/* * 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.gameserver.GeoData; import com.l2jserver.gameserver.ai.CtrlIntention; 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; /** * class for Flame Control Tower * @author JIV */ public class L2FlameTowerInstance extends L2Npc { public L2FlameTowerInstance(int objectId, L2NpcTemplate template) { super(objectId, template); setInstanceType(InstanceType.L2FlameTowerInstance); 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().disableTraps(); } return super.doDie(killer); } }