/*
 * 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.ai;

import static com.edelvez.gameserver.ai.CtrlIntention.AI_INTENTION_ACTIVE;
import static com.edelvez.gameserver.ai.CtrlIntention.AI_INTENTION_ATTACK;
import static com.edelvez.gameserver.ai.CtrlIntention.AI_INTENTION_CAST;
import static com.edelvez.gameserver.ai.CtrlIntention.AI_INTENTION_FOLLOW;
import static com.edelvez.gameserver.ai.CtrlIntention.AI_INTENTION_IDLE;
import static com.edelvez.gameserver.ai.CtrlIntention.AI_INTENTION_INTERACT;
import static com.edelvez.gameserver.ai.CtrlIntention.AI_INTENTION_MOVE_TO;
import static com.edelvez.gameserver.ai.CtrlIntention.AI_INTENTION_PICK_UP;
import static com.edelvez.gameserver.ai.CtrlIntention.AI_INTENTION_REST;

import java.util.List;

import javolution.util.FastList;
import com.edelvez.Config;
import com.edelvez.gameserver.Universe;
import com.edelvez.gameserver.model.L2Attackable;
import com.edelvez.gameserver.model.L2CharPosition;
import com.edelvez.gameserver.model.L2Character;
import com.edelvez.gameserver.model.L2Object;
import com.edelvez.gameserver.model.L2Skill;
import com.edelvez.gameserver.model.actor.instance.L2BoatInstance;
import com.edelvez.gameserver.model.actor.instance.L2DoorInstance;
import com.edelvez.gameserver.model.actor.instance.L2NpcInstance;
import com.edelvez.gameserver.model.actor.instance.L2PcInstance;
import com.edelvez.gameserver.network.serverpackets.AutoAttackStop;
import com.edelvez.gameserver.taskmanager.AttackStanceTaskManager;
import com.edelvez.gameserver.templates.L2NpcTemplate;
import com.edelvez.gameserver.templates.L2Weapon;
import com.edelvez.gameserver.templates.L2WeaponType;
import com.edelvez.util.Point3D;
import com.edelvez.util.Rnd;

/**
 * This class manages AI of L2Character.<BR>
 * <BR>
 * L2CharacterAI :<BR>
 * <BR>
 * <li>L2AttackableAI</li> <li>L2DoorAI</li> <li>L2PlayerAI</li> <li>L2SummonAI</li> <BR>
 * <BR>
 */
public class L2CharacterAI extends AbstractAI
{
    class IntentionCommand
    {
    	protected CtrlIntention _crtlIntention;
    	protected Object _arg0, _arg1;

    	protected IntentionCommand(CtrlIntention pIntention, Object pArg0, Object pArg1)
    	{
    		_crtlIntention = pIntention;
    		_arg0 = pArg0;
    		_arg1 = pArg1;
    	}
    }

    /**
     * Constructor of L2CharacterAI.<BR><BR>
     *
     * @param accessor The AI accessor of the L2Character
     *
     */
    public L2CharacterAI(L2Character.AIAccessor accessor)
    {
        super(accessor);
    }

    public IntentionCommand getNextIntention()
    {
    	return null;
    }

	@Override
	protected void onEvtAttacked(L2Character attacker)
	{
		// clientStartAutoAttack();
		if (attacker instanceof L2Attackable && !((L2Attackable) attacker).isCoreAIDisabled()) {
			clientStartAutoAttack();
		}
	}

	/**
	 * Manage the Idle Intention : Stop Attack, Movement and Stand Up the actor.<BR>
	 * <BR>
	 * <B><U> Actions</U> :</B><BR>
	 * <BR>
	 * <li>Set the AI Intention to AI_INTENTION_IDLE</li> <li>Init cast and attack target</li> <li>Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)</li> <li>Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)</li> <li>Stand up the actor server side AND client side by sending
	 * Server->Client packet ChangeWaitType (broadcast)</li> <BR>
	 * <BR>
	 */
	@Override
	protected void onIntentionIdle()
	{
		// Set the AI Intention to AI_INTENTION_IDLE
		changeIntention(AI_INTENTION_IDLE, null, null);
		// Init cast and attack target
		setCastTarget(null);
		setAttackTarget(null);
		// Stop the actor movement server side AND client side by sending
		// Server->Client packet StopMove/StopRotation (broadcast)
		clientStopMoving(null);
		// Stop the actor auto-attack client side by sending Server->Client
		// packet AutoAttackStop (broadcast)
		clientStopAutoAttack();
	}

	/**
	 * Manage the Active Intention : Stop Attack, Movement and Launch Think Event.<BR>
	 * <BR>
	 * <B><U> Actions</U> : <I>if the Intention is not already Active</I></B><BR>
	 * <BR>
	 * <li>Set the AI Intention to AI_INTENTION_ACTIVE</li> <li>Init cast and attack target</li> <li>Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)</li> <li>Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)</li> <li>Launch the Think Event</li> <BR>
	 * <BR>
	 */
	@Override
	protected void onIntentionActive()
	{
		// Check if the Intention is not already Active
		if (getIntention() != AI_INTENTION_ACTIVE)
		{
			// Set the AI Intention to AI_INTENTION_ACTIVE
			changeIntention(AI_INTENTION_ACTIVE, null, null);
			// Init cast and attack target
			setCastTarget(null);
			setAttackTarget(null);
			// Stop the actor movement server side AND client side by
			// sending
			// Server->Client packet StopMove/StopRotation (broadcast)
			clientStopMoving(null);
			// Stop the actor auto-attack client side by sending
			// Server->Client
			// packet AutoAttackStop (broadcast)
			clientStopAutoAttack();
			// Also enable random animations for this L2Character if allowed
			// This is only for mobs - town npcs are handled in their
			// constructor
			if (_actor instanceof L2Attackable)
			{
				((L2NpcInstance) _actor).startRandomAnimationTimer();
			}
			// Launch the Think Event
			onEvtThink();
		}
	}

