/*
 * 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.l2dot.gameserver.model.actor.instance;

import java.util.concurrent.Future;

import com.l2dot.gameserver.ThreadPoolManager;
import com.l2dot.gameserver.model.L2Character;
import com.l2dot.gameserver.model.L2ItemInstance;
import com.l2dot.gameserver.model.L2Skill;
import com.l2dot.gameserver.templates.L2NpcTemplate;
import com.l2dot.util.Rnd;

import javolution.util.FastMap;

/**
 *
 * 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);
            }
        }
    }
}
