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

Source Code of com.l2jfrozen.gameserver.model.actor.instance.L2GuardNoHTMLInstance$ReturnTask

/*
* 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 com.l2jfrozen.gameserver.model.actor.instance;

import java.util.logging.Logger;

import com.l2jfrozen.Config;
import com.l2jfrozen.gameserver.ai.CtrlIntention;
import com.l2jfrozen.gameserver.ai.L2AttackableAI;
import com.l2jfrozen.gameserver.model.L2Attackable;
import com.l2jfrozen.gameserver.model.L2Character;
import com.l2jfrozen.gameserver.model.L2World;
import com.l2jfrozen.gameserver.model.L2WorldRegion;
import com.l2jfrozen.gameserver.model.actor.knownlist.GuardNoHTMLKnownList;
import com.l2jfrozen.gameserver.model.actor.position.L2CharPosition;
import com.l2jfrozen.gameserver.network.serverpackets.ActionFailed;
import com.l2jfrozen.gameserver.network.serverpackets.MyTargetSelected;
import com.l2jfrozen.gameserver.network.serverpackets.ValidateLocation;
import com.l2jfrozen.gameserver.templates.L2NpcTemplate;
import com.l2jfrozen.gameserver.thread.ThreadPoolManager;
import com.l2jfrozen.util.random.Rnd;

/**
* This class manages all Guards in the world. It inherits all methods from L2Attackable and adds some more such as tracking PK and aggressive L2MonsterInstance.<BR>
* <BR>
*
* @version $Revision: 1.11.2.1.2.7 $ $Date: 2005/04/06 16:13:40 $
*/
public final class L2GuardNoHTMLInstance extends L2Attackable
{
 
  /** The _log. */
  private static Logger _log = Logger.getLogger(L2GuardNoHTMLInstance.class.getName());
 
  /** The _home x. */
  private int _homeX;
 
  /** The _home y. */
  private int _homeY;
 
  /** The _home z. */
  private int _homeZ;
 
  /** The Constant RETURN_INTERVAL. */
  private static final int RETURN_INTERVAL = 60000;

  /**
   * The Class ReturnTask.
   */
  public class ReturnTask implements Runnable
  {
   
    /* (non-Javadoc)
     * @see java.lang.Runnable#run()
     */
    @Override
    public void run()
    {
      if(getAI().getIntention() == CtrlIntention.AI_INTENTION_IDLE) {
        returnHome();
      }
    }
  }

  /**
   * Constructor of L2GuardInstance (use L2Character and L2NpcInstance constructor).<BR>
   * <BR>
   * <B><U> Actions</U> :</B><BR>
   * <BR>
   * <li>Call the L2Character constructor to set the _template of the L2GuardInstance (copy skills from template to object and link _calculators to NPC_STD_CALCULATOR)</li> <li>Set the name of the L2GuardInstance</li> <li>Create a RandomAnimation Task that will be launched after the calculated delay if the server allow it</li> <BR>
   * <BR>
   *
   * @param objectId Identifier of the object to initialized
   * @param template the template
   */
  public L2GuardNoHTMLInstance(int objectId, L2NpcTemplate template)
  {
    super(objectId, template);
    getKnownList(); // init knownlist
    ThreadPoolManager.getInstance().scheduleAiAtFixedRate(new ReturnTask(), RETURN_INTERVAL, RETURN_INTERVAL + Rnd.nextInt(60000));
  }

  /* (non-Javadoc)
   * @see com.l2jfrozen.gameserver.model.L2Attackable#getKnownList()
   */
  @Override
  public final GuardNoHTMLKnownList getKnownList()
  {
    if(super.getKnownList() == null || !(super.getKnownList() instanceof GuardNoHTMLKnownList)) {
      setKnownList(new GuardNoHTMLKnownList(this));
    }
    return(GuardNoHTMLKnownList) super.getKnownList();
  }

  /**
   * Return true if hte attacker is a L2MonsterInstance.<BR>
   * <BR>
   *
   * @param attacker the attacker
   * @return true, if is auto attackable
   */
  @Override
  public boolean isAutoAttackable(L2Character attacker)
  {
    return attacker instanceof L2MonsterInstance;
  }

  /**
   * Set home location of the L2GuardInstance.<BR>
   * <BR>
   * <B><U> Concept</U> :</B><BR>
   * <BR>
   * Guard will always try to return to this location after it has killed all PK's in range
   */
  public void getHomeLocation()
  {
    _homeX = getX();
    _homeY = getY();
    _homeZ = getZ();
    if(Config.DEBUG) {
      _log.finer(getObjectId() + ": Home location set to" + " X:" + _homeX + " Y:" + _homeY + " Z:" + _homeZ);
    }
  }

  /**
   * Gets the home x.
   *
   * @return the home x
   */
  public int getHomeX()
  {
    return _homeX;
  }

