/*
 * 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.skills.Skill;
import com.l2jmobius.gameserver.model.skills.targets.TargetType;
import com.l2jmobius.gameserver.model.zone.ZoneId;
import com.l2jmobius.gameserver.network.SystemMessageId;
/**
 * Target only enemy no matter if force attacking or not.
 * @author Nik
 */
public class EnemyOnly implements ITargetTypeHandler
{
	@Override
	public Enum getTargetType()
	{
		return TargetType.ENEMY_ONLY;
	}
	
	@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;
		}
		
		final L2Character target = (L2Character) selectedTarget;
		
		// You cannot attack yourself even with force.
		if (activeChar == target)
		{
			if (sendMessage)
			{
				activeChar.sendPacket(SystemMessageId.INVALID_TARGET);
			}
			
			return null;
		}
		
		// You cannot attack dead targets.
		if (target.isDead())
		{
			if (sendMessage)
			{
				activeChar.sendPacket(SystemMessageId.INVALID_TARGET);
			}
			
			return null;
		}
		
		// Doors do not care about force attack.
		if (target.isDoor() && !target.isAutoAttackable(activeChar))
		{
			if (sendMessage)
			{
				activeChar.sendPacket(SystemMessageId.INVALID_TARGET);
			}
			
			return null;
		}
		
		// Monsters can attack/be attacked anywhere. Players can attack creatures that aren't autoattackable with force attack.
		if (target.isAutoAttackable(activeChar))
		{
			// 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;
			}
			
			// Skills with this target type cannot be used by playables on playables in peace zone, but can be used by and on NPCs.
			if (target.isInsidePeaceZone(activeChar))
			{
				if (sendMessage)
				{
					activeChar.sendPacket(SystemMessageId.A_MALICIOUS_SKILL_CANNOT_BE_USED_IN_A_PEACE_ZONE);
				}
				
				return null;
			}
			
			// Is this check still actual?
			if ((target.getActingPlayer() != null) && (activeChar.getActingPlayer() != null))
			{
				if ((activeChar.getActingPlayer().getSiegeState() > 0) && activeChar.isInsideZone(ZoneId.SIEGE) && (target.getActingPlayer().getSiegeState() == activeChar.getActingPlayer().getSiegeState()) && (target.getActingPlayer() != activeChar.getActingPlayer()) && (target.getActingPlayer().getSiegeSide() == activeChar.getActingPlayer().getSiegeSide()))
				{
					if (sendMessage)
					{
						activeChar.sendPacket(SystemMessageId.FORCE_ATTACK_IS_IMPOSSIBLE_AGAINST_A_TEMPORARY_ALLIED_MEMBER_DURING_A_SIEGE);
					}
					
					return null;
				}
			}
			
			return target;
		}
		
		if (sendMessage)
		{
			activeChar.sendPacket(SystemMessageId.INVALID_TARGET);
		}
		
		return null;
	}
}