/*
 * 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 static net.sf.l2j.gameserver.ai.CtrlIntention.AI_INTENTION_IDLE;

import java.util.concurrent.Future;

import javolution.util.FastMap;
import net.sf.l2j.gameserver.ThreadPoolManager;
import net.sf.l2j.gameserver.ai.CtrlIntention;
import net.sf.l2j.gameserver.datatables.SkillTable;
import net.sf.l2j.gameserver.model.L2Character;
import net.sf.l2j.gameserver.model.L2ItemInstance;
import net.sf.l2j.gameserver.model.L2Object;
import net.sf.l2j.gameserver.model.L2Skill;
import net.sf.l2j.gameserver.network.serverpackets.NpcInfo;
import net.sf.l2j.gameserver.network.serverpackets.StopMove;
import net.sf.l2j.gameserver.templates.L2NpcTemplate;
import net.sf.l2j.util.Point3D;
import net.sf.l2j.util.Rnd;

// While a tamed beast behaves a lot like a pet (ingame) and does have
// an owner, in all other aspects, it acts like a mob.
// In addition, it can be fed in order to increase its duration.
// This class handles the running tasks, AI, and feed of the mob.
// The (mostly optional) AI on feeding the spawn is handled by the datapack ai
// script
public final class L2TamedBeastInstance extends L2FeedableBeastInstance
{
	private int _foodSkillId;
	private static final int MAX_DISTANCE_FROM_HOME = 30000;
	private static final int MAX_DISTANCE_FROM_OWNER = 2000;
	private static final int MAX_DURATION = 1200000; // 20 minutes
	private static final int DURATION_CHECK_INTERVAL = 60000; // 1 minute
	private static final int DURATION_INCREASE_INTERVAL = 20000; // 20
	// secs
	// (gained
	// upon
	// feeding)
	private static final int BUFF_INTERVAL = 5000; // 5 seconds
	private int _remainingTime = MAX_DURATION;
	private int _homeX, _homeY, _homeZ;
	private L2PcInstance _owner;
	@SuppressWarnings("unchecked")
	private Future _buffTask = null;
	@SuppressWarnings("unchecked")
	private Future _durationCheckTask = null;

	public L2TamedBeastInstance(int objectId, L2NpcTemplate template)
	{
		super(objectId, template);
		setHome(this);
	}

	public L2TamedBeastInstance(int objectId, L2NpcTemplate template, L2PcInstance owner, int foodSkillId, int x, int y, int z)
	{
		super(objectId, template);
		setCurrentHp(getMaxHp());
		setCurrentMp(getMaxMp());
		setOwner(owner);
		setFoodType(foodSkillId);
		setHome(x, y, z);
		this.spawnMe(x, y, z);
	}

	public void onReceiveFood()
	{
		// Eating food extends the duration by 20secs, to a max of 20minutes
		_remainingTime = _remainingTime + DURATION_INCREASE_INTERVAL;
		if (_remainingTime > MAX_DURATION)
			_remainingTime = MAX_DURATION;
	}

	public Point3D getHome()
	{
		return new Point3D(_homeX, _homeY, _homeZ);
	}

	public void setHome(int x, int y, int z)
	{
		_homeX = x;
		_homeY = y;
		_homeZ = z;
	}

	public void setHome(L2Character c)
	{
		setHome(c.getX(), c.getY(), c.getZ());
	}

	public int getRemainingTime()
	{
		return _remainingTime;
	}

	public void setRemainingTime(int duration)
	{
		_remainingTime = duration;
	}

	public int getFoodType()
	{
		return _foodSkillId;
	}

	public void setFoodType(int foodItemId)
	{
		if (foodItemId > 0)
		{
			_foodSkillId = foodItemId;
			// start the duration checks
			// start the buff tasks
			if (_durationCheckTask != null)
				_durationCheckTask.cancel(true);
			_durationCheckTask = ThreadPoolManager.getInstance().scheduleGeneralAtFixedRate(new CheckDuration(this), DURATION_CHECK_INTERVAL, DURATION_CHECK_INTERVAL);
		}
	}

