/* * 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.ThreadPoolManager; import silentium.gameserver.ai.CtrlIntention; import silentium.gameserver.instancemanager.SiegeManager; import silentium.gameserver.model.L2Clan; import silentium.gameserver.model.L2SiegeClan; import silentium.gameserver.model.L2Skill; import silentium.gameserver.model.actor.L2Character; import silentium.gameserver.model.actor.L2Npc; import silentium.gameserver.model.actor.status.SiegeFlagStatus; import silentium.gameserver.model.entity.Siegable; import silentium.gameserver.network.SystemMessageId; 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.SystemMessage; import silentium.gameserver.network.serverpackets.ValidateLocation; import silentium.gameserver.templates.chars.L2NpcTemplate; public class L2SiegeFlagInstance extends L2Npc { private final L2Clan _clan; private final L2PcInstance _player; private final Siegable _siege; private final boolean _isAdvanced; private boolean _canTalk; public L2SiegeFlagInstance(L2PcInstance player, int objectId, L2NpcTemplate template, boolean advanced) { super(objectId, template); _clan = player.getClan(); _player = player; _canTalk = true; _siege = SiegeManager.getSiege(_player.getX(), _player.getY(), _player.getZ()); if (_clan == null || _siege == null) throw new NullPointerException(getClass().getSimpleName() + ": Initialization failed."); L2SiegeClan sc = _siege.getAttackerClan(_clan); if (sc == null) throw new NullPointerException(getClass().getSimpleName() + ": Cannot find siege clan."); sc.addFlag(this); _isAdvanced = advanced; getStatus(); setIsInvul(false); } @Override public boolean isAttackable() { return !isInvul(); } @Override public boolean isAutoAttackable(L2Character attacker) { return !isInvul(); } @Override public boolean doDie(L2Character killer) { if (!super.doDie(killer)) return false; if (_siege != null && _clan != null) { L2SiegeClan sc = _siege.getAttackerClan(_clan); if (sc != null) sc.removeFlag(this); } return true; } @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 L2NpcInstance 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 L2NpcInstance 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 L2NpcInstance position and heading on the client player.sendPacket(new ValidateLocation(this)); } else { if (isAutoAttackable(player) && Math.abs(player.getZ() - getZ()) < 100) 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); } } } public boolean isAdvancedHeadquarter() { return _isAdvanced; } @Override public SiegeFlagStatus getStatus() { return (SiegeFlagStatus) super.getStatus(); } @Override public void initCharStatus() { setStatus(new SiegeFlagStatus(this)); } @Override public void reduceCurrentHp(double damage, L2Character attacker, L2Skill skill) { super.reduceCurrentHp(damage, attacker, skill); if (canTalk()) { if (getCastle() != null && getCastle().getSiege().getIsInProgress()) { if (_clan != null) { // send warning to owners of headquarters that theirs base is under attack _clan.broadcastToOnlineMembers(SystemMessage.getSystemMessage(SystemMessageId.BASE_UNDER_ATTACK)); setCanTalk(false); ThreadPoolManager.getInstance().scheduleGeneral(new ScheduleTalkTask(), 20000); } } } } private class ScheduleTalkTask implements Runnable { public ScheduleTalkTask() { } @Override public void run() { setCanTalk(true); } } void setCanTalk(boolean val) { _canTalk = val; } private boolean canTalk() { return _canTalk; } }