	/**
	 * Manage the Rest Intention.<BR>
	 * <BR>
	 * <B><U> Actions</U> : </B><BR>
	 * <BR>
	 * <li>Set the AI Intention to AI_INTENTION_IDLE</li> <BR>
	 * <BR>
	 */
	@Override
	protected void onIntentionRest()
	{
		// Set the AI Intention to AI_INTENTION_IDLE
		setIntention(AI_INTENTION_IDLE);
	}

	/**
	 * Manage the Attack Intention : Stop current Attack (if necessary), Start a new Attack and Launch Think Event.<BR>
	 * <BR>
	 * <B><U> Actions</U> : </B><BR>
	 * <BR>
	 * <li>Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)</li> <li>Set the Intention of this AI to AI_INTENTION_ATTACK</li> <li>Set or change the AI attack target</li> <li>Start the actor Auto Attack client side by sending Server->Client packet AutoAttackStart (broadcast)</li> <li>Launch the Think Event</li> <BR>
	 * <BR>
	 * <B><U> Overridden in</U> :</B><BR>
	 * <BR>
	 * <li>L2AttackableAI : Calculate attack timeout</li> <BR>
	 * <BR>
	 */
	@Override
	protected void onIntentionAttack(L2Character target)
	{
		if (target == null)
		{
			clientActionFailed();
			return;
		}
		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.isAfraid())
		{
			// Cancel action client side by sending Server->Client packet
			// ActionFailed to the L2PcInstance actor
			clientActionFailed();
			return;
		}
		// Check if the Intention is already AI_INTENTION_ATTACK
		if (getIntention() == AI_INTENTION_ATTACK)
		{
			// Check if the AI already targets the L2Character
			if (getAttackTarget() != target)
			{
				// Set the AI attack target (change target)
				setAttackTarget(target);
				stopFollow();
				// Launch the Think Event
				notifyEvent(CtrlEvent.EVT_THINK, null);
			}
			else
			{
				clientActionFailed(); // else client freezes until cancel target
			}
		}
		else
		{
			// Set the Intention of this AbstractAI to AI_INTENTION_ATTACK
			changeIntention(AI_INTENTION_ATTACK, target, null);
			// Set the AI attack target
			setAttackTarget(target);
			stopFollow();
			// Launch the Think Event
			notifyEvent(CtrlEvent.EVT_THINK, null);
		}
	}

	/**
	 * Manage the Cast Intention : Stop current Attack, Init the AI in order to cast and Launch Think Event.<BR>
	 * <BR>
	 * <B><U> Actions</U> : </B><BR>
	 * <BR>
	 * <li>Set the AI cast target</li> <li>Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)</li> <li>Cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor</li> <li>Set the AI skill used by INTENTION_CAST</li> <li>Set the Intention of this AI to AI_INTENTION_CAST</li> <li>Launch the Think Event</li> <BR>
	 * <BR>
	 */
	@Override
	protected void onIntentionCast(L2Skill skill, L2Object target)
	{
		if (getIntention() == AI_INTENTION_REST && skill.isMagic())
		{
			clientActionFailed();
			return;
		}
		if (_actor.isAllSkillsDisabled())
		{
			// Cancel action client side by sending Server->Client packet
			// ActionFailed to the L2PcInstance actor
			clientActionFailed();
			return;
		}
		// can't cast if muted
		if (_actor.isMuted() && skill.isMagic())
		{
			// Cancel action client side by sending Server->Client packet
			// ActionFailed to the L2PcInstance actor
			clientActionFailed();
			return;
		}
		// Set the AI cast target
		setCastTarget((L2Character) target);
		// Stop actions client-side to cast the skill
		if (skill.getHitTime() > 50)
		{
			// Abort the attack of the L2Character and send Server->Client
			// ActionFailed packet
			_actor.abortAttack();
			// Cancel action client side by sending Server->Client packet
			// ActionFailed to the L2PcInstance actor
			// no need for second ActionFailed packet, abortAttack() already
			// sent it
			// clientActionFailed();
		}
		// Set the AI skill used by INTENTION_CAST
		_skill = skill;
		// Change the Intention of this AbstractAI to AI_INTENTION_CAST
		changeIntention(AI_INTENTION_CAST, skill, target);
		// Launch the Think Event
		notifyEvent(CtrlEvent.EVT_THINK, null);
	}

	/**
	 * 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())
		{
			// Cancel action client side by sending Server->Client packet
			// ActionFailed to the L2PcInstance actor
			clientActionFailed();
			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);
	}