	@Override
	public boolean doDie(L2Character killer)
	{
		if (!super.doDie(killer))
			return false;
		getAI().stopFollow();
		_buffTask.cancel(true);
		_durationCheckTask.cancel(true);
		// clean up variables
		if (_owner != null)
			_owner.setTrainedBeast(null);
		_buffTask = null;
		_durationCheckTask = null;
		_owner = null;
		_foodSkillId = 0;
		_remainingTime = 0;
		return true;
	}

	public L2PcInstance getOwner()
	{
		return _owner;
	}

	public void setOwner(L2PcInstance owner)
	{
		if (owner != null)
		{
			_owner = owner;
			setTitle(owner.getName());
			// broadcast the new title
			broadcastPacket(new NpcInfo(this, owner));
			owner.setTrainedBeast(this);
			// always and automatically follow the owner.
			getAI().startFollow(_owner, 100);
			// instead of calculating this value each time, let's get this
			// now and pass it on
			int totalBuffsAvailable = 0;
			for (L2Skill skill : getTemplate().getSkills().values())
			{
				// if the skill is a buff, check if the owner has it already [
				// owner.getEffect(L2Skill skill) ]
				if (skill.getSkillType() == L2Skill.SkillType.BUFF)
					totalBuffsAvailable++;
			}
			// start the buff tasks
			if (_buffTask != null)
				_buffTask.cancel(true);
			_buffTask = ThreadPoolManager.getInstance().scheduleGeneralAtFixedRate(new CheckOwnerBuffs(this, totalBuffsAvailable), BUFF_INTERVAL, BUFF_INTERVAL);
		}
		else
		{
			doDespawn(); // despawn if no owner
		}
	}

	public boolean isTooFarFromHome()
	{
		return !this.isInsideRadius(_homeX, _homeY, _homeZ, MAX_DISTANCE_FROM_HOME, true, true);
	}

	public void doDespawn()
	{
		// stop running tasks
		getAI().stopFollow();
		_buffTask.cancel(true);
		_durationCheckTask.cancel(true);
		stopHpMpRegeneration();
		// clean up variables
		if (_owner != null)
			_owner.setTrainedBeast(null);
		setTarget(null);
		_buffTask = null;
		_durationCheckTask = null;
		_owner = null;
		_foodSkillId = 0;
		_remainingTime = 0;
		// remove the spawn
		onDecay();
	}

	// notification triggered by the owner when the owner is attacked.
	// tamed mobs will heal/recharge or debuff the enemy according to their
	// skills
	public void onOwnerGotAttacked(L2Character attacker)
	{
		// check if the owner is no longer around...if so, despawn
		if (_owner == null || _owner.isOnline() == 0)
		{
			doDespawn();
			return;
		}
		// if the owner is too far away, stop anything else and immediately run
		// towards the owner.
		if (!_owner.isInsideRadius(this, MAX_DISTANCE_FROM_OWNER, true, true))
		{
			getAI().startFollow(_owner);
			return;
		}
		// if the owner is dead, do nothing...
		if (_owner.isDead())
			return;
		// if the tamed beast is currently in the middle of casting, let it
		// complete its skill...
		if (isCastingNow())
			return;
		float HPRatio = (float) _owner.getCurrentHp() / _owner.getMaxHp();
		// if the owner has a lot of HP, then debuff the enemy with a random
		// debuff among the available skills
		// use of more than one debuff at this moment is acceptable
		if (HPRatio >= 0.8)
		{
			FastMap<Integer, L2Skill> skills = (FastMap<Integer, L2Skill>) getTemplate().getSkills();
			for (L2Skill skill : skills.values())
			{
				// if the skill is a debuff, check if the attacker has it
				// already [ attacker.getEffect(L2Skill skill) ]
				if (skill.getSkillType() == L2Skill.SkillType.DEBUFF && Rnd.get(3) < 1 && attacker.getFirstEffect(skill) != null)
				{
					sitCastAndFollow(skill, attacker);
				}
			}
		}
		// for HP levels between 80% and 50%, do not react to attack events (so
		// that MP can regenerate a bit)
		// for lower HP ranges, heal or recharge the owner with 1 skill use per
		// attack.
		else if (HPRatio < 0.5)
		{
			int chance = 1;
			if (HPRatio < 0.25)
				chance = 2;
			// if the owner has a lot of HP, then debuff the enemy with a
			// random debuff among the available skills
			FastMap<Integer, L2Skill> skills = (FastMap<Integer, L2Skill>) getTemplate().getSkills();
			for (L2Skill skill : skills.values())
			{
				// if the skill is a buff, check if the owner has it already [
				// owner.getEffect(L2Skill skill) ]
				if (Rnd.get(5) < chance
						&& (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))
				{
					sitCastAndFollow(skill, _owner);
					return;
				}
			}
		}
	}

	/**
	 * Prepare and cast a skill: First smoothly prepare the beast for casting, by abandoning other actions Next, call super.doCast(skill) in order to actually cast the spell Finally, return to auto-following the owner.
	 *
	 * @see net.sf.l2j.gameserver.model.L2Character#doCast(net.sf.l2j.gameserver.model.L2Skill)
	 */
	protected void sitCastAndFollow(L2Skill skill, L2Character target)
	{
		stopMove(null);
		broadcastPacket(new StopMove(this));
		getAI().setIntention(AI_INTENTION_IDLE);
		setTarget(target);
		doCast(skill);
		getAI().setIntention(CtrlIntention.AI_INTENTION_FOLLOW, _owner);
	}

	private class CheckDuration implements Runnable
	{
		private L2TamedBeastInstance _tamedBeast;

