/*
 * Copyright (C) 2004-2013 L2J Server
 * 
 * This file is part of L2J Server.
 * 
 * L2J Server 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.
 * 
 * L2J Server 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 com.l2jserver.gameserver.model.actor.instance;

import com.l2jserver.gameserver.enums.InstanceType;
import com.l2jserver.gameserver.model.actor.L2Character;
import com.l2jserver.gameserver.model.actor.L2Npc;
import com.l2jserver.gameserver.model.actor.templates.L2NpcTemplate;
import com.l2jserver.gameserver.model.skills.L2Skill;
import com.l2jserver.gameserver.network.serverpackets.ActionFailed;

/**
 * This class manages all Castle Siege Artefacts.<BR>
 * <BR>
 * @version $Revision: 1.11.2.1.2.7 $ $Date: 2005/04/06 16:13:40 $
 */
public final class L2ArtefactInstance extends L2Npc
{
	/**
	 * Constructor of L2ArtefactInstance (use L2Character and L2NpcInstance constructor).<BR>
	 * <BR>
	 * <B><U> Actions</U> :</B><BR>
	 * <BR>
	 * <li>Call the L2Character constructor to set the _template of the L2ArtefactInstance (copy skills from template to object and link _calculators to NPC_STD_CALCULATOR)</li> <li>Set the name of the L2ArtefactInstance</li> <li>Create a RandomAnimation Task that will be launched after the
	 * calculated delay if the server allow it</li><BR>
	 * <BR>
	 * @param objectId the identifier of the object to initialized
	 * @param template to apply to the NPC
	 */
	public L2ArtefactInstance(int objectId, L2NpcTemplate template)
	{
		super(objectId, template);
		setInstanceType(InstanceType.L2ArtefactInstance);
	}
	
	@Override
	public void onSpawn()
	{
		super.onSpawn();
		getCastle().registerArtefact(this);
	}
	
	/**
	 * Return False.
	 */
	@Override
	public boolean isAutoAttackable(L2Character attacker)
	{
		return false;
	}
	
	@Override
	public boolean isAttackable()
	{
		return false;
	}
	
	@Override
	public void onForcedAttack(L2PcInstance player)
	{
		// Send a Server->Client ActionFailed to the L2PcInstance in order to avoid that the client wait another packet
		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)
	{
	}
}
