Package com.l2jfrozen.gameserver.model.actor.instance

Source Code of com.l2jfrozen.gameserver.model.actor.instance.L2ControlTowerInstance

/* 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 2, 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, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*
* http://www.gnu.org/copyleft/gpl.html
*/
package com.l2jfrozen.gameserver.model.actor.instance;

import java.util.List;

import javolution.util.FastList;

import com.l2jfrozen.gameserver.ai.CtrlIntention;
import com.l2jfrozen.gameserver.geo.GeoData;
import com.l2jfrozen.gameserver.model.L2Character;
import com.l2jfrozen.gameserver.model.spawn.L2Spawn;
import com.l2jfrozen.gameserver.network.serverpackets.ActionFailed;
import com.l2jfrozen.gameserver.network.serverpackets.MyTargetSelected;
import com.l2jfrozen.gameserver.network.serverpackets.StatusUpdate;
import com.l2jfrozen.gameserver.network.serverpackets.ValidateLocation;
import com.l2jfrozen.gameserver.templates.L2NpcTemplate;

public class L2ControlTowerInstance extends L2NpcInstance
{

  private List<L2Spawn> _guards;

  public L2ControlTowerInstance(int objectId, L2NpcTemplate template)
  {
    super(objectId, template);
  }

  @Override
  public boolean isAttackable()
  {
    // Attackable during siege by attacker only
    return getCastle() != null && getCastle().getCastleId() > 0 && getCastle().getSiege().getIsInProgress();
  }

  @Override
  public boolean isAutoAttackable(L2Character attacker)
  {
    // Attackable during siege by attacker only
    return attacker != null && attacker instanceof L2PcInstance && getCastle() != null && getCastle().getCastleId() > 0 && getCastle().getSiege().getIsInProgress() && getCastle().getSiege().checkIsAttacker(((L2PcInstance) attacker).getClan());
  }

  @Override
  public void onForcedAttack(L2PcInstance player)
  {
    onAction(player);
  }

  @Override
  public void onAction(L2PcInstance player)
  {
    if(!canTarget(player))
      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
      MyTargetSelected my = new MyTargetSelected(getObjectId(), player.getLevel() - getLevel());
      player.sendPacket(my);
      my = null;

      // Send a Server->Client packet StatusUpdate of the L2NpcInstance to the L2PcInstance to update its HP bar
      StatusUpdate su = new StatusUpdate(getObjectId());
      su.addAttribute(StatusUpdate.CUR_HP, (int) getStatus().getCurrentHp());
      su.addAttribute(StatusUpdate.MAX_HP, getMaxHp());
      player.sendPacket(su);
      su = null;

      // 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 // Less then max height difference, delete check when geo
          && GeoData.getInstance().canSeeTarget(player, this))
      {
        // Notify the L2PcInstance AI with AI_INTENTION_INTERACT
        player.getAI().setIntention(CtrlIntention.AI_INTENTION_ATTACK, this);

        // Send a Server->Client ActionFailed to the L2PcInstance in order to avoid that the client wait another packet
        player.sendPacket(ActionFailed.STATIC_PACKET);
      }
    }
  }

  public void onDeath()
  {
    if(getCastle().getSiege().getIsInProgress())
    {
      getCastle().getSiege().killedCT(this);

      if(getGuards() != null && getGuards().size() > 0)
      {
        for(L2Spawn spawn : getGuards())
        {
          if(spawn == null)
          {
            continue;
          }
          spawn.stopRespawn();
          //spawn.getLastSpawn().doDie(spawn.getLastSpawn());
        }
      }
    }
  }

  public void registerGuard(L2Spawn guard)
  {
    getGuards().add(guard);
  }

  public final List<L2Spawn> getGuards()
  {
    if(_guards == null)
    {
      _guards = new FastList<L2Spawn>();
    }
    return _guards;
  }
}
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