/*
* 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.GeoData;
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.L2Playable;
import com.l2jmobius.gameserver.model.effects.L2EffectType;
import com.l2jmobius.gameserver.model.skills.Skill;
import com.l2jmobius.gameserver.model.skills.targets.TargetType;
import com.l2jmobius.gameserver.model.zone.ZoneId;
import com.l2jmobius.gameserver.network.SystemMessageId;
/**
* Target dead player or pet.
* @author Nik
*/
public class PcBody implements ITargetTypeHandler
{
@Override
public Enum getTargetType()
{
return TargetType.PC_BODY;
}
@Override
public L2Object getTarget(L2Character activeChar, L2Object selectedTarget, Skill skill, boolean forceUse, boolean dontMove, boolean sendMessage)
{
if (selectedTarget == null)
{
return null;
}
if (!selectedTarget.isCharacter())
{
return null;
}
if (!selectedTarget.isPlayer() || selectedTarget.isPet())
{
if (sendMessage)
{
activeChar.sendPacket(SystemMessageId.INVALID_TARGET);
}
return null;
}
final L2Playable target = (L2Playable) selectedTarget;
if (target.isDead())
{
if (skill.hasEffectType(L2EffectType.RESURRECTION))
{
if (activeChar.isResurrectionBlocked() || target.isResurrectionBlocked())
{
if (sendMessage)
{
activeChar.sendPacket(SystemMessageId.REJECT_RESURRECTION); // Reject resurrection
target.sendPacket(SystemMessageId.REJECT_RESURRECTION); // Reject resurrection
}
return null;
}
// check target is not in a active siege zone
if (target.isPlayer() && target.isInsideZone(ZoneId.SIEGE) && !target.getActingPlayer().isInSiege())
{
if (sendMessage)
{
activeChar.sendPacket(SystemMessageId.IT_IS_NOT_POSSIBLE_TO_RESURRECT_IN_BATTLEGROUNDS_WHERE_A_SIEGE_WAR_IS_TAKING_PLACE);
}
return null;
}
}
// Check for cast range if character cannot move. TODO: char will start follow until within castrange, but if his moving is blocked by geodata, this msg will be sent.
if (dontMove)
{
if (activeChar.calculateDistance(target, false, false) > skill.getCastRange())
{
if (sendMessage)
{
activeChar.sendPacket(SystemMessageId.THE_DISTANCE_IS_TOO_FAR_AND_SO_THE_CASTING_HAS_BEEN_STOPPED);
}
return null;
}
}
// Geodata check when character is within range.
if (!GeoData.getInstance().canSeeTarget(activeChar, target))
{
if (sendMessage)
{
activeChar.sendPacket(SystemMessageId.CANNOT_SEE_TARGET);
}
return null;
}
return target;
}
// If target is not dead or not player/pet it will not even bother to walk within range, unlike Enemy target type.
if (sendMessage)
{
activeChar.sendPacket(SystemMessageId.INVALID_TARGET);
}
return null;
}
}