/*
* 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);
}
}
}