Merged with released L2J-Unity files.

This commit is contained in:
mobiusdev
2016-06-12 01:34:09 +00:00
parent e003e87887
commit 635557f5da
18352 changed files with 3245113 additions and 2892959 deletions

View File

@@ -1,107 +1,131 @@
/*
* This file is part of the L2J Mobius project.
*
* 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 handlers.targethandlers;
import java.util.ArrayList;
import java.util.List;
import com.l2jmobius.gameserver.handler.ITargetTypeHandler;
import com.l2jmobius.gameserver.model.L2Object;
import com.l2jmobius.gameserver.model.actor.L2Character;
import com.l2jmobius.gameserver.model.actor.instance.L2PcInstance;
import com.l2jmobius.gameserver.model.actor.instance.L2PetInstance;
import com.l2jmobius.gameserver.model.effects.L2EffectType;
import com.l2jmobius.gameserver.model.skills.Skill;
import com.l2jmobius.gameserver.model.skills.targets.L2TargetType;
import com.l2jmobius.gameserver.model.zone.ZoneId;
import com.l2jmobius.gameserver.network.SystemMessageId;
/**
* @author UnAfraid
*/
public class PcBody implements ITargetTypeHandler
{
@Override
public L2Object[] getTargetList(Skill skill, L2Character activeChar, boolean onlyFirst, L2Character target)
{
final List<L2Character> targetList = new ArrayList<>();
if ((target != null) && target.isDead())
{
final L2PcInstance player;
if (activeChar.isPlayer())
{
player = activeChar.getActingPlayer();
}
else
{
player = null;
}
final L2PcInstance targetPlayer;
if (target.isPlayer())
{
targetPlayer = target.getActingPlayer();
}
else
{
targetPlayer = null;
}
final L2PetInstance targetPet;
if (target.isPet())
{
targetPet = (L2PetInstance) target;
}
else
{
targetPet = null;
}
if ((player != null) && ((targetPlayer != null) || (targetPet != null)))
{
boolean condGood = true;
if (skill.hasEffectType(L2EffectType.RESURRECTION) && (targetPlayer != null) && targetPlayer.isInsideZone(ZoneId.SIEGE) && !targetPlayer.isInSiege())
{
condGood = false;
activeChar.sendPacket(SystemMessageId.IT_IS_NOT_POSSIBLE_TO_RESURRECT_IN_BATTLEGROUNDS_WHERE_A_SIEGE_WAR_IS_TAKING_PLACE);
}
if (condGood)
{
if (!onlyFirst)
{
targetList.add(target);
return targetList.toArray(new L2Character[targetList.size()]);
}
return new L2Character[]
{
target
};
}
}
}
activeChar.sendPacket(SystemMessageId.THAT_IS_AN_INCORRECT_TARGET);
return EMPTY_TARGET_LIST;
}
@Override
public Enum<L2TargetType> getTargetType()
{
return L2TargetType.PC_BODY;
}
}
/*
* This file is part of the L2J Mobius project.
*
* 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 handlers.targethandlers;
import com.l2jmobius.gameserver.GeoData;
import com.l2jmobius.gameserver.handler.ITargetTypeHandler;
import com.l2jmobius.gameserver.model.L2Object;
import com.l2jmobius.gameserver.model.actor.L2Character;
import com.l2jmobius.gameserver.model.actor.L2Playable;
import com.l2jmobius.gameserver.model.effects.L2EffectType;
import com.l2jmobius.gameserver.model.skills.Skill;
import com.l2jmobius.gameserver.model.skills.targets.TargetType;
import com.l2jmobius.gameserver.model.zone.ZoneId;
import com.l2jmobius.gameserver.network.SystemMessageId;
/**
* Target dead player or pet.
* @author Nik
*/
public class PcBody implements ITargetTypeHandler
{
@Override
public Enum<TargetType> getTargetType()
{
return TargetType.PC_BODY;
}
@Override
public L2Object getTarget(L2Character activeChar, L2Object selectedTarget, Skill skill, boolean forceUse, boolean dontMove, boolean sendMessage)
{
if (selectedTarget == null)
{
return null;
}
if (!selectedTarget.isCharacter())
{
return null;
}
if (!selectedTarget.isPlayer() || selectedTarget.isPet())
{
if (sendMessage)
{
activeChar.sendPacket(SystemMessageId.INVALID_TARGET);
}
return null;
}
final L2Playable target = (L2Playable) selectedTarget;
if (target.isDead())
{
if (skill.hasEffectType(L2EffectType.RESURRECTION))
{
if (activeChar.isResurrectionBlocked() || target.isResurrectionBlocked())
{
if (sendMessage)
{
activeChar.sendPacket(SystemMessageId.REJECT_RESURRECTION); // Reject resurrection
target.sendPacket(SystemMessageId.REJECT_RESURRECTION); // Reject resurrection
}
return null;
}
// check target is not in a active siege zone
if (target.isPlayer() && target.isInsideZone(ZoneId.SIEGE) && !target.getActingPlayer().isInSiege())
{
if (sendMessage)
{
activeChar.sendPacket(SystemMessageId.IT_IS_NOT_POSSIBLE_TO_RESURRECT_IN_BATTLEGROUNDS_WHERE_A_SIEGE_WAR_IS_TAKING_PLACE);
}
return null;
}
}
// Check for cast range if character cannot move. TODO: char will start follow until within castrange, but if his moving is blocked by geodata, this msg will be sent.
if (dontMove)
{
if (activeChar.calculateDistance(target, false, false) > skill.getCastRange())
{
if (sendMessage)
{
activeChar.sendPacket(SystemMessageId.THE_DISTANCE_IS_TOO_FAR_AND_SO_THE_CASTING_HAS_BEEN_STOPPED);
}
return null;
}
}
// Geodata check when character is within range.
if (!GeoData.getInstance().canSeeTarget(activeChar, target))
{
if (sendMessage)
{
activeChar.sendPacket(SystemMessageId.CANNOT_SEE_TARGET);
}
return null;
}
return target;
}
// If target is not dead or not player/pet it will not even bother to walk within range, unlike Enemy target type.
if (sendMessage)
{
activeChar.sendPacket(SystemMessageId.INVALID_TARGET);
}
return null;
}
}