  /**
   * Notify the L2GuardInstance to return to its home location (AI_INTENTION_MOVE_TO) and clear its _aggroList.<BR>
   * <BR>
   */
  public void returnHome()
  {
    if(!isInsideRadius(_homeX, _homeY, 150, false))
    {
      if(Config.DEBUG) {
        _log.fine(getObjectId() + ": moving hometo" + " X:" + _homeX + " Y:" + _homeY + " Z:" + _homeZ);
      }
      clearAggroList();
      getAI().setIntention(CtrlIntention.AI_INTENTION_MOVE_TO, new L2CharPosition(_homeX, _homeY, _homeZ, 0));
    }
  }

  /**
   * Set the home location of its L2GuardInstance.<BR>
   * <BR>
   */
  @Override
  public void onSpawn()
  {
    _homeX = getX();
    _homeY = getY();
    _homeZ = getZ();
    if(Config.DEBUG) {
      _log.finer(getObjectId() + ": Home location set to" + " X:" + _homeX + " Y:" + _homeY + " Z:" + _homeZ);
    }
    // check the region where this mob is, do not activate the AI if region is inactive.
    L2WorldRegion region = L2World.getInstance().getRegion(getX(), getY());
    if(region != null && !region.isActive()) {
      ((L2AttackableAI) getAI()).stopAITask();
    }
  }

  /**
   * Manage actions when a player click on the L2GuardInstance.<BR>
   * <BR>
   * <B><U> Actions on first click on the L2GuardInstance (Select it)</U> :</B><BR>
   * <BR>
   * <li>Set the L2GuardInstance as target of the L2PcInstance player (if necessary)</li> <li>Send a Server->Client packet MyTargetSelected to the L2PcInstance player (display the select window)</li> <li>Set the L2PcInstance Intention to AI_INTENTION_IDLE</li> <li>Send a Server->Client packet ValidateLocation to correct the L2GuardInstance position and heading on the client</li> <BR>
   * <BR>
   * <B><U> Actions on second click on the L2GuardInstance (Attack it/Interact with it)</U> :</B><BR>
   * <BR>
   * <li>If L2PcInstance is in the _aggroList of the L2GuardInstance, set the L2PcInstance Intention to AI_INTENTION_ATTACK</li> <li>If L2PcInstance is NOT in the _aggroList of the L2GuardInstance, set the L2PcInstance Intention to AI_INTENTION_INTERACT (after a distance verification) and show message</li> <BR>
   * <BR>
   * <B><U> Example of use </U> :</B><BR>
   * <BR>
   * <li>Client packet : Action, AttackRequest</li> <BR>
   * <BR>
   *
   * @param player
   *            The L2PcInstance that start an action on the L2GuardInstance
   */
  @Override
  public void onAction(L2PcInstance player)
  {
    // Check if the L2PcInstance already target the L2GuardInstance
    if(getObjectId() != player.getTargetId())
    {
      // Set the L2PcInstance Intention to AI_INTENTION_IDLE
      player.getAI().setIntention(CtrlIntention.AI_INTENTION_IDLE, null);
      if(Config.DEBUG) {
        _log.fine(player.getObjectId() + ": Targetted guard " + getObjectId());
      }
      // Set the target of the L2PcInstance player
      player.setTarget(this);
      // Send a Server->Client packet MyTargetSelected to the L2PcInstance
      // player The color to display in the select window is White
      MyTargetSelected my = new MyTargetSelected(getObjectId(), 0);
      player.sendPacket(my);
      // Send a Server->Client packet ValidateLocation to correct the
      // L2NpcInstance position and heading on the client
      player.sendPacket(new ValidateLocation(this));
    }
    else
    {
      // Check if the L2PcInstance is in the _aggroList of the L2GuardInstance
      if(containsTarget(player))
      {
        if(Config.DEBUG) {
          _log.fine(player.getObjectId() + ": Attacked guard " + getObjectId());
        }
        // Set the L2PcInstance Intention to AI_INTENTION_ATTACK
        player.getAI().setIntention(CtrlIntention.AI_INTENTION_ATTACK, this);
      }
      else
      {
        // Calculate the distance between the L2PcInstance and the L2NpcInstance
        if(!isInsideRadius(player, INTERACTION_DISTANCE, false, false))
        {
          // Set the L2PcInstance Intention to AI_INTENTION_INTERACT
          player.getAI().setIntention(CtrlIntention.AI_INTENTION_INTERACT, this);
        }
        else
        {
          // Send a Server->Client ActionFailed to the L2PcInstance in order to avoid that the client wait another packet
          player.sendPacket(ActionFailed.STATIC_PACKET);
          // Set the L2PcInstance Intention to AI_INTENTION_IDLE
          player.getAI().setIntention(CtrlIntention.AI_INTENTION_INTERACT, null);
        }
      }
    }
  }
}
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