/*
 * 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 net.sf.l2j.gameserver.model.actor.instance;

import net.sf.l2j.gameserver.ai.CtrlIntention;
import net.sf.l2j.gameserver.model.L2Skill;
import net.sf.l2j.gameserver.model.actor.L2Character;
import net.sf.l2j.gameserver.model.actor.L2Npc;
import net.sf.l2j.gameserver.network.serverpackets.ActionFailed;
import net.sf.l2j.gameserver.network.serverpackets.MoveToPawn;
import net.sf.l2j.gameserver.network.serverpackets.MyTargetSelected;
import net.sf.l2j.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);
	}
	
	@Override
	public void onSpawn()
	{
		super.onSpawn();
		getCastle().registerArtefact(this);
	}
	
	@Override
	public void onAction(L2PcInstance player)
	{
		if (player.getTarget() != this)
		{
			// Set the target of the L2PcInstance player
			player.setTarget(this);
			
			// Send MyTargetSelected to the L2PcInstance player
			player.sendPacket(new MyTargetSelected(getObjectId(), 0));
		}
		else
		{
			// Calculate the distance between the L2PcInstance and the L2Npc
			if (!canInteract(player))
			{
				// Notify the L2PcInstance AI with INTERACT
				player.getAI().setIntention(CtrlIntention.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 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)
	{
	}
}
