/*
* 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.actionhandlers;
import java.util.List;
import com.l2jserver.Config;
import com.l2jserver.gameserver.ai.CtrlIntention;
import com.l2jserver.gameserver.handler.IActionHandler;
import com.l2jserver.gameserver.model.L2Object;
import com.l2jserver.gameserver.model.L2Object.InstanceType;
import com.l2jserver.gameserver.model.actor.L2Character;
import com.l2jserver.gameserver.model.actor.L2Npc;
import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
import com.l2jserver.gameserver.model.entity.L2Event;
import com.l2jserver.gameserver.model.quest.Quest;
import com.l2jserver.gameserver.model.quest.Quest.QuestEventType;
import com.l2jserver.gameserver.network.serverpackets.ActionFailed;
import com.l2jserver.gameserver.network.serverpackets.MyTargetSelected;
import com.l2jserver.gameserver.network.serverpackets.StatusUpdate;
import com.l2jserver.gameserver.network.serverpackets.ValidateLocation;
import com.l2jserver.util.Rnd;
public class L2NpcAction implements IActionHandler
{
/**
* Manage actions when a player click on the L2Npc.
*
* Actions on first click on the L2Npc (Select it) :
*
Set the L2Npc as target of the L2PcInstance player (if necessary)
* Send a Server->Client packet MyTargetSelected to the L2PcInstance player (display the select window)
* If L2Npc is autoAttackable, send a Server->Client packet StatusUpdate to the L2PcInstance in order to update L2Npc HP bar
* Send a Server->Client packet ValidateLocation to correct the L2Npc position and heading on the client
*
* Actions on second click on the L2Npc (Attack it/Intercat with it) :
* Send a Server->Client packet MyTargetSelected to the L2PcInstance player (display the select window)
* If L2Npc is autoAttackable, notify the L2PcInstance AI with AI_INTENTION_ATTACK (after a height verification)
* If L2Npc is NOT autoAttackable, notify the L2PcInstance AI with AI_INTENTION_INTERACT (after a distance verification) and show message
*
* Caution : Each group of Server->Client packet must be terminated by a ActionFailed packet in order to avoid
* that client wait an other packet
*
* Example of use :
* Client packet : Action, AttackRequest
*
* @param activeChar The L2PcInstance that start an action on the L2Npc
*
*/
@Override
public boolean action(L2PcInstance activeChar, L2Object target, boolean interact)
{
if (!((L2Npc)target).canTarget(activeChar))
return false;
activeChar.setLastFolkNPC((L2Npc)target);
// Check if the L2PcInstance already target the L2Npc
if (target != activeChar.getTarget())
{
// Set the target of the L2PcInstance activeChar
activeChar.setTarget(target);
// Check if the activeChar is attackable (without a forced attack)
if (target.isAutoAttackable(activeChar))
{
((L2Npc)target).getAI(); //wake up ai
// Send a Server->Client packet MyTargetSelected to the L2PcInstance activeChar
// The activeChar.getLevel() - getLevel() permit to display the correct color in the select window
MyTargetSelected my = new MyTargetSelected(target.getObjectId(), activeChar.getLevel() - ((L2Character)target).getLevel());
activeChar.sendPacket(my);
// Send a Server->Client packet StatusUpdate of the L2Npc to the L2PcInstance to update its HP bar
StatusUpdate su = new StatusUpdate(target);
su.addAttribute(StatusUpdate.CUR_HP, (int) ((L2Character)target).getCurrentHp());
su.addAttribute(StatusUpdate.MAX_HP, ((L2Character)target).getMaxHp());
activeChar.sendPacket(su);
}
else
{
// Send a Server->Client packet MyTargetSelected to the L2PcInstance activeChar
MyTargetSelected my = new MyTargetSelected(target.getObjectId(), 0);
activeChar.sendPacket(my);
}
// Send a Server->Client packet ValidateLocation to correct the L2Npc position and heading on the client
activeChar.sendPacket(new ValidateLocation((L2Character)target));
}
else if (interact)
{
activeChar.sendPacket(new ValidateLocation((L2Character)target));
// Check if the activeChar is attackable (without a forced attack) and isn't dead
if (target.isAutoAttackable(activeChar) && !((L2Character)target).isAlikeDead())
{
// Check the height difference
if (Math.abs(activeChar.getZ() - target.getZ()) < 400) // this max heigth difference might need some tweaking
{
// Set the L2PcInstance Intention to AI_INTENTION_ATTACK
activeChar.getAI().setIntention(CtrlIntention.AI_INTENTION_ATTACK, target);
// activeChar.startAttack(this);
}
else
{
// Send a Server->Client ActionFailed to the L2PcInstance in order to avoid that the client wait another packet
activeChar.sendPacket(ActionFailed.STATIC_PACKET);
}
}
else if (!target.isAutoAttackable(activeChar))
{
// Calculate the distance between the L2PcInstance and the L2Npc
if (!((L2Npc)target).canInteract(activeChar))
{
// Notify the L2PcInstance AI with AI_INTENTION_INTERACT
activeChar.getAI().setIntention(CtrlIntention.AI_INTENTION_INTERACT, target);
}
else
{
L2Npc npc = (L2Npc) target;
if (npc.hasRandomAnimation())
npc.onRandomAnimation(Rnd.get(8));
// Open a chat window on client with the text of the L2Npc
if (npc.isEventMob)
{
L2Event.showEventHtml(activeChar, String.valueOf(target.getObjectId()));
}
else
{
List qlsa = npc.getTemplate().getEventQuests(QuestEventType.QUEST_START);
List qlst = npc.getTemplate().getEventQuests(QuestEventType.ON_FIRST_TALK);
if ((qlsa != null) && !qlsa.isEmpty())
{
activeChar.setLastQuestNpcObject(target.getObjectId());
}
if ((qlst != null) && qlst.size() == 1)
{
qlst.get(0).notifyFirstTalk(npc, activeChar);
}
else
{
npc.showChatWindow(activeChar);
}
}
if (Config.PLAYER_MOVEMENT_BLOCK_TIME > 0 && !activeChar.isGM())
activeChar.updateNotMoveUntil();
}
}
}
return true;
}
@Override
public InstanceType getInstanceType()
{
return InstanceType.L2Npc;
}
}