/*
 * 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.logging.Logger;

import net.sf.l2j.Config;
import net.sf.l2j.gameserver.ThreadPoolManager;
import net.sf.l2j.gameserver.ai.CtrlIntention;
import net.sf.l2j.gameserver.ai.L2AttackableAI;
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.L2World;
import net.sf.l2j.gameserver.model.L2WorldRegion;
import net.sf.l2j.gameserver.model.actor.knownlist.GuardKnownList;
import net.sf.l2j.gameserver.network.serverpackets.ActionFailed;
import net.sf.l2j.gameserver.network.serverpackets.MyTargetSelected;
import net.sf.l2j.gameserver.network.serverpackets.SocialAction;
import net.sf.l2j.gameserver.network.serverpackets.ValidateLocation;
import net.sf.l2j.gameserver.templates.chars.L2NpcTemplate;
import net.sf.l2j.util.Rnd;

/**
 * This class manages all Guards in the world.
 * It inherits all methods from L2Attackable and adds some more such as tracking PK and aggressive L2MonsterInstance.<BR><BR>
 *
 * @version $Revision: 1.11.2.1.2.7 $ $Date: 2005/04/06 16:13:40 $
 */
public final class L2GuardInstance extends L2Attackable
{
	@SuppressWarnings("hiding")
	private static Logger _log = Logger.getLogger(L2GuardInstance.class.getName());

    private static final int RETURN_INTERVAL = 60000;

    public class ReturnTask implements Runnable
    {
        public void run()
        {
            if(getAI().getIntention() == CtrlIntention.AI_INTENTION_IDLE)
                returnHome();
        }
    }

	/**
	 * Constructor of L2GuardInstance (use L2Character and L2NpcInstance constructor).<BR><BR>
	 *
	 * <B><U> Actions</U> :</B><BR><BR>
	 * <li>Call the L2Character constructor to set the _template of the L2GuardInstance (copy skills from template to object and link _calculators to NPC_STD_CALCULATOR) </li>
	 * <li>Set the name of the L2GuardInstance</li>
	 * <li>Create a RandomAnimation Task that will be launched after the calculated delay if the server allow it </li><BR><BR>
	 *
	 * @param objectId Identifier of the object to initialized
	 * @param L2NpcTemplate Template to apply to the NPC
	 */
	public L2GuardInstance(int objectId, L2NpcTemplate template)
	{
		super(objectId, template);
		getKnownList(); // init knownlist

        ThreadPoolManager.getInstance().scheduleAiAtFixedRate(new ReturnTask(),RETURN_INTERVAL,RETURN_INTERVAL+Rnd.nextInt(60000));
	}

    @Override
	public final GuardKnownList getKnownList()
    {
    	if(!(super.getKnownList() instanceof GuardKnownList))
    		setKnownList(new GuardKnownList(this));
    	return (GuardKnownList)super.getKnownList();
    }

	/**
	 * Return True if hte attacker is a L2MonsterInstance.<BR><BR>
	 */
	@Override
	public boolean isAutoAttackable(L2Character attacker)
	{
		return attacker instanceof L2MonsterInstance;
	}


	/**
	 * Notify the L2GuardInstance to return to its home location (AI_INTENTION_MOVE_TO) and clear its _aggroList.<BR><BR>
	 */
	public void returnHome()
	{
        if (!isInsideRadius(getSpawn().getLocx(), getSpawn().getLocy(), 150, false))
		{
			clearAggroList();

			getAI().setIntention(CtrlIntention.AI_INTENTION_MOVE_TO, new L2CharPosition(getSpawn().getLocx(), getSpawn().getLocy(), getSpawn().getLocz(), 0));
		}
	}

	/**
	 * Set the home location of its L2GuardInstance.<BR><BR>
	 */
	@Override
	public void onSpawn()
	{
		// [L2J_JP DEL - TSL]
		//super.onSpawn();

        // check the region where this mob is, do not activate the AI if region is inactive.
        L2WorldRegion region = L2World.getInstance().getRegion(getX(),getY());
        if ((region !=null) && (!region.isActive()))
            ((L2AttackableAI) getAI()).stopAITask();
	}


