/*
 * 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.handler.skillhandlers;

import java.util.ArrayList;
import java.util.List;

import net.sf.l2j.gameserver.handler.ISkillHandler;
import net.sf.l2j.gameserver.handler.SkillHandler;
import net.sf.l2j.gameserver.model.L2Object;
import net.sf.l2j.gameserver.model.L2Skill;
import net.sf.l2j.gameserver.model.actor.L2Character;
import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance;
import net.sf.l2j.gameserver.network.serverpackets.StatusUpdate;
import net.sf.l2j.gameserver.templates.skills.L2SkillType;

/**
 * @author earendil
 */
public class BalanceLife implements ISkillHandler
{
	private static final L2SkillType[] SKILL_IDS =
	{
		L2SkillType.BALANCE_LIFE
	};
	
	@Override
	public void useSkill(L2Character activeChar, L2Skill skill, L2Object[] targets)
	{
		final ISkillHandler handler = SkillHandler.getInstance().getSkillHandler(L2SkillType.BUFF);
		if (handler != null)
			handler.useSkill(activeChar, skill, targets);
		
		final L2PcInstance player = activeChar.getActingPlayer();
		final List<L2Character> finalList = new ArrayList<>();
		
		double fullHP = 0;
		double currentHPs = 0;
		
		for (L2Object obj : targets)
		{
			if (!(obj instanceof L2Character))
				continue;
			
			final L2Character target = ((L2Character) obj);
			if (target.isDead())
				continue;
			
			// Player holding a cursed weapon can't be healed and can't heal
			if (target != activeChar)
			{
				if (target instanceof L2PcInstance && ((L2PcInstance) target).isCursedWeaponEquipped())
					continue;
				else if (player != null && player.isCursedWeaponEquipped())
					continue;
			}
			
			fullHP += target.getMaxHp();
			currentHPs += target.getCurrentHp();
			
			// Add the character to the final list.
			finalList.add(target);
		}
		
		if (!finalList.isEmpty())
		{
			double percentHP = currentHPs / fullHP;
			
			for (L2Character target : finalList)
			{
				target.setCurrentHp(target.getMaxHp() * percentHP);
				
				StatusUpdate su = new StatusUpdate(target);
				su.addAttribute(StatusUpdate.CUR_HP, (int) target.getCurrentHp());
				target.sendPacket(su);
			}
		}
	}
	
	@Override
	public L2SkillType[] getSkillIds()
	{
		return SKILL_IDS;
	}
}