/*
* 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 com.l2jserver.gameserver.model.actor.instance;
import com.l2jserver.gameserver.model.L2Skill;
import com.l2jserver.gameserver.model.actor.L2Character;
import com.l2jserver.gameserver.model.actor.L2Npc;
import com.l2jserver.gameserver.network.serverpackets.ActionFailed;
import com.l2jserver.gameserver.templates.chars.L2NpcTemplate;
/**
* This class manages all Castle Siege Artefacts.<BR>
* <BR>
*
* @version $Revision: 1.11.2.1.2.7 $ $Date: 2005/04/06 16:13:40 $
*/
public final class L2ArtefactInstance extends L2Npc
{
/**
* Constructor of L2ArtefactInstance (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
* L2ArtefactInstance (copy skills from template to object and link
* _calculators to NPC_STD_CALCULATOR)</li> <li>Set the name of the
* L2ArtefactInstance</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 L2ArtefactInstance(int objectId, L2NpcTemplate template)
{
super(objectId, template);
setInstanceType(InstanceType.L2ArtefactInstance);
}
/**
* @see com.l2jserver.gameserver.model.actor.L2Npc#onSpawn()
*/
@Override
public void onSpawn()
{
super.onSpawn();
getCastle().registerArtefact(this);
}
/**
* Return False.<BR>
* <BR>
*/
@Override
public boolean isAutoAttackable(L2Character attacker)
{
return false;
}
@Override
public boolean isAttackable()
{
return false;
}
@Override
public void onForcedAttack(L2PcInstance player)
{
// 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 reduceCurrentHp(double damage, L2Character attacker, L2Skill skill)
{}
@Override
public void reduceCurrentHp(double damage, L2Character attacker, boolean awake, boolean isDOT, L2Skill skill)
{}
}