// aborting the attack
				// in order to heal is natural, it is not acceptable to abort
				// the attack on its own,
				// merely because the timer stroke and without taking any other
				// action...
				if (previousFollowStatus != _baby.getFollowStatus())
				{
					setFollowStatus(previousFollowStatus);
				}
			}
		}
	}
}
