/*
* 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.CharacterAI;
import silentium.gameserver.ai.CtrlIntention;
import silentium.gameserver.ai.SiegeGuardAI;
import silentium.gameserver.model.L2CharPosition;
import silentium.gameserver.model.actor.L2Attackable;
import silentium.gameserver.model.actor.L2Character;
import silentium.gameserver.model.actor.L2Npc;
import silentium.gameserver.model.actor.knownlist.SiegeGuardKnownList;
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 represents all guards in the world.
*/
public final class L2SiegeGuardInstance extends L2Attackable
{
public L2SiegeGuardInstance(int objectId, L2NpcTemplate template)
{
super(objectId, template);
}
@Override
public void initKnownList()
{
setKnownList(new SiegeGuardKnownList(this));
}
@Override
public final SiegeGuardKnownList getKnownList()
{
return (SiegeGuardKnownList) super.getKnownList();
}
@Override
public CharacterAI getAI()
{
CharacterAI ai = _ai; // copy handle
if (ai == null)
{
synchronized (this)
{
if (_ai == null)
_ai = new SiegeGuardAI(new AIAccessor());
return _ai;
}
}
return ai;
}
/**
* Return True if a siege is in progress and the L2Character attacker isn't a Defender.<BR>
* <BR>
*
* @param attacker
* The L2Character that the L2SiegeGuardInstance try to attack
*/
@Override
public boolean isAutoAttackable(L2Character attacker)
{
// Attackable during siege by all except defenders
return (attacker != null && attacker.getActingPlayer() != null && getCastle() != null && getCastle().getCastleId() > 0 && getCastle().getSiege().getIsInProgress() && !getCastle().getSiege().checkIsDefender(attacker.getActingPlayer().getClan()));
}
@Override
public boolean hasRandomAnimation()
{
return false;
}
/**
* This method forces guard to return to home location previously set
*/
@Override
public void returnHome()
{
if (getWalkSpeed() <= 0)
return;
if (!isInsideRadius(getSpawn().getLocx(), getSpawn().getLocy(), 40, false))
{
_log.trace(getObjectId() + ": moving home");
setIsReturningToSpawnPoint(true);
clearAggroList();
if (hasAI())
getAI().setIntention(CtrlIntention.AI_INTENTION_MOVE_TO, new L2CharPosition(getSpawn().getLocx(), getSpawn().getLocy(), getSpawn().getLocz(), 0));
}
}
/**
* Custom onAction behaviour. Note that super() is not called because guards need extra check to see if a player should interact or ATTACK
* them when clicked.
*/
@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) && !isAlikeDead())
{
if (Math.abs(player.getZ() - getZ()) < 600) // this max heigth difference might need some tweaking
player.getAI().setIntention(CtrlIntention.AI_INTENTION_ATTACK, this);
}
if (!isAutoAttackable(player))
{
// Notify the L2PcInstance AI with AI_INTENTION_INTERACT
if (!canInteract(player))
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);
}
}
}
}
@Override
public void addDamageHate(L2Character attacker, int damage, int aggro)
{
if (attacker == null)
return;
if (!(attacker instanceof L2SiegeGuardInstance))
super.addDamageHate(attacker, damage, aggro);
}
}