	/*
	 * (non-Javadoc)
	 * @see com.edelvez.gameserver.ai.AbstractAI#onIntentionMoveToInABoat(com.edelvez.gameserver.model.L2CharPosition, com.edelvez.gameserver.model.L2CharPosition)
	 */
	@Override
	protected void onIntentionMoveToInABoat(L2CharPosition destination, L2CharPosition origin)
	{
		if (getIntention() == AI_INTENTION_REST)
		{
			// Cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor
			clientActionFailed();
			return;
		}
		if (_actor.isAllSkillsDisabled())
		{
			// Cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor
			clientActionFailed();
			return;
		}
		// Set the Intention of this AbstractAI to AI_INTENTION_MOVE_TO
		//
		// changeIntention(AI_INTENTION_MOVE_TO, new
		// L2CharPosition(((L2PcInstance)_actor).getBoat().getX() -
		// destination.x, ((L2PcInstance)_actor).getBoat().getY() -
		// destination.y, ((L2PcInstance)_actor).getBoat().getZ() -
		// destination.z, 0) , 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)
		moveToInABoat(destination, origin);
	}

	/**
	 * Manage the Follow Intention : Stop current Attack and Launch a Follow 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_FOLLOW</li> <li>Create and Launch an AI Follow Task to execute every 1s</li> <BR>
	 * <BR>
	 */
	@Override
	protected void onIntentionFollow(L2Character target)
	{
		if (getIntention() == AI_INTENTION_REST)
		{
			// Cancel action client side by sending Server->Client packet
			// ActionFailed to the L2PcInstance actor
			clientActionFailed();
			return;
		}
		if (_actor.isAllSkillsDisabled())
		{
			// Cancel action client side by sending Server->Client packet
			// ActionFailed to the L2PcInstance actor
			clientActionFailed();
			return;
		}
		if (_actor.isImmobilized() || _actor.isRooted())
		{
			// Cancel action client side by sending Server->Client packet
			// ActionFailed to the L2PcInstance actor
			clientActionFailed();
			return;
		}
		// Dead actors can`t follow
		if (_actor.isDead())
		{
			clientActionFailed();
			return;
		}
		// do not follow yourself
		if (_actor == target)
		{
			clientActionFailed();
			return;
		}
		// Stop the actor auto-attack client side by sending Server->Client
		// packet AutoAttackStop (broadcast)
		clientStopAutoAttack();
		// Set the Intention of this AbstractAI to AI_INTENTION_FOLLOW
		changeIntention(AI_INTENTION_FOLLOW, target, null);
		// Create and Launch an AI Follow Task to execute every 1s
		startFollow(target);
	}

	/**
	 * Manage the PickUp Intention : Set the pick up target and Launch a Move To Pawn Task (offset=20).<BR>
	 * <BR>
	 * <B><U> Actions</U> : </B><BR>
	 * <BR>
	 * <li>Set the AI pick up target</li> <li>Set the Intention of this AI to AI_INTENTION_PICK_UP</li> <li>Move the actor to Pawn server side AND client side by sending Server->Client packet MoveToPawn (broadcast)</li> <BR>
	 * <BR>
	 */
	@Override
	protected void onIntentionPickUp(L2Object object)
	{
		if (getIntention() == AI_INTENTION_REST)
		{
			// Cancel action client side by sending Server->Client packet
			// ActionFailed to the L2PcInstance actor
			clientActionFailed();
			return;
		}
		if (_actor.isAllSkillsDisabled())
		{
			// Cancel action client side by sending Server->Client packet
			// ActionFailed to the L2PcInstance actor
			clientActionFailed();
			return;
		}
		// Stop the actor auto-attack client side by sending Server->Client
		// packet AutoAttackStop (broadcast)
		clientStopAutoAttack();
		// Set the Intention of this AbstractAI to AI_INTENTION_PICK_UP
		changeIntention(AI_INTENTION_PICK_UP, object, null);
		// Set the AI pick up target
		setTarget(object);
		if (object.getX() == 0 && object.getY() == 0) // TODO: Find the
		// drop&spawn bug
		{
			_log.warning("Object in coords 0,0 - using a temporary fix");
			object.setXYZ(getActor().getX(), getActor().getY(), getActor().getZ() + 5);
		}
		// Move the actor to Pawn server side AND client side by sending
		// Server->Client packet MoveToPawn (broadcast)
		moveToPawn(object, 20);
	}

	/**
	 * Manage the Interact Intention : Set the interact target and Launch a Move To Pawn Task (offset=60).<BR>
	 * <BR>
	 * <B><U> Actions</U> : </B><BR>
	 * <BR>
	 * <li>Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)</li> <li>Set the AI interact target</li> <li>Set the Intention of this AI to AI_INTENTION_INTERACT</li> <li>Move the actor to Pawn server side AND client side by sending Server->Client packet MoveToPawn (broadcast)</li> <BR>
	 * <BR>
	 */
	@Override
	protected void onIntentionInteract(L2Object object)
	{
		if (getIntention() == AI_INTENTION_REST)
		{
			// Cancel action client side by sending Server->Client packet
			// ActionFailed to the L2PcInstance actor
			clientActionFailed();
			return;
		}
		if (_actor.isAllSkillsDisabled())
		{
			// Cancel action client side by sending Server->Client packet
			// ActionFailed to the L2PcInstance actor
			clientActionFailed();
			return;
		}
		// Stop the actor auto-attack client side by sending Server->Client
		// packet AutoAttackStop (broadcast)
		clientStopAutoAttack();
		if (getIntention() != AI_INTENTION_INTERACT)
		{
			// Set the Intention of this AbstractAI to AI_INTENTION_INTERACT
			changeIntention(AI_INTENTION_INTERACT, object, null);
			// Set the AI interact target
			setTarget(object);
			// Move the actor to Pawn server side AND client side by sending
			// Server->Client packet MoveToPawn (broadcast)
			moveToPawn(object, 60);
		}
	}

