/* * 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); } } } } }