/*
 * 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 com.l2dot.gameserver.ThreadPoolManager;
import com.l2dot.gameserver.instancemanager.RaidBossSpawnManager;
import com.l2dot.gameserver.model.L2Character;
import com.l2dot.gameserver.model.L2Spawn;
import com.l2dot.gameserver.network.SystemMessageId;
import com.l2dot.gameserver.network.serverpackets.SystemMessage;
import com.l2dot.gameserver.templates.L2NpcTemplate;
import com.l2dot.util.Rnd;

/**
 * This class manages all RaidBoss.
 * In a group mob, there are one master called RaidBoss and several slaves called Minions.
 *
 * @version $Revision: 1.20.4.6 $ $Date: 2005/04/06 16:13:39 $
 */
public final class L2RaidBossInstance extends L2MonsterInstance
{
	private static final int RAIDBOSS_MAINTENANCE_INTERVAL = 30000; // 30 sec

	private RaidBossSpawnManager.StatusEnum _raidStatus;

	/**
	 * Constructor of L2RaidBossInstance (use L2Character and L2NpcInstance constructor).<BR><BR>
	 *
	 * <B><U> Actions</U> :</B><BR><BR>
	 * <li>Call the L2Character constructor to set the _template of the L2RaidBossInstance (copy skills from template to object and link _calculators to NPC_STD_CALCULATOR) </li>
	 * <li>Set the name of the L2RaidBossInstance</li>
	 * <li>Create a RandomAnimation Task that will be launched after the calculated delay if the server allow it </li><BR><BR>
	 *
	 * @param objectId Identifier of the object to initialized
	 * @param L2NpcTemplate Template to apply to the NPC
	 */
	public L2RaidBossInstance(int objectId, L2NpcTemplate template)
	{
		super(objectId, template);
	}

    @Override
    public boolean isRaid()
    {
        return true;
    }

    @Override
    protected int getMaintenanceInterval() { return RAIDBOSS_MAINTENANCE_INTERVAL; }

    @Override
    public boolean doDie(L2Character killer)
    {
    	if (!super.doDie(killer))
    		return false;
    	if(killer instanceof L2PlayableInstance)
        {
        	SystemMessage msg = new SystemMessage(SystemMessageId.RAID_WAS_SUCCESSFUL);
        	broadcastPacket(msg);
        }

        RaidBossSpawnManager.getInstance().updateStatus(this, true);
        return true;
    }

    /**
     * Spawn all minions at a regular interval
     * Also if boss is too far from home location at the time of this check, teleport it home
     *
     */
    @Override
    protected void manageMinions()
    {
        _minionList.spawnMinions();
        _minionMaintainTask = ThreadPoolManager.getInstance().scheduleGeneralAtFixedRate(new Runnable() {
            public void run()
            {
                // teleport raid boss home if it's too far from home location
                L2Spawn bossSpawn = getSpawn();
                if(!isInsideRadius(bossSpawn.getLocx(),bossSpawn.getLocy(),bossSpawn.getLocz(), 5000, true, false))
                {
                    teleToLocation(bossSpawn.getLocx(),bossSpawn.getLocy(),bossSpawn.getLocz(), true);
                    healFull(); // prevents minor exploiting with it
                }
                _minionList.maintainMinions();
            }
        }, 60000, getMaintenanceInterval()+Rnd.get(5000));
    }

    public void setRaidStatus (RaidBossSpawnManager.StatusEnum status)
    {
        _raidStatus = status;
    }

    public RaidBossSpawnManager.StatusEnum getRaidStatus()
    {
        return _raidStatus;
    }

    /**
     * Reduce the current HP of the L2Attackable, update its _aggroList and launch the doDie Task if necessary.<BR><BR>
     *
     */
    @Override
    public void reduceCurrentHp(double damage, L2Character attacker, boolean awake)
    {
        super.reduceCurrentHp(damage, attacker, awake);
    }

    public void healFull()
    {
        super.setCurrentHp(super.getMaxHp());
        super.setCurrentMp(super.getMaxMp());
    }
}
