/*
 * 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.ai;

import static net.sf.l2j.gameserver.ai.CtrlIntention.AI_INTENTION_ACTIVE;
import static net.sf.l2j.gameserver.ai.CtrlIntention.AI_INTENTION_ATTACK;
import static net.sf.l2j.gameserver.ai.CtrlIntention.AI_INTENTION_IDLE;
import static net.sf.l2j.gameserver.ai.CtrlIntention.AI_INTENTION_INTERACT;

import java.util.Collection;
import java.util.List;
import java.util.concurrent.Future;

import javolution.util.FastList;
import net.sf.l2j.Config;
import net.sf.l2j.gameserver.GameTimeController;
import net.sf.l2j.gameserver.GeoData;
import net.sf.l2j.gameserver.Territory;
import net.sf.l2j.gameserver.ThreadPoolManager;
import net.sf.l2j.gameserver.instancemanager.DimensionalRiftManager;
import net.sf.l2j.gameserver.model.L2Attackable;
import net.sf.l2j.gameserver.model.L2CharPosition;
import net.sf.l2j.gameserver.model.L2Character;
import net.sf.l2j.gameserver.model.L2Object;
import net.sf.l2j.gameserver.model.L2Skill;
import net.sf.l2j.gameserver.model.L2Summon;
import net.sf.l2j.gameserver.model.actor.instance.L2ChestInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2DoorInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2FestivalMonsterInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2FriendlyMobInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2GrandBossInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2GuardInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2MinionInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2MonsterInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2NpcInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2PlayableInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2RiftInvaderInstance;
import net.sf.l2j.gameserver.model.quest.Quest;
import net.sf.l2j.gameserver.taskmanager.DecayTaskManager;
import net.sf.l2j.gameserver.util.Util;
import net.sf.l2j.util.Rnd;

/**
 * This class manages AI of L2Attackable.<BR>
 * <BR>
 */
public class L2AttackableAI extends L2CharacterAI implements Runnable
{
	// protected static final Logger _log = Logger.getLogger(L2AttackableAI.class.getName());
	private static final int RANDOM_WALK_RATE = 30; // confirmed
	// private static final int MAX_DRIFT_RANGE = 300;
	private static final int MAX_ATTACK_TIMEOUT = 300; // int ticks, i.e. 30
	// seconds
	/** The L2Attackable AI task executed every 1s (call onEvtThink method) */
	@SuppressWarnings("unchecked")
	private Future _aiTask;
	/** The delay after wich the attacked is stopped */
	private int _attackTimeout;
	/** The L2Attackable aggro counter */
	private int _globalAggro;
	/** The flag used to indicate that a thinking action is in progress */
	private boolean _thinking; // to prevent recursive thinking

    /** For attack AI, analysis of mob and its targets */
    private SelfAnalysis _selfAnalysis = new SelfAnalysis();
    private TargetAnalysis _mostHatedAnalysis = new TargetAnalysis();
    private TargetAnalysis _secondMostHatedAnalysis = new TargetAnalysis();

	/**
	 * Constructor of L2AttackableAI.<BR>
	 *
	 * @param accessor
	 *            The AI accessor of the L2Character
	 */
	public L2AttackableAI(L2Character.AIAccessor accessor)
	{
		super(accessor);
        _selfAnalysis.init();
		_attackTimeout = Integer.MAX_VALUE;
		_globalAggro = -10; // 10 seconds timeout of ATTACK after respawn
	}

	public void run()
	{
		// Launch actions corresponding to the Event Think
		onEvtThink();
	}

	/**
	 * Return True if the target is autoattackable (depends on the actor type).<BR><BR>
	 *
	 * <B><U> Actor is a L2GuardInstance</U> :</B><BR><BR>
	 * <li>The target isn't a Folk or a Door</li>
	 * <li>The target isn't dead, isn't invulnerable, isn't in silent moving mode AND too far (>100)</li>
	 * <li>The target is in the actor Aggro range and is at the same height</li>
	 * <li>The L2PcInstance target has karma (=PK)</li>
	 * <li>The L2MonsterInstance target is aggressive</li><BR><BR>
	 *
	 * <B><U> Actor is a L2SiegeGuardInstance</U> :</B><BR><BR>
	 * <li>The target isn't a Folk or a Door</li>
	 * <li>The target isn't dead, isn't invulnerable, isn't in silent moving mode AND too far (>100)</li>
	 * <li>The target is in the actor Aggro range and is at the same height</li>
	 * <li>A siege is in progress</li>
	 * <li>The L2PcInstance target isn't a Defender</li><BR><BR>
	 *
	 * <B><U> Actor is a L2FriendlyMobInstance</U> :</B><BR><BR>
	 * <li>The target isn't a Folk, a Door or another L2NpcInstance</li>
	 * <li>The target isn't dead, isn't invulnerable, isn't in silent moving mode AND too far (>100)</li>
	 * <li>The target is in the actor Aggro range and is at the same height</li>
	 * <li>The L2PcInstance target has karma (=PK)</li><BR><BR>
	 *
	 * <B><U> Actor is a L2MonsterInstance</U> :</B><BR><BR>
	 * <li>The target isn't a Folk, a Door or another L2NpcInstance</li>
	 * <li>The target isn't dead, isn't invulnerable, isn't in silent moving mode AND too far (>100)</li>
	 * <li>The target is in the actor Aggro range and is at the same height</li>
	 * <li>The actor is Aggressive</li><BR><BR>
	 *
	 * @param target The targeted L2Object
	 *
	 */
	private boolean autoAttackCondition(L2Character target)
	{
		if (target == null || !(_actor instanceof L2Attackable))
			return false;
		L2Attackable me = (L2Attackable) _actor;

		// Check if the target isn't invulnerable
		if (target.isInvul())
		{
			// However EffectInvincible requires to check GMs specially
			if (target instanceof L2PcInstance && ((L2PcInstance) target).isGM())
				return false;
			if (target instanceof L2Summon && ((L2Summon) target).getOwner().isGM())
				return false;
		}

		// Check if the target isn't a Folk or a Door
		if (target instanceof L2NpcInstance || target instanceof L2DoorInstance)
			return false;

		// Check if the target isn't dead, is in the Aggro range and is at the same height
		if (target.isAlikeDead() || !me.isInsideRadius(target, me.getAggroRange(), false, false) || Math.abs(_actor.getZ() - target.getZ()) > 300)
			return false;

		if (_selfAnalysis.cannotMoveOnLand && !target.isInsideZone(L2Character.ZONE_WATER))
			return false;

		// Check if the target is a L2PlayableInstance
		if (target instanceof L2PlayableInstance)
		{
			// Check if the AI isn't a Raid Boss and the target isn't in silent move mode
			if (!me.isRaid() && ((L2PlayableInstance) target).isSilentMoving())
				return false;
		}

		// Check if the target is a L2PcInstance
		if (target instanceof L2PcInstance)
		{
			// Don't take the aggro if the GM has the access level below or equal to GM_DONT_TAKE_AGGRO
			if (((L2PcInstance) target).isGM() && ((L2PcInstance) target).getAccessLevel() <= Config.GM_DONT_TAKE_AGGRO)
				return false;

			// TODO: Ideally, autoattack condition should be called from the AI script.  In that case,
			// it should only implement the basic behaviors while the script will add more specific
			// behaviors (like varka/ketra alliance, etc).  Once implemented, remove specialized stuff
			// from this location.  (Fulminus)

