l2j_mobius/trunk/dist/game/data/scripts/handlers/targethandlers/Enemy.java
2016-06-12 01:34:09 +00:00

152 lines
4.3 KiB
Java

/*
* 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.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<TargetType> 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;
}
}