/* * 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); } }