			// Check if player is an ally (comparing mem addr)
			if ("varka".equals(me.getFactionId()) && ((L2PcInstance) target).isAlliedWithVarka())
				return false;
			if ("ketra".equals(me.getFactionId()) && ((L2PcInstance) target).isAlliedWithKetra())
				return false;
			// check if the target is within the grace period for JUST getting up from fake death
			if (((L2PcInstance) target).isRecentFakeDeath())
				return false;

			if (target.isInParty() && target.getParty().isInDimensionalRift())
			{
				byte riftType = target.getParty().getDimensionalRift().getType();
				byte riftRoom = target.getParty().getDimensionalRift().getCurrentRoom();

				if (me instanceof L2RiftInvaderInstance && !DimensionalRiftManager.getInstance().getRoom(riftType, riftRoom).checkIfInZone(me.getX(), me.getY(), me.getZ()))
					return false;
			}
		}
		// Check if the target is a L2Summon
		if (target instanceof L2Summon)
		{
			L2PcInstance owner = ((L2Summon) target).getOwner();
			if (owner != null)
			{
				// Don't take the aggro if the GM has the access level below or equal to GM_DONT_TAKE_AGGRO
                if (owner.isGM() && (owner.isInvul() || owner.getAccessLevel() <= Config.GM_DONT_TAKE_AGGRO))
					return false;
				// Check if player is an ally (comparing mem addr)
				if ("varka".equals(me.getFactionId()) && owner.isAlliedWithVarka())
					return false;
				if ("ketra".equals(me.getFactionId()) && owner.isAlliedWithKetra())
					return false;
			}
		}
		// Check if the actor is a L2GuardInstance
		if (_actor instanceof L2GuardInstance)
		{

			// Check if the L2PcInstance target has karma (=PK)
			if (target instanceof L2PcInstance && ((L2PcInstance) target).getKarma() > 0)
				// Los Check
				return GeoData.getInstance().canSeeTarget(me, target);

			//if (target instanceof L2Summon)
			//    return ((L2Summon)target).getKarma() > 0;

			// Check if the L2MonsterInstance target is aggressive
			if (target instanceof L2MonsterInstance)
				return ((L2MonsterInstance) target).isAggressive() && GeoData.getInstance().canSeeTarget(me, target);

			return false;
		}
		else if (_actor instanceof L2FriendlyMobInstance)
		{ // the actor is a L2FriendlyMobInstance

			// Check if the target isn't another L2NpcInstance
			if (target instanceof L2NpcInstance)
				return false;

			// Check if the L2PcInstance target has karma (=PK)
			if (target instanceof L2PcInstance && ((L2PcInstance) target).getKarma() > 0)
				// Los Check
				return GeoData.getInstance().canSeeTarget(me, target);
			else
				return false;
		}
		else
		{ //The actor is a L2MonsterInstance

			// Check if the target isn't another L2NpcInstance
			if (target instanceof L2NpcInstance)
				return false;

			// depending on config, do not allow mobs to attack _new_ players in peacezones,
			// unless they are already following those players from outside the peacezone.
			if (!Config.GUARD_ATTACK_AGGRO_MOB && target.isInsideZone(L2Character.ZONE_PEACE))
				return false;

			// Check if the actor is Aggressive
			return me.isAggressive() && GeoData.getInstance().canSeeTarget(me, target);
		}
	}

	public void startAITask()
	{
		// If not idle - create an AI task (schedule onEvtThink repeatedly)
		if (_aiTask == null)
		{
			_aiTask = ThreadPoolManager.getInstance().scheduleAiAtFixedRate(this, 1000, 1000);
		}
	}

	public void stopAITask()
	{
		if (_aiTask != null)
		{
			_aiTask.cancel(false);
			_aiTask = null;
		}
	}

	@Override
	protected void onEvtDead()
	{
		stopAITask();
		super.onEvtDead();
	}

	/**
	 * Set the Intention of this L2CharacterAI and create an AI Task executed every 1s (call onEvtThink method) for this L2Attackable.<BR>
	 * <BR>
	 * <FONT COLOR=#FF0000><B> <U>Caution</U> : If actor _knowPlayer isn't EMPTY, AI_INTENTION_IDLE will be change in AI_INTENTION_ACTIVE</B></FONT><BR>
	 * <BR>
	 *
	 * @param intention
	 *            The new Intention to set to the AI
	 * @param arg0
	 *            The first parameter of the Intention
	 * @param arg1
	 *            The second parameter of the Intention
	 */
	@Override
	synchronized void changeIntention(CtrlIntention intention, Object arg0, Object arg1)
	{
		if (intention == AI_INTENTION_IDLE || intention == AI_INTENTION_ACTIVE)
		{
			// Check if actor is not dead
			if (!_actor.isAlikeDead())
			{
				L2Attackable npc = (L2Attackable) _actor;
				// If its _knownPlayer isn't empty set the Intention to AI_INTENTION_ACTIVE
				if (npc.getKnownList().getKnownPlayers().size() > 0)
				{
					intention = AI_INTENTION_ACTIVE;
				}
			}
			if (intention == AI_INTENTION_IDLE)
			{
				// Set the Intention of this L2AttackableAI to AI_INTENTION_IDLE
				super.changeIntention(AI_INTENTION_IDLE, null, null);
				// Stop AI task and detach AI from NPC
				if (_aiTask != null)
				{
					_aiTask.cancel(true);
					_aiTask = null;
				}
				// Cancel the AI
				_accessor.detachAI();
				return;
			}
		}
		// Set the Intention of this L2AttackableAI to intention
		super.changeIntention(intention, arg0, arg1);
		// If not idle - create an AI task (schedule onEvtThink repeatedly)
		startAITask();
	}

	/**
	 * Manage the Attack Intention : Stop current Attack (if necessary), Calculate attack timeout, Start a new Attack and Launch Think Event.<BR>
	 * <BR>
	 *
	 * @param target
	 *            The L2Character to attack
	 */
	@Override
	protected void onIntentionAttack(L2Character target)
	{
		// Calculate the attack timeout
		_attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks();

	       // self and buffs
        if (_selfAnalysis.lastBuffTick+100 < GameTimeController.getGameTicks())
        {
          for (L2Skill sk : _selfAnalysis.buffSkills)
          {
        	if (_actor.getFirstEffect(sk.getId()) == null)
        	{
                // if clan buffs, don't buff every time
                if (sk.getTargetType() != L2Skill.SkillTargetType.TARGET_SELF
                        && Rnd.nextInt(2) != 0)
                    continue;
        		if (_actor.getCurrentMp() < sk.getMpConsume())
					continue;
        		if (_actor.isSkillDisabled(sk.getId()))
					continue;
        		// no clan buffs here?
        		if (sk.getTargetType() == L2Skill.SkillTargetType.TARGET_CLAN)
        			continue;
        		L2Object OldTarget = _actor.getTarget();
        		 _actor.setTarget(_actor);
        		clientStopMoving(null);
        		_accessor.doCast(sk);
        		// forcing long reuse delay so if cast get interrupted or there would be several buffs, doesn't cast again
        		_selfAnalysis.lastBuffTick = GameTimeController.getGameTicks();
        		_actor.setTarget(OldTarget);
            }
          }
        }

		// Manage the Attack Intention : Stop current Attack (if necessary), Start a new Attack and Launch Think Event
		super.onIntentionAttack(target);
	}

