/*
* 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.logging.Logger;
import com.l2jfrozen.Config;
import com.l2jfrozen.gameserver.ai.CtrlIntention;
import com.l2jfrozen.gameserver.ai.L2CharacterAI;
import com.l2jfrozen.gameserver.ai.L2SiegeGuardAI;
import com.l2jfrozen.gameserver.model.L2Attackable;
import com.l2jfrozen.gameserver.model.L2Character;
import com.l2jfrozen.gameserver.model.actor.knownlist.SiegeGuardKnownList;
import com.l2jfrozen.gameserver.model.actor.position.L2CharPosition;
import com.l2jfrozen.gameserver.model.entity.siege.clanhalls.DevastatedCastle;
import com.l2jfrozen.gameserver.network.serverpackets.ActionFailed;
import com.l2jfrozen.gameserver.network.serverpackets.MyTargetSelected;
import com.l2jfrozen.gameserver.network.serverpackets.SocialAction;
import com.l2jfrozen.gameserver.network.serverpackets.StatusUpdate;
import com.l2jfrozen.gameserver.network.serverpackets.ValidateLocation;
import com.l2jfrozen.gameserver.templates.L2NpcTemplate;
import com.l2jfrozen.util.random.Rnd;
/**
* This class represents all guards in the world. It inherits all methods from L2Attackable and adds some more such as
* tracking PK's or custom interactions.
*
* @version $Revision: 1.1.3 $ $Date: 2009/04/29 01:15:40 $
* @author programmos
*/
public class L2SiegeGuardInstance extends L2Attackable
{
private static Logger _log = Logger.getLogger(L2GuardInstance.class.getName());
private int _homeX;
private int _homeY;
private int _homeZ;
public L2SiegeGuardInstance(int objectId, L2NpcTemplate template)
{
super(objectId, template);
getKnownList(); //inits the knownlist
}
@Override
public SiegeGuardKnownList getKnownList()
{
if(super.getKnownList() == null || !(super.getKnownList() instanceof SiegeGuardKnownList))
{
setKnownList(new SiegeGuardKnownList(this));
}
return (SiegeGuardKnownList) super.getKnownList();
}
@Override
public L2CharacterAI getAI()
{
synchronized (this)
{
if(_ai == null)
{
_ai = new L2SiegeGuardAI(new AIAccessor());
}
}
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 ( Castle or Fort )
return attacker != null && attacker instanceof L2PcInstance && (getCastle() != null && getCastle().getCastleId() > 0 && getCastle().getSiege().getIsInProgress() && !getCastle().getSiege().checkIsDefender(((L2PcInstance) attacker).getClan()) || DevastatedCastle.getInstance().getIsInProgress());
}
@Override
public boolean hasRandomAnimation()
{
return false;
}
/**
* Sets home location of guard. 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);
}
}
public int getHomeX()
{
return _homeX;
}
public int getHomeY()
{
return _homeY;
}
/**
* This method forces guard to return to home location previously set
*/
public void returnHome()
{
if(!isInsideRadius(_homeX, _homeY, 40, false))
{
if(Config.DEBUG)
{
_log.fine(getObjectId() + ": moving home");
}
setisReturningToSpawnPoint(true);
clearAggroList();
if(hasAI())
{
getAI().setIntention(CtrlIntention.AI_INTENTION_MOVE_TO, new L2CharPosition(_homeX, _homeY, _homeZ, 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(!canTarget(player))
return;
// Check if the L2PcInstance already target the L2NpcInstance
if(this != player.getTarget())
{
if(Config.DEBUG)
{
_log.fine("new target selected:" + getObjectId());
}
// 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) && !isAlikeDead())
{
if(Math.abs(player.getZ() - getZ()) < 600) // this max heigth difference might need some tweaking
{
player.getAI().setIntention(CtrlIntention.AI_INTENTION_ATTACK, 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);
}
}
if(!isAutoAttackable(player))
{
if(!canInteract(player))
{
// Notify the L2PcInstance AI with AI_INTENTION_INTERACT
player.getAI().setIntention(CtrlIntention.AI_INTENTION_INTERACT, this);
}
else
{
SocialAction sa = new SocialAction(getObjectId(), Rnd.nextInt(8));
broadcastPacket(sa);
sendPacket(sa);
showChatWindow(player, 0);
sa = null;
}
}
}
}
@Override
public void addDamageHate(L2Character attacker, int damage, int aggro)
{
if(attacker == null)
return;
if(!(attacker instanceof L2SiegeGuardInstance))
{
super.addDamageHate(attacker, damage, aggro);
}
}
}