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//      Magicbane Emulator Project © 2013 - 2022
//                www.magicbane.com


package engine.powers.poweractions;

import engine.job.JobScheduler;
import engine.jobs.EndFearJob;
import engine.math.Vector3fImmutable;
import engine.mbEnums;
import engine.net.client.ClientConnection;
import engine.objects.AbstractCharacter;
import engine.objects.AbstractWorldObject;
import engine.objects.Mob;
import engine.objects.PlayerCharacter;
import engine.powers.ActionsBase;
import engine.powers.PowersBase;

import java.sql.ResultSet;
import java.sql.SQLException;

public class FearPowerAction extends AbstractPowerAction {

    private int levelCap;
    private int levelCapRamp;

    public FearPowerAction(ResultSet rs) throws SQLException {
        super(rs);
        this.levelCap = rs.getInt("levelCap");
        this.levelCapRamp = rs.getInt("levelCapRamp");
    }

    @Override
    protected void _startAction(AbstractCharacter source, AbstractWorldObject awo, Vector3fImmutable targetLoc, int trains, ActionsBase ab, PowersBase pb) {
        if (source == null || awo == null || !(awo.getObjectType().equals(mbEnums.GameObjectType.Mob)) || !(source.getObjectType().equals(mbEnums.GameObjectType.PlayerCharacter)))
            return;

        PlayerCharacter owner = (PlayerCharacter) source;
        ClientConnection origin = owner.getClientConnection();
        if (origin == null)
            return;

        //verify is mob, not pet or guard
        Mob mob = (Mob) awo;
        if (!(mob.agentType.equals(mbEnums.AIAgentType.MOBILE)))
            return;

        //make sure mob isn't too high level
        int cap = this.levelCap + (this.levelCapRamp * trains);
        if (mob.getLevel() > cap || mob.getLevel() > 79)
            return;

        //Apply fear to mob
        int duration = 10 + ((int) (trains * 0.5));
        String stackType = ab.getStackType();
        EndFearJob efj = new EndFearJob(source, awo, stackType, trains, ab, pb, null);
        ((Mob) awo).fearedObject = source;
        JobScheduler.getInstance().scheduleJob(efj, duration * 1000);
    }

    @Override
    protected void _handleChant(AbstractCharacter source, AbstractWorldObject target, Vector3fImmutable targetLoc, int trains, ActionsBase ab, PowersBase pb) {
    }

    @Override
    protected void _startAction(AbstractCharacter source, AbstractWorldObject awo, Vector3fImmutable targetLoc,
                                int numTrains, ActionsBase ab, PowersBase pb, int duration) {
        // TODO Auto-generated method stub

    }
}