	/**
	 * Manage AI standard thinks of a L2Attackable (called by onEvtThink).<BR><BR>
	 *
	 * <B><U> Actions</U> :</B><BR><BR>
	 * <li>Update every 1s the _globalAggro counter to come close to 0</li>
	 * <li>If the actor is Aggressive and can attack, add all autoAttackable L2Character in its Aggro Range to its _aggroList, chose a target and order to attack it</li>
	 * <li>If the actor is a L2GuardInstance that can't attack, order to it to return to its home location</li>
	 * <li>If the actor is a L2MonsterInstance that can't attack, order to it to random walk (1/100)</li><BR><BR>
	 *
	 */
	private void thinkActive()
	{
		L2Attackable npc = (L2Attackable) _actor;

		// Update every 1s the _globalAggro counter to come close to 0
		if (_globalAggro != 0)
		{
			if (_globalAggro < 0)
				_globalAggro++;
			else
				_globalAggro--;
		}

		// Add all autoAttackable L2Character in L2Attackable Aggro Range to its _aggroList with 0 damage and 1 hate
		// A L2Attackable isn't aggressive during 10s after its spawn because _globalAggro is set to -10
		if (_globalAggro >= 0)
		{
			// Get all visible objects inside its Aggro Range
			//L2Object[] objects = L2World.getInstance().getVisibleObjects(_actor, ((L2NpcInstance)_actor).getAggroRange());
			// Go through visible objects
			Collection<L2Object> objs = npc.getKnownList().getKnownObjects().values();
			//synchronized (npc.getKnownList().getKnownObjects())
			{
				for (L2Object obj : objs)
				{
					if (!(obj instanceof L2Character))
						continue;
					L2Character target = (L2Character) obj;

					/*
					 * Check to see if this is a festival mob spawn.
					 * If it is, then check to see if the aggro trigger
					 * is a festival participant...if so, move to attack it.
					 */
					if (_actor instanceof L2FestivalMonsterInstance && obj instanceof L2PcInstance)
					{
						L2PcInstance targetPlayer = (L2PcInstance) obj;

						if (!targetPlayer.isFestivalParticipant())
							continue;
					}

					/*
					 * Temporarily adding this commented code as a concept to be used eventually.
					 * However, the way it is written below will NOT work correctly.  The NPC
					 * should only notify Aggro Range Enter when someone enters the range from outside.
					 * Instead, the below code will keep notifying even while someone remains within
					 * the range.  Perhaps we need a short knownlist of range = aggroRange for just
					 * people who are actively within the npc's aggro range?...(Fulminus)
					// notify AI that a playable instance came within aggro range
					if ((obj instanceof L2PcInstance) || (obj instanceof L2Summon))
					{
						if ( !((L2Character)obj).isAlikeDead()
					        && !npc.isInsideRadius(obj, npc.getAggroRange(), true, false) )
						{
							L2PcInstance targetPlayer = (obj instanceof L2PcInstance)? (L2PcInstance) obj: ((L2Summon) obj).getOwner();
					    	if (npc.getTemplate().getEventQuests(Quest.QuestEventType.ON_AGGRO_RANGE_ENTER) !=null)
					    		for (Quest quest: npc.getTemplate().getEventQuests(Quest.QuestEventType.ON_AGGRO_RANGE_ENTER))
					    			quest.notifyAggroRangeEnter(npc, targetPlayer, (obj instanceof L2Summon));
						}
					}
					 */
					// TODO: The AI Script ought to handle aggro behaviors in onSee.  Once implemented, aggro behaviors ought
					// to be removed from here.  (Fulminus)
					// For each L2Character check if the target is autoattackable
					if (autoAttackCondition(target)) // check aggression
					{
						// Get the hate level of the L2Attackable against this L2Character target contained in _aggroList
						int hating = npc.getHating(target);

						// Add the attacker to the L2Attackable _aggroList with 0 damage and 1 hate
						if (hating == 0)
							npc.addDamageHate(target, 0, 1);
					}
				}
			}

			// Chose a target from its aggroList
			L2Character hated;
			if (_actor.isConfused())
				hated = getAttackTarget(); // effect handles selection
			else
				hated = npc.getMostHated();

			// Order to the L2Attackable to attack the target
			if (hated != null)
			{
				// Get the hate level of the L2Attackable against this L2Character target contained in _aggroList
				int aggro = npc.getHating(hated);

				if (aggro + _globalAggro > 0)
				{
					// Set the L2Character movement type to run and send Server->Client packet ChangeMoveType to all others L2PcInstance
					if (!_actor.isRunning())
						_actor.setRunning();

					// Set the AI Intention to AI_INTENTION_ATTACK
					setIntention(CtrlIntention.AI_INTENTION_ATTACK, hated);
				}

				return;
			}

		}

		// Check if the actor is a L2GuardInstance
		if (_actor instanceof L2GuardInstance)
		{
			// Order to the L2GuardInstance to return to its home location because there's no target to attack
			((L2GuardInstance) _actor).returnHome();
		}

		// If this is a festival monster, then it remains in the same location.
		if (_actor instanceof L2FestivalMonsterInstance)
			return;

		// Check if the mob should not return to spawn point
		if (!npc.canReturnToSpawnPoint())
			return;

		// Minions following leader
		if (_actor instanceof L2MinionInstance && ((L2MinionInstance) _actor).getLeader() != null)
		{
			int offset;

			if (_actor.isRaidMinion())
				offset = 500; // for Raids - need correction
			else
				offset = 200; // for normal minions - need correction :)

			if (((L2MinionInstance) _actor).getLeader().isRunning())
				_actor.setRunning();
			else
				_actor.setWalking();

			if (_actor.getPlanDistanceSq(((L2MinionInstance) _actor).getLeader()) > offset * offset)
			{
				int x1, y1, z1;
				x1 = ((L2MinionInstance) _actor).getLeader().getX() + Rnd.nextInt((offset - 30) * 2) - (offset - 30);
				y1 = ((L2MinionInstance) _actor).getLeader().getY() + Rnd.nextInt((offset - 30) * 2) - (offset - 30);
				z1 = ((L2MinionInstance) _actor).getLeader().getZ();
				// Move the actor to Location (x,y,z) server side AND client side by sending Server->Client packet CharMoveToLocation (broadcast)
				moveTo(x1, y1, z1);
				return;
			}
			else if (Rnd.nextInt(RANDOM_WALK_RATE) == 0)
			{
				// self and clan buffs
				for (L2Skill sk : _selfAnalysis.buffSkills)
				{
					if (_actor.getFirstEffect(sk.getId()) == null)
					{
						// if clan buffs, don't buff every time
						if (sk.getTargetType() != L2Skill.SkillTargetType.TARGET_SELF && Rnd.nextInt(2) != 0)
							continue;
						if (_actor.getCurrentMp() < sk.getMpConsume())
							continue;
						if (_actor.isSkillDisabled(sk.getId()))
							continue;
						L2Object OldTarget = _actor.getTarget();
						_actor.setTarget(_actor);
						clientStopMoving(null);
						_accessor.doCast(sk);
						_actor.setTarget(OldTarget);
						return;
					}
				}
			}
		}
		// Order to the L2MonsterInstance to random walk (1/100)
		else if (npc.getSpawn() != null && Rnd.nextInt(RANDOM_WALK_RATE) == 0
				&& !(_actor.isRaid() || _actor instanceof L2MinionInstance || _actor instanceof L2ChestInstance || _actor instanceof L2GuardInstance))
		{
			int x1, y1, z1;
			int range = Config.MAX_DRIFT_RANGE;

