/*
* Copyright (C) 2004-2014 L2J DataPack
*
* This file is part of L2J DataPack.
*
* L2J DataPack 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.
*
* L2J DataPack 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 com.l2jserver.Config;
import com.l2jserver.gameserver.ai.CtrlIntention;
import com.l2jserver.gameserver.enums.InstanceType;
import com.l2jserver.gameserver.handler.IActionHandler;
import com.l2jserver.gameserver.model.L2Object;
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.events.EventDispatcher;
import com.l2jserver.gameserver.model.events.EventType;
import com.l2jserver.gameserver.model.events.impl.character.npc.OnNpcFirstTalk;
import com.l2jserver.gameserver.network.serverpackets.ActionFailed;
import com.l2jserver.gameserver.network.serverpackets.MoveToPawn;
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
}
}
else if (interact)
{
// 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
{
final L2Npc npc = (L2Npc) target;
// Turn NPC to the player.
activeChar.sendPacket(new MoveToPawn(activeChar, npc, 100));
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
{
if (npc.hasListener(EventType.ON_NPC_QUEST_START))
{
activeChar.setLastQuestNpcObject(target.getObjectId());
}
if (npc.hasListener(EventType.ON_NPC_FIRST_TALK))
{
EventDispatcher.getInstance().notifyEventAsync(new OnNpcFirstTalk(npc, activeChar), npc);
}
else
{
npc.showChatWindow(activeChar);
}
}
if ((Config.PLAYER_MOVEMENT_BLOCK_TIME > 0) && !activeChar.isGM())
{
activeChar.updateNotMoveUntil();
}
}
}
}
return true;
}
@Override
public InstanceType getInstanceType()
{
return InstanceType.L2Npc;
}
}