// • ▌ ▄ ·.  ▄▄▄·  ▄▄ • ▪   ▄▄· ▄▄▄▄·  ▄▄▄·  ▐▄▄▄  ▄▄▄ .
// ·██ ▐███▪▐█ ▀█ ▐█ ▀ ▪██ ▐█ ▌▪▐█ ▀█▪▐█ ▀█ •█▌ ▐█▐▌·
// ▐█ ▌▐▌▐█·▄█▀▀█ ▄█ ▀█▄▐█·██ ▄▄▐█▀▀█▄▄█▀▀█ ▐█▐ ▐▌▐▀▀▀
// ██ ██▌▐█▌▐█ ▪▐▌▐█▄▪▐█▐█▌▐███▌██▄▪▐█▐█ ▪▐▌██▐ █▌▐█▄▄▌
// ▀▀  █▪▀▀▀ ▀  ▀ ·▀▀▀▀ ▀▀▀·▀▀▀ ·▀▀▀▀  ▀  ▀ ▀▀  █▪ ▀▀▀
//      Magicbane Emulator Project © 2013 - 2022
//                www.magicbane.com


package engine.net.client.handlers;

import engine.Enum;
import engine.exception.MsgSendException;
import engine.gameManager.BuildingManager;
import engine.gameManager.MovementManager;
import engine.net.client.ClientConnection;
import engine.net.client.msg.ClientNetMsg;
import engine.net.client.msg.MoveToPointMsg;
import engine.objects.*;

public class MoveToPointHandler extends AbstractClientMsgHandler {

    public MoveToPointHandler() {
        super(MoveToPointMsg.class);
    }

    @Override
    protected boolean _handleNetMsg(ClientNetMsg baseMsg,
                                    ClientConnection origin) throws MsgSendException {
        MoveToPointMsg msg = (MoveToPointMsg) baseMsg;

        PlayerCharacter pc = (origin != null) ? (origin.getPlayerCharacter()) : null;
        if (pc == null)
            return false;

        AbstractWorldObject target;
        Enum.GameObjectType targetType;

        targetType = Enum.GameObjectType.values()[msg.getTargetType()];
        if(targetType != null) {
            switch (targetType) {
                case Building:
                    target = BuildingManager.getBuilding(msg.getTargetID());
                    if (target == null)
                        return true;// early exit for no building pulled
                    Building targetBuilding = (Building) target;
                    if (!targetBuilding.isVulnerable() || targetBuilding.getRank() < 0)
                        return true;// cannot attack destroyed building or protected building
                    break;
                case NPC:
                    return true;//cannot attack anything other than the 3 above
            }
        }
        MovementManager.movement(msg, pc);
        return true;
    }
}