/*
 * Copyright © 2004-2026 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 com.l2jserver.datapack.handlers.actionhandlers;

import static com.l2jserver.gameserver.config.Configuration.character;

import com.l2jserver.commons.util.Rnd;
import com.l2jserver.gameserver.GeoData;
import com.l2jserver.gameserver.ai.CtrlIntention;
import com.l2jserver.gameserver.enums.InstanceType;
import com.l2jserver.gameserver.handler.IActionHandler;
import com.l2jserver.gameserver.model.L2Object;
import com.l2jserver.gameserver.model.Location;
import com.l2jserver.gameserver.model.actor.L2Npc;
import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
import com.l2jserver.gameserver.model.entity.L2Event;
import com.l2jserver.gameserver.model.events.EventDispatcher;
import com.l2jserver.gameserver.model.events.EventType;
import com.l2jserver.gameserver.model.events.impl.character.npc.NpcFirstTalk;
import com.l2jserver.gameserver.network.serverpackets.MoveToPawn;

public class L2NpcAction implements IActionHandler {
	/**
	 * Manage actions when a player click on the L2Npc.<BR>
	 * <BR>
	 * <B><U> Actions on first click on the L2Npc (Select it)</U> :</B><BR>
	 * <BR>
	 * <li>Set the L2Npc 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>If L2Npc is autoAttackable, send a Server->Client packet StatusUpdate to the L2PcInstance in order to update L2Npc HP bar</li>
	 * <li>Send a Server->Client packet ValidateLocation to correct the L2Npc position and heading on the client</li><BR>
	 * <BR>
	 * <B><U> Actions on second click on the L2Npc (Attack it/Intercat with it)</U> :</B><BR>
	 * <BR>
	 * <li>Send a Server->Client packet MyTargetSelected to the L2PcInstance player (display the select window)</li>
	 * <li>If L2Npc is autoAttackable, notify the L2PcInstance AI with AI_INTENTION_ATTACK (after a height verification)</li>
	 * <li>If L2Npc is NOT autoAttackable, notify the L2PcInstance AI with AI_INTENTION_INTERACT (after a distance verification) and show message</li><BR>
	 * <BR>
	 * <FONT COLOR=#FF0000><B> <U>Caution</U> : Each group of Server->Client packet must be terminated by a ActionFailed packet in order to avoid that client wait an other packet</B></FONT><BR>
	 * <BR>
	 * <B><U> Example of use </U> :</B><BR>
	 * <BR>
	 * <li>Client packet : Action, AttackRequest</li><BR>
	 * <BR>
	 * @param activeChar The L2PcInstance that start an action on the L2Npc
	 */
	@Override
	public boolean action(L2PcInstance activeChar, L2Object target, boolean interact) {
		final L2Npc npc = (L2Npc) target;
		if (!npc.canTarget(activeChar)) {
			return false;
		}
		activeChar.setLastFolkNPC(npc);
		// Check if the L2PcInstance already target the L2Npc
		if (npc != activeChar.getTarget()) {
			// Set the target of the L2PcInstance activeChar
			activeChar.setTarget(npc);
			// Check if the activeChar is attackable (without a forced attack)
			if (npc.isAutoAttackable(activeChar)) {
				npc.getAI(); // wake up ai
			}
		} else if (interact) {
			// Check if the activeChar is attackable (without a forced attack) and isn't dead
			if (npc.isAutoAttackable(activeChar) && !npc.isAlikeDead()) {
				if (GeoData.getInstance().canSeeTarget(activeChar, npc)) {
					activeChar.getAI().setIntention(CtrlIntention.AI_INTENTION_ATTACK, npc);
				} else {
					final Location destination = GeoData.getInstance().moveCheck(activeChar, npc);
					activeChar.getAI().setIntention(CtrlIntention.AI_INTENTION_MOVE_TO, destination);
				}
			} else if (!npc.isAutoAttackable(activeChar)) {
				if (!GeoData.getInstance().canSeeTarget(activeChar, npc)) {
					final Location destination = GeoData.getInstance().moveCheck(activeChar, npc);
					activeChar.getAI().setIntention(CtrlIntention.AI_INTENTION_MOVE_TO, destination);
					return true;
				}
				
				// Verifies if the NPC can interact with the player.
				if (!npc.canInteract(activeChar)) {
					// Notify the L2PcInstance AI with AI_INTENTION_INTERACT
					activeChar.getAI().setIntention(CtrlIntention.AI_INTENTION_INTERACT, npc);
				} else {
					// Turn NPC to the player.
					activeChar.sendPacket(new MoveToPawn(activeChar, npc, 100));
					if (npc.hasRandomAnimation()) {
						npc.onRandomAnimation(Rnd.get(8));
					}
					// Open a chat window on client with the text of the L2Npc
					if (npc.isEventMob()) {
						L2Event.showEventHtml(activeChar, String.valueOf(npc.getObjectId()));
					} else {
						if (npc.hasListener(EventType.NPC_QUEST_START)) {
							activeChar.setLastQuestNpcObject(npc.getObjectId());
						}
						if (npc.hasListener(EventType.NPC_FIRST_TALK)) {
							EventDispatcher.getInstance().notifyEventAsync(new NpcFirstTalk(npc, activeChar), npc);
						} else {
							npc.showChatWindow(activeChar);
						}
					}
					
					if ((character().getNpcTalkBlockingTime() > 0) && !activeChar.isGM()) {
						activeChar.updateNotMoveUntil();
					}
				}
			}
		}
		return true;
	}
	
	@Override
	public InstanceType getInstanceType() {
		return InstanceType.L2Npc;
	}
}