152 lines
		
	
	
		
			4.3 KiB
		
	
	
	
		
			Java
		
	
	
	
	
	
			
		
		
	
	
			152 lines
		
	
	
		
			4.3 KiB
		
	
	
	
		
			Java
		
	
	
	
	
	
| /*
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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.targethandlers;
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| 
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| import com.l2jmobius.gameserver.GeoData;
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| import com.l2jmobius.gameserver.handler.ITargetTypeHandler;
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| import com.l2jmobius.gameserver.model.L2Object;
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| import com.l2jmobius.gameserver.model.actor.L2Character;
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| import com.l2jmobius.gameserver.model.skills.Skill;
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| import com.l2jmobius.gameserver.model.skills.targets.TargetType;
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| import com.l2jmobius.gameserver.model.zone.ZoneId;
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| import com.l2jmobius.gameserver.network.SystemMessageId;
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| 
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| /**
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|  * Target only enemy no matter if force attacking or not.
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|  * @author Nik
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|  */
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| public class EnemyOnly implements ITargetTypeHandler
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| {
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| 	@Override
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| 	public Enum<TargetType> getTargetType()
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| 	{
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| 		return TargetType.ENEMY_ONLY;
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| 	}
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| 	
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| 	@Override
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| 	public L2Object getTarget(L2Character activeChar, L2Object selectedTarget, Skill skill, boolean forceUse, boolean dontMove, boolean sendMessage)
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| 	{
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| 		if (selectedTarget == null)
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| 		{
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| 			return null;
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| 		}
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| 		
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| 		if (!selectedTarget.isCharacter())
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| 		{
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| 			return null;
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| 		}
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| 		
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| 		final L2Character target = (L2Character) selectedTarget;
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| 		
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| 		// You cannot attack yourself even with force.
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| 		if (activeChar == target)
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| 		{
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| 			if (sendMessage)
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| 			{
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| 				activeChar.sendPacket(SystemMessageId.INVALID_TARGET);
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| 			}
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| 			
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| 			return null;
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| 		}
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| 		
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| 		// You cannot attack dead targets.
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| 		if (target.isDead())
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| 		{
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| 			if (sendMessage)
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| 			{
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| 				activeChar.sendPacket(SystemMessageId.INVALID_TARGET);
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| 			}
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| 			
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| 			return null;
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| 		}
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| 		
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| 		// Doors do not care about force attack.
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| 		if (target.isDoor() && !target.isAutoAttackable(activeChar))
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| 		{
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| 			if (sendMessage)
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| 			{
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| 				activeChar.sendPacket(SystemMessageId.INVALID_TARGET);
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| 			}
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| 			
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| 			return null;
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| 		}
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| 		
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| 		// Monsters can attack/be attacked anywhere. Players can attack creatures that aren't autoattackable with force attack.
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| 		if (target.isAutoAttackable(activeChar))
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| 		{
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| 			// 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.
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| 			if (dontMove)
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| 			{
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| 				if (activeChar.calculateDistance(target, false, false) > skill.getCastRange())
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| 				{
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| 					if (sendMessage)
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| 					{
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| 						activeChar.sendPacket(SystemMessageId.THE_DISTANCE_IS_TOO_FAR_AND_SO_THE_CASTING_HAS_BEEN_STOPPED);
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| 					}
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| 					
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| 					return null;
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| 				}
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| 			}
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| 			
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| 			// Geodata check when character is within range.
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| 			if (!GeoData.getInstance().canSeeTarget(activeChar, target))
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| 			{
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| 				if (sendMessage)
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| 				{
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| 					activeChar.sendPacket(SystemMessageId.CANNOT_SEE_TARGET);
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| 				}
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| 				
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| 				return null;
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| 			}
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| 			
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| 			// Skills with this target type cannot be used by playables on playables in peace zone, but can be used by and on NPCs.
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| 			if (target.isInsidePeaceZone(activeChar))
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| 			{
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| 				if (sendMessage)
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| 				{
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| 					activeChar.sendPacket(SystemMessageId.A_MALICIOUS_SKILL_CANNOT_BE_USED_IN_A_PEACE_ZONE);
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| 				}
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| 				
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| 				return null;
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| 			}
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| 			
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| 			// Is this check still actual?
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| 			if ((target.getActingPlayer() != null) && (activeChar.getActingPlayer() != null))
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| 			{
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| 				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()))
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| 				{
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| 					if (sendMessage)
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| 					{
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| 						activeChar.sendPacket(SystemMessageId.FORCE_ATTACK_IS_IMPOSSIBLE_AGAINST_A_TEMPORARY_ALLIED_MEMBER_DURING_A_SIEGE);
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| 					}
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| 					
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| 					return null;
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| 				}
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| 			}
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| 			
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| 			return target;
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| 		}
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| 		
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| 		if (sendMessage)
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| 		{
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| 			activeChar.sendPacket(SystemMessageId.INVALID_TARGET);
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| 		}
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| 		
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| 		return null;
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| 	}
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| }
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