/*
 * 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 java.util.Collection;
import java.util.concurrent.ScheduledFuture;
import java.util.logging.Level;

import javolution.text.TextBuilder;
import javolution.util.FastList;
import net.sf.l2j.Config;
import net.sf.l2j.gameserver.ThreadPoolManager;
import net.sf.l2j.gameserver.ai.CtrlIntention;
import net.sf.l2j.gameserver.ai.L2CharacterAI;
import net.sf.l2j.gameserver.ai.L2DoorAI;
import net.sf.l2j.gameserver.instancemanager.CastleManager;
import net.sf.l2j.gameserver.instancemanager.FortManager;
import net.sf.l2j.gameserver.model.L2CharPosition;
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.model.actor.knownlist.DoorKnownList;
import net.sf.l2j.gameserver.model.actor.stat.DoorStat;
import net.sf.l2j.gameserver.model.actor.status.DoorStatus;
import net.sf.l2j.gameserver.model.entity.Castle;
import net.sf.l2j.gameserver.model.entity.ClanHall;
import net.sf.l2j.gameserver.model.entity.Fort;
import net.sf.l2j.gameserver.network.L2GameClient;
import net.sf.l2j.gameserver.network.serverpackets.ActionFailed;
import net.sf.l2j.gameserver.network.serverpackets.ConfirmDlg;
import net.sf.l2j.gameserver.network.serverpackets.DoorStatusUpdate;
import net.sf.l2j.gameserver.network.serverpackets.MyTargetSelected;
import net.sf.l2j.gameserver.network.serverpackets.NpcHtmlMessage;
import net.sf.l2j.gameserver.network.serverpackets.StaticObject;
import net.sf.l2j.gameserver.network.serverpackets.ValidateLocation;
import net.sf.l2j.gameserver.templates.chars.L2CharTemplate;
import net.sf.l2j.gameserver.templates.item.L2Weapon;

/**
 * This class ...
 *
 * @version $Revision: 1.3.2.2.2.5 $ $Date: 2005/03/27 15:29:32 $
 */
public class L2DoorInstance extends L2Character
{
	//protected static final Logger _log = Logger.getLogger(L2DoorInstance.class.getName());
	
	/** The castle index in the array of L2Castle this L2NpcInstance belongs to */
	private int _castleIndex = -2;
	private int _mapRegion = -1;
	/** The fort index in the array of L2Fort this L2NpcInstance belongs to */
	private int _fortIndex = -2;
	
	// when door is closed, the dimensions are
	private int _rangeXMin = 0;
	private int _rangeYMin = 0;
	private int _rangeZMin = 0;
	private int _rangeXMax = 0;
	private int _rangeYMax = 0;
	private int _rangeZMax = 0;
	
	// these variables assist in see-through calculation only
	private int _A = 0;
	private int _B = 0;
	private int _C = 0;
	private int _D = 0;
	
	protected final int _doorId;
	protected final String _name;
	private boolean _open;
	private boolean _unlockable;
	
	// [L2J_JP SANDMAN ADD]
	private int _level;
	
	private ClanHall _clanHall;
	
	protected int _autoActionDelay = -1;
	private ScheduledFuture<?> _autoActionTask;
	
	/** This class may be created only by L2Character and only for AI */
	public class AIAccessor extends L2Character.AIAccessor
	{
		protected AIAccessor()
		{
		}
		
		@Override
		public L2DoorInstance getActor()
		{
			return L2DoorInstance.this;
		}
		
		@Override
		public void moveTo(int x, int y, int z, int offset)
		{
		}
		
		@Override
		public void moveTo(int x, int y, int z)
		{
		}
		
		@Override
		public void stopMove(L2CharPosition pos)
		{
		}
		
		@Override
		public void doAttack(L2Character target)
		{
		}
		
		@Override
		public void doCast(L2Skill skill)
		{
		}
	}
	
	@Override
	public L2CharacterAI getAI()
	{
		L2CharacterAI ai = _ai; // copy handle
		if (ai == null)
		{
			synchronized (this)
			{
				if (_ai == null)
					_ai = new L2DoorAI(new AIAccessor());
				return _ai;
			}
		}
		return ai;
	}
	
	class CloseTask implements Runnable
	{
		public void run()
		{
			try
			{
				onClose();
			}
			catch (Exception e)
			{
				_log.log(Level.SEVERE, "", e);
			}
		}
	}
	
