/*
 * Copyright (c) 2013 L2jMobius
 * 
 * Permission is hereby granted, free of charge, to any person obtaining a copy
 * of this software and associated documentation files (the "Software"), to deal
 * in the Software without restriction, including without limitation the rights
 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 * copies of the Software, and to permit persons to whom the Software is
 * furnished to do so, subject to the following conditions:
 * 
 * The above copyright notice and this permission notice shall be
 * included in all copies or substantial portions of the Software.
 * 
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
 * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR
 * IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
 */
package org.l2jmobius.gameserver.entity.actor.instance;

import org.l2jmobius.gameserver.entity.actor.Creature;
import org.l2jmobius.gameserver.entity.actor.Npc;
import org.l2jmobius.gameserver.entity.actor.Player;
import org.l2jmobius.gameserver.entity.actor.enums.creature.InstanceType;
import org.l2jmobius.gameserver.entity.actor.templates.NpcTemplate;
import org.l2jmobius.gameserver.mechanics.skill.Skill;
import org.l2jmobius.gameserver.network.serverpackets.ActionFailed;

public class Artefact extends Npc
{
	/**
	 * Creates a castle siege artifact.
	 * @param template the artifact NPC template
	 */
	public Artefact(NpcTemplate template)
	{
		super(template);
		setInstanceType(InstanceType.Artefact);
	}
	
	@Override
	public void onSpawn()
	{
		super.onSpawn();
		getCastle().registerArtefact(this);
	}
	
	@Override
	public boolean isArtefact()
	{
		return true;
	}
	
	@Override
	public boolean isAutoAttackable(Creature attacker)
	{
		return false;
	}
	
	@Override
	public boolean canBeAttacked()
	{
		return false;
	}
	
	@Override
	public void onForcedAttack(Player player)
	{
		// Send a Server->Client ActionFailed to the Player in order to avoid that the client wait another packet.
		player.sendPacket(ActionFailed.STATIC_PACKET);
	}
	
	@Override
	public void reduceCurrentHp(double damage, Creature attacker, Skill skill)
	{
	}
	
	@Override
	public void reduceCurrentHp(double damage, Creature attacker, boolean awake, boolean isDOT, Skill skill)
	{
	}
}
