/*
* Copyright (C) 2004-2015 L2J Server
*
* This file is part of L2J Server.
*
* L2J Server 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.
*
* L2J Server 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.ai.L2SpecialSiegeGuardAI;
import com.l2jserver.gameserver.enums.InstanceType;
import com.l2jserver.gameserver.instancemanager.CastleManager;
import com.l2jserver.gameserver.instancemanager.FortManager;
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.actor.templates.L2NpcTemplate;
import com.l2jserver.gameserver.model.entity.Castle;
import com.l2jserver.gameserver.model.entity.Fort;
import com.l2jserver.gameserver.model.entity.clanhall.SiegableHall;
import com.l2jserver.gameserver.network.serverpackets.ActionFailed;
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
private SiegableHall _hall = null; // the siegable hall which the instance should defend
/**
* Creates a defender.
* @param template the defender NPC template
*/
public L2DefenderInstance(L2NpcTemplate template)
{
super(template);
setInstanceType(InstanceType.L2DefenderInstance);
}
@Override
public DefenderKnownList getKnownList()
{
return (DefenderKnownList) super.getKnownList();
}
@Override
public void initKnownList()
{
setKnownList(new DefenderKnownList(this));
}
@Override
protected L2CharacterAI initAI()
{
if ((getConquerableHall() == null) && (getCastle(10000) == null))
{
return new L2FortSiegeGuardAI(this);
}
else if (getCastle(10000) != null)
{
return new L2SiegeGuardAI(this);
}
return new L2SpecialSiegeGuardAI(this);
}
/**
* Return True if a siege is in progress and the L2Character attacker isn't a Defender.
* @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()) || ((_hall != null) && _hall.getSiegeZone().isActive()))
{
int activeSiegeId = (_fort != null ? _fort.getResidenceId() : (_castle != null ? _castle.getResidenceId() : (_hall != null ? _hall.getId() : 0)));
// Check if player is an enemy of this defender npc
if ((player != null) && (((player.getSiegeState() == 2) && !player.isRegisteredOnThisSiegeField(activeSiegeId)) || ((player.getSiegeState() == 1)) || (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)
{
return;
}
if (!isInsideRadius(getSpawn(), 40, false, false))
{
if (Config.DEBUG)
{
_log.info(getObjectId() + ": moving home");
}
setisReturningToSpawnPoint(true);
clearAggroList();
if (hasAI())
{
getAI().setIntention(CtrlIntention.AI_INTENTION_MOVE_TO, getSpawn().getLocation());
}
}
}
@Override
public void onSpawn()
{
super.onSpawn();
_fort = FortManager.getInstance().getFort(getX(), getY(), getZ());
_castle = CastleManager.getInstance().getCastle(getX(), getY(), getZ());
_hall = getConquerableHall();
if ((_fort == null) && (_castle == null) && (_hall == null))
{
_log.warning("L2DefenderInstance spawned outside of Fortress, Castle or Siegable hall Zone! NpcId: " + getId() + " 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);
}
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()) || ((_hall != null) && _hall.getSiegeZone().isActive()))
{
int activeSiegeId = (_fort != null ? _fort.getResidenceId() : (_castle != null ? _castle.getResidenceId() : (_hall != null ? _hall.getId() : 0)));
if ((player != null) && (((player.getSiegeState() == 2) && player.isRegisteredOnThisSiegeField(activeSiegeId)) || ((player.getSiegeState() == 1))))
{
return;
}
}
}
super.addDamageHate(attacker, damage, aggro);
}
}
}