149 lines
5.9 KiB
Java
149 lines
5.9 KiB
Java
/*
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* Copyright (C) 2004-2015 L2J DataPack
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*
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* This file is part of L2J DataPack.
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*
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* L2J DataPack 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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* L2J DataPack 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.actionhandlers;
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import com.l2jserver.Config;
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import com.l2jserver.gameserver.ai.CtrlIntention;
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import com.l2jserver.gameserver.enums.InstanceType;
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import com.l2jserver.gameserver.handler.IActionHandler;
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import com.l2jserver.gameserver.model.L2Object;
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import com.l2jserver.gameserver.model.actor.L2Character;
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import com.l2jserver.gameserver.model.actor.L2Npc;
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import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
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import com.l2jserver.gameserver.model.entity.L2Event;
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import com.l2jserver.gameserver.model.events.EventDispatcher;
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import com.l2jserver.gameserver.model.events.EventType;
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import com.l2jserver.gameserver.model.events.impl.character.npc.OnNpcFirstTalk;
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import com.l2jserver.gameserver.network.serverpackets.ActionFailed;
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import com.l2jserver.gameserver.network.serverpackets.MoveToPawn;
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import com.l2jserver.util.Rnd;
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public class L2NpcAction implements IActionHandler
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{
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/**
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* Manage actions when a player click on the L2Npc.<BR>
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* <BR>
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* <B><U> Actions on first click on the L2Npc (Select it)</U> :</B><BR>
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* <BR>
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* <li>Set the L2Npc as target of the L2PcInstance player (if necessary)</li> <li>Send a Server->Client packet MyTargetSelected to the L2PcInstance player (display the select window)</li> <li>If L2Npc is autoAttackable, send a Server->Client packet StatusUpdate to the L2PcInstance in order to
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* update L2Npc HP bar</li> <li>Send a Server->Client packet ValidateLocation to correct the L2Npc position and heading on the client</li><BR>
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* <BR>
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* <B><U> Actions on second click on the L2Npc (Attack it/Intercat with it)</U> :</B><BR>
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* <BR>
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* <li>Send a Server->Client packet MyTargetSelected to the L2PcInstance player (display the select window)</li> <li>If L2Npc is autoAttackable, notify the L2PcInstance AI with AI_INTENTION_ATTACK (after a height verification)</li> <li>If L2Npc is NOT autoAttackable, notify the L2PcInstance AI
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* with AI_INTENTION_INTERACT (after a distance verification) and show message</li><BR>
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* <BR>
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* <FONT COLOR=#FF0000><B> <U>Caution</U> : Each group of Server->Client packet must be terminated by a ActionFailed packet in order to avoid that client wait an other packet</B></FONT><BR>
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* <BR>
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* <B><U> Example of use </U> :</B><BR>
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* <BR>
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* <li>Client packet : Action, AttackRequest</li><BR>
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* <BR>
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* @param activeChar The L2PcInstance that start an action on the L2Npc
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*/
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@Override
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public boolean action(L2PcInstance activeChar, L2Object target, boolean interact)
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{
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if (!((L2Npc) target).canTarget(activeChar))
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{
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return false;
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}
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activeChar.setLastFolkNPC((L2Npc) target);
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// Check if the L2PcInstance already target the L2Npc
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if (target != activeChar.getTarget())
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{
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// Set the target of the L2PcInstance activeChar
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activeChar.setTarget(target);
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// Check if the activeChar is attackable (without a forced attack)
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if (target.isAutoAttackable(activeChar))
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{
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((L2Npc) target).getAI(); // wake up ai
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}
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}
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else if (interact)
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{
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// Check if the activeChar is attackable (without a forced attack) and isn't dead
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if (target.isAutoAttackable(activeChar) && !((L2Character) target).isAlikeDead())
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{
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// Check the height difference
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if (Math.abs(activeChar.getZ() - target.getZ()) < 400) // this max heigth difference might need some tweaking
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{
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// Set the L2PcInstance Intention to AI_INTENTION_ATTACK
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activeChar.getAI().setIntention(CtrlIntention.AI_INTENTION_ATTACK, target);
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// activeChar.startAttack(this);
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}
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else
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{
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// Send a Server->Client ActionFailed to the L2PcInstance in order to avoid that the client wait another packet
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activeChar.sendPacket(ActionFailed.STATIC_PACKET);
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}
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}
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else if (!target.isAutoAttackable(activeChar))
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{
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// Calculate the distance between the L2PcInstance and the L2Npc
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if (!((L2Npc) target).canInteract(activeChar))
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{
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// Notify the L2PcInstance AI with AI_INTENTION_INTERACT
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activeChar.getAI().setIntention(CtrlIntention.AI_INTENTION_INTERACT, target);
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}
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else
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{
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final L2Npc npc = (L2Npc) target;
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// Turn NPC to the player.
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activeChar.sendPacket(new MoveToPawn(activeChar, npc, 100));
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if (npc.hasRandomAnimation())
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{
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npc.onRandomAnimation(Rnd.get(8));
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}
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// Open a chat window on client with the text of the L2Npc
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if (npc.isEventMob())
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{
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L2Event.showEventHtml(activeChar, String.valueOf(target.getObjectId()));
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}
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else
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{
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if (npc.hasListener(EventType.ON_NPC_QUEST_START))
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{
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activeChar.setLastQuestNpcObject(target.getObjectId());
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}
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if (npc.hasListener(EventType.ON_NPC_FIRST_TALK))
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{
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EventDispatcher.getInstance().notifyEventAsync(new OnNpcFirstTalk(npc, activeChar), npc);
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}
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else
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{
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npc.showChatWindow(activeChar);
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}
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}
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if ((Config.PLAYER_MOVEMENT_BLOCK_TIME > 0) && !activeChar.isGM())
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{
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activeChar.updateNotMoveUntil();
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}
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}
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}
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}
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return true;
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}
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@Override
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public InstanceType getInstanceType()
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{
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return InstanceType.L2Npc;
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}
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} |