	/**
	 * Do nothing.<BR>
	 * <BR>
	 */
	@Override
	protected void onEvtThink()
	{
		// do nothing
	}

	/**
	 * Do nothing.<BR>
	 * <BR>
	 */
	@Override
	protected void onEvtAggression(L2Character target, int aggro)
	{
		// do nothing
	}

	/**
	 * Launch actions corresponding to the Event Stunned then onAttacked Event.<BR>
	 * <BR>
	 * <B><U> Actions</U> :</B><BR>
	 * <BR>
	 * <li>Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)</li> <li>Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)</li> <li>Break an attack and send Server->Client ActionFailed packet and a System Message to the L2Character</li> <li>Break a cast and send Server->Client
	 * ActionFailed packet and a System Message to the L2Character</li> <li>Launch actions corresponding to the Event onAttacked (only for L2AttackableAI after the stunning periode)</li> <BR>
	 * <BR>
	 */
	@Override
	protected void onEvtStunned(L2Character attacker)
	{
		// Stop the actor auto-attack client side by sending Server->Client
		// packet AutoAttackStop (broadcast)
		_actor.broadcastPacket(new AutoAttackStop(_actor.getObjectId()));
		if (AttackStanceTaskManager.getInstance().getAttackStanceTask(_actor))
		{
			AttackStanceTaskManager.getInstance().removeAttackStanceTask(_actor);
		}
		// Stop Server AutoAttack also
		setAutoAttacking(false);
		// Stop the actor movement server side AND client side by sending
		// Server->Client packet StopMove/StopRotation (broadcast)
		clientStopMoving(null);
		// Launch actions corresponding to the Event onAttacked (only for
		// L2AttackableAI after the stunning periode)
		onEvtAttacked(attacker);
	}

	/**
	 * Launch actions corresponding to the Event Sleeping.<BR>
	 * <BR>
	 * <B><U> Actions</U> :</B><BR>
	 * <BR>
	 * <li>Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)</li> <li>Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)</li> <li>Break an attack and send Server->Client ActionFailed packet and a System Message to the L2Character</li> <li>Break a cast and send Server->Client
	 * ActionFailed packet and a System Message to the L2Character</li> <BR>
	 * <BR>
	 */
	@Override
	protected void onEvtSleeping(L2Character attacker)
	{
		// Stop the actor auto-attack client side by sending Server->Client
		// packet AutoAttackStop (broadcast)
		_actor.broadcastPacket(new AutoAttackStop(_actor.getObjectId()));
		if (AttackStanceTaskManager.getInstance().getAttackStanceTask(_actor))
		{
			AttackStanceTaskManager.getInstance().removeAttackStanceTask(_actor);
		}
		// stop Server AutoAttack also
		setAutoAttacking(false);
		// Stop the actor movement server side AND client side by sending
		// Server->Client packet StopMove/StopRotation (broadcast)
		clientStopMoving(null);
	}

	/**
	 * Launch actions corresponding to the Event Rooted.<BR>
	 * <BR>
	 * <B><U> Actions</U> :</B><BR>
	 * <BR>
	 * <li>Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)</li> <li>Launch actions corresponding to the Event onAttacked</li> <BR>
	 * <BR>
	 */
	@Override
	protected void onEvtRooted(L2Character attacker)
	{
		// Stop the actor auto-attack client side by sending Server->Client
		// packet AutoAttackStop (broadcast)
		// _actor.broadcastPacket(new AutoAttackStop(_actor.getObjectId()));
		// if
		// (AttackStanceTaskManager.getInstance().getAttackStanceTask(_actor))
		// AttackStanceTaskManager.getInstance().removeAttackStanceTask(_actor);
		// Stop the actor movement server side AND client side by sending
		// Server->Client packet StopMove/StopRotation (broadcast)
		clientStopMoving(null);
		// Launch actions corresponding to the Event onAttacked
		onEvtAttacked(attacker);
	}

	/**
	 * Launch actions corresponding to the Event Confused.<BR>
	 * <BR>
	 * <B><U> Actions</U> :</B><BR>
	 * <BR>
	 * <li>Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)</li> <li>Launch actions corresponding to the Event onAttacked</li> <BR>
	 * <BR>
	 */
	@Override
	protected void onEvtConfused(L2Character attacker)
	{
		// Stop the actor movement server side AND client side by sending
		// Server->Client packet StopMove/StopRotation (broadcast)
		clientStopMoving(null);
		// Launch actions corresponding to the Event onAttacked
		onEvtAttacked(attacker);
	}

	/**
	 * Launch actions corresponding to the Event Muted.<BR>
	 * <BR>
	 * <B><U> Actions</U> :</B><BR>
	 * <BR>
	 * <li>Break a cast and send Server->Client ActionFailed packet and a System Message to the L2Character</li> <BR>
	 * <BR>
	 */
	@Override
	protected void onEvtMuted(L2Character attacker)
	{
		// Break a cast and send Server->Client ActionFailed packet and a System
		// Message to the L2Character
		onEvtAttacked(attacker);
	}

