package com.aionemu.gameserver.network.aion.clientpackets;
import java.util.List;
import java.util.Set;
import com.aionemu.gameserver.model.gameobjects.player.Player;
import com.aionemu.gameserver.network.aion.AionClientPacket;
import com.aionemu.gameserver.network.aion.AionConnection.State;
import com.aionemu.gameserver.network.aion.serverpackets.SM_INSTANCE_INFO;
import com.aionemu.gameserver.utils.collections.FixedElementCountSplitList;
import com.aionemu.gameserver.utils.collections.SplitList;
import com.aionemu.gameserver.utils.collections.Predicates;
/**
* @author nrg, Neon
*/
public class CM_INSTANCE_INFO extends AionClientPacket {
private byte updateType; // 0 = reset to client default values and overwrite, 1 = update team member info, 2 = overwrite only
public CM_INSTANCE_INFO(int opcode, Set<State> validStates) {
super(opcode, validStates);
}
@Override
protected void readImpl() {
readD(); // unk (always 0)
updateType = readC();
}
@Override
protected void runImpl() {
Player player = getConnection().getActivePlayer();
Player firstObject = player.isInTeam() ? player.getCurrentTeam().getLeaderObject() : player; // always the team leader
sendPacket(new SM_INSTANCE_INFO(updateType, firstObject));
if (updateType == 1 && player.isInTeam()) {
List<Player> filteredTeamMembers = player.getCurrentTeam().filterMembers(Predicates.Players.allExcept(firstObject));
SplitList<Player> playersSplitList = new FixedElementCountSplitList<>(filteredTeamMembers, false, 3);
playersSplitList.forEach(part -> sendPacket(new SM_INSTANCE_INFO((byte) 2, part)));
}
}
}