Merged with released L2J-Unity files.
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97
trunk/dist/game/data/scripts/handlers/playeractions/SitStand.java
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97
trunk/dist/game/data/scripts/handlers/playeractions/SitStand.java
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/*
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* This file is part of the L2J Mobius project.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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package handlers.playeractions;
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import com.l2jmobius.gameserver.ai.CtrlEvent;
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import com.l2jmobius.gameserver.ai.CtrlIntention;
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import com.l2jmobius.gameserver.ai.NextAction;
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import com.l2jmobius.gameserver.enums.MountType;
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import com.l2jmobius.gameserver.handler.IPlayerActionHandler;
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import com.l2jmobius.gameserver.handler.PlayerActionHandler;
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import com.l2jmobius.gameserver.model.ActionDataHolder;
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import com.l2jmobius.gameserver.model.L2Object;
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import com.l2jmobius.gameserver.model.actor.instance.L2PcInstance;
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import com.l2jmobius.gameserver.model.actor.instance.L2StaticObjectInstance;
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import com.l2jmobius.gameserver.model.effects.EffectFlag;
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import com.l2jmobius.gameserver.network.serverpackets.ChairSit;
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/**
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* Sit/Stand player action handler.
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* @author UnAfraid
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*/
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public final class SitStand implements IPlayerActionHandler
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{
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@Override
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public void useAction(L2PcInstance activeChar, ActionDataHolder data, boolean ctrlPressed, boolean shiftPressed)
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{
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if (activeChar.isSitting() || !activeChar.isMoving() || activeChar.isFakeDeath())
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{
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useSit(activeChar, activeChar.getTarget());
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}
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else
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{
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// Sit when arrive using next action.
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// Creating next action class.
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final NextAction nextAction = new NextAction(CtrlEvent.EVT_ARRIVED, CtrlIntention.AI_INTENTION_MOVE_TO, () -> useSit(activeChar, activeChar.getTarget()));
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// Binding next action to AI.
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activeChar.getAI().setNextAction(nextAction);
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}
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}
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/**
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* Use the sit action.
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* @param activeChar the player trying to sit
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* @param target the target to sit, throne, bench or chair
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* @return {@code true} if the player can sit, {@code false} otherwise
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*/
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protected boolean useSit(L2PcInstance activeChar, L2Object target)
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{
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if (activeChar.getMountType() != MountType.NONE)
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{
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return false;
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}
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if (!activeChar.isSitting() && (target instanceof L2StaticObjectInstance) && (((L2StaticObjectInstance) target).getType() == 1) && activeChar.isInsideRadius(target, L2StaticObjectInstance.INTERACTION_DISTANCE, false, false))
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{
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final ChairSit cs = new ChairSit(activeChar, target.getId());
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activeChar.sendPacket(cs);
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activeChar.sitDown();
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activeChar.broadcastPacket(cs);
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return true;
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}
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if (activeChar.isFakeDeath())
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{
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activeChar.stopEffects(EffectFlag.FAKE_DEATH);
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}
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else if (activeChar.isSitting())
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{
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activeChar.standUp();
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}
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else
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{
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activeChar.sitDown();
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}
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return true;
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}
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public static void main(String[] args)
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{
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PlayerActionHandler.getInstance().registerHandler(new SitStand());
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}
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}
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