/* 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;
}
}