	/**
	 * 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
		onEvtThink();
	}

	/**
	 * Do nothing.<BR>
	 * <BR>
	 */
	@Override
	protected void onEvtUserCmd(Object arg0, Object arg1)
	{
		// do nothing
	}

	/**
	 * Launch actions corresponding to the Event Arrived.<BR>
	 * <BR>
	 * <B><U> Actions</U> :</B><BR>
	 * <BR>
	 * <li>If the Intention was AI_INTENTION_MOVE_TO, set the Intention to AI_INTENTION_ACTIVE</li> <li>Launch actions corresponding to the Event Think</li> <BR>
	 * <BR>
	 */
	@Override
	protected void onEvtArrived()
	{
		// Launch an explore task if necessary
		if (_accessor.getActor() instanceof L2PcInstance)
		{
			if (Config.ACTIVATE_POSITION_RECORDER)
			{
				((L2PcInstance) _accessor.getActor()).explore();
			}
			((L2PcInstance) _accessor.getActor()).revalidateZone(true);
		}
		else
		{
			_accessor.getActor().revalidateZone();
		}
		if (_accessor.getActor().moveToNextRoutePoint())
		{
			return;
		}
		clientStoppedMoving();
		// If the Intention was AI_INTENTION_MOVE_TO, set the Intention to
		// AI_INTENTION_ACTIVE
		if (getIntention() == AI_INTENTION_MOVE_TO)
		{
			setIntention(AI_INTENTION_ACTIVE);
		}
		// Launch actions corresponding to the Event Think
		onEvtThink();
		if (_actor instanceof L2BoatInstance)
		{
			((L2BoatInstance) _actor).evtArrived();
		}
	}

	/**
	 * Launch actions corresponding to the Event ArrivedRevalidate.<BR>
	 * <BR>
	 * <B><U> Actions</U> :</B><BR>
	 * <BR>
	 * <li>Launch actions corresponding to the Event Think</li> <BR>
	 * <BR>
	 */
	@Override
	protected void onEvtArrivedRevalidate()
	{
		// Launch actions corresponding to the Event Think
		onEvtThink();
	}

	/**
	 * Launch actions corresponding to the Event ArrivedBlocked.<BR>
	 * <BR>
	 * <B><U> Actions</U> :</B><BR>
	 * <BR>
	 * <li>Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)</li> <li>If the Intention was AI_INTENTION_MOVE_TO, set the Intention to AI_INTENTION_ACTIVE</li> <li>Launch actions corresponding to the Event Think</li> <BR>
	 * <BR>
	 */
	@Override
	protected void onEvtArrivedBlocked(L2CharPosition blocked_at_pos)
	{
		// Stop the actor movement server side AND client side by sending
		// Server->Client packet StopMove/StopRotation (broadcast)
		clientStopMoving(blocked_at_pos);
		if (Config.ACTIVATE_POSITION_RECORDER && Universe.getInstance().shouldLog(_accessor.getActor().getObjectId()))
		{
			if (!_accessor.getActor().isFlying())
			{
				Universe.getInstance().registerObstacle(blocked_at_pos.x, blocked_at_pos.y, blocked_at_pos.z);
			}
			if (_accessor.getActor() instanceof L2PcInstance)
			{
				((L2PcInstance) _accessor.getActor()).explore();
			}
		}
		// If the Intention was AI_INTENTION_MOVE_TO, tet the Intention to
		// AI_INTENTION_ACTIVE
		if (getIntention() == AI_INTENTION_MOVE_TO)
		{
			setIntention(AI_INTENTION_ACTIVE);
		}
		// Launch actions corresponding to the Event Think
		onEvtThink();
	}

	/**
	 * Launch actions corresponding to the Event ForgetObject.<BR>
	 * <BR>
	 * <B><U> Actions</U> :</B><BR>
	 * <BR>
	 * <li>If the object was targeted and the Intention was AI_INTENTION_INTERACT or AI_INTENTION_PICK_UP, set the Intention to AI_INTENTION_ACTIVE</li> <li>If the object was targeted to attack, stop the auto-attack, cancel target and set the Intention to AI_INTENTION_ACTIVE</li> <li>If the object was targeted to cast, cancel target and set the Intention to AI_INTENTION_ACTIVE</li> <li>If the
	 * object was targeted to follow, stop the movement, cancel AI Follow Task and set the Intention to AI_INTENTION_ACTIVE</li> <li>If the targeted object was the actor , cancel AI target, stop AI Follow Task, stop the movement and set the Intention to AI_INTENTION_IDLE</li> <BR>
	 * <BR>
	 */
	@Override
	protected void onEvtForgetObject(L2Object object)
	{
		// If the object was targeted and the Intention was
		// AI_INTENTION_INTERACT or AI_INTENTION_PICK_UP, set the Intention to
		// AI_INTENTION_ACTIVE
		if (getTarget() == object)
		{
			setTarget(null);
			if (getIntention() == AI_INTENTION_INTERACT)
			{
				setIntention(AI_INTENTION_ACTIVE);
			}
			else if (getIntention() == AI_INTENTION_PICK_UP)
			{
				setIntention(AI_INTENTION_ACTIVE);
			}
		}
		// Check if the object was targeted to attack
		if (getAttackTarget() == object)
		{
			// Cancel attack target
			setAttackTarget(null);
			// Set the Intention of this AbstractAI to AI_INTENTION_ACTIVE
			setIntention(AI_INTENTION_ACTIVE);
		}
		// Check if the object was targeted to cast
		if (getCastTarget() == object)
		{
			// Cancel cast target
			setCastTarget(null);
			// Set the Intention of this AbstractAI to AI_INTENTION_ACTIVE
			setIntention(AI_INTENTION_ACTIVE);
		}
		// Check if the object was targeted to follow
		if (getFollowTarget() == object)
		{
			// Stop the actor movement server side AND client side by
			// sending
			// Server->Client packet StopMove/StopRotation (broadcast)
			clientStopMoving(null);
			// Stop an AI Follow Task
			stopFollow();
			// Set the Intention of this AbstractAI to AI_INTENTION_ACTIVE
			setIntention(AI_INTENTION_ACTIVE);
		}
		// Check if the targeted object was the actor
		if (_actor == object)
		{
			// Cancel AI target
			setTarget(null);
			setAttackTarget(null);
			setCastTarget(null);
			// Stop an AI Follow Task
			stopFollow();
			// Stop the actor movement server side AND client side by
			// sending
			// Server->Client packet StopMove/StopRotation (broadcast)
			clientStopMoving(null);
			// Set the Intention of this AbstractAI to AI_INTENTION_IDLE
			changeIntention(AI_INTENTION_IDLE, null, null);
		}
	}

