/* 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.List;

import com.l2dot.gameserver.GeoData;
import com.l2dot.gameserver.ai.CtrlIntention;
import com.l2dot.gameserver.model.L2Character;
import com.l2dot.gameserver.model.L2Spawn;
import com.l2dot.gameserver.network.serverpackets.ActionFailed;
import com.l2dot.gameserver.network.serverpackets.MyTargetSelected;
import com.l2dot.gameserver.network.serverpackets.StatusUpdate;
import com.l2dot.gameserver.network.serverpackets.ValidateLocation;
import com.l2dot.gameserver.templates.L2NpcTemplate;

import javolution.util.FastList;

public class L2ControlTowerInstance extends L2NpcInstance {

    private List<L2Spawn> _guards;

	public L2ControlTowerInstance(int objectId, L2NpcTemplate template)
	{
		super(objectId, template);
	}

    @Override
	public boolean isAttackable()
    {
        // Attackable during siege by attacker only
        return (getCastle() != null
                && getCastle().getCastleId() > 0
                && getCastle().getSiege().getIsInProgress());
    }

    @Override
	public boolean isAutoAttackable(L2Character attacker)
	{
		// Attackable during siege by attacker only
		return (attacker != null
		        && attacker instanceof L2PcInstance
		        && getCastle() != null
		        && getCastle().getCastleId() > 0
		        && getCastle().getSiege().getIsInProgress()
		        && getCastle().getSiege().checkIsAttacker(((L2PcInstance)attacker).getClan()));
	}

	@Override
	public void onForcedAttack(L2PcInstance player)
	{
		onAction(player);
	}

	@Override
	public void onAction(L2PcInstance player)
	{
		if (!canTarget(player)) return;

		// Check if the L2PcInstance already target the L2NpcInstance
		if (this != player.getTarget())
		{
			// 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) && Math.abs(player.getZ() - getZ()) < 100 // Less then max height difference, delete check when geo
					&& GeoData.getInstance().canSeeTarget(player, this)
				)
			{
				// Notify the L2PcInstance AI with AI_INTENTION_INTERACT
				player.getAI().setIntention(CtrlIntention.AI_INTENTION_ATTACK, this);
				
				// Send a Server->Client ActionFailed to the L2PcInstance in order to avoid that the client wait another packet
				player.sendPacket(new ActionFailed());
			}
		}
	}

    public void onDeath()
    {
        if (getCastle().getSiege().getIsInProgress())
        {
            getCastle().getSiege().killedCT(this);

            if (getGuards() != null && getGuards().size() > 0)
            {
                for (L2Spawn spawn: getGuards())
                {
                    if (spawn == null) continue;
                    spawn.stopRespawn();
                    //spawn.getLastSpawn().doDie(spawn.getLastSpawn());
                }
            }
        }
    }

    public void registerGuard(L2Spawn guard)
    {
        getGuards().add(guard);
    }

    public final List<L2Spawn> getGuards()
    {
        if (_guards == null) _guards = new FastList<L2Spawn>();
        return _guards;
    }
}
