/* * Copyright (C) 2004-2015 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.GeoData; 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.Location; 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.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) { final L2Npc npc = (L2Npc) target; if (!npc.canTarget(activeChar)) { return false; } activeChar.setLastFolkNPC(npc); // Check if the L2PcInstance already target the L2Npc if (npc != activeChar.getTarget()) { // Set the target of the L2PcInstance activeChar activeChar.setTarget(npc); // Check if the activeChar is attackable (without a forced attack) if (npc.isAutoAttackable(activeChar)) { npc.getAI(); // wake up ai } } else if (interact) { // Check if the activeChar is attackable (without a forced attack) and isn't dead if (npc.isAutoAttackable(activeChar) && !npc.isAlikeDead()) { if (GeoData.getInstance().canSeeTarget(activeChar, npc)) { activeChar.getAI().setIntention(CtrlIntention.AI_INTENTION_ATTACK, npc); } else { final Location destination = GeoData.getInstance().moveCheck(activeChar, npc); activeChar.getAI().setIntention(CtrlIntention.AI_INTENTION_MOVE_TO, destination); } } else if (!npc.isAutoAttackable(activeChar)) { if (!GeoData.getInstance().canSeeTarget(activeChar, npc)) { final Location destination = GeoData.getInstance().moveCheck(activeChar, npc); activeChar.getAI().setIntention(CtrlIntention.AI_INTENTION_MOVE_TO, destination); return true; } // Verifies if the NPC can interact with the player. if (!npc.canInteract(activeChar)) { // Notify the L2PcInstance AI with AI_INTENTION_INTERACT activeChar.getAI().setIntention(CtrlIntention.AI_INTENTION_INTERACT, npc); } else { // 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(npc.getObjectId())); } else { if (npc.hasListener(EventType.ON_NPC_QUEST_START)) { activeChar.setLastQuestNpcObject(npc.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; } }