			// self and clan buffs
			for (L2Skill sk : _selfAnalysis.buffSkills)
			{
				if (_actor.getFirstEffect(sk.getId()) == null)
				{
					// if clan buffs, don't buff every time
					if (sk.getTargetType() != L2Skill.SkillTargetType.TARGET_SELF && Rnd.nextInt(2) != 0)
						continue;
					if (_actor.getCurrentMp() < sk.getMpConsume())
						continue;
					if (_actor.isSkillDisabled(sk.getId()))
						continue;
					L2Object OldTarget = _actor.getTarget();
					_actor.setTarget(_actor);
					clientStopMoving(null);
					_accessor.doCast(sk);
					_actor.setTarget(OldTarget);
					return;
				}
			}

			// If NPC with random coord in territory
			if (npc.getSpawn().getLocx() == 0 && npc.getSpawn().getLocy() == 0)
			{
				// Calculate a destination point in the spawn area
				int p[] = Territory.getInstance().getRandomPoint(npc.getSpawn().getLocation());
				x1 = p[0];
				y1 = p[1];
				z1 = p[2];

				// Calculate the distance between the current position of the L2Character and the target (x,y)
				double distance2 = _actor.getPlanDistanceSq(x1, y1);

				if (distance2 > range * range)
				{
					npc.setisReturningToSpawnPoint(true);
					float delay = (float) Math.sqrt(distance2) / range;
					x1 = _actor.getX() + (int) ((x1 - _actor.getX()) / delay);
					y1 = _actor.getY() + (int) ((y1 - _actor.getY()) / delay);
				}

				// If NPC with random fixed coord, don't move (unless needs to return to spawnpoint)
				if (Territory.getInstance().getProcMax(npc.getSpawn().getLocation()) > 0 && !npc.isReturningToSpawnPoint())
					return;
			}
			else
			{
				// If NPC with fixed coord
				x1 = npc.getSpawn().getLocx();
				y1 = npc.getSpawn().getLocy();
				z1 = npc.getSpawn().getLocz();

				if (_actor.getPlanDistanceSq(x1, y1) > range * range)
					npc.setisReturningToSpawnPoint(true);
				else
				{
					x1 += Rnd.nextInt(range * 2) - range;
					y1 += Rnd.nextInt(range * 2) - range;
					z1 = npc.getZ();
				}
			}

			//_log.config("Curent pos ("+getX()+", "+getY()+"), moving to ("+x1+", "+y1+").");
			// Move the actor to Location (x,y,z) server side AND client side by sending Server->Client packet CharMoveToLocation (broadcast)
			moveTo(x1, y1, z1);
		}
	}

	/**
	 * Manage AI attack thinks of a L2Attackable (called by onEvtThink).<BR><BR>
	 *
	 * <B><U> Actions</U> :</B><BR><BR>
	 * <li>Update the attack timeout if actor is running</li>
	 * <li>If target is dead or timeout is expired, stop this attack and set the Intention to AI_INTENTION_ACTIVE</li>
	 * <li>Call all L2Object of its Faction inside the Faction Range</li>
	 * <li>Chose a target and order to attack it with magic skill or physical attack</li><BR><BR>
	 *
	 * TODO: Manage casting rules to healer mobs (like Ant Nurses)
	 *
	 */
	private void thinkAttack()
	{
		if (_attackTimeout < GameTimeController.getGameTicks())
		{
			// Check if the actor is running
			if (_actor.isRunning())
			{
				// Set the actor movement type to walk and send Server->Client packet ChangeMoveType to all others L2PcInstance
				_actor.setWalking();

				// Calculate a new attack timeout
				_attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks();
			}
		}

		L2Character originalAttackTarget = getAttackTarget();
		// Check if target is dead or if timeout is expired to stop this attack
		if (originalAttackTarget == null || originalAttackTarget.isAlikeDead() || _attackTimeout < GameTimeController.getGameTicks())
		{
			// Stop hating this target after the attack timeout or if target is dead
			if (originalAttackTarget != null)
				((L2Attackable) _actor).stopHating(originalAttackTarget);

			// Set the AI Intention to AI_INTENTION_ACTIVE
			setIntention(AI_INTENTION_ACTIVE);

			_actor.setWalking();
			return;
		}

		// Handle all L2Object of its Faction inside the Faction Range
		if (((L2NpcInstance) _actor).getFactionId() != null)
		{
			String faction_id = ((L2NpcInstance) _actor).getFactionId();

			// Go through all L2Object that belong to its faction
			Collection<L2Object> objs = _actor.getKnownList().getKnownObjects().values();
			//synchronized (_actor.getKnownList().getKnownObjects())
			{
				for (L2Object obj : objs)
				{
					if (obj instanceof L2NpcInstance)
					{
						L2NpcInstance npc = (L2NpcInstance) obj;

						//Handle SevenSigns mob Factions
	        			String npcfaction = npc.getFactionId();
	        			boolean sevenSignFaction = false;

	        			// TODO: Unhardcode this by AI scripts (DrHouse)
	        			//Catacomb mobs should assist lilim and nephilim other than dungeon
	        			if ("c_dungeon_clan".equals(faction_id) &&
	        				("c_dungeon_lilim".equals(npcfaction) || "c_dungeon_nephi".equals(npcfaction)))
	        				sevenSignFaction = true;
	        			//Lilim mobs should assist other Lilim and catacomb mobs
	        			else if ("c_dungeon_lilim".equals(faction_id) &&
	        				"c_dungeon_clan".equals(npcfaction))
	        				sevenSignFaction = true;
	        			//Nephilim mobs should assist other Nephilim and catacomb mobs
	        			else if ("c_dungeon_nephi".equals(faction_id) &&
	        				"c_dungeon_clan".equals(npcfaction))
	        				sevenSignFaction = true;

	        			if (!faction_id.equals(npc.getFactionId()) && !sevenSignFaction)
	        				continue;

						// Check if the L2Object is inside the Faction Range of
						// the actor
						if (_actor.isInsideRadius(npc, npc.getFactionRange() + npc.getTemplate().collisionRadius, true, false) && npc.getAI() != null)
						{
							if (Math.abs(originalAttackTarget.getZ() - npc.getZ()) < 600 && _actor.getAttackByList().contains(originalAttackTarget)
									&& (npc.getAI()._intention == CtrlIntention.AI_INTENTION_IDLE || npc.getAI()._intention == CtrlIntention.AI_INTENTION_ACTIVE) && GeoData.getInstance().canSeeTarget(_actor, npc))
							{
								if (originalAttackTarget instanceof L2PcInstance || originalAttackTarget instanceof L2Summon)
								{
									if (npc.getTemplate().getEventQuests(Quest.QuestEventType.ON_FACTION_CALL) != null)
									{
										L2PcInstance player = originalAttackTarget instanceof L2PcInstance ? (L2PcInstance) originalAttackTarget : ((L2Summon) originalAttackTarget).getOwner();
										for (Quest quest : npc.getTemplate().getEventQuests(Quest.QuestEventType.ON_FACTION_CALL))
											quest.notifyFactionCall(npc, (L2NpcInstance) _actor, player, (originalAttackTarget instanceof L2Summon));
									}
								}
							}
							// heal or resurrect friends
							if (_selfAnalysis.hasHealOrResurrect && !_actor.isAttackingDisabled() && npc.getCurrentHp() < npc.getMaxHp() * 0.6 && _actor.getCurrentHp() > _actor.getMaxHp() / 2
									&& _actor.getCurrentMp() > _actor.getMaxMp() / 2

							)
							{
								if (npc.isDead() && _actor instanceof L2MinionInstance)
								{
									if (((L2MinionInstance) _actor).getLeader() == npc)
									{
										for (L2Skill sk : _selfAnalysis.resurrectSkills)
										{
											if (_actor.getCurrentMp() < sk.getMpConsume())
												continue;
											if (_actor.isSkillDisabled(sk.getId()))
												continue;
											if (!Util.checkIfInRange(sk.getCastRange(), _actor, npc, true))
												continue;

											if (10 >= Rnd.get(100)) // chance
												continue;
											if (!GeoData.getInstance().canSeeTarget(_actor, npc))
												break;