	/**
	 * Manages the auto open and closing of a door.
	 */
	class AutoOpenClose implements Runnable
	{
		public void run()
		{
			try
			{
				String doorAction;
				
				if (!getOpen())
				{
					doorAction = "opened";
					openMe();
				}
				else
				{
					doorAction = "closed";
					closeMe();
				}
				
				if (Config.DEBUG)
					_log.info("Auto " + doorAction + " door ID " + _doorId + " (" + _name + ") for " + (_autoActionDelay / 60000) + " minute(s).");
			}
			catch (Exception e)
			{
				_log.warning("Could not auto open/close door ID " + _doorId + " (" + _name + ")");
			}
		}
	}
	
	/**
	 */
	public L2DoorInstance(int objectId, L2CharTemplate template, int doorId, String name, boolean unlockable)
	{
		super(objectId, template);
		getKnownList(); // init knownlist
		getStat(); // init stats
		getStatus(); // init status
		_doorId = doorId;
		_name = name;
		_unlockable = unlockable;
	}
	
	@Override
	public final DoorKnownList getKnownList()
	{
		if (!(super.getKnownList() instanceof DoorKnownList))
			setKnownList(new DoorKnownList(this));
		return (DoorKnownList) super.getKnownList();
	}
	
	@Override
	public final DoorStat getStat()
	{
		if (!(super.getStat() instanceof DoorStat))
			setStat(new DoorStat(this));
		return (DoorStat) super.getStat();
	}
	
	@Override
	public final DoorStatus getStatus()
	{
		if (!(super.getStatus() instanceof DoorStatus))
			setStatus(new DoorStatus(this));
		return (DoorStatus) super.getStatus();
	}
	
	public final boolean isUnlockable()
	{
		return _unlockable;
	}
	
	// [L2J_JP ADD]
	public final void setLevel(int newLevel)
	{
		_level = newLevel;
	}
	
	@Override
	public final int getLevel()
	{
		return _level;	// [L2J_JP EDIT]
	}
	
	/**
	 * @return Returns the doorId.
	 */
	public int getDoorId()
	{
		return _doorId;
	}
	
	/**
	 * @return Returns the open.
	 */
	public boolean getOpen()
	{
		return _open;
	}
	
	/**
	 * @param open The open to set.
	 */
	public void setOpen(boolean open)
	{
		_open = open;
	}
	
	/**
	 * Sets the delay in milliseconds for automatic opening/closing
	 * of this door instance.
	 * <BR>
	 * <B>Note:</B> A value of -1 cancels the auto open/close task.
	 *
	 * @param int actionDelay
	 */
	public void setAutoActionDelay(int actionDelay)
	{
		if (_autoActionDelay == actionDelay)
			return;
		
		if (actionDelay > -1)
		{
			AutoOpenClose ao = new AutoOpenClose();
			ThreadPoolManager.getInstance().scheduleGeneralAtFixedRate(ao, actionDelay, actionDelay);
		}
		else
		{
			if (_autoActionTask != null)
				_autoActionTask.cancel(false);
		}
		
		_autoActionDelay = actionDelay;
	}
	
	public int getDamage()
	{
		int dmg = 6 - (int) Math.ceil(getCurrentHp() / getMaxHp() * 6);
		if (dmg > 6)
			return 6;
		if (dmg < 0)
			return 0;
		return dmg;
	}
	
	public final Castle getCastle()
	{
		if (_castleIndex < 0)
			_castleIndex = CastleManager.getInstance().getCastleIndex(this);
		if (_castleIndex < 0)
			return null;
		return CastleManager.getInstance().getCastles().get(_castleIndex);
	}
	
	public final Fort getFort()
	{
		if (_fortIndex < 0)
			_fortIndex = FortManager.getInstance().getFortIndex(this);
		if (_fortIndex < 0)
			return null;
		return FortManager.getInstance().getForts().get(_fortIndex);
	}
	
	public void setClanHall(ClanHall clanhall)
	{
		_clanHall = clanhall;
	}
	
	public ClanHall getClanHall()
	{
		return _clanHall;
	}
	
	public boolean isEnemy()
	{
		if (getCastle() != null && getCastle().getCastleId() > 0 && getCastle().getSiege().getIsInProgress())
			return true;
		if (getFort() != null && getFort().getFortId() > 0 && getFort().getSiege().getIsInProgress())
			return true;
		return false;
	}
	
