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//      Magicbane Emulator Project © 2013 - 2022
//                www.magicbane.com


package engine.net.client.handlers;

import engine.mbEnums;
import engine.mbEnums.GameObjectType;
import engine.exception.MsgSendException;
import engine.gameManager.ConfigManager;
import engine.gameManager.GroupManager;
import engine.gameManager.SessionManager;
import engine.net.Dispatch;
import engine.net.DispatchMessage;
import engine.net.client.ClientConnection;
import engine.net.client.msg.ClientNetMsg;
import engine.net.client.msg.group.GroupInviteMsg;
import engine.net.client.msg.group.GroupUpdateMsg;
import engine.objects.Group;
import engine.objects.Guild;
import engine.objects.PlayerCharacter;

public class GroupInviteHandler extends AbstractClientMsgHandler {

    public GroupInviteHandler() {
        super(GroupInviteMsg.class);
    }

    private static Group createGroup(PlayerCharacter pc, ClientConnection origin) {

        if (pc == null)
            return null;

        Group group = new Group(pc, GroupManager.incrGroupCount());
        group.addGroupMember(pc);
        GroupManager.addNewGroup(group);

        pc.setFollow(false);
        // Send add self to group message
        GroupUpdateMsg msg = new GroupUpdateMsg();
        msg.setGroup(group);
        msg.setPlayer(pc);
        msg.setMessageType(1);
        Dispatch dispatch = Dispatch.borrow(pc, msg);
        DispatchMessage.dispatchMsgDispatch(dispatch, mbEnums.DispatchChannel.SECONDARY);

        group.addUpdateGroupJob();

        return group;
    }

    // this can only be called if you already know you are not in a group
    // and have issued an invite

    @Override
    protected boolean _handleNetMsg(ClientNetMsg baseMsg,

                                    ClientConnection origin) throws MsgSendException {
        GroupInviteMsg msg = (GroupInviteMsg) baseMsg;
        PlayerCharacter source = SessionManager.getPlayerCharacter(origin);

        if (source == null)
            return false;

        Group group = GroupManager.getGroup(source);

        // Group is new, create it.

        if (group == null)
            group = GroupInviteHandler.createGroup(source, origin);

        if (group == null)
            return false;

        if (!group.isGroupLead(source)) // person doing invite must be group lead
            return true;

        PlayerCharacter target = null;

        if (msg.getInvited() == 1) { // Use name for invite
            target = SessionManager.getPlayerCharacterByLowerCaseName(msg.getName().toLowerCase());
        } else { // Use ID for invite
            target = SessionManager.getPlayerCharacterByID(msg.getTargetID());
        }

        if (target == null)
            return false;

        // Client must be online

        if (SessionManager.getClientConnection(target) == null)
            return false;

        if (source == target) // Inviting self, so we're done
            return false;


        //Skip invite if target is ignoring source

        if (target.isIgnoringPlayer(source))
            return false;

        if (ConfigManager.MB_RULESET.getValue() == "LORE") {
            if (source.guild.equals(Guild.getErrantGuild()))
                return false;

            if (source.guild.getGuildType() != null) {
                if (source.guild.getGuildType().equals(target.guild.getGuildType()) == false)
                    return false;
            }
        }
        // dont block invites to people already in a group and
        // dont check for pending invites, the client does it
        // Send invite message to target

        msg.setSourceType(GameObjectType.PlayerCharacter.ordinal());
        msg.setSourceID(source.getObjectUUID());
        msg.setTargetType(0);
        msg.setTargetID(0);
        msg.setGroupType(GameObjectType.Group.ordinal());
        msg.setGroupID(group.getObjectUUID());
        msg.setInvited(1);
        msg.setName(source.getFirstName());

        Dispatch dispatch = Dispatch.borrow(target, msg);
        DispatchMessage.dispatchMsgDispatch(dispatch, mbEnums.DispatchChannel.SECONDARY);

        return true;
    }

}