											L2Object OldTarget = _actor.getTarget();
											_actor.setTarget(npc);
											// would this ever be fast enough
											// for the decay not to run?
											// giving some extra seconds
											DecayTaskManager.getInstance().cancelDecayTask(npc);
											DecayTaskManager.getInstance().addDecayTask(npc);
											clientStopMoving(null);
											_accessor.doCast(sk);
											_actor.setTarget(OldTarget);
											return;
										}
									}
								}
								else if (npc.isInCombat())
								{
									for (L2Skill sk : _selfAnalysis.healSkills)
									{
										if (_actor.getCurrentMp() < sk.getMpConsume())
											continue;
										if (_actor.isSkillDisabled(sk.getId()))
											continue;
										if (!Util.checkIfInRange(sk.getCastRange(), _actor, npc, true))
											continue;

										int chance = 4;
										if (_actor instanceof L2MinionInstance)
										{
											// minions support boss
											if (((L2MinionInstance) _actor).getLeader() == npc)
												chance = 6;
											else
												chance = 3;
										}
										if (npc instanceof L2GrandBossInstance)
											chance = 6;
										if (chance >= Rnd.get(100)) // chance
											continue;
										if (!GeoData.getInstance().canSeeTarget(_actor, npc))
											break;

										L2Object OldTarget = _actor.getTarget();
										_actor.setTarget(npc);
										clientStopMoving(null);
										_accessor.doCast(sk);
										_actor.setTarget(OldTarget);
										return;
									}
								}
							}
						}
					}
				}
			}
		}

		if (_actor.isAttackingDisabled())
			return;

		// Get 2 most hated chars
		List<L2Character> hated = ((L2Attackable) _actor).get2MostHated();
		if (_actor.isConfused())
		{
			if (hated != null)
				hated.set(0, originalAttackTarget); // effect handles selection
			else
			{
				hated = new FastList<L2Character>();
				hated.add(originalAttackTarget);
				hated.add(null);
			}
		}

		if (hated == null || hated.get(0) == null)
		{
			setIntention(AI_INTENTION_ACTIVE);
			return;
		}
		if (hated.get(0) != originalAttackTarget)
		{
			setAttackTarget(hated.get(0));
		}
		_mostHatedAnalysis.update(hated.get(0));
		_secondMostHatedAnalysis.update(hated.get(1));

		// Get all information needed to choose between physical or magical attack
		_actor.setTarget(_mostHatedAnalysis.character);
		double dist2 = _actor.getPlanDistanceSq(_mostHatedAnalysis.character.getX(), _mostHatedAnalysis.character.getY());
		int combinedCollision = _actor.getTemplate().collisionRadius + _mostHatedAnalysis.character.getTemplate().collisionRadius;
		int range = _actor.getPhysicalAttackRange() + combinedCollision;

		// Reconsider target next round if _actor hasn't got hits in for last 14 seconds
		if (!_actor.isMuted() && _attackTimeout - 160 < GameTimeController.getGameTicks() && _secondMostHatedAnalysis.character != null)
		{
			if (Util.checkIfInRange(900, _actor, hated.get(1), true))
			{
				// take off 2* the amount the aggro is larger than second most
				((L2Attackable) _actor).reduceHate(hated.get(0), 2 * (((L2Attackable) _actor).getHating(hated.get(0)) - ((L2Attackable) _actor).getHating(hated.get(1))));
				// Calculate a new attack timeout
				_attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks();
			}
		}
		// Reconsider target during next round if actor is rooted and cannot reach mostHated but can
		// reach secondMostHated
		if (_actor.isRooted() && _secondMostHatedAnalysis.character != null)
		{
			if (_selfAnalysis.isMage && dist2 > _selfAnalysis.maxCastRange * _selfAnalysis.maxCastRange
					&& _actor.getPlanDistanceSq(_secondMostHatedAnalysis.character.getX(), _secondMostHatedAnalysis.character.getY()) < _selfAnalysis.maxCastRange * _selfAnalysis.maxCastRange)
			{
				((L2Attackable) _actor).reduceHate(hated.get(0), 1 + ((L2Attackable) _actor).getHating(hated.get(0)) - ((L2Attackable) _actor).getHating(hated.get(1)));
			}
			else if (dist2 > range * range && _actor.getPlanDistanceSq(_secondMostHatedAnalysis.character.getX(), _secondMostHatedAnalysis.character.getY()) < range * range)
			{
				((L2Attackable) _actor).reduceHate(hated.get(0), 1 + ((L2Attackable) _actor).getHating(hated.get(0)) - ((L2Attackable) _actor).getHating(hated.get(1)));
			}
		}

		// Considering, if bigger range will be attempted
		if (dist2 < 10000 + combinedCollision * combinedCollision
				&& !_selfAnalysis.isFighter && !_selfAnalysis.isBalanced
				&& (_selfAnalysis.hasLongRangeSkills || _selfAnalysis.isArcher || _selfAnalysis.isHealer)
				&& (_mostHatedAnalysis.isBalanced || _mostHatedAnalysis.isFighter)
				&& (_mostHatedAnalysis.character.isRooted() || _mostHatedAnalysis.isSlower)
				&& (Config.GEODATA == 2 ? 20 : 12) >= Rnd.get(100) // chance
		)
		{
			int posX = _actor.getX();
			int posY = _actor.getY();
			int posZ = _actor.getZ();
			double distance = Math.sqrt(dist2); // This way, we only do the sqrt if we need it

			int signx = -1;
			int signy = -1;
			if (_actor.getX() > _mostHatedAnalysis.character.getX())
				signx = 1;
			if (_actor.getY() > _mostHatedAnalysis.character.getY())
				signy = 1;
			posX += Math.round((float) (signx * (range / 2 + Rnd.get(range)) - distance));
			posY += Math.round((float) (signy * (range / 2 + Rnd.get(range)) - distance));
			setIntention(CtrlIntention.AI_INTENTION_MOVE_TO, new L2CharPosition(posX, posY, posZ, 0));
			return;
		}

		// Cannot see target, needs to go closer, currently just goes to range 300 if mage
		if (dist2 > 310 * 310 + combinedCollision * combinedCollision
				&& this._selfAnalysis.hasLongRangeSkills
				&& !GeoData.getInstance().canSeeTarget(_actor, _mostHatedAnalysis.character))
		{
			if (!(_selfAnalysis.isMage && _actor.isMuted()))
			{
				moveToPawn(_mostHatedAnalysis.character, 300);
				return;
			}
		}

