/* * 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.model.actor.instance; import java.util.List; import javolution.util.FastList; import silentium.gameserver.ai.CtrlIntention; import silentium.gameserver.geo.GeoData; import silentium.gameserver.model.L2Spawn; import silentium.gameserver.model.actor.L2Character; import silentium.gameserver.model.actor.L2Npc; import silentium.gameserver.network.serverpackets.ActionFailed; import silentium.gameserver.network.serverpackets.MoveToPawn; import silentium.gameserver.network.serverpackets.MyTargetSelected; import silentium.gameserver.network.serverpackets.StatusUpdate; import silentium.gameserver.network.serverpackets.ValidateLocation; import silentium.gameserver.templates.chars.L2NpcTemplate; public class L2ControlTowerInstance extends L2Npc { private List<L2Spawn> _guards; public L2ControlTowerInstance(int objectId, L2NpcTemplate template) { super(objectId, template); } @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) { if (!player.canTarget()) return; // Check if the L2PcInstance already target the L2Npc if (this != player.getTarget()) { // Set the target of the L2PcInstance player player.setTarget(this); // Send a Server->Client packet MyTargetSelected to the L2PcInstance player player.sendPacket(new MyTargetSelected(getObjectId(), player.getLevel() - getLevel())); // Send a Server->Client packet StatusUpdate of the L2Npc 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 L2Npc position and heading on the client player.sendPacket(new ValidateLocation(this)); } else { if (isAutoAttackable(player) && Math.abs(player.getZ() - getZ()) < 100 && GeoData.getInstance().canSeeTarget(player, this)) { // Notify the L2PcInstance AI with AI_INTENTION_INTERACT player.getAI().setIntention(CtrlIntention.AI_INTENTION_ATTACK, this); } else { // Rotate the player to face the instance player.sendPacket(new MoveToPawn(player, this, L2Npc.INTERACTION_DISTANCE)); // Send ActionFailed to the player in order to avoid he stucks player.sendPacket(ActionFailed.STATIC_PACKET); } } } @Override public boolean doDie(L2Character killer) { if (getCastle().getSiege().getIsInProgress()) { getCastle().getSiege().killedCT(); if (_guards != null && !_guards.isEmpty()) { for (L2Spawn spawn : _guards) { if (spawn == null) continue; spawn.stopRespawn(); } _guards.clear(); } } return super.doDie(killer); } public void registerGuard(L2Spawn guard) { getGuards().add(guard); } public final List<L2Spawn> getGuards() { if (_guards == null) { synchronized (this) { if (_guards == null) _guards = new FastList<>(); } } return _guards; } }