	@Override
	public boolean isAutoAttackable(L2Character attacker)
	{
//<<<<<<< .mine (r2503)[JOJO - –¢ƒ`ƒFƒbƒN]
//		// [L2J_JP DELETE]
//		//if (isUnlockable())
//		//	return true;
//=======
		if (isUnlockable() && getFort() == null)
			return true;
//>>>>>>> .r2530
		
		// Doors can`t be attacked by NPCs
		if (!(attacker instanceof L2PcInstance))
			return false;
		
		// Attackable  only during siege by everyone
		boolean isCastle = (getCastle() != null && getCastle().getCastleId() > 0 && getCastle().getSiege().getIsInProgress());
		
		boolean isFort = (getFort() != null && getFort().getFortId() > 0 && getFort().getSiege().getIsInProgress());
		
		return (isCastle || isFort);
	}
	
	public boolean isAttackable(L2Character attacker)
	{
		if (isUnlockable())
			return true; // [L2J_JP ADD][JOJO]
		return isAutoAttackable(attacker);
	}
	
	@Override
	public void updateAbnormalEffect()
	{
	}
	
	public int getDistanceToWatchObject(L2Object object)
	{
		if (!(object instanceof L2PcInstance))
			return 0;
		return 2000;
	}
	
	/**
	 * Return the distance after which the object must be remove from _knownObject according to the type of the object.<BR><BR>
	 *
	 * <B><U> Values </U> :</B><BR><BR>
	 * <li> object is a L2PcInstance : 4000</li>
	 * <li> object is not a L2PcInstance : 0 </li><BR><BR>
	 *
	 */
	public int getDistanceToForgetObject(L2Object object)
	{
		if (!(object instanceof L2PcInstance))
			return 0;
		
		return 4000;
	}
	
	/**
	 * Return null.<BR><BR>
	 */
	@Override
	public L2ItemInstance getActiveWeaponInstance()
	{
		return null;
	}
	
	@Override
	public L2Weapon getActiveWeaponItem()
	{
		return null;
	}
	
	@Override
	public L2ItemInstance getSecondaryWeaponInstance()
	{
		return null;
	}
	
	@Override
	public L2Weapon getSecondaryWeaponItem()
	{
		return null;
	}
	
	@Override
	public void onAction(L2PcInstance player)
	{
		if (player == null)
			return;
		
		// Check if the L2PcInstance already target the L2NpcInstance
		if (this != player.getTarget())
		{
			// Set the target of the L2PcInstance player
			player.setTarget(this);
			
			// Send a Server->Client packet MyTargetSelected to the L2PcInstance player
			MyTargetSelected my = new MyTargetSelected(getObjectId(), 0);
			player.sendPacket(my);
			
			StaticObject su = new StaticObject(this, false);
			
			// send HP amount if doors are inside castle/fortress zone
			// TODO: needed to be added here doors from conquerable clanhalls
			if (getCastle() != null && getCastle().getCastleId() > 0 || getFort() != null && getFort().getFortId() > 0)
				su = new StaticObject(this, true);
			player.sendPacket(su);
			