	/**
	 * 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()
	{
		// Stop an AI Follow Task
		stopFollow();
		if (!AttackStanceTaskManager.getInstance().getAttackStanceTask(_actor))
		{
			_actor.broadcastPacket(new AutoAttackStop(_actor.getObjectId()));
		}
		// Launch actions corresponding to the Event Think
		onEvtThink();
	}

	/**
	 * Launch actions corresponding to the Event Dead.<BR>
	 * <BR>
	 * <B><U> Actions</U> :</B><BR>
	 * <BR>
	 * <li>Stop an AI Follow Task</li> <li>Kill the actor client side by sending Server->Client packet AutoAttackStop, StopMove/StopRotation, Die (broadcast)</li> <BR>
	 * <BR>
	 */
	@Override
	protected void onEvtDead()
	{
		// Stop an AI Follow Task
		stopFollow();
		// Kill the actor client side by sending Server->Client packet
		// AutoAttackStop, StopMove/StopRotation, Die (broadcast)
		clientNotifyDead();
		if (!(_actor instanceof L2PcInstance))
		{
			_actor.setWalking();
		}
	}

	/**
	 * Launch actions corresponding to the Event Fake Death.<BR>
	 * <BR>
	 * <B><U> Actions</U> :</B><BR>
	 * <BR>
	 * <li>Stop an AI Follow Task</li>
	 */
	@Override
	protected void onEvtFakeDeath()
	{
		// Stop an AI Follow Task
		stopFollow();
		// Stop the actor movement and send Server->Client packet
		// StopMove/StopRotation (broadcast)
		clientStopMoving(null);
		// Init AI
		_intention = AI_INTENTION_IDLE;
		setTarget(null);
		setCastTarget(null);
		setAttackTarget(null);
	}

	/**
	 * Do nothing.<BR>
	 * <BR>
	 */
	@Override
	protected void onEvtFinishCasting()
	{
		// do nothing
	}

	protected boolean maybeMoveToPosition(Point3D worldPosition, int offset)
	{
		if (worldPosition == null)
		{
			_log.warning("maybeMoveToPosition: worldPosition == NULL!");
			return false;
		}
		if (offset < 0) {
			return false; // skill radius -1
		}
		if (!_actor.isInsideRadius(worldPosition.getX(), worldPosition.getY(), offset + _actor.getTemplate().collisionRadius, false))
		{
			if (_actor.isMovementDisabled()) {
				return true;
			}
			if (!_actor.isRunning() && !(this instanceof L2PlayerAI)) {
				_actor.setRunning();
			}
			stopFollow();
			int x = _actor.getX();
			int y = _actor.getY();
			double dx = worldPosition.getX() - x;
			double dy = worldPosition.getY() - y;
			double dist = Math.sqrt(dx * dx + dy * dy);
			double sin = dy / dist;
			double cos = dx / dist;
			dist -= offset - 5;
			x += (int) (dist * cos);
			y += (int) (dist * sin);
			moveTo(x, y, worldPosition.getZ());
			return true;
		}
		if (getFollowTarget() != null) {
			stopFollow();
		}
		return false;
	}

