/*
 * 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 net.sf.l2j.gameserver.model.actor.instance;

import net.sf.l2j.Config;
import net.sf.l2j.gameserver.ai.CtrlIntention;
import net.sf.l2j.gameserver.ai.L2CharacterAI;
import net.sf.l2j.gameserver.ai.L2ControllableMobAI;
import net.sf.l2j.gameserver.model.L2Character;
import net.sf.l2j.gameserver.templates.L2NpcTemplate;

/**
 * @author littlecrow
 */
public class L2ControllableMobInstance extends L2MonsterInstance
{
	private boolean _isInvul;
	private L2ControllableMobAI _aiBackup; // to save ai, avoiding beeing

	// detached
	protected class ControllableAIAcessor extends AIAccessor
	{
		@Override
		public void detachAI()
		{
			// do nothing, AI of controllable mobs can't be detached
			// automatically
		}
	}

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

	@Override
	public int getAggroRange()
	{
		// force mobs to be aggro
		return 500;
	}

	public L2ControllableMobInstance(int objectId, L2NpcTemplate template)
	{
		super(objectId, template);
	}

	@Override
	public L2CharacterAI getAI()
	{
		if (_ai == null)
		{
			synchronized (this)
			{
				if (_ai == null && _aiBackup == null)
				{
					_ai = new L2ControllableMobAI(new ControllableAIAcessor());
					_aiBackup = (L2ControllableMobAI) _ai;
				}
				else
				{
					_ai = _aiBackup;
				}
			}
		}
		return _ai;
	}

	@Override
	public boolean isInvul()
	{
		return _isInvul;
	}

	public void setInvul(boolean isInvul)
	{
		_isInvul = isInvul;
	}

	@Override
	public void reduceCurrentHp(double i, L2Character attacker, boolean awake)
	{
		if (isInvul() || isDead())
		{
			return;
		}
		if (awake)
		{
			stopSleeping(null);
		}
		if (isImmobileUntilAttacked())
			stopImmobileUntilAttacked(null);
		i = getCurrentHp() - i;
		if (i < 0)
		{
			i = 0;
		}
		setCurrentHp(i);
		if (isDead())
		{
			// first die (and calculate rewards), if currentHp < 0,
			// then overhit may be calculated
			if (Config.DEBUG)
			{
				_log.fine("char is dead.");
			}
			stopMove(null);
			// Start the doDie process
			doDie(attacker);
			// now reset currentHp to zero
			setCurrentHp(0);
		}
	}

	@Override
	public boolean doDie(L2Character killer)
	{
		if (!super.doDie(killer))
		{
			return false;
		}
		removeAI();
		return true;
	}

	@Override
	public void deleteMe()
	{
		removeAI();
		super.deleteMe();
	}

	/**
	 * Definitively remove AI
	 */
	protected void removeAI()
	{
		synchronized (this)
		{
			if (_aiBackup != null)
			{
				_aiBackup.setIntention(CtrlIntention.AI_INTENTION_IDLE);
				_aiBackup = null;
				_ai = null;
			}
		}
	}
}