/*
 * Copyright (C) 2004-2013 L2J DataPack
 * 
 * This file is part of L2J DataPack.
 * 
 * L2J DataPack 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.
 * 
 * L2J DataPack 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 handlers.effecthandlers;

import java.util.List;

import com.l2jserver.Config;
import com.l2jserver.gameserver.model.L2ExtractableProductItem;
import com.l2jserver.gameserver.model.L2ExtractableSkill;
import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
import com.l2jserver.gameserver.model.effects.EffectTemplate;
import com.l2jserver.gameserver.model.effects.L2Effect;
import com.l2jserver.gameserver.model.effects.L2EffectType;
import com.l2jserver.gameserver.model.holders.ItemHolder;
import com.l2jserver.gameserver.model.stats.Env;
import com.l2jserver.gameserver.network.SystemMessageId;
import com.l2jserver.util.Rnd;

/**
 * Restoration Random effect.<br>
 * This effect is present in item skills that "extract" new items upon usage.<br>
 * This effect has been unhardcoded in order to work on targets as well.
 * @author Zoey76
 */
public class RestorationRandom extends L2Effect
{
	public RestorationRandom(Env env, EffectTemplate template)
	{
		super(env, template);
	}
	
	@Override
	public boolean onStart()
	{
		if ((getEffector() == null) || (getEffected() == null) || !getEffector().isPlayer() || !getEffected().isPlayer())
		{
			return false;
		}
		
		final L2ExtractableSkill exSkill = getSkill().getExtractableSkill();
		if (exSkill == null)
		{
			return false;
		}
		
		if (exSkill.getProductItems().isEmpty())
		{
			_log.warning("Extractable Skill with no data, probably wrong/empty table in Skill Id: " + getSkill().getId());
			return false;
		}
		
		final double rndNum = 100 * Rnd.nextDouble();
		double chanceFrom = 0;
		List<ItemHolder> creationList = null;
		
		// Explanation for future changes:
		// You get one chance for the current skill, then you can fall into
		// one of the "areas" like in a roulette.
		// Example: for an item like Id1,A1,30;Id2,A2,50;Id3,A3,20;
		// #---#-----#--#
		// 0--30----80-100
		// If you get chance equal 45% you fall into the second zone 30-80.
		// Meaning you get the second production list.
		// Calculate extraction
		for (L2ExtractableProductItem expi : exSkill.getProductItems())
		{
			chanceFrom += expi.getChance();
			if (rndNum < chanceFrom)
			{
				creationList = expi.getItems();
				break;
			}
		}
		
		final L2PcInstance player = getEffected().getActingPlayer();
		if (creationList == null)
		{
			player.sendPacket(SystemMessageId.NOTHING_INSIDE_THAT);
			return false;
		}
		
		for (ItemHolder item : creationList)
		{
			if ((item.getId() <= 0) || (item.getCount() <= 0))
			{
				continue;
			}
			player.addItem("Extract", item.getId(), (long) (item.getCount() * Config.RATE_EXTRACTABLE), getEffector(), true);
		}
		return true;
	}
	
	@Override
	public boolean onActionTime()
	{
		return false;
	}
	
	@Override
	public L2EffectType getEffectType()
	{
		return L2EffectType.RESTORATION_RANDOM;
	}
}
