/*
* Copyright (C) 2004-2014 L2J Server
*
* This file is part of L2J Server.
*
* L2J Server 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 Server 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 java.util.List;
import java.util.Map;
import com.l2jserver.Config;
import com.l2jserver.gameserver.datatables.SkillData;
import com.l2jserver.gameserver.datatables.SkillTreesData;
import com.l2jserver.gameserver.enums.InstanceType;
import com.l2jserver.gameserver.model.L2SkillLearn;
import com.l2jserver.gameserver.model.actor.L2Npc;
import com.l2jserver.gameserver.model.actor.status.FolkStatus;
import com.l2jserver.gameserver.model.actor.templates.L2NpcTemplate;
import com.l2jserver.gameserver.model.base.AcquireSkillType;
import com.l2jserver.gameserver.model.base.ClassId;
import com.l2jserver.gameserver.model.skills.Skill;
import com.l2jserver.gameserver.network.SystemMessageId;
import com.l2jserver.gameserver.network.serverpackets.AcquireSkillList;
import com.l2jserver.gameserver.network.serverpackets.NpcHtmlMessage;
import com.l2jserver.gameserver.network.serverpackets.SystemMessage;
import com.l2jserver.util.StringUtil;
import com.l2jserver.gameserver.datatables.MessageTable;
public class L2NpcInstance extends L2Npc
{
public L2NpcInstance(int objectId, L2NpcTemplate template)
{
super(objectId, template);
setInstanceType(InstanceType.L2NpcInstance);
setIsInvul(false);
}
@Override
public FolkStatus getStatus()
{
return (FolkStatus) super.getStatus();
}
@Override
public void initCharStatus()
{
setStatus(new FolkStatus(this));
}
public List<ClassId> getClassesToTeach()
{
return getTemplate().getTeachInfo();
}
/**
* Displays Skill Tree for a given player, npc and class Id.
* @param player the active character.
* @param npc the last folk.
* @param classId player's active class id.
*/
public static void showSkillList(L2PcInstance player, L2Npc npc, ClassId classId)
{
if (Config.DEBUG)
{
_log.fine("SkillList activated on: " + npc.getObjectId());
}
final int npcId = npc.getTemplate().getId();
if (npcId == 32611) // Tolonis (Officer)
{
final List<L2SkillLearn> skills = SkillTreesData.getInstance().getAvailableCollectSkills(player);
final AcquireSkillList asl = new AcquireSkillList(AcquireSkillType.COLLECT);
int counts = 0;
for (L2SkillLearn s : skills)
{
final Skill sk = SkillData.getInstance().getSkill(s.getSkillId(), s.getSkillLevel());
if (sk != null)
{
counts++;
asl.addSkill(s.getSkillId(), s.getSkillLevel(), s.getSkillLevel(), 0, 1);
}
}
if (counts == 0) // No more skills to learn, come back when you level.
{
final int minLevel = SkillTreesData.getInstance().getMinLevelForNewSkill(player, SkillTreesData.getInstance().getCollectSkillTree());
if (minLevel > 0)
{
SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.DO_NOT_HAVE_FURTHER_SKILLS_TO_LEARN_S1);
sm.addInt(minLevel);
player.sendPacket(sm);
}
else
{
player.sendPacket(SystemMessageId.NO_MORE_SKILLS_TO_LEARN);
}
}
else
{
player.sendPacket(asl);
}
return;
}
if (!npc.getTemplate().canTeach(classId))
{
npc.showNoTeachHtml(player);
return;
}
if (((L2NpcInstance) npc).getClassesToTeach().isEmpty())
{
final NpcHtmlMessage html = new NpcHtmlMessage(npc.getObjectId());
/* MessageTable
final String sb = StringUtil.concat("<html><body>I cannot teach you. My class list is empty.<br>Ask admin to fix it. Need add my npcid and classes to skill_learn.sql.<br>NpcId:", String.valueOf(npcId), ", Your classId:", String.valueOf(player.getClassId().getId()), "</body></html>");
*/
final String sb = StringUtil.concat("<html><body>" + MessageTable.Messages[679].getMessage() + "<br>" + MessageTable.Messages[680].getMessage() + "<br>" + MessageTable.Messages[681].getMessage(), String.valueOf(npcId), MessageTable.Messages[682].getMessage(), String.valueOf(player.getClassId().getId()), "</body></html>");
html.setHtml(sb);
player.sendPacket(html);
return;
}
// Normal skills, No LearnedByFS, no AutoGet skills.
final List<L2SkillLearn> skills = SkillTreesData.getInstance().getAvailableSkills(player, classId, false, false);
final AcquireSkillList asl = new AcquireSkillList(AcquireSkillType.CLASS);
int count = 0;
player.setLearningClass(classId);
for (L2SkillLearn s : skills)
{
if (SkillData.getInstance().getSkill(s.getSkillId(), s.getSkillLevel()) != null)
{
asl.addSkill(s.getSkillId(), s.getSkillLevel(), s.getSkillLevel(), s.getCalculatedLevelUpSp(player.getClassId(), classId), 0);
count++;
}
}
if (count == 0)
{
final Map<Integer, L2SkillLearn> skillTree = SkillTreesData.getInstance().getCompleteClassSkillTree(classId);
final int minLevel = SkillTreesData.getInstance().getMinLevelForNewSkill(player, skillTree);
if (minLevel > 0)
{
SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.DO_NOT_HAVE_FURTHER_SKILLS_TO_LEARN_S1);
sm.addInt(minLevel);
player.sendPacket(sm);
}
else
{
if (player.getClassId().level() == 1)
{
SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.NO_SKILLS_TO_LEARN_RETURN_AFTER_S1_CLASS_CHANGE);
sm.addInt(2);
player.sendPacket(sm);
}
else
{
player.sendPacket(SystemMessageId.NO_MORE_SKILLS_TO_LEARN);
}
}
}
else
{
player.sendPacket(asl);
}
}
}