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

Source Code of com.l2jfrozen.gameserver.model.actor.instance.L2SiegeGuardInstance

/*
* 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);
    }
  }
}
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