		if (_mostHatedAnalysis.character.isMoving())
			range += 50;
		// Check if the actor is far from target
		if (dist2 > range * range)
		{
			if (!_actor.isMuted() && (_selfAnalysis.hasLongRangeSkills || !_selfAnalysis.healSkills.isEmpty()))
			{
				// check for long ranged skills and heal/buff skills
				if (!_mostHatedAnalysis.isCanceled)
				{
					for (L2Skill sk : _selfAnalysis.cancelSkills)
					{
						int castRange = sk.getCastRange() + combinedCollision;
						if (_actor.isSkillDisabled(sk.getId()) || _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk) || dist2 > castRange * castRange)
							continue;
						if (Rnd.nextInt(100) <= 8)
						{
							clientStopMoving(null);
							_accessor.doCast(sk);
							_mostHatedAnalysis.isCanceled = true;
							_attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks();
							return;
						}
					}
				}
				if (this._selfAnalysis.lastDebuffTick + 60 < GameTimeController.getGameTicks())
				{
					for (L2Skill sk : _selfAnalysis.debuffSkills)
					{
						int castRange = sk.getCastRange() + combinedCollision;
						if (_actor.isSkillDisabled(sk.getId()) || _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk) || dist2 > castRange * castRange)
							continue;
						int chance = 8;
						if (_selfAnalysis.isFighter && _mostHatedAnalysis.isMage)
							chance = 3;
						if (_selfAnalysis.isFighter && _mostHatedAnalysis.isArcher)
							chance = 12;
						if (_selfAnalysis.isMage && !_mostHatedAnalysis.isMage)
							chance = 10;
						if (_selfAnalysis.isHealer)
							chance = 12;
						if (_mostHatedAnalysis.isMagicResistant)
							chance /= 2;

						if (Rnd.nextInt(100) <= chance)
						{
							clientStopMoving(null);
							_accessor.doCast(sk);
							_selfAnalysis.lastDebuffTick = GameTimeController.getGameTicks();
							_attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks();
							return;
						}
					}
				}
				if (!_mostHatedAnalysis.character.isMuted())
				{
					int chance = 8;
					if (!(_mostHatedAnalysis.isMage || _mostHatedAnalysis.isBalanced))
						chance = 3;
					for (L2Skill sk : _selfAnalysis.muteSkills)
					{
						int castRange = sk.getCastRange() + combinedCollision;
						if (_actor.isSkillDisabled(sk.getId()) || _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk) || dist2 > castRange * castRange)
							continue;
						if (Rnd.nextInt(100) <= chance)
						{
							clientStopMoving(null);
							_accessor.doCast(sk);
							_attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks();
							return;
						}
					}
				}
				if (_secondMostHatedAnalysis.character != null && !_secondMostHatedAnalysis.character.isMuted() && (_secondMostHatedAnalysis.isMage || _secondMostHatedAnalysis.isBalanced))
				{
					double secondHatedDist2 = _actor.getPlanDistanceSq(_secondMostHatedAnalysis.character.getX(), _secondMostHatedAnalysis.character.getY());
					for (L2Skill sk : _selfAnalysis.muteSkills)
					{
						int castRange = sk.getCastRange() + combinedCollision;
						if (_actor.isSkillDisabled(sk.getId()) || _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk) || secondHatedDist2 > castRange * castRange)
							continue;
						if (Rnd.nextInt(100) <= 2)
						{
							_actor.setTarget(_secondMostHatedAnalysis.character);
							clientStopMoving(null);
							_accessor.doCast(sk);
							_actor.setTarget(_mostHatedAnalysis.character);
							return;
						}
					}
				}
				if (!_mostHatedAnalysis.character.isSleeping())
				{
					for (L2Skill sk : _selfAnalysis.sleepSkills)
					{
						int castRange = sk.getCastRange() + combinedCollision;
						if (_actor.isSkillDisabled(sk.getId()) || _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk) || dist2 > castRange * castRange)
							continue;
						if (Rnd.nextInt(100) <= (_selfAnalysis.isHealer ? 10 : 1))
						{
							clientStopMoving(null);
							_accessor.doCast(sk);
							_attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks();
							return;
						}
					}
				}
				if (_secondMostHatedAnalysis.character != null && !_secondMostHatedAnalysis.character.isSleeping())
				{
					double secondHatedDist2 = _actor.getPlanDistanceSq(_secondMostHatedAnalysis.character.getX(), _secondMostHatedAnalysis.character.getY());
					for (L2Skill sk : _selfAnalysis.sleepSkills)
					{
						int castRange = sk.getCastRange() + combinedCollision;
						if (_actor.isSkillDisabled(sk.getId()) || _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk) || secondHatedDist2 > castRange * castRange)
							continue;
						if (Rnd.nextInt(100) <= (_selfAnalysis.isHealer ? 10 : 3))
						{
							_actor.setTarget(_secondMostHatedAnalysis.character);
							clientStopMoving(null);
							_accessor.doCast(sk);
							_actor.setTarget(_mostHatedAnalysis.character);
							return;
						}
					}
				}
				if (!_mostHatedAnalysis.character.isRooted())
				{
					for (L2Skill sk : _selfAnalysis.rootSkills)
					{
						int castRange = sk.getCastRange() + combinedCollision;
						if (_actor.isSkillDisabled(sk.getId()) || _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk) || dist2 > castRange * castRange)
							continue;
						if (Rnd.nextInt(100) <= (_mostHatedAnalysis.isSlower ? 3 : 8))
						{
							clientStopMoving(null);
							_accessor.doCast(sk);
							_attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks();
							return;
						}
					}
				}
				if (!_mostHatedAnalysis.character.isAttackingDisabled())
				{
					for (L2Skill sk : _selfAnalysis.generalDisablers)
					{
						int castRange = sk.getCastRange() + combinedCollision;
						if (_actor.isSkillDisabled(sk.getId()) || _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk) || dist2 > castRange * castRange)
							continue;
						if (Rnd.nextInt(100) <= (_selfAnalysis.isFighter && _actor.isRooted() ? 15 : 7))
						{
							clientStopMoving(null);
							_accessor.doCast(sk);
							_attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks();
							return;
						}
					}
				}
				if (_actor.getCurrentHp() < _actor.getMaxHp() * 0.4)
				{
					for (L2Skill sk : _selfAnalysis.healSkills)
					{
						if (_actor.isSkillDisabled(sk.getId()) || _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk))
							continue;
						int chance = 7;
						if (_mostHatedAnalysis.character.isAttackingDisabled())
							chance += 10;
						if (_secondMostHatedAnalysis.character == null || _secondMostHatedAnalysis.character.isAttackingDisabled())
							chance += 10;
						if (Rnd.nextInt(100) <= chance)
						{
							_actor.setTarget(_actor);
							clientStopMoving(null);
							_accessor.doCast(sk);
							_actor.setTarget(_mostHatedAnalysis.character);
							return;
						}
					}
				}

				// chance decision for launching long range skills
				int castingChance = 5;
				if (_selfAnalysis.isMage || _selfAnalysis.isHealer)
					castingChance = 50; // mages
				if (_selfAnalysis.isBalanced)
				{
					if (!_mostHatedAnalysis.isFighter) // advance to mages
						castingChance = 15;
					else
						castingChance = 25; // stay away from fighters
				}
				if (_selfAnalysis.isFighter)
				{
					if (_mostHatedAnalysis.isMage)
						castingChance = 3;
					else
						castingChance = 7;
					if (_actor.isRooted())
						castingChance = 20; // doesn't matter if no success first round
				}
				for (L2Skill sk : _selfAnalysis.generalSkills)
				{

					int castRange = sk.getCastRange() + combinedCollision;
					if (_actor.isSkillDisabled(sk.getId()) || _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk) || dist2 > castRange * castRange)
						continue;

					if (Rnd.nextInt(100) <= castingChance)
					{
						clientStopMoving(null);
						_accessor.doCast(sk);
						_attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks();
						return;
					}
				}
			}