	/**
	 * Manage the Move to Pawn action in function of the distance and of the Interact area.<BR>
	 * <BR>
	 * <B><U> Actions</U> :</B><BR>
	 * <BR>
	 * <li>Get the distance between the current position of the L2Character and the target (x,y)</li> <li>If the distance > offset+20, move the actor (by running) to Pawn server side AND client side by sending Server->Client packet MoveToPawn (broadcast)</li> <li>If the distance <= offset+20, Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation
	 * (broadcast)</li> <BR>
	 * <BR>
	 * <B><U> Example of use </U> :</B><BR>
	 * <BR>
	 * <li>L2PLayerAI, L2SummonAI</li> <BR>
	 * <BR>
	 *
	 * @param target
	 *            The targeted L2Object
	 * @param offset
	 *            The Interact area radius
	 * @return true if a movement must be done
	 */
	protected boolean maybeMoveToPawn(L2Object target, int offset)
	{
		// Get the distance between the current position of the L2Character and
		// the target (x,y)
		if (target == null)
		{
			_log.warning("maybeMoveToPawn: target == NULL!");
			return false;
		}
		if (offset < 0)
		{
			return false; // skill radius -1
		}
		offset += _actor.getTemplate().collisionRadius;
		if (target instanceof L2Character)
		{
			offset += ((L2Character) target).getTemplate().collisionRadius;
		}
		if (!_actor.isInsideRadius(target, offset, false, false))
		{
			if (getFollowTarget() != null)
			{
				// allow larger hit range when the target is moving (check is
				// run only once per second)
				if (!_actor.isInsideRadius(target, offset + 100, false, false))
				{
					return true;
				}
				stopFollow();
				return false;
			}
			if (_actor.isMovementDisabled())
			{
				return true;
			}
			// If not running, set the L2Character movement type to run and
			// send
			// Server->Client packet ChangeMoveType to all others
			// L2PcInstance
			if (!_actor.isRunning() && !(this instanceof L2PlayerAI))
			{
				_actor.setRunning();
			}
			stopFollow();
			if (target instanceof L2Character && !(target instanceof L2DoorInstance))
			{
				if (((L2Character) target).isMoving())
				{
					offset -= 100;
				}
				if (offset < 5)
				{
					offset = 5;
				}
				startFollow((L2Character) target, offset);
			}
			else
			{
				// Move the actor to Pawn server side AND client side by sending
				// Server->Client packet MoveToPawn (broadcast)
				moveToPawn(target, offset);
			}
			return true;
		}
		if (getFollowTarget() != null)
		{
			stopFollow();
		}
		// Stop the actor movement server side AND client side by sending
		// Server->Client packet StopMove/StopRotation (broadcast)
		// clientStopMoving(null);
		return false;
	}

	/**
	 * Modify current Intention and actions if the target is lost or dead.<BR>
	 * <BR>
	 * <B><U> Actions</U> : <I>If the target is lost or dead</I></B><BR>
	 * <BR>
	 * <li>Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)</li> <li>Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)</li> <li>Set the Intention of this AbstractAI to AI_INTENTION_ACTIVE</li> <BR>
	 * <BR>
	 * <B><U> Example of use </U> :</B><BR>
	 * <BR>
	 * <li>L2PLayerAI, L2SummonAI</li> <BR>
	 * <BR>
	 *
	 * @param target
	 *            The targeted L2Object
	 * @return true if the target is lost or dead (false if fakedeath)
	 */
	protected boolean checkTargetLostOrDead(L2Character target)
	{
		if (target == null || target.isAlikeDead())
		{
			// check if player is fakedeath
			if (target != null && target.isFakeDeath())
			{
				target.stopFakeDeath(null);
				return false;
			}
			// Set the Intention of this AbstractAI to AI_INTENTION_ACTIVE
			setIntention(AI_INTENTION_ACTIVE);
			return true;
		}
		return false;
	}

	/**
	 * Modify current Intention and actions if the target is lost.<BR>
	 * <BR>
	 * <B><U> Actions</U> : <I>If the target is lost</I></B><BR>
	 * <BR>
	 * <li>Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)</li> <li>Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)</li> <li>Set the Intention of this AbstractAI to AI_INTENTION_ACTIVE</li> <BR>
	 * <BR>
	 * <B><U> Example of use </U> :</B><BR>
	 * <BR>
	 * <li>L2PLayerAI, L2SummonAI</li> <BR>
	 * <BR>
	 *
	 * @param target
	 *            The targeted L2Object
	 * @return true if the target is lost
	 */
	protected boolean checkTargetLost(L2Object target)
	{
		// check if player is fakedeath
		if (target instanceof L2PcInstance)
		{
			L2PcInstance target2 = (L2PcInstance) target; // convert
			// object to
			// chara
			if (target2.isFakeDeath())
			{
				target2.stopFakeDeath(null);
				return false;
			}
		}
		if (target == null)
		{
			// Set the Intention of this AbstractAI to AI_INTENTION_ACTIVE
			setIntention(AI_INTENTION_ACTIVE);
			return true;
		}
		return false;
	}

    protected class SelfAnalysis
    {
        public boolean isMage = false;
        public boolean isBalanced;
        public boolean isArcher = false;
        public boolean isHealer = false;
        public boolean isFighter = false;
        public boolean cannotMoveOnLand = false;
        public List<L2Skill> generalSkills = new FastList<L2Skill>();
        public List<L2Skill> buffSkills = new FastList<L2Skill>();
        public int lastBuffTick = 0;
        public List<L2Skill> debuffSkills = new FastList<L2Skill>();
        public int lastDebuffTick = 0;
        public List<L2Skill> cancelSkills = new FastList<L2Skill>();
        public List<L2Skill> healSkills = new FastList<L2Skill>();
        //public List<L2Skill> trickSkills = new FastList<L2Skill>();
        public List<L2Skill> generalDisablers = new FastList<L2Skill>();
        public List<L2Skill> sleepSkills = new FastList<L2Skill>();
        public List<L2Skill> rootSkills = new FastList<L2Skill>();
        public List<L2Skill> muteSkills = new FastList<L2Skill>();
        public List<L2Skill> resurrectSkills = new FastList<L2Skill>();
        public boolean hasHealOrResurrect = false;
        public boolean hasLongRangeSkills = false;
        public boolean hasLongRangeDamageSkills = false;
        public int maxCastRange = 0;

