/*
* 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.scripts.handlers.item;
import silentium.gameserver.handler.IItemHandler;
import silentium.gameserver.instancemanager.CastleManorManager;
import silentium.gameserver.model.L2ItemInstance;
import silentium.gameserver.model.L2Skill;
import silentium.gameserver.model.actor.L2Playable;
import silentium.gameserver.model.actor.instance.L2MonsterInstance;
import silentium.gameserver.model.actor.instance.L2PcInstance;
import silentium.gameserver.network.SystemMessageId;
import silentium.gameserver.network.serverpackets.ActionFailed;
import silentium.gameserver.tables.SkillTable;
/**
* @author l3x
*/
public class Harvester implements IItemHandler {
L2PcInstance _activeChar;
L2MonsterInstance _target;
@Override
public void useItem(final L2Playable playable, final L2ItemInstance _item, final boolean forceUse) {
if (!(playable instanceof L2PcInstance))
return;
if (CastleManorManager.getInstance().isDisabled())
return;
_activeChar = (L2PcInstance) playable;
if (!(_activeChar.getTarget() instanceof L2MonsterInstance)) {
_activeChar.sendPacket(SystemMessageId.INCORRECT_TARGET);
_activeChar.sendPacket(ActionFailed.STATIC_PACKET);
return;
}
_target = (L2MonsterInstance) _activeChar.getTarget();
if (_target == null || !_target.isDead()) {
_activeChar.sendPacket(ActionFailed.STATIC_PACKET);
return;
}
final L2Skill skill = SkillTable.getInstance().getInfo(2098, 1); // harvesting skill
if (skill != null)
_activeChar.useMagic(skill, false, false);
}
}