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- /*
- * 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 <http://www.gnu.org/licenses/>.
- */
- 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.<BR>
- * <BR>
- * <B><U> Actions on first click on the L2Npc (Select it)</U> :</B><BR>
- * <BR>
- * <li>Set the L2Npc as target of the L2PcInstance player (if necessary)</li> <li>Send a Server->Client packet MyTargetSelected to the L2PcInstance player (display the select window)</li> <li>If L2Npc is autoAttackable, send a Server->Client packet StatusUpdate to the L2PcInstance in order to
- * update L2Npc HP bar</li> <li>Send a Server->Client packet ValidateLocation to correct the L2Npc position and heading on the client</li><BR>
- * <BR>
- * <B><U> Actions on second click on the L2Npc (Attack it/Intercat with it)</U> :</B><BR>
- * <BR>
- * <li>Send a Server->Client packet MyTargetSelected to the L2PcInstance player (display the select window)</li> <li>If L2Npc is autoAttackable, notify the L2PcInstance AI with AI_INTENTION_ATTACK (after a height verification)</li> <li>If L2Npc is NOT autoAttackable, notify the L2PcInstance AI
- * with AI_INTENTION_INTERACT (after a distance verification) and show message</li><BR>
- * <BR>
- * <FONT COLOR=#FF0000><B> <U>Caution</U> : Each group of Server->Client packet must be terminated by a ActionFailed packet in order to avoid that client wait an other packet</B></FONT><BR>
- * <BR>
- * <B><U> Example of use </U> :</B><BR>
- * <BR>
- * <li>Client packet : Action, AttackRequest</li><BR>
- * <BR>
- * @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;
- }
- }
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