			// Send a Server->Client packet ValidateLocation to correct the L2NpcInstance position and heading on the client
			player.sendPacket(new ValidateLocation(this));
		}
		else
		{
			//            MyTargetSelected my = new MyTargetSelected(getObjectId(), player.getLevel());
			//            player.sendPacket(my);
			if (isAutoAttackable(player))
			{
				if (Math.abs(player.getZ() - getZ()) < 400) // this max heigth difference might need some tweaking
				{
					player.getAI().setIntention(CtrlIntention.AI_INTENTION_ATTACK, this);
				}
			}
			else if (player.getClan() != null && getClanHall() != null && player.getClanId() == getClanHall().getOwnerId())
			{
				if (!isInsideRadius(player, L2NpcInstance.INTERACTION_DISTANCE, false, false))
				{
					player.getAI().setIntention(CtrlIntention.AI_INTENTION_INTERACT, this);
				}
				else
				{
					player.gatesRequest(this);
					if (!getOpen())
					{
						player.sendPacket(new ConfirmDlg(1140));
					}
					else
					{
						player.sendPacket(new ConfirmDlg(1141));
						;
					}
				}
			}
			else if (player.getClan() != null && getFort() != null && player.getClanId() == getFort().getOwnerId() && isUnlockable())
			{
				if (!isInsideRadius(player, L2NpcInstance.INTERACTION_DISTANCE, false, false))
				{
					player.getAI().setIntention(CtrlIntention.AI_INTENTION_INTERACT, this);
				}
				else
				{
					player.gatesRequest(this);
					if (!getOpen())
					{
						player.sendPacket(new ConfirmDlg(1140));
					}
					else
					{
						player.sendPacket(new ConfirmDlg(1141));
						;
					}
				}
			}
		}
		// Send a Server->Client ActionFailed to the L2PcInstance in order to avoid that the client wait another packet
		player.sendPacket(ActionFailed.STATIC_PACKET);
	}
	
	@Override
	public void onActionShift(L2GameClient client)
	{
		L2PcInstance player = client.getActiveChar();
		if (player == null)
			return;
		
		if (player.getAccessLevel().isGm())
		{
			player.setTarget(this);
			MyTargetSelected my = new MyTargetSelected(getObjectId(), player.getLevel());
			player.sendPacket(my);
			
			StaticObject su = new StaticObject(this, false);
			
			// send HP amount if doors are inside castle/fortress zone
			// TODO: needed to be added here doors from conquerable clanhalls
			if (getCastle() != null && getCastle().getCastleId() > 0 || getFort() != null && getFort().getFortId() > 0)
				su = new StaticObject(this, true);
			
			player.sendPacket(su);
			
			NpcHtmlMessage html = new NpcHtmlMessage(getObjectId());
			TextBuilder html1 = new TextBuilder("<html><body><table border=0>");
			html1.append("<tr><td>S.Y.L. Says:</td></tr>");
			html1.append("<tr><td>Current HP  " + getCurrentHp() + "</td></tr>");
			html1.append("<tr><td>Max HP      " + getMaxHp() + "</td></tr>");
			// [L2J_JP ADD]
			html1.append("<tr><td>Level       " + getLevel() + "</td></tr>");
			html1.append("<tr><td>Unlockable  " + isUnlockable() + "</td></tr>");
			html1.append("<tr><td><br></td></tr>");
			//
			html1.append("<tr><td>Max X      " + getXMax() + "</td></tr>");
			html1.append("<tr><td>Max Y      " + getYMax() + "</td></tr>");
			html1.append("<tr><td>Max Z      " + getZMax() + "</td></tr>");
			html1.append("<tr><td>Min X      " + getXMin() + "</td></tr>");
			html1.append("<tr><td>Min Y      " + getYMin() + "</td></tr>");
			html1.append("<tr><td>Min Z      " + getZMin() + "</td></tr>");
			html1.append("<tr><td>Object ID: " + getObjectId() + "</td></tr>");
			html1.append("<tr><td>Door ID:<br>" + getDoorId() + "</td></tr>");
			html1.append("<tr><td><br></td></tr>");
			
			html1.append("<tr><td>Class: " + getClass().getName() + "</td></tr>");
			html1.append("<tr><td><br></td></tr>");
			html1.append("</table>");
			
			html1.append("<table><tr>");
			html1.append("<td><button value=\"Open\" action=\"bypass -h admin_open " + getDoorId() + "\" width=40 height=15 back=\"L2UI_ct1.button_df\" fore=\"L2UI_ct1.button_df\"></td>");
			html1.append("<td><button value=\"Close\" action=\"bypass -h admin_close " + getDoorId() + "\" width=40 height=15 back=\"L2UI_ct1.button_df\" fore=\"L2UI_ct1.button_df\"></td>");
			html1.append("<td><button value=\"Kill\" action=\"bypass -h admin_kill\" width=40 height=15 back=\"L2UI_ct1.button_df\" fore=\"L2UI_ct1.button_df\"></td>");
			html1.append("<td><button value=\"Delete\" action=\"bypass -h admin_delete\" width=40 height=15 back=\"L2UI_ct1.button_df\" fore=\"L2UI_ct1.button_df\"></td>");
			html1.append("</tr></table></body></html>");
			