        public SelfAnalysis()
        {
        }

        public void init()
        {
        	switch (((L2NpcTemplate)_actor.getTemplate()).AI)
        	{
        		case FIGHTER:
        			isFighter = true;
        			break;
        		case MAGE:
        			isMage = true;
        			break;
        		case BALANCED:
        			isBalanced = true;
        			break;
        		case ARCHER:
        			isArcher = true;
        			break;
                case HEALER:
                    isHealer = true;
        			break;
        		default:
        			isFighter = true;
        			break;
        	}
            // water movement analysis
            if (_actor instanceof L2NpcInstance)
            {
            	int npcId = ((L2NpcInstance)_actor).getNpcId();

            	switch (npcId)
            	{
            		case 20314: // great white shark
            		case 20849: // Light Worm
            			cannotMoveOnLand = true;
            			break;
            		default:
            			cannotMoveOnLand = false;
            			break;
            	}
            }
            // skill analysis
            for (L2Skill sk : _actor.getAllSkills())
            {
                if (sk.isPassive()) {
					continue;
				}
            	int castRange = sk.getCastRange();
                boolean hasLongRangeDamageSkill = false;
                switch(sk.getSkillType())
                {
                    case HEAL:
                    case HEAL_PERCENT:
                    case HEAL_STATIC:
                    case BALANCE_LIFE:
                    case HOT:
                        healSkills.add(sk);
                        hasHealOrResurrect = true;
                        continue; // won't be considered something for fighting
                    case BUFF:
                        buffSkills.add(sk);
                        continue; // won't be considered something for fighting
                    case PARALYZE:
                    case STUN:
                        // hardcoding petrification until improvements are made to
                    	// EffectTemplate... petrification is totally different for
                    	// AI than paralyze
                    	switch(sk.getId())
                        {
                        	case 367: case 4111: case 4383:
                        	case 4616: case 4578:
                        		sleepSkills.add(sk);
                        		break;
                        	default:
                        		generalDisablers.add(sk);
                        		break;
                        }
                        break;
                    case MUTE:
                        muteSkills.add(sk);
                        break;
                    case SLEEP:
                        sleepSkills.add(sk);
                        break;
                    case ROOT:
                        rootSkills.add(sk);
                        break;
                    case FEAR: // could be used as an alternative for healing?
                    case CONFUSION:
                    //  trickSkills.add(sk);
                    case DEBUFF:
                        debuffSkills.add(sk);
                        break;
                    case CANCEL:
                    case MAGE_BANE:
                    case WARRIOR_BANE:
                    case NEGATE:
                        cancelSkills.add(sk);
                        break;
                    case RESURRECT:
                        resurrectSkills.add(sk);
                        hasHealOrResurrect = true;
                        break;
                    case NOTDONE:
                        continue; // won't be considered something for fighting
                    default:
                    	generalSkills.add(sk);
                    	hasLongRangeDamageSkill = true;
                        break;
                }
                if (castRange > 70) {
                    hasLongRangeSkills = true;
                    if (hasLongRangeDamageSkill) {
						hasLongRangeDamageSkills = true;
					}
                }
                if (castRange > maxCastRange) {
					maxCastRange = castRange;
				}

            }
            // Because of missing skills, some mages/balanced cannot play like mages
            if (!hasLongRangeDamageSkills && isMage)
            {
                isBalanced = true;
                isMage = false;
                isFighter = false;
            }
            if (!hasLongRangeSkills && (isMage || isBalanced))
            {
                isBalanced = false;
                isMage = false;
                isFighter = true;
            }
            if (generalSkills.isEmpty() && isMage)
            {
                isBalanced = true;
                isMage = false;
            }
        }
    }

    protected class TargetAnalysis
    {
        public L2Character character;
        public boolean isMage;
        public boolean isBalanced;
        public boolean isArcher;
        public boolean isFighter;
        public boolean isCanceled;
        public boolean isSlower;
        public boolean isMagicResistant;

        public TargetAnalysis()
        {
        }

        public void update(L2Character target)
        {
            // update status once in 4 seconds
            if (target == character && Rnd.nextInt(100) > 25) {
				return;
			}
            character = target;
            if (target == null) {
				return;
			}
            isMage = false;
            isBalanced = false;
            isArcher = false;
            isFighter = false;
            isCanceled = false;

            if (target.getMAtk(null, null) > 1.5*target.getPAtk(null)) {
				isMage = true;
			} else if (target.getPAtk(null)*0.8 < target.getMAtk(null, null)
                    || target.getMAtk(null, null)*0.8 > target.getPAtk(null))
            {
                isBalanced = true;
            }
            else
            {
                L2Weapon weapon = target.getActiveWeaponItem();
                if (weapon != null && weapon.getItemType() == L2WeaponType.BOW) {
					isArcher = true;
				} else {
					isFighter = true;
				}
            }
            if (target.getRunSpeed() < _actor.getRunSpeed()-3) {
				isSlower = true;
			} else {
				isSlower = false;
			}
            if (target.getMDef(null, null)*1.2 > _actor.getMAtk(null, null)) {
				isMagicResistant = true;
			} else {
				isMagicResistant = false;
			}
            if (target.getBuffCount() < 4) {
				isCanceled = true;
			}
        }
    }
}
