/*
* 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;
}
}