/*
* 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 silentium.gameserver.ai;
import silentium.gameserver.model.L2Object;
import silentium.gameserver.model.L2Skill;
import silentium.gameserver.model.actor.L2Character;
import silentium.gameserver.model.actor.L2Character.AIAccessor;
import silentium.gameserver.model.actor.L2Playable;
import silentium.gameserver.network.SystemMessageId;
/**
* This class manages AI of L2Playable.<BR>
* <BR>
* PlayableAI :<BR>
* <BR>
* <li>SummonAI</li> <li>PlayerAI</li> <BR>
* <BR>
*
* @author JIV
*/
public abstract class PlayableAI extends CharacterAI
{
public PlayableAI(AIAccessor accessor)
{
super(accessor);
}
/**
* @see silentium.gameserver.ai.CharacterAI#onIntentionAttack(silentium.gameserver.model.actor.L2Character)
*/
@Override
protected void onIntentionAttack(L2Character target)
{
if (target instanceof L2Playable)
{
if (target.getActingPlayer().getProtectionBlessing() && (_actor.getActingPlayer().getLevel() - target.getActingPlayer().getLevel()) >= 10 && _actor.getActingPlayer().getKarma() > 0 && !(target.isInsideZone(L2Character.ZONE_PVP)))
{
// If attacker have karma, level >= 10 and target have Newbie Protection Buff
_actor.getActingPlayer().sendPacket(SystemMessageId.TARGET_IS_INCORRECT);
clientActionFailed();
return;
}
if (_actor.getActingPlayer().getProtectionBlessing() && (target.getActingPlayer().getLevel() - _actor.getActingPlayer().getLevel()) >= 10 && target.getActingPlayer().getKarma() > 0 && !(target.isInsideZone(L2Character.ZONE_PVP)))
{
// If target have karma, level >= 10 and actor have Newbie Protection Buff
_actor.getActingPlayer().sendPacket(SystemMessageId.TARGET_IS_INCORRECT);
clientActionFailed();
return;
}
if (target.getActingPlayer().isCursedWeaponEquipped() && _actor.getActingPlayer().getLevel() <= 20)
{
_actor.getActingPlayer().sendPacket(SystemMessageId.TARGET_IS_INCORRECT);
clientActionFailed();
return;
}
if (_actor.getActingPlayer().isCursedWeaponEquipped() && target.getActingPlayer().getLevel() <= 20)
{
_actor.getActingPlayer().sendPacket(SystemMessageId.TARGET_IS_INCORRECT);
clientActionFailed();
return;
}
}
super.onIntentionAttack(target);
}
/**
* @see silentium.gameserver.ai.CharacterAI#onIntentionCast(silentium.gameserver.model.L2Skill, silentium.gameserver.model.L2Object)
*/
@Override
protected void onIntentionCast(L2Skill skill, L2Object target)
{
if (target instanceof L2Playable && skill.isOffensive())
{
if (target.getActingPlayer().getProtectionBlessing() && (_actor.getActingPlayer().getLevel() - target.getActingPlayer().getLevel()) >= 10 && _actor.getActingPlayer().getKarma() > 0 && !(((L2Playable) target).isInsideZone(L2Character.ZONE_PVP)))
{
// If attacker have karma, level >= 10 and target have Newbie Protection Buff
_actor.getActingPlayer().sendPacket(SystemMessageId.TARGET_IS_INCORRECT);
clientActionFailed();
_actor.setIsCastingNow(false);
return;
}
if (_actor.getActingPlayer().getProtectionBlessing() && (target.getActingPlayer().getLevel() - _actor.getActingPlayer().getLevel()) >= 10 && target.getActingPlayer().getKarma() > 0 && !(((L2Playable) target).isInsideZone(L2Character.ZONE_PVP)))
{
// If target have karma, level >= 10 and actor have Newbie Protection Buff
_actor.getActingPlayer().sendPacket(SystemMessageId.TARGET_IS_INCORRECT);
clientActionFailed();
_actor.setIsCastingNow(false);
return;
}
if (target.getActingPlayer().isCursedWeaponEquipped() && _actor.getActingPlayer().getLevel() <= 20)
{
_actor.getActingPlayer().sendPacket(SystemMessageId.TARGET_IS_INCORRECT);
clientActionFailed();
_actor.setIsCastingNow(false);
return;
}
if (_actor.getActingPlayer().isCursedWeaponEquipped() && target.getActingPlayer().getLevel() <= 20)
{
_actor.getActingPlayer().sendPacket(SystemMessageId.TARGET_IS_INCORRECT);
clientActionFailed();
_actor.setIsCastingNow(false);
return;
}
}
super.onIntentionCast(skill, target);
}
}