/*
* This program is free software: you can redistribute it and/or modify it under
* the terms of the GNU General Public License as published by the Free Software
* Foundation, either version 3 of the License, or (at your option) any later
* version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
* FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
* details.
*
* You should have received a copy of the GNU General Public License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*/
package com.l2jserver.gameserver.model.actor.instance;
import java.util.List;
import javolution.util.FastList;
import com.l2jserver.gameserver.GeoData;
import com.l2jserver.gameserver.ai.CtrlIntention;
import com.l2jserver.gameserver.model.L2Spawn;
import com.l2jserver.gameserver.model.actor.L2Character;
import com.l2jserver.gameserver.model.actor.L2Npc;
import com.l2jserver.gameserver.network.serverpackets.ActionFailed;
import com.l2jserver.gameserver.network.serverpackets.MyTargetSelected;
import com.l2jserver.gameserver.network.serverpackets.StatusUpdate;
import com.l2jserver.gameserver.network.serverpackets.ValidateLocation;
import com.l2jserver.gameserver.templates.chars.L2NpcTemplate;
public class L2ControlTowerInstance extends L2Npc
{
private List<L2Spawn> _guards;
public L2ControlTowerInstance(int objectId, L2NpcTemplate template)
{
super(objectId, template);
setInstanceType(InstanceType.L2ControlTowerInstance);
setIsInvul(false);
}
@Override
public boolean isAttackable()
{
// Attackable during siege by attacker only
return (getCastle() != null && getCastle().getCastleId() > 0 && getCastle().getSiege().getIsInProgress());
}
@Override
public boolean isAutoAttackable(L2Character attacker)
{
// Attackable during siege by attacker only
return (attacker != null && attacker instanceof L2PcInstance && getCastle() != null && getCastle().getCastleId() > 0 && getCastle().getSiege().getIsInProgress() && getCastle().getSiege()
.checkIsAttacker(((L2PcInstance) attacker).getClan()));
}
@Override
public void onForcedAttack(L2PcInstance player)
{
onAction(player);
}
@Override
public void onAction(L2PcInstance player, boolean interact)
{
if (!canTarget(player))
return;
// Check if the L2PcInstance already target the L2NpcInstance
if (this != player.getTarget())
{
// Set the target of the L2PcInstance player
player.setTarget(this);
// Send a Server->Client packet MyTargetSelected to the L2PcInstance player
MyTargetSelected my = new MyTargetSelected(getObjectId(), player.getLevel() - getLevel());
player.sendPacket(my);
// Send a Server->Client packet StatusUpdate of the L2NpcInstance to the L2PcInstance to update its HP bar
StatusUpdate su = new StatusUpdate(this);
su.addAttribute(StatusUpdate.CUR_HP, (int) getStatus().getCurrentHp());
su.addAttribute(StatusUpdate.MAX_HP, getMaxHp());
player.sendPacket(su);
// Send a Server->Client packet ValidateLocation to correct the L2NpcInstance position and heading on the client
player.sendPacket(new ValidateLocation(this));
}
else if (interact)
{
if (isAutoAttackable(player) && Math.abs(player.getZ() - getZ()) < 100 // Less then max height difference, delete check when geo
&& GeoData.getInstance().canSeeTarget(player, this))
{
// Notify the L2PcInstance AI with AI_INTENTION_INTERACT
player.getAI().setIntention(CtrlIntention.AI_INTENTION_ATTACK, this);
}
}
// Send a Server->Client ActionFailed to the L2PcInstance in order to avoid that the client wait another packet
player.sendPacket(ActionFailed.STATIC_PACKET);
}
@Override
public boolean doDie(L2Character killer)
{
if (getCastle().getSiege().getIsInProgress())
{
getCastle().getSiege().killedCT(this);
if (_guards != null && !_guards.isEmpty())
{
for (L2Spawn spawn : _guards)
{
if (spawn == null)
continue;
try
{
spawn.stopRespawn();
//spawn.getLastSpawn().doDie(spawn.getLastSpawn());
}
catch (Exception e)
{}
}
_guards.clear();
}
}
return super.doDie(killer);
}
public void registerGuard(L2Spawn guard)
{
getGuards().add(guard);
}
public final List<L2Spawn> getGuards()
{
if (_guards == null)
{
synchronized (this)
{
if (_guards == null)
_guards = new FastList<L2Spawn>();
}
}
return _guards;
}
}