/*
* 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);
}
}
}
}
}