		CheckDuration(L2TamedBeastInstance tamedBeast)
		{
			_tamedBeast = tamedBeast;
		}

		public void run()
		{
			int foodTypeSkillId = _tamedBeast.getFoodType();
			L2PcInstance owner = _tamedBeast.getOwner();
			_tamedBeast.setRemainingTime(_tamedBeast.getRemainingTime() - DURATION_CHECK_INTERVAL);
			// I tried to avoid this as much as possible...but it seems I
			// can't avoid hardcoding
			// ids further, except by carrying an additional variable just
			// for these two lines...
			// Find which food item needs to be consumed.
			L2ItemInstance item = null;
			if (foodTypeSkillId == 2188)
				item = owner.getInventory().getItemByItemId(6643);
			else if (foodTypeSkillId == 2189)
				item = owner.getInventory().getItemByItemId(6644);
			// if the owner has enough food, call the item handler (use the
			// food and triffer all necessary actions)
			if (item != null && item.getCount() >= 1)
			{
				L2Object oldTarget = owner.getTarget();
				owner.setTarget(_tamedBeast);
				L2Object[] targets = { _tamedBeast };
				// emulate a call to the owner using food, but bypass all checks
				// for range, etc
				// this also causes a call to the AI tasks handling feeding,
				// which may call onReceiveFood as required.
				owner.callSkill(SkillTable.getInstance().getInfo(foodTypeSkillId, 1), targets);
				owner.setTarget(oldTarget);
			}
			else
			{
				// if the owner has no food, the beast immediately despawns,
				// except when it was only
				// newly spawned. Newly spawned beasts can last up to 5 minutes
				if (_tamedBeast.getRemainingTime() < MAX_DURATION - 300000)
					_tamedBeast.setRemainingTime(-1);
			}
			/*
			 * There are too many conflicting reports about whether distance from home should be taken into consideration. Disabled for now. if (_tamedBeast.isTooFarFromHome()) _tamedBeast.setRemainingTime(-1);
			 */
			if (_tamedBeast.getRemainingTime() <= 0)
				_tamedBeast.doDespawn();
		}
	}

	private class CheckOwnerBuffs implements Runnable
	{
		private L2TamedBeastInstance _tamedBeast;
		private int _numBuffs;

		CheckOwnerBuffs(L2TamedBeastInstance tamedBeast, int numBuffs)
		{
			_tamedBeast = tamedBeast;
			_numBuffs = numBuffs;
		}

		public void run()
		{
			L2PcInstance owner = _tamedBeast.getOwner();
			// check if the owner is no longer around...if so, despawn
			if (owner == null || owner.isOnline() == 0)
			{
				doDespawn();
				return;
			}
			// if the owner is too far away, stop anything else and
			// immediately run towards the owner.
			if (!isInsideRadius(owner, MAX_DISTANCE_FROM_OWNER, true, true))
			{
				getAI().startFollow(owner);
				return;
			}
			// if the owner is dead, do nothing...
			if (owner.isDead())
				return;
			// if the tamed beast is currently casting a spell, do not
			// interfere (do not attempt to cast anything new yet).
			if (isCastingNow())
				return;
			int totalBuffsOnOwner = 0;
			int i = 0;
			int rand = Rnd.get(_numBuffs);
			L2Skill buffToGive = null;
			// get this npc's skills: getSkills()
			FastMap<Integer, L2Skill> skills = (FastMap<Integer, L2Skill>) _tamedBeast.getTemplate().getSkills();
			for (L2Skill skill : skills.values())
			{
				// if the skill is a buff, check if the owner has it already [
				// owner.getEffect(L2Skill skill) ]
				if (skill.getSkillType() == L2Skill.SkillType.BUFF)
				{
					if (i == rand)
						buffToGive = skill;
					i++;
					if (owner.getFirstEffect(skill) != null)
					{
						totalBuffsOnOwner++;
					}
				}
			}
			// if the owner has less than 60% of this beast's available
			// buff, cast a random buff
			if (_numBuffs * 2 / 3 > totalBuffsOnOwner)
			{
				_tamedBeast.sitCastAndFollow(buffToGive, owner);
			}
			getAI().setIntention(CtrlIntention.AI_INTENTION_FOLLOW, _tamedBeast.getOwner());
		}
	}
}
