package com.aionemu.gameserver.model.templates.item.actions;
import java.util.Set;
import java.util.concurrent.ConcurrentHashMap;
import javax.xml.bind.Unmarshaller;
import javax.xml.bind.annotation.XmlAccessType;
import javax.xml.bind.annotation.XmlAccessorType;
import javax.xml.bind.annotation.XmlAttribute;
import javax.xml.bind.annotation.XmlType;
import com.aionemu.gameserver.model.gameobjects.Item;
import com.aionemu.gameserver.model.gameobjects.player.Player;
import com.aionemu.gameserver.model.templates.item.ItemTemplate;
import com.aionemu.gameserver.network.aion.serverpackets.SM_ITEM_USAGE_ANIMATION;
import com.aionemu.gameserver.network.aion.serverpackets.SM_SYSTEM_MESSAGE;
import com.aionemu.gameserver.utils.PacketSendUtility;
/**
* @author Mr. Poke
*/
@XmlAccessorType(XmlAccessType.FIELD)
@XmlType(name = "EmotionLearnAction")
public class EmotionLearnAction extends AbstractItemAction {
private static final Set<Integer> LEARNABLE_IDS = ConcurrentHashMap.newKeySet();
@XmlAttribute(name = "emotionid", required = true)
private int emotionId;
@XmlAttribute
private int minutes;
void afterUnmarshal(Unmarshaller u, Object parent) {
LEARNABLE_IDS.add(emotionId);
}
@Override
public boolean canAct(Player player, Item parentItem, Item targetItem, Object... params) {
if (emotionId == 0 || parentItem == null) {
PacketSendUtility.sendPacket(player, SM_SYSTEM_MESSAGE.STR_ITEM_COLOR_ERROR());
return false;
}
if (player.getEmotions() != null && player.getEmotions().contains(emotionId)) {
PacketSendUtility.sendPacket(player, SM_SYSTEM_MESSAGE.STR_TOOLTIP_LEARNED_EMOTION());
return false;
}
return true;
}
@Override
public void act(final Player player, final Item parentItem, Item targetItem, Object... params) {
ItemTemplate itemTemplate = parentItem.getItemTemplate();
PacketSendUtility.broadcastPacket(player,
new SM_ITEM_USAGE_ANIMATION(player.getObjectId(), parentItem.getObjectId(), itemTemplate.getTemplateId()), true);
player.getEmotions().add(emotionId, minutes == 0 ? 0 : (int) (System.currentTimeMillis() / 1000) + minutes * 60, true);
player.getInventory().delete(parentItem);
}
/**
* Learnable IDs as of 4.8:<br>
* 64 - 155<br>
* <br>
* Not learnable known valid IDs:<br>
* 1 - 34 - default emotions<br>
* >10000 - housing emotions (10006/10007 lay in left/right side of a bed, 10008 sitting on a chair, ...)
*
* @return True if there exists a learn template for given emotion. False means it's either a default or an invalid emotion.
*/
public static boolean isLearnable(int emotionId) {
return LEARNABLE_IDS.contains(emotionId);
}
}