/*
 * 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 ai.group_template;

import com.l2jserver.gameserver.ai.CtrlIntention;
import com.l2jserver.gameserver.model.L2Object;
import com.l2jserver.gameserver.model.actor.L2Character;
import com.l2jserver.gameserver.model.actor.L2Npc;
import com.l2jserver.gameserver.model.actor.instance.L2ChestInstance;
import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
import com.l2jserver.gameserver.model.skills.L2Skill;
import com.l2jserver.gameserver.util.Util;

/**
 * Chest AI implementation.
 * @author Fulminus
 */
public class Chests extends L2AttackableAIScript
{
	
	private static final int SKILL_DELUXE_KEY = 2229;
	
	// Base chance for BOX to be opened
	private static final int BASE_CHANCE = 100;
	
	// Percent to decrease base chance when grade of DELUXE key not match
	private static final int LEVEL_DECREASE = 40;
	
	// Chance for a chest to actually be a BOX (as opposed to being a mimic).
	private static final int IS_BOX = 40;
	
	private static final int[] NPC_IDS =
	{
		18265,
		18266,
		18267,
		18268,
		18269,
		18270,
		18271,
		18272,
		18273,
		18274,
		18275,
		18276,
		18277,
		18278,
		18279,
		18280,
		18281,
		18282,
		18283,
		18284,
		18285,
		18286,
		18287,
		18288,
		18289,
		18290,
		18291,
		18292,
		18293,
		18294,
		18295,
		18296,
		18297,
		18298,
		21671,
		21694,
		21717,
		21740,
		21763,
		21786,
		21801,
		21802,
		21803,
		21804,
		21805,
		21806,
		21807,
		21808,
		21809,
		21810,
		21811,
		21812,
		21813,
		21814,
		21815,
		21816,
		21817,
		21818,
		21819,
		21820,
		21821,
		21822
	};
	
	public Chests(int questId, String name, String descr)
	{
		// firstly, don't forget to call the parent constructor to prepare the event triggering
		// mechanisms etc.
		super(questId, name, descr);
		registerMobs(NPC_IDS, QuestEventType.ON_ATTACK, QuestEventType.ON_SKILL_SEE);
	}
	
	@Override
	public String onSkillSee(L2Npc npc, L2PcInstance caster, L2Skill skill, L2Object[] targets, boolean isPet)
	{
		if (npc instanceof L2ChestInstance)
		{
			// this behavior is only run when the target of skill is the passed npc (chest)
			// i.e. when the player is attempting to open the chest using a skill
			if (!Util.contains(targets, npc))
			{
				return super.onSkillSee(npc, caster, skill, targets, isPet);
			}
			L2ChestInstance chest = ((L2ChestInstance) npc);
			int npcId = chest.getNpcId();
			int skillId = skill.getId();
			int skillLevel = skill.getLevel();
			
			// check if the chest and skills used are valid for this script. Exit if invalid.
			if (!Util.contains(NPC_IDS, npcId))
			{
				return super.onSkillSee(npc, caster, skill, targets, isPet);
			}
			// if this has already been interacted, no further ai decisions are needed
			// if it's the first interaction, check if this is a box or mimic
			if (!chest.isInteracted())
			{
				chest.setInteracted();
				if (getRandom(100) < IS_BOX)
				{
					// if it's a box, either it will be successfully openned by a proper key, or instantly disappear
					if (skillId == SKILL_DELUXE_KEY)
					{
						// check the chance to open the box
						int keyLevelNeeded = chest.getLevel() / 10;
						keyLevelNeeded -= skillLevel;
						if (keyLevelNeeded < 0)
							keyLevelNeeded *= -1;
						int chance = BASE_CHANCE - keyLevelNeeded * LEVEL_DECREASE;
						
						// success, pretend-death with rewards: chest.reduceCurrentHp(99999999, player)
						if (getRandom(100) < chance)
						{
							chest.setMustRewardExpSp(false);
							chest.setSpecialDrop();
							chest.reduceCurrentHp(99999999, caster, null);
							return null;
						}
					}
					// used a skill other than chest-key, or used a chest-key but failed to open: disappear with no rewards
					chest.deleteMe();
				}
				else
				{
					L2Character originalCaster = isPet ? caster.getPet() : caster;
					chest.setRunning();
					chest.addDamageHate(originalCaster, 0, 999);
					chest.getAI().setIntention(CtrlIntention.AI_INTENTION_ATTACK, originalCaster);
				}
			}
		}
		return super.onSkillSee(npc, caster, skill, targets, isPet);
	}
	
	@Override
	public String onAttack(L2Npc npc, L2PcInstance attacker, int damage, boolean isPet)
	{
		if (npc instanceof L2ChestInstance)
		{
			L2ChestInstance chest = ((L2ChestInstance) npc);
			int npcId = chest.getNpcId();
			// check if the chest and skills used are valid for this script. Exit if invalid.
			if (!Util.contains(NPC_IDS, npcId))
			{
				return super.onAttack(npc, attacker, damage, isPet);
			}
			
			// if this was a mimic, set the target, start the skills and become agro
			if (!chest.isInteracted())
			{
				chest.setInteracted();
				if (getRandom(100) < IS_BOX)
				{
					chest.deleteMe();
				}
				else
				{
					// if this weren't a box, upon interaction start the mimic behaviors...
					// todo: perhaps a self-buff (skill id 4245) with random chance goes here?
					L2Character originalAttacker = isPet ? attacker.getPet() : attacker;
					chest.setRunning();
					chest.addDamageHate(originalAttacker, 0, (damage * 100) / (chest.getLevel() + 7));
					chest.getAI().setIntention(CtrlIntention.AI_INTENTION_ATTACK, originalAttacker);
				}
			}
		}
		return super.onAttack(npc, attacker, damage, isPet);
	}
	
	public static void main(String[] args)
	{
		// now call the constructor (starts up the ai)
		new Chests(-1, "chests", "ai");
	}
}