			html.setHtml(html1.toString());
			player.sendPacket(html);
		}
		else
		{
			// ATTACK the mob without moving?
		}
		
		player.sendPacket(ActionFailed.STATIC_PACKET);
	}
	
	@Override
	public void broadcastStatusUpdate()
	{
		Collection<L2PcInstance> knownPlayers = getKnownList().getKnownPlayers().values();
		if (knownPlayers == null || knownPlayers.isEmpty())
			return;
		
		StaticObject su = new StaticObject(this, false);
		DoorStatusUpdate dsu = new DoorStatusUpdate(this);
		
		//synchronized (getKnownList().getKnownPlayers())
		{
			for (L2PcInstance player : knownPlayers)
			{
				if (getCastle() != null && getCastle().getCastleId() > 0 || getFort() != null && getFort().getFortId() > 0)
					su = new StaticObject(this, true);
				
				player.sendPacket(su);
				player.sendPacket(dsu);
			}
		}
	}
	
	public void onOpen()
	{
		ThreadPoolManager.getInstance().scheduleGeneral(new CloseTask(), 60000);
	}
	
	public void onClose()
	{
		closeMe();
	}
	
	public final void closeMe()
	{
		setOpen(false);
		broadcastStatusUpdate();
	}
	
	public final void openMe()
	{
		setOpen(true);
		broadcastStatusUpdate();
	}
	
	@Override
	public String toString()
	{
		return "door " + _doorId;
	}
	
	public String getDoorName()
	{
		return _name;
	}
	
	public int getXMin()
	{
		return _rangeXMin;
	}
	
	public int getYMin()
	{
		return _rangeYMin;
	}
	
	public int getZMin()
	{
		return _rangeZMin;
	}
	
	public int getXMax()
	{
		return _rangeXMax;
	}
	
	public int getYMax()
	{
		return _rangeYMax;
	}
	
	public int getZMax()
	{
		return _rangeZMax;
	}
	
	public void setRange(int xMin, int yMin, int zMin, int xMax, int yMax, int zMax)
	{
		_rangeXMin = xMin;
		_rangeYMin = yMin;
		_rangeZMin = zMin;
		
		_rangeXMax = xMax;
		_rangeYMax = yMax;
		_rangeZMax = zMax;
		
		_A = _rangeYMax * (_rangeZMax - _rangeZMin) + _rangeYMin * (_rangeZMin - _rangeZMax);
		_B = _rangeZMin * (_rangeXMax - _rangeXMin) + _rangeZMax * (_rangeXMin - _rangeXMax);
		_C = _rangeXMin * (_rangeYMax - _rangeYMin) + _rangeXMin * (_rangeYMin - _rangeYMax);
		_D = -1 * (_rangeXMin * (_rangeYMax * _rangeZMax - _rangeYMin * _rangeZMax) + _rangeXMax * (_rangeYMin * _rangeZMin - _rangeYMin * _rangeZMax) + _rangeXMin * (_rangeYMin * _rangeZMax - _rangeYMax * _rangeZMin));
	}
	
	public int getMapRegion()
	{
		return _mapRegion;
	}
	
	public void setMapRegion(int region)
	{
		_mapRegion = region;
	}
	
	public Collection<L2SiegeGuardInstance> getKnownSiegeGuards()
	{
		FastList<L2SiegeGuardInstance> result = new FastList<L2SiegeGuardInstance>();
		
		Collection<L2Object> objs = getKnownList().getKnownObjects().values();
		//synchronized (getKnownList().getKnownObjects())
		{
			for (L2Object obj : objs)
			{
				if (obj instanceof L2SiegeGuardInstance)
					result.add((L2SiegeGuardInstance) obj);
			}
		}
		return result;
	}
	
	public int getA()
	{
		return _A;
	}
	
	public int getB()
	{
		return _B;
	}
	
	public int getC()
	{
		return _C;
	}
	
	public int getD()
	{
		return _D;
	}
}
