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

package engine.net.client.handlers;

import engine.mbEnums;
import engine.exception.MsgSendException;
import engine.gameManager.SessionManager;
import engine.net.client.ClientConnection;
import engine.net.client.msg.ClientNetMsg;
import engine.net.client.msg.TargetObjectMsg;
import engine.objects.PlayerCharacter;

public class TargetObjectMsgHandler extends AbstractClientMsgHandler {

    public TargetObjectMsgHandler() {
        super(TargetObjectMsg.class);
    }

    @Override
    protected boolean _handleNetMsg(ClientNetMsg baseMsg, ClientConnection origin) throws MsgSendException {

        TargetObjectMsg msg = (TargetObjectMsg) baseMsg;

        PlayerCharacter player = SessionManager.getPlayerCharacter(origin);

        if (player == null)
            return true;

        // TODO improve this later. hacky way to make sure player ingame is
        // active.

        if (!player.isActive())
            player.setActive(true);

        player.setLastTarget(mbEnums.GameObjectType.values()[msg.getTargetType()], msg.getTargetID());
        return true;
    }

}