/* * This file is part of the L2J Mobius project. * * 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 . */ package handlers.targethandlers; import com.l2jmobius.gameserver.handler.ITargetTypeHandler; import com.l2jmobius.gameserver.model.L2Object; import com.l2jmobius.gameserver.model.actor.L2Character; import com.l2jmobius.gameserver.model.actor.instance.L2DoorInstance; import com.l2jmobius.gameserver.model.skills.Skill; import com.l2jmobius.gameserver.model.skills.targets.TargetType; import com.l2jmobius.gameserver.network.SystemMessageId; /** * Target siege doors and walls. * @author Nik */ public class Artillery implements ITargetTypeHandler { @Override public Enum getTargetType() { return TargetType.ARTILLERY; } @Override public L2Object getTarget(L2Character activeChar, L2Object selectedTarget, Skill skill, boolean forceUse, boolean dontMove, boolean sendMessage) { final L2Object target = activeChar.getTarget(); if ((target != null) && target.isDoor()) { final L2DoorInstance targetDoor = (L2DoorInstance) target; if (!targetDoor.isDead() && targetDoor.isAutoAttackable(activeChar) && targetDoor.isEnemy()) { return targetDoor; } } if (sendMessage) { activeChar.sendPacket(SystemMessageId.THAT_IS_AN_INCORRECT_TARGET); } return null; } }