/*
* 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 silentium.gameserver.model.actor.instance;
import silentium.gameserver.ai.CtrlIntention;
import silentium.gameserver.model.L2Skill;
import silentium.gameserver.model.actor.L2Character;
import silentium.gameserver.model.actor.L2Npc;
import silentium.gameserver.network.serverpackets.ActionFailed;
import silentium.gameserver.network.serverpackets.MoveToPawn;
import silentium.gameserver.network.serverpackets.MyTargetSelected;
import silentium.gameserver.network.serverpackets.ValidateLocation;
import silentium.gameserver.templates.chars.L2NpcTemplate;
/**
* This class manages all Castle Siege Artefacts.
*/
public final class L2ArtefactInstance extends L2NpcInstance
{
public L2ArtefactInstance(int objectId, L2NpcTemplate template)
{
super(objectId, template);
}
/**
* @see silentium.gameserver.model.actor.L2Npc#onSpawn()
*/
@Override
public void onSpawn()
{
super.onSpawn();
getCastle().registerArtefact(this);
}
/**
* Manage actions when a player click on the L2ArtefactInstance.<BR>
* <BR>
* <B><U> Actions</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>Send a Server->Client packet ValidateLocation to correct the L2Npc position and
* heading on the client</li> <BR>
* <BR>
* <B><U> Example of use </U> :</B><BR>
* <BR>
* <li>Client packet : Action, AttackRequest</li><BR>
* <BR>
*
* @param player
* The L2PcInstance that start an action on the L2ArtefactInstance
*/
@Override
public void onAction(L2PcInstance player)
{
if (!player.canTarget())
return;
if (this != player.getTarget())
{
// Set the target of the L2PcInstance player
player.setTarget(this);
// Send a Server->Client packet MyTargetSelected to the L2PcInstance player
player.sendPacket(new MyTargetSelected(getObjectId(), 0));
// Send a Server->Client packet ValidateLocation to correct the L2ArtefactInstance position and heading on the client
player.sendPacket(new ValidateLocation(this));
}
else
{
// Calculate the distance between the L2PcInstance and the L2Npc
if (!canInteract(player))
{
// Notify the L2PcInstance AI with AI_INTENTION_INTERACT
player.getAI().setIntention(CtrlIntention.AI_INTENTION_INTERACT, this);
}
else
{
// Rotate the player to face the instance
player.sendPacket(new MoveToPawn(player, this, L2Npc.INTERACTION_DISTANCE));
// Send ActionFailed to the player in order to avoid he stucks
player.sendPacket(ActionFailed.STATIC_PACKET);
}
}
}
@Override
public boolean isAutoAttackable(L2Character attacker)
{
return false;
}
@Override
public boolean isAttackable()
{
return false;
}
@Override
public void onForcedAttack(L2PcInstance player)
{
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)
{
}
}