/*
* 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 silentium.gameserver.ai.CtrlIntention;
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;
/**
* This class leads the behavior of muted NPCs.<br>
* Their behaviors are the same than NPCs, they just can't talk to player.<br>
* Some specials instances, such as CabaleBuffers or TownPets got their own muted onAction.
*
* @author Tryskell
*/
public final class L2MutedNpcInstance extends L2NpcInstance
{
public L2MutedNpcInstance(int objectId, L2NpcTemplate template)
{
super(objectId, template);
}
@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);
// Check if the player is attackable (without a forced attack)
if (isAutoAttackable(player))
{
getAI(); // wake up ai
// Send MyTargetSelected to the L2PcInstance player
player.sendPacket(new MyTargetSelected(getObjectId(), player.getLevel() - getLevel()));
// Send StatusUpdate of the L2Npc to the L2PcInstance to update its HP bar
StatusUpdate su = new StatusUpdate(this);
su.addAttribute(StatusUpdate.CUR_HP, (int) getCurrentHp());
su.addAttribute(StatusUpdate.MAX_HP, getMaxHp());
player.sendPacket(su);
}
// Send MyTargetSelected to the L2PcInstance player
else
player.sendPacket(new MyTargetSelected(getObjectId(), 0));
// Send a Server->Client packet ValidateLocation to correct the L2Npc position and heading on the client
player.sendPacket(new ValidateLocation(this));
}
else
{
// Check if the player is attackable (without a forced attack) and isn't dead
if (isAutoAttackable(player) && !isAlikeDead())
{
// Check the height difference
if (Math.abs(player.getZ() - getZ()) < 400) // this max heigth difference might need some tweaking
{
// Set the L2PcInstance Intention to AI_INTENTION_ATTACK
player.getAI().setIntention(CtrlIntention.AI_INTENTION_ATTACK, this);
}
else
{
// Send a Server->Client ActionFailed to the L2PcInstance in order to avoid that the client wait another
// packet
player.sendPacket(ActionFailed.STATIC_PACKET);
}
}
else if (!isAutoAttackable(player))
{
// Calculate the distance between the L2PcInstance and the L2Npc
if (!canInteract(player))
{
// Notify the L2PcInstance AI with AI_INTENTION_INTERACT
player.getAI().setIntention(CtrlIntention.AI_INTENTION_INTERACT, 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);
}
}
}
}
}