/* * 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; } }