/*
 * 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.logging.Logger;

import com.edelvez.Config;
import com.edelvez.gameserver.ai.CtrlIntention;
import com.edelvez.gameserver.ai.L2CharacterAI;
import com.edelvez.gameserver.ai.L2SiegeGuardAI;
import com.edelvez.gameserver.model.L2Attackable;
import com.edelvez.gameserver.model.L2CharPosition;
import com.edelvez.gameserver.model.L2Character;
import com.edelvez.gameserver.model.actor.knownlist.SiegeGuardKnownList;
import com.edelvez.gameserver.network.serverpackets.ActionFailed;
import com.edelvez.gameserver.network.serverpackets.MyTargetSelected;
import com.edelvez.gameserver.network.serverpackets.SocialAction;
import com.edelvez.gameserver.network.serverpackets.StatusUpdate;
import com.edelvez.gameserver.network.serverpackets.ValidateLocation;
import com.edelvez.gameserver.templates.L2NpcTemplate;
import com.edelvez.util.Rnd;

/**
 * This class represents all guards in the world. It inherits all methods from L2Attackable and adds some more such as tracking PK's or custom interactions.
 *
 * @version $Revision: 1.11.2.1.2.7 $ $Date: 2005/04/06 16:13:40 $
 */
public final class L2SiegeGuardInstance extends L2Attackable
{
		private static Logger _log = Logger.getLogger(L2GuardInstance.class.getName());

		public L2SiegeGuardInstance(int objectId, L2NpcTemplate template)
		{
			super(objectId, template);
			getKnownList(); // inits the knownlist
		}

		@Override
		public final SiegeGuardKnownList getKnownList()
		{
			if(!(super.getKnownList() instanceof SiegeGuardKnownList))
				setKnownList(new SiegeGuardKnownList(this));
			return (SiegeGuardKnownList)super.getKnownList();
		}

		@Override
		public L2CharacterAI getAI()
		{
			synchronized(this)
			{
				if (_ai == null)
					_ai = new L2SiegeGuardAI(new AIAccessor());
			}
			return _ai;
		}

		/**
		 * Return True if a siege is in progress and the L2Character attacker isn't a Defender.
		 * @param attacker The L2Character that the L2SiegeGuardInstance try to attack
		 */
		@Override
		public boolean isAutoAttackable(L2Character attacker)
		{
			if (!(attacker instanceof L2PcInstance))
				return false;
    	
			boolean isCastle = ( getCastle() != null && getCastle().getCastleId() > 0 
                    && getCastle().getSiege().getIsInProgress()
                             && !getCastle().getSiege().checkIsDefender(((L2PcInstance)attacker).getClan()));

			boolean isFort = ( getFort() != null && getFort().getFortId() > 0 
                    && getFort().getSiege().getIsInProgress()
                             && !getFort().getSiege().checkIsDefender(((L2PcInstance)attacker).getClan()));
        
			// Attackable during siege by all except defenders ( Castle or Fort )
			return (isCastle || isFort);
		}

		@Override
		public boolean hasRandomAnimation()
		{
			return false;
		}

		/**
		 * This method forces guard to return to home location previously set
		 */
		@Override
		public void returnHome()
		{
			if (!isInsideRadius(getSpawn().getLocx(), getSpawn().getLocy(), 40, false))
			{
				if (Config.DEBUG) _log.fine(getObjectId()+": moving home");
					setisReturningToSpawnPoint(true);
						clearAggroList();
				if (hasAI())
					getAI().setIntention(CtrlIntention.AI_INTENTION_MOVE_TO, new L2CharPosition(getSpawn().getLocx(), getSpawn().getLocy(), getSpawn().getLocz(), 0));
			}
		}

		/**
		 * Custom onAction behaviour. Note that super() is not called because guards need
		 * extra check to see if a player should interact or ATTACK them when clicked.
		 */
		@Override
		public void onAction(L2PcInstance player)
		{
			if (!canTarget(player)) return;

			// Check if the L2PcInstance already target the L2NpcInstance
			if (this != player.getTarget())
			{
				if (Config.DEBUG) _log.fine("new target selected:"+getObjectId());

				// Set the target of the L2PcInstance player
				player.setTarget(this);

				// Send a Server->Client packet MyTargetSelected to the L2PcInstance player
				MyTargetSelected my = new MyTargetSelected(getObjectId(), player.getLevel() - getLevel());
				player.sendPacket(my);

				// Send a Server->Client packet StatusUpdate of the L2NpcInstance to the L2PcInstance to update its HP bar
				StatusUpdate su = new StatusUpdate(getObjectId());
				su.addAttribute(StatusUpdate.CUR_HP, (int)getStatus().getCurrentHp() );
				su.addAttribute(StatusUpdate.MAX_HP, getMaxHp() );
				player.sendPacket(su);

				// Send a Server->Client packet ValidateLocation to correct the L2NpcInstance position and heading on the client
				player.sendPacket(new ValidateLocation(this));
			}
			else
			{
				if (isAutoAttackable(player) && !isAlikeDead())
				{
					if (Math.abs(player.getZ() - getZ()) < 600) // this max heigth difference might need some tweaking
					{
						player.getAI().setIntention(CtrlIntention.AI_INTENTION_ATTACK, this);
					}
					else
					{
						// Send a Server->Client ActionFailed to the L2PcInstance in order to avoid that the client wait another packet
						player.sendPacket(ActionFailed.STATIC_PACKET);
					}
				}
				if(!isAutoAttackable(player))
				{
					if (!canInteract(player))
					{
						// Notify the L2PcInstance AI with AI_INTENTION_INTERACT
						player.getAI().setIntention(CtrlIntention.AI_INTENTION_INTERACT, this);
					}
					else 
					{
						SocialAction sa = new SocialAction(getObjectId(), Rnd.nextInt(8));
						broadcastPacket(sa);
						sendPacket(sa);
						showChatWindow(player, 0);
					}
				}
			}
		}

		@Override
		public void addDamageHate(L2Character attacker, int damage, int aggro)
		{
			if (attacker == null)
				return;

			if (!(attacker instanceof L2SiegeGuardInstance))
			{
				super.addDamageHate(attacker, damage, aggro);
			}
		}
}
