/* * 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 . */ 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.skills.Skill; import com.l2jmobius.gameserver.model.skills.targets.TargetType; import com.l2jmobius.gameserver.model.zone.ZoneId; import com.l2jmobius.gameserver.network.SystemMessageId; /** * Target enemy or ally if force attacking. * @author Nik */ public class Enemy implements ITargetTypeHandler { @Override public Enum getTargetType() { return TargetType.ENEMY; } @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; } final L2Character target = (L2Character) selectedTarget; // You cannot attack yourself even with force. if (activeChar == target) { if (sendMessage) { activeChar.sendPacket(SystemMessageId.INVALID_TARGET); } return null; } // You cannot attack dead targets. if (target.isDead()) { if (sendMessage) { activeChar.sendPacket(SystemMessageId.INVALID_TARGET); } return null; } // Doors do not care about force attack. if (target.isDoor() && !target.isAutoAttackable(activeChar)) { if (sendMessage) { activeChar.sendPacket(SystemMessageId.INVALID_TARGET); } return null; } // Monsters can attack/be attacked anywhere. Players can attack creatures that aren't autoattackable with force attack. if (target.isAutoAttackable(activeChar) || forceUse) { // 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; } // Skills with this target type cannot be used by playables on playables in peace zone, but can be used by and on NPCs. if (target.isInsidePeaceZone(activeChar)) { if (sendMessage) { activeChar.sendPacket(SystemMessageId.A_MALICIOUS_SKILL_CANNOT_BE_USED_IN_A_PEACE_ZONE); } return null; } // Is this check still actual? if (forceUse && (target.getActingPlayer() != null) && (activeChar.getActingPlayer() != null)) { if ((activeChar.getActingPlayer().getSiegeState() > 0) && activeChar.isInsideZone(ZoneId.SIEGE) && (target.getActingPlayer().getSiegeState() == activeChar.getActingPlayer().getSiegeState()) && (target.getActingPlayer() != activeChar.getActingPlayer()) && (target.getActingPlayer().getSiegeSide() == activeChar.getActingPlayer().getSiegeSide())) { if (sendMessage) { activeChar.sendPacket(SystemMessageId.FORCE_ATTACK_IS_IMPOSSIBLE_AGAINST_A_TEMPORARY_ALLIED_MEMBER_DURING_A_SIEGE); } return null; } } return target; } if (sendMessage) { activeChar.sendPacket(SystemMessageId.INVALID_TARGET); } return null; } }