/*
* 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;
}
}