/* * 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 net.sf.l2j.gameserver.handler.skillhandlers; import net.sf.l2j.gameserver.handler.ISkillHandler; import net.sf.l2j.gameserver.instancemanager.CastleManager; import net.sf.l2j.gameserver.model.L2Character; import net.sf.l2j.gameserver.model.L2Object; import net.sf.l2j.gameserver.model.L2Skill; import net.sf.l2j.gameserver.model.actor.instance.L2ArtefactInstance; import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance; import net.sf.l2j.gameserver.model.entity.Castle; import net.sf.l2j.gameserver.templates.L2SkillType; import net.sf.l2j.gameserver.util.Util; /** * @author _drunk_ * */ public class TakeCastle implements ISkillHandler { private static final L2SkillType[] SKILL_IDS = { L2SkillType.TAKECASTLE }; /** * * @see net.sf.l2j.gameserver.handler.ISkillHandler#useSkill(net.sf.l2j.gameserver.model.L2Character, net.sf.l2j.gameserver.model.L2Skill, net.sf.l2j.gameserver.model.L2Object[]) */ public void useSkill(L2Character activeChar, L2Skill skill, L2Object[] targets) { if (!(activeChar instanceof L2PcInstance)) return; L2PcInstance player = (L2PcInstance) activeChar; if (player.getClan() == null || player.getClan().getLeaderId() != player.getObjectId()) return; Castle castle = CastleManager.getInstance().getCastle(player); if (castle == null || !checkIfOkToCastSealOfRule(player, castle, true)) return; try { if (targets[0] instanceof L2ArtefactInstance) castle.Engrave(player.getClan(), targets[0].getObjectId()); } catch (Exception e) { } } /** * * @see net.sf.l2j.gameserver.handler.ISkillHandler#getSkillIds() */ public L2SkillType[] getSkillIds() { return SKILL_IDS; } /** * Return true if character clan place a flag

* * @param activeChar The L2Character of the character placing the flag * */ public static boolean checkIfOkToCastSealOfRule(L2Character activeChar, boolean isCheckOnly) { return checkIfOkToCastSealOfRule(activeChar, CastleManager.getInstance().getCastle(activeChar), isCheckOnly); } /** * * @param activeChar * @param castle * @param isCheckOnly * @return */ public static boolean checkIfOkToCastSealOfRule(L2Character activeChar, Castle castle, boolean isCheckOnly) { if (!(activeChar instanceof L2PcInstance)) return false; String text = ""; L2PcInstance player = (L2PcInstance) activeChar; if (castle == null || castle.getCastleId() <= 0) text = "You must be on castle ground to use this skill"; else if (!(player.getTarget() instanceof L2ArtefactInstance)) text = "You can only use this skill on an artifact"; else if (!castle.getSiege().getIsInProgress()) text = "You can only use this skill during a siege."; else if (!Util.checkIfInRange(200, player, player.getTarget(), true)) text = "You are not in range of the artifact."; else if (castle.getSiege().getAttackerClan(player.getClan()) == null) text = "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); return true; } if (!isCheckOnly) player.sendMessage(text); return false; } }