			// Move the actor to Pawn server side AND client side by sending Server->Client packet MoveToPawn (broadcast)
			if (_selfAnalysis.isMage && !_actor.isMuted())
			{
				// mages stay a bit further away if not muted or low mana
				if (_actor.getMaxMp() / 3 < _actor.getCurrentMp())
				{
					range = _selfAnalysis.maxCastRange;
					if (dist2 < range * range) // don't move backwards here
						return;
				}
			}
			// healers do not even follow
			if (_selfAnalysis.isHealer)
					return;

			if (_mostHatedAnalysis.character.isMoving())
				range -= 100;
			if (range < 5)
				range = 5;
			moveToPawn(_mostHatedAnalysis.character, range);
			return;
		}
		// **************************************************
		// Else, if this is close enough for physical attacks
		else
		{
			// In case many mobs are trying to hit from same place, move a bit,
			// circling around the target
			if (Rnd.nextInt(100) <= 33) // check it once per 3 seconds
			{
				for (L2Object nearby : _actor.getKnownList().getKnownCharactersInRadius(10))
				{
					if (nearby instanceof L2Attackable && nearby != _mostHatedAnalysis.character)
					{
						int diffx = Rnd.get(combinedCollision, combinedCollision + 40);
						if (Rnd.get(10) < 5)
							diffx = -diffx;
						int diffy = Rnd.get(combinedCollision, combinedCollision + 40);
						if (Rnd.get(10) < 5)
							diffy = -diffy;
						moveTo(_mostHatedAnalysis.character.getX() + diffx, _mostHatedAnalysis.character.getY() + diffy, _mostHatedAnalysis.character.getZ());
						return;
					}
				}
			}

			// Calculate a new attack timeout.
			_attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks();

			// check for close combat skills && heal/buff skills

			if (!_mostHatedAnalysis.isCanceled)
			{
				for (L2Skill sk : _selfAnalysis.cancelSkills)
				{
					if (_actor.isMuted() && sk.isMagic() || _actor.isPsychicalMuted() && !sk.isMagic())
						continue;
					int castRange = sk.getCastRange() + combinedCollision;
					if (_actor.isSkillDisabled(sk.getId()) || _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk) || dist2 > castRange * castRange)
						continue;
					if (Rnd.nextInt(100) <= 8)
					{
						clientStopMoving(null);
						_accessor.doCast(sk);
						_mostHatedAnalysis.isCanceled = true;
						return;
					}
				}
			}
			if (this._selfAnalysis.lastDebuffTick + 60 < GameTimeController.getGameTicks())
			{
				for (L2Skill sk : _selfAnalysis.debuffSkills)
				{
					if (_actor.isMuted() && sk.isMagic() || _actor.isPsychicalMuted() && !sk.isMagic())
						continue;
					int castRange = sk.getCastRange() + combinedCollision;
					if (_actor.isSkillDisabled(sk.getId()) || _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk) || dist2 > castRange * castRange)
						continue;
					int chance = 5;
					if (_selfAnalysis.isFighter && _mostHatedAnalysis.isMage)
						chance = 3;
					if (_selfAnalysis.isFighter && _mostHatedAnalysis.isArcher)
						chance = 3;
					if (_selfAnalysis.isMage && !_mostHatedAnalysis.isMage)
						chance = 4;
					if (_selfAnalysis.isHealer)
						chance = 12;
					if (_mostHatedAnalysis.isMagicResistant)
						chance /= 2;
					if (sk.getCastRange() < 200)
						chance += 3;
					if (Rnd.nextInt(100) <= chance)
					{
						clientStopMoving(null);
						_accessor.doCast(sk);
						_selfAnalysis.lastDebuffTick = GameTimeController.getGameTicks();
						return;
					}
				}
			}
			if (!_mostHatedAnalysis.character.isMuted() && (_mostHatedAnalysis.isMage || _mostHatedAnalysis.isBalanced))
			{
				for (L2Skill sk : _selfAnalysis.muteSkills)
				{
					if (_actor.isMuted() && sk.isMagic() || _actor.isPsychicalMuted() && !sk.isMagic())
						continue;
					int castRange = sk.getCastRange() + combinedCollision;
					if (_actor.isSkillDisabled(sk.getId()) || _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk) || dist2 > castRange * castRange)
						continue;
					if (Rnd.nextInt(100) <= 7)
					{
						clientStopMoving(null);
						_accessor.doCast(sk);
						return;
					}
				}
			}
			if (_secondMostHatedAnalysis.character != null && !_secondMostHatedAnalysis.character.isMuted() && (_secondMostHatedAnalysis.isMage || _secondMostHatedAnalysis.isBalanced))
			{
				double secondHatedDist2 = _actor.getPlanDistanceSq(_secondMostHatedAnalysis.character.getX(), _secondMostHatedAnalysis.character.getY());
				for (L2Skill sk : _selfAnalysis.muteSkills)
				{
					if (_actor.isMuted() && sk.isMagic() || _actor.isPsychicalMuted() && !sk.isMagic())
						continue;
					int castRange = sk.getCastRange() + combinedCollision;
					if (_actor.isSkillDisabled(sk.getId()) || _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk) || secondHatedDist2 > castRange * castRange)
						continue;
					if (Rnd.nextInt(100) <= 3)
					{
						_actor.setTarget(_secondMostHatedAnalysis.character);
						clientStopMoving(null);
						_accessor.doCast(sk);
						_actor.setTarget(_mostHatedAnalysis.character);
						return;
					}
				}
			}
			if (!_mostHatedAnalysis.character.isSleeping() && _selfAnalysis.isHealer)
			{
				for (L2Skill sk : _selfAnalysis.sleepSkills)
				{
					int castRange = sk.getCastRange() + combinedCollision;
					if (_actor.isSkillDisabled(sk.getId()) || _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk) || dist2 > castRange * castRange)
						continue;
					if (Rnd.nextInt(100) <= 10)
					{
						clientStopMoving(null);
						_accessor.doCast(sk);
						_attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks();
						return;
					}
				}
			}
			if (_secondMostHatedAnalysis.character != null && !_secondMostHatedAnalysis.character.isSleeping())
			{
				double secondHatedDist2 = _actor.getPlanDistanceSq(_secondMostHatedAnalysis.character.getX(), _secondMostHatedAnalysis.character.getY());
				for (L2Skill sk : _selfAnalysis.sleepSkills)
				{
					if (_actor.isMuted() && sk.isMagic() || _actor.isPsychicalMuted() && !sk.isMagic())
						continue;
					int castRange = sk.getCastRange() + combinedCollision;
					if (_actor.isSkillDisabled(sk.getId()) || _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk) || secondHatedDist2 > castRange * castRange)
						continue;
					if (Rnd.nextInt(100) <= (_selfAnalysis.isHealer ? 10 : 4))
					{
						_actor.setTarget(_secondMostHatedAnalysis.character);
						clientStopMoving(null);
						_accessor.doCast(sk);
						_actor.setTarget(_mostHatedAnalysis.character);
						return;
					}
				}
			}
			if (!_mostHatedAnalysis.character.isRooted() && _mostHatedAnalysis.isFighter && !_selfAnalysis.isFighter)
			{
				for (L2Skill sk : _selfAnalysis.rootSkills)
				{
					if (_actor.isMuted() && sk.isMagic() || _actor.isPsychicalMuted() && !sk.isMagic())
						continue;
					int castRange = sk.getCastRange() + combinedCollision;
					if (_actor.isSkillDisabled(sk.getId()) || _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk) || dist2 > castRange * castRange)
						continue;
					if (Rnd.nextInt(100) <= (_selfAnalysis.isHealer ? 10 : 4))
					{
						clientStopMoving(null);
						_accessor.doCast(sk);
						return;
					}
				}
			}
			if (!_mostHatedAnalysis.character.isAttackingDisabled())
			{
				for (L2Skill sk : _selfAnalysis.generalDisablers)
				{
					if (_actor.isMuted() && sk.isMagic() || _actor.isPsychicalMuted() && !sk.isMagic())
						continue;
					int castRange = sk.getCastRange() + combinedCollision;
					if (_actor.isSkillDisabled(sk.getId()) || _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk) || dist2 > castRange * castRange)
						continue;
					if (Rnd.nextInt(100) <= (sk.getCastRange() < 200 ? 10 : 7))
					{
						clientStopMoving(null);
						_accessor.doCast(sk);
						return;
					}
				}
			}
			if (_actor.getCurrentHp() < _actor.getMaxHp() * (_selfAnalysis.isHealer ? 0.7 : 0.4))
			{
				for (L2Skill sk : _selfAnalysis.healSkills)
				{
					if (_actor.isMuted() && sk.isMagic() || _actor.isPsychicalMuted() && !sk.isMagic())
						continue;
					if (_actor.isSkillDisabled(sk.getId()) || _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk))
						continue;
					int chance = _selfAnalysis.isHealer ? 15 : 7;
					if (_mostHatedAnalysis.character.isAttackingDisabled())
						chance += 10;
					if (_secondMostHatedAnalysis.character == null || _secondMostHatedAnalysis.character.isAttackingDisabled())
						chance += 10;
					if (Rnd.nextInt(100) <= chance)
					{
						_actor.setTarget(_actor);
						clientStopMoving(null);
						_accessor.doCast(sk);
						_actor.setTarget(_mostHatedAnalysis.character);
						return;
					}
				}
			}
			for (L2Skill sk : _selfAnalysis.generalSkills)
			{
				if (_actor.isMuted() && sk.isMagic() || _actor.isPsychicalMuted() && !sk.isMagic())
					continue;
				int castRange = sk.getCastRange() + combinedCollision;
				if (_actor.isSkillDisabled(sk.getId()) || _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk) || dist2 > castRange * castRange)
					continue;

