/* * 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); } }