	/**
	 * Return the pathfile of the selected HTML file in function of the L2GuardInstance Identifier and of the page number.<BR><BR>
	 *
	 * <B><U> Format of the pathfile </U> :</B><BR><BR>
	 * <li> if page number = 0 : <B>data/html/guard/12006.htm</B> (npcId-page number)</li>
	 * <li> if page number > 0 : <B>data/html/guard/12006-1.htm</B> (npcId-page number)</li><BR><BR>
	 *
	 * @param npcId The Identifier of the L2NpcInstance whose text must be display
	 * @param val The number of the page to display
	 *
	 */
	@Override
	public String getHtmlPath(int npcId, int val)
	{
		String pom = "";
		if (val == 0)
		{
			pom = "" + npcId;
		}
		else
		{
			pom = npcId + "-" + val;
		}
		return "data/html/guard/" + pom + ".htm";
	}


	/**
	 * Manage actions when a player click on the L2GuardInstance.<BR><BR>
	 *
	 * <B><U> Actions on first click on the L2GuardInstance (Select it)</U> :</B><BR><BR>
	 * <li>Set the L2GuardInstance as target of the L2PcInstance player (if necessary)</li>
	 * <li>Send a Server->Client packet MyTargetSelected to the L2PcInstance player (display the select window)</li>
	 * <li>Set the L2PcInstance Intention to AI_INTENTION_IDLE </li>
	 * <li>Send a Server->Client packet ValidateLocation to correct the L2GuardInstance position and heading on the client </li><BR><BR>
	 *
	 * <B><U> Actions on second click on the L2GuardInstance (Attack it/Interact with it)</U> :</B><BR><BR>
	 * <li>If L2PcInstance is in the _aggroList of the L2GuardInstance, set the L2PcInstance Intention to AI_INTENTION_ATTACK</li>
	 * <li>If L2PcInstance is NOT in the _aggroList of the L2GuardInstance, set the L2PcInstance Intention to AI_INTENTION_INTERACT (after a distance verification) and show message</li><BR><BR>
	 *
	 * <B><U> Example of use </U> :</B><BR><BR>
	 * <li> Client packet : Action, AttackRequest</li><BR><BR>
	 *
	 * @param player The L2PcInstance that start an action on the L2GuardInstance
	 *
	 */
	@Override
	public void onAction(L2PcInstance player)
	{
		if (!canTarget(player)) return;

		// Check if the L2PcInstance already target the L2GuardInstance
		if (getObjectId() != player.getTargetId())
		{
			if (Config.DEBUG) _log.fine(player.getObjectId()+": Targetted guard "+getObjectId());

			// Set the target of the L2PcInstance player
			player.setTarget(this);

			// Send a Server->Client packet MyTargetSelected to the L2PcInstance player
			// The color to display in the select window is White
			MyTargetSelected my = new MyTargetSelected(getObjectId(), 0);
			player.sendPacket(my);

			// Send a Server->Client packet ValidateLocation to correct the L2NpcInstance position and heading on the client
			player.sendPacket(new ValidateLocation(this));
		}
		else
		{
			// Check if the L2PcInstance is in the _aggroList of the L2GuardInstance
			if (containsTarget(player))
			{
				if (Config.DEBUG) _log.fine(player.getObjectId()+": Attacked guard "+getObjectId());

				// Set the L2PcInstance Intention to AI_INTENTION_ATTACK
				player.getAI().setIntention(CtrlIntention.AI_INTENTION_ATTACK, this);
			}
			else
			{
				// Calculate the distance between the L2PcInstance and the L2NpcInstance
				if (!canInteract(player))
				{
					// Set the L2PcInstance Intention to AI_INTENTION_INTERACT
					player.getAI().setIntention(CtrlIntention.AI_INTENTION_INTERACT, this);
				}
				else
				{
					// Send a Server->Client packet SocialAction to the all L2PcInstance on the _knownPlayer of the L2NpcInstance
					// to display a social action of the L2GuardInstance on their client
					SocialAction sa = new SocialAction(getObjectId(), Rnd.nextInt(8));
					broadcastPacket(sa);

					// Open a chat window on client with the text of the L2GuardInstance
					showChatWindow(player, 0);
				}
			}
		}
		// Send a Server->Client ActionFailed to the L2PcInstance in order to avoid that the client wait another packet
		player.sendPacket(ActionFailed.STATIC_PACKET);
	}
}
