152 lines
4.3 KiB
Java
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;
|
|
}
|
|
}
|