/*
 * 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.skillhandlers;

import com.l2jserver.gameserver.handler.ISkillHandler;
import com.l2jserver.gameserver.model.L2Object;
import com.l2jserver.gameserver.model.ShotType;
import com.l2jserver.gameserver.model.actor.L2Character;
import com.l2jserver.gameserver.model.effects.L2Effect;
import com.l2jserver.gameserver.model.skills.L2Skill;
import com.l2jserver.gameserver.model.skills.L2SkillType;
import com.l2jserver.gameserver.model.stats.Stats;
import com.l2jserver.gameserver.network.SystemMessageId;
import com.l2jserver.gameserver.network.serverpackets.StatusUpdate;
import com.l2jserver.gameserver.network.serverpackets.SystemMessage;

/**
 * @version $Revision: 1.1.2.2.2.1 $ $Date: 2005/03/02 15:38:36 $
 */
public class ManaHealByLevel implements ISkillHandler
{
	private static final L2SkillType[] SKILL_IDS =
	{
		L2SkillType.MANAHEAL_BY_LEVEL
	};
	
	@Override
	public void useSkill(L2Character activeChar, L2Skill skill, L2Object[] targets)
	{
		for (L2Character target : (L2Character[]) targets)
		{
			if (target.isInvul())
			{
				continue;
			}
			
			double mp = skill.getPower();
			
			// recharged mp influenced by difference between target level and skill level
			// if target is within 5 levels or lower then skill level there's no penalty.
			mp = target.calcStat(Stats.RECHARGE_MP_RATE, mp, null, null);
			if (target.getLevel() > skill.getMagicLevel())
			{
				int lvlDiff = target.getLevel() - skill.getMagicLevel();
				// if target is too high compared to skill level, the amount of recharged mp gradually decreases.
				if (lvlDiff == 6)
				{
					mp *= 0.9; // only 90% effective
				}
				else if (lvlDiff == 7)
				{
					mp *= 0.8; // 80%
				}
				else if (lvlDiff == 8)
				{
					mp *= 0.7; // 70%
				}
				else if (lvlDiff == 9)
				{
					mp *= 0.6; // 60%
				}
				else if (lvlDiff == 10)
				{
					mp *= 0.5; // 50%
				}
				else if (lvlDiff == 11)
				{
					mp *= 0.4; // 40%
				}
				else if (lvlDiff == 12)
				{
					mp *= 0.3; // 30%
				}
				else if (lvlDiff == 13)
				{
					mp *= 0.2; // 20%
				}
				else if (lvlDiff == 14)
				{
					mp *= 0.1; // 10%
				}
				else if (lvlDiff >= 15)
				{
					mp = 0; // 0mp recharged
				}
			}
			
			// from CT2 u will receive exact MP, u can't go over it, if u have full MP and u get MP buff, u will receive 0MP restored message
			mp = Math.min(mp, target.getMaxRecoverableMp() - target.getCurrentMp());
			
			// Prevent negative amounts
			if (mp < 0)
			{
				mp = 0;
			}
			
			target.setCurrentMp(mp + target.getCurrentMp());
			StatusUpdate sump = new StatusUpdate(target);
			sump.addAttribute(StatusUpdate.CUR_MP, (int) target.getCurrentMp());
			target.sendPacket(sump);
			
			SystemMessage sm;
			// if skill power is "0 or less" don't show heal system message.
			if (skill.getPower() > 0)
			{
				if (activeChar.isPlayer() && (activeChar != target))
				{
					sm = SystemMessage.getSystemMessage(SystemMessageId.S2_MP_RESTORED_BY_C1);
					sm.addCharName(activeChar);
				}
				else
				{
					sm = SystemMessage.getSystemMessage(SystemMessageId.S1_MP_RESTORED);
				}
				sm.addNumber((int) mp);
				target.sendPacket(sm);
			}
			
			if (skill.hasEffects())
			{
				target.stopSkillEffects(skill.getId());
				skill.getEffects(activeChar, target);
				sm = SystemMessage.getSystemMessage(SystemMessageId.YOU_FEEL_S1_EFFECT);
				sm.addSkillName(skill);
				target.sendPacket(sm);
			}
		}
		
		if (skill.hasSelfEffects())
		{
			L2Effect effect = activeChar.getFirstEffect(skill.getId());
			if ((effect != null) && effect.isSelfEffect())
			{
				// Replace old effect with new one.
				effect.exit();
			}
			// cast self effect if any
			skill.getEffectsSelf(activeChar);
		}
		
		activeChar.setChargedShot(activeChar.isChargedShot(ShotType.BLESSED_SPIRITSHOTS) ? ShotType.BLESSED_SPIRITSHOTS : ShotType.SPIRITSHOTS, false);
	}
	
	@Override
	public L2SkillType[] getSkillIds()
	{
		return SKILL_IDS;
	}
}
