/* * 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 java.util.ArrayList; import com.l2jserver.Config; import com.l2jserver.gameserver.ThreadPoolManager; import com.l2jserver.gameserver.ai.CtrlIntention; import com.l2jserver.gameserver.enums.ChatType; import com.l2jserver.gameserver.enums.InstanceType; import com.l2jserver.gameserver.instancemanager.FortSiegeManager; import com.l2jserver.gameserver.model.FortSiegeSpawn; import com.l2jserver.gameserver.model.L2Spawn; import com.l2jserver.gameserver.model.actor.L2Character; import com.l2jserver.gameserver.model.actor.L2Summon; import com.l2jserver.gameserver.model.actor.templates.L2NpcTemplate; import com.l2jserver.gameserver.model.skills.Skill; import com.l2jserver.gameserver.network.NpcStringId; import com.l2jserver.gameserver.network.serverpackets.NpcSay; public class L2FortCommanderInstance extends L2DefenderInstance { private boolean _canTalk; /** * Creates a fort commander. * @param template the fort commander NPC template */ public L2FortCommanderInstance(L2NpcTemplate template) { super(template); setInstanceType(InstanceType.L2FortCommanderInstance); _canTalk = true; } /** * Return True if a siege is in progress and the L2Character attacker isn't a Defender. * @param attacker The L2Character that the L2CommanderInstance try to attack */ @Override public boolean isAutoAttackable(L2Character attacker) { if ((attacker == null) || !(attacker instanceof L2PcInstance)) { return false; } boolean isFort = ((getFort() != null) && (getFort().getResidenceId() > 0) && getFort().getSiege().isInProgress() && !getFort().getSiege().checkIsDefender(((L2PcInstance) attacker).getClan())); // Attackable during siege by all except defenders return (isFort); } @Override public void addDamageHate(L2Character attacker, int damage, int aggro) { if (attacker == null) { return; } if (!(attacker instanceof L2FortCommanderInstance)) { super.addDamageHate(attacker, damage, aggro); } } @Override public boolean doDie(L2Character killer) { if (!super.doDie(killer)) { return false; } if (getFort().getSiege().isInProgress()) { getFort().getSiege().killedCommander(this); } return true; } /** * This method forces guard to return to home location previously set */ @Override public void returnHome() { if (!isInsideRadius(getSpawn(), 200, 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 final void addDamage(L2Character attacker, int damage, Skill skill) { L2Spawn spawn = getSpawn(); if ((spawn != null) && canTalk()) { ArrayList<FortSiegeSpawn> commanders = FortSiegeManager.getInstance().getCommanderSpawnList(getFort().getResidenceId()); for (FortSiegeSpawn spawn2 : commanders) { if (spawn2.getId() == spawn.getId()) { NpcStringId npcString = null; switch (spawn2.getMessageId()) { case 1: npcString = NpcStringId.ATTACKING_THE_ENEMY_S_REINFORCEMENTS_IS_NECESSARY_TIME_TO_DIE; break; case 2: if (attacker instanceof L2Summon) { attacker = ((L2Summon) attacker).getOwner(); } npcString = NpcStringId.EVERYONE_CONCENTRATE_YOUR_ATTACKS_ON_S1_SHOW_THE_ENEMY_YOUR_RESOLVE; break; case 3: npcString = NpcStringId.FIRE_SPIRIT_UNLEASH_YOUR_POWER_BURN_THE_ENEMY; break; } if (npcString != null) { NpcSay ns = new NpcSay(getObjectId(), ChatType.NPC_SHOUT, getId(), npcString); if (npcString.getParamCount() == 1) { ns.addStringParameter(attacker.getName()); } broadcastPacket(ns); setCanTalk(false); ThreadPoolManager.getInstance().scheduleGeneral(new ScheduleTalkTask(), 10000); } } } } super.addDamage(attacker, damage, skill); } private class ScheduleTalkTask implements Runnable { public ScheduleTalkTask() { } @Override public void run() { setCanTalk(true); } } void setCanTalk(boolean val) { _canTalk = val; } private boolean canTalk() { return _canTalk; } @Override public boolean hasRandomAnimation() { return false; } }