NpcBufferAI.java 5.7 KB

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  1. /*
  2. * Copyright (C) 2004-2014 L2J Server
  3. *
  4. * This file is part of L2J Server.
  5. *
  6. * L2J Server is free software: you can redistribute it and/or modify
  7. * it under the terms of the GNU General Public License as published by
  8. * the Free Software Foundation, either version 3 of the License, or
  9. * (at your option) any later version.
  10. *
  11. * L2J Server is distributed in the hope that it will be useful,
  12. * but WITHOUT ANY WARRANTY; without even the implied warranty of
  13. * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
  14. * General Public License for more details.
  15. *
  16. * You should have received a copy of the GNU General Public License
  17. * along with this program. If not, see <http://www.gnu.org/licenses/>.
  18. */
  19. package ai.npc.NpcBuffers;
  20. import com.l2jserver.gameserver.ThreadPoolManager;
  21. import com.l2jserver.gameserver.model.L2Party;
  22. import com.l2jserver.gameserver.model.actor.L2Character;
  23. import com.l2jserver.gameserver.model.actor.L2Npc;
  24. import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
  25. import com.l2jserver.gameserver.model.actor.instance.L2TamedBeastInstance;
  26. import com.l2jserver.gameserver.model.skills.Skill;
  27. import com.l2jserver.gameserver.model.zone.ZoneId;
  28. import com.l2jserver.gameserver.util.Util;
  29. /**
  30. * @author UnAfraid
  31. */
  32. public class NpcBufferAI implements Runnable
  33. {
  34. private final L2Npc _npc;
  35. private final NpcBufferSkillData _skillData;
  36. protected NpcBufferAI(L2Npc npc, NpcBufferSkillData skill)
  37. {
  38. _npc = npc;
  39. _skillData = skill;
  40. }
  41. @Override
  42. public void run()
  43. {
  44. if ((_npc == null) || !_npc.isVisible() || _npc.isDecayed() || _npc.isDead() || (_skillData == null) || (_skillData.getSkill() == null))
  45. {
  46. return;
  47. }
  48. if ((_npc.getSummoner() == null) || !_npc.getSummoner().isPlayer())
  49. {
  50. return;
  51. }
  52. final Skill skill = _skillData.getSkill();
  53. final L2PcInstance player = _npc.getSummoner().getActingPlayer();
  54. switch (_skillData.getAffectScope())
  55. {
  56. case PARTY:
  57. {
  58. if (player.isInParty())
  59. {
  60. for (L2PcInstance member : player.getParty().getMembers())
  61. {
  62. if (Util.checkIfInRange(skill.getAffectRange(), _npc, member, true) && !member.isDead())
  63. {
  64. skill.applyEffects(player, member);
  65. }
  66. }
  67. }
  68. else
  69. {
  70. if (Util.checkIfInRange(skill.getAffectRange(), _npc, player, true) && !player.isDead())
  71. {
  72. skill.applyEffects(player, player);
  73. }
  74. }
  75. break;
  76. }
  77. case RANGE:
  78. {
  79. for (L2Character target : _npc.getKnownList().getKnownCharactersInRadius(skill.getAffectRange()))
  80. {
  81. switch (_skillData.getAffectObject())
  82. {
  83. case FRIEND:
  84. {
  85. if (isFriendly(player, target) && !target.isDead())
  86. {
  87. skill.applyEffects(target, target);
  88. }
  89. break;
  90. }
  91. case NOT_FRIEND:
  92. {
  93. if (isEnemy(player, target) && !target.isDead())
  94. {
  95. // Update PvP status
  96. if (target.isPlayable())
  97. {
  98. player.updatePvPStatus(target);
  99. }
  100. skill.applyEffects(target, target);
  101. }
  102. break;
  103. }
  104. }
  105. }
  106. break;
  107. }
  108. }
  109. ThreadPoolManager.getInstance().scheduleGeneral(this, _skillData.getDelay());
  110. }
  111. /**
  112. * Verifies if the character is an friend and can be affected by positive effect.
  113. * @param player the player
  114. * @param target the target
  115. * @return {@code true} if target can be affected by positive effect, {@code false} otherwise
  116. */
  117. private boolean isFriendly(L2PcInstance player, L2Character target)
  118. {
  119. if (target.isPlayable())
  120. {
  121. final L2PcInstance targetPlayer = target.getActingPlayer();
  122. if (player == targetPlayer)
  123. {
  124. return true;
  125. }
  126. if (player.isInParty() && targetPlayer.isInParty())
  127. {
  128. final L2Party party = player.getParty();
  129. if (party.containsPlayer(targetPlayer))
  130. {
  131. return true;
  132. }
  133. if (party.isInCommandChannel() && party.getCommandChannel().containsPlayer(targetPlayer))
  134. {
  135. return true;
  136. }
  137. }
  138. if ((player.getClanId() > 0) && (player.getClanId() == targetPlayer.getClanId()))
  139. {
  140. return true