/* * 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 com.l2jserver.Config; import com.l2jserver.gameserver.ai.CtrlIntention; import com.l2jserver.gameserver.ai.L2CharacterAI; import com.l2jserver.gameserver.ai.L2FortSiegeGuardAI; import com.l2jserver.gameserver.ai.L2SiegeGuardAI; import com.l2jserver.gameserver.instancemanager.CastleManager; import com.l2jserver.gameserver.instancemanager.FortManager; import com.l2jserver.gameserver.instancemanager.TerritoryWarManager; import com.l2jserver.gameserver.model.L2CharPosition; import com.l2jserver.gameserver.model.actor.L2Attackable; import com.l2jserver.gameserver.model.actor.L2Character; import com.l2jserver.gameserver.model.actor.L2Playable; import com.l2jserver.gameserver.model.actor.knownlist.DefenderKnownList; import com.l2jserver.gameserver.model.entity.Castle; import com.l2jserver.gameserver.model.entity.Fort; 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 L2DefenderInstance extends L2Attackable { private Castle _castle = null; // the castle which the instance should defend private Fort _fort = null; // the fortress which the instance should defend public L2DefenderInstance(int objectId, L2NpcTemplate template) { super(objectId, template); setInstanceType(InstanceType.L2DefenderInstance); } @Override public DefenderKnownList getKnownList() { return (DefenderKnownList)super.getKnownList(); } @Override public void initKnownList() { setKnownList(new DefenderKnownList(this)); } @Override public L2CharacterAI getAI() { L2CharacterAI ai = _ai; // copy handle if (ai == null) { synchronized(this) { if (_ai == null) if (getCastle(10000) == null) _ai = new L2FortSiegeGuardAI(new AIAccessor()); else _ai = new L2SiegeGuardAI(new AIAccessor()); return _ai; } } return ai; } /** * Return True if a siege is in progress and the L2Character attacker isn't a Defender.<BR><BR> * * @param attacker The L2Character that the L2SiegeGuardInstance try to attack * */ @Override public boolean isAutoAttackable(L2Character attacker) { // Attackable during siege by all except defenders if (!(attacker instanceof L2Playable)) return false; L2PcInstance player = attacker.getActingPlayer(); // Check if siege is in progress if ((_fort != null && _fort.getZone().isActive()) || (_castle != null && _castle.getZone().isActive())) { int activeSiegeId = (_fort != null ? _fort.getFortId() : (_castle != null ? _castle.getCastleId() : 0)); // Check if player is an enemy of this defender npc if (player != null && ((player.getSiegeState() == 2 && !player.isRegisteredOnThisSiegeField(activeSiegeId)) || (player.getSiegeState() == 1 && !TerritoryWarManager.getInstance().isAllyField(player, activeSiegeId)) || player.getSiegeState() == 0)) { return true; } } return false; } @Override public boolean hasRandomAnimation() { return false; } /** * This method forces guard to return to home location previously set * */ @Override public void returnHome() { if (getWalkSpeed() <= 0) return; if (getSpawn() == null) // just in case return; if (!isInsideRadius(getSpawn().getLocx(), getSpawn().getLocy(), 40, false)) { if (Config.DEBUG) _log.info(getObjectId()+": moving home"); setisReturningToSpawnPoint(true); clearAggroList(); if (hasAI()) getAI().setIntention(CtrlIntention.AI_INTENTION_MOVE_TO, new L2CharPosition(getSpawn().getLocx(), getSpawn().getLocy(), getSpawn().getLocz(), 0)); } } @Override public void onSpawn() { super.onSpawn(); _fort = FortManager.getInstance().getFort(getX(), getY(), getZ()); _castle = CastleManager.getInstance().getCastle(getX(), getY(), getZ()); if (_fort == null && _castle == null) _log.warning("L2DefenderInstance spawned outside of Fortress or Castle Zone! NpcId: "+getNpcId()+ " x="+getX()+ " y="+getY()+ " z="+getZ()); } /** * Custom onAction behaviour. Note that super() is not called because guards need * extra check to see if a player should interact or ATTACK them when clicked. * */ @Override public void onAction(L2PcInstance player, boolean interact) { if (!canTarget(player)) { player.sendPacket(ActionFailed.STATIC_PACKET); return; } // Check if the L2PcInstance already target the L2NpcInstance if (this != player.getTarget()) { if (Config.DEBUG) _log.info("new target selected:"+getObjectId()); // 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) && !isAlikeDead()) { if (Math.abs(player.getZ() - getZ()) < 600) // this max heigth difference might need some tweaking { player.getAI().setIntention(CtrlIntention.AI_INTENTION_ATTACK, this); } } if(!isAutoAttackable(player)) { if (!canInteract(player)) { // Notify the L2PcInstance AI with AI_INTENTION_INTERACT player.getAI().setIntention(CtrlIntention.AI_INTENTION_INTERACT, 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 void addDamageHate(L2Character attacker, int damage, int aggro) { if (attacker == null) return; if (!(attacker instanceof L2DefenderInstance)) { if (damage == 0 && aggro <= 1 && attacker instanceof L2Playable) { L2PcInstance player = attacker.getActingPlayer(); // Check if siege is in progress if ((_fort != null && _fort.getZone().isActive()) || (_castle != null && _castle.getZone().isActive())) { int activeSiegeId = (_fort != null ? _fort.getFortId() : (_castle != null ? _castle.getCastleId() : 0)); if (player != null && ((player.getSiegeState() == 2 && player.isRegisteredOnThisSiegeField(activeSiegeId)) || (player.getSiegeState() == 1 && TerritoryWarManager.getInstance().isAllyField(player, activeSiegeId)))) return; } } super.addDamageHate(attacker, damage, aggro); } } }