/*
* 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 2, 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, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*
* http://www.gnu.org/copyleft/gpl.html
*/
package com.l2jfrozen.gameserver.handler.skillhandlers;
import com.l2jfrozen.Config;
import com.l2jfrozen.gameserver.handler.ISkillHandler;
import com.l2jfrozen.gameserver.managers.CastleManager;
import com.l2jfrozen.gameserver.managers.FortManager;
import com.l2jfrozen.gameserver.model.L2Character;
import com.l2jfrozen.gameserver.model.L2Object;
import com.l2jfrozen.gameserver.model.L2Skill;
import com.l2jfrozen.gameserver.model.L2Skill.SkillType;
import com.l2jfrozen.gameserver.model.actor.instance.L2ArtefactInstance;
import com.l2jfrozen.gameserver.model.actor.instance.L2PcInstance;
import com.l2jfrozen.gameserver.model.entity.siege.Castle;
import com.l2jfrozen.gameserver.model.entity.siege.Fort;
import com.l2jfrozen.gameserver.network.SystemMessageId;
import com.l2jfrozen.gameserver.network.serverpackets.SystemMessage;
import com.l2jfrozen.gameserver.util.Util;
/**
* @author _drunk_ TODO To change the template for this generated type comment go to Window - Preferences - Java - Code
* Style - Code Templates
*/
public class TakeCastle implements ISkillHandler
{
//private static Logger _log = Logger.getLogger(TakeCastle.class.getName());
private static final SkillType[] SKILL_IDS = { SkillType.TAKECASTLE };
@Override
public void useSkill(L2Character activeChar, L2Skill skill, L2Object[] targets)
{
if(activeChar == null || !(activeChar instanceof L2PcInstance))
return;
L2PcInstance player = (L2PcInstance) activeChar;
if(player.getClan() == null || player.getClan().getLeaderId() != player.getObjectId())
return;
Castle castle = CastleManager.getInstance().getCastle(player);
Fort fort = FortManager.getInstance().getFort(player);
if(castle != null && fort == null){
if(!checkIfOkToCastSealOfRule(player, castle, true))
return;
}else if(fort != null && castle == null){
if(!checkIfOkToCastFlagDisplay(player, fort, true))
return;
}
if(castle == null && fort == null)
return;
try
{
if((castle != null) && (targets[0] instanceof L2ArtefactInstance))
castle.Engrave(player.getClan(), targets[0].getObjectId());
else if(fort != null)
fort.EndOfSiege(player.getClan());
}
catch(Exception e)
{
if(Config.ENABLE_ALL_EXCEPTIONS)
e.printStackTrace();
}
player = null;
castle = null;
fort = null;
}
@Override
public SkillType[] getSkillIds()
{
return SKILL_IDS;
}
/**
* Return true if character clan place a flag<BR>
* <BR>
*
* @param activeChar The L2Character of the character placing the flag
* @param isCheckOnly
* @return
*/
public static boolean checkIfOkToCastSealOfRule(L2Character activeChar, boolean isCheckOnly)
{
Castle castle = CastleManager.getInstance().getCastle(activeChar);
Fort fort = FortManager.getInstance().getFort(activeChar);
if(fort != null && castle == null)
{
return checkIfOkToCastFlagDisplay(activeChar, fort, isCheckOnly);
}
return checkIfOkToCastSealOfRule(activeChar, castle, isCheckOnly);
}
public static boolean checkIfOkToCastSealOfRule(L2Character activeChar, Castle castle, boolean isCheckOnly)
{
if(activeChar == null || !(activeChar instanceof L2PcInstance))
return false;
SystemMessage sm = new SystemMessage(SystemMessageId.S1_S2);
L2PcInstance player = (L2PcInstance) activeChar;
if(castle == null || castle.getCastleId() <= 0)
sm.addString("You must be on castle ground to use this skill");
else if(player.getTarget() == null || !(player.getTarget() instanceof L2ArtefactInstance))
sm.addString("You can only use this skill on an artifact");
else if(!castle.getSiege().getIsInProgress())
sm.addString("You can only use this skill during a siege.");
else if(!Util.checkIfInRange(200, player, player.getTarget(), true))
sm.addString("You are not in range of the artifact.");
else if(castle.getSiege().getAttackerClan(player.getClan()) == null)
sm.addString("You must be an attacker to use this skill");
else
{
if(!isCheckOnly)
castle.getSiege().announceToPlayer("Clan " + player.getClan().getName() + " has begun to engrave the ruler.", true);
sm = null;
player = null;
return true;
}
if(!isCheckOnly)
{
player.sendPacket(sm);
sm = null;
player = null;
}
return false;
}
public static boolean checkIfOkToCastFlagDisplay(L2Character activeChar, boolean isCheckOnly)
{
return checkIfOkToCastFlagDisplay(activeChar, FortManager.getInstance().getFort(activeChar), isCheckOnly);
}
public static boolean checkIfOkToCastFlagDisplay(L2Character activeChar, Fort fort, boolean isCheckOnly)
{
if(activeChar == null || !(activeChar instanceof L2PcInstance))
return false;
SystemMessage sm = new SystemMessage(SystemMessageId.S1_S2);
L2PcInstance player = (L2PcInstance) activeChar;
if(fort == null || fort.getFortId() <= 0)
sm.addString("You must be on fort ground to use this skill");
else if(player.getTarget() == null && !(player.getTarget() instanceof L2ArtefactInstance))
sm.addString("You can only use this skill on an flagpole");
else if(!fort.getSiege().getIsInProgress())
sm.addString("You can only use this skill during a siege.");
else if(!Util.checkIfInRange(200, player, player.getTarget(), true))
sm.addString("You are not in range of the flagpole.");
else if(fort.getSiege().getAttackerClan(player.getClan()) == null)
sm.addString("You must be an attacker to use this skill");
else
{
if(!isCheckOnly)
fort.getSiege().announceToPlayer("Clan " + player.getClan().getName() + " has begun to raise flag.", true);
sm = null;
player = null;
return true;
}
if(!isCheckOnly)
{
player.sendPacket(sm);
sm = null;
player = null;
}
return false;
}
}