				// chance decision for launching general skills in melee fight
				// close range skills should be higher, long range lower
				int castingChance = 5;
				if (_selfAnalysis.isMage || _selfAnalysis.isHealer)
				{
					if (sk.getCastRange() < 200)
						castingChance = 35;
					else
						castingChance = 25; // mages
				}
				if (_selfAnalysis.isBalanced)
				{
					if (sk.getCastRange() < 200)
						castingChance = 12;
					else
					{
						if (_mostHatedAnalysis.isMage) // hit mages
							castingChance = 2;
						else
							castingChance = 5;
					}

				}
				if (_selfAnalysis.isFighter)
				{
					if (sk.getCastRange() < 200)
						castingChance = 12;
					else
					{
						if (_mostHatedAnalysis.isMage)
							castingChance = 1;
						else
							castingChance = 3;
					}
				}
				if (Rnd.nextInt(100) <= castingChance)
				{
					clientStopMoving(null);
					_accessor.doCast(sk);
					return;
				}
			}

			// Finally, physical attacks
			if (!_selfAnalysis.isHealer)
			{
				clientStopMoving(null);
				_accessor.doAttack(_mostHatedAnalysis.character);
			}
		}
	}

	/**
	 * Manage AI thinking actions of a L2Attackable.<BR>
	 * <BR>
	 */
	@Override
	protected void onEvtThink()
	{
		// Check if the actor can't use skills and if a thinking action isn't already in progress
		if (_thinking || _actor.isAllSkillsDisabled() || _actor.isCastingNow())
		{
			return;
		}
		// Start thinking action
		_thinking = true;
		try
		{
			// Manage AI thinks of a L2Attackable
			if (getIntention() == AI_INTENTION_ACTIVE)
			{
				thinkActive();
			}
			else if (getIntention() == AI_INTENTION_ATTACK)
			{
				thinkAttack();
			}
		}
		finally
		{
			// Stop thinking action
			_thinking = false;
		}
	}

	/**
	 * Launch actions corresponding to the Event Attacked.<BR>
	 * <BR>
	 * <B><U> Actions</U> :</B><BR>
	 * <BR>
	 * <li>Init the attack : Calculate the attack timeout, Set the _globalAggro to 0, Add the attacker to the actor _aggroList</li> <li>Set the L2Character movement type to run and send Server->Client packet ChangeMoveType to all others L2PcInstance</li> <li>Set the Intention to AI_INTENTION_ATTACK</li> <BR>
	 * <BR>
	 *
	 * @param attacker
	 *            The L2Character that attacks the actor
	 */
	@Override
	protected void onEvtAttacked(L2Character attacker)
	{
		// if (_actor instanceof L2ChestInstance && !((L2ChestInstance)_actor).isInteracted())
		// {
		// ((L2ChestInstance)_actor).deleteMe();
		// ((L2ChestInstance)_actor).getSpawn().startRespawn();
		// return;
		// }
		// Calculate the attack timeout
		_attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks();
		// Set the _globalAggro to 0 to permit attack even just after spawn
		if (_globalAggro < 0)
		{
			_globalAggro = 0;
		}
		// Add the attacker to the _aggroList of the actor
        if (!((L2Attackable) _actor).isCoreAIDisabled())
		((L2Attackable) _actor).addDamageHate(attacker, 0, 1);
		// Set the L2Character movement type to run and send Server->Client packet ChangeMoveType to all others L2PcInstance
		if (!_actor.isRunning())
		{
			_actor.setRunning();
		}
		// Set the Intention to AI_INTENTION_ATTACK
		if (getIntention() != AI_INTENTION_ATTACK  && !((L2Attackable) _actor).isCoreAIDisabled())
		{
			setIntention(CtrlIntention.AI_INTENTION_ATTACK, attacker);
		}
		else if (((L2Attackable) _actor).getMostHated() != getAttackTarget() && !((L2Attackable) _actor).isCoreAIDisabled())
		{
			setIntention(CtrlIntention.AI_INTENTION_ATTACK, attacker);
		}
        else if (getIntention() != AI_INTENTION_INTERACT && ((L2Attackable) _actor).isCoreAIDisabled())
            setIntention(CtrlIntention.AI_INTENTION_INTERACT, attacker);
		super.onEvtAttacked(attacker);
	}

	/**
	 * Launch actions corresponding to the Event Aggression.<BR>
	 * <BR>
	 * <B><U> Actions</U> :</B><BR>
	 * <BR>
	 * <li>Add the target to the actor _aggroList or update hate if already present</li> <li>Set the actor Intention to AI_INTENTION_ATTACK (if actor is L2GuardInstance check if it isn't too far from its home location)</li> <BR>
	 * <BR>
	 *
	 * @param attacker
	 *            The L2Character that attacks
	 * @param aggro
	 *            The value of hate to add to the actor against the target
	 */
	@Override
	protected void onEvtAggression(L2Character target, int aggro)
	{
		L2Attackable me = (L2Attackable) _actor;
		if (target != null)
		{
			// Add the target to the actor _aggroList or update hate if already present
			me.addDamageHate(target, 0, aggro);
			// Set the actor AI Intention to AI_INTENTION_ATTACK
			if (getIntention() != CtrlIntention.AI_INTENTION_ATTACK)
			{
				// Set the L2Character movement type to run and send Server->Client packet ChangeMoveType to all others L2PcInstance
				if (!_actor.isRunning())
				{
					_actor.setRunning();
				}
				setIntention(CtrlIntention.AI_INTENTION_ATTACK, target);
			}
		}
	}

	@Override
	protected void onIntentionActive()
	{
		// Cancel attack timeout
		_attackTimeout = Integer.MAX_VALUE;
		super.onIntentionActive();
	}

	public void setGlobalAggro(int value)
	{
		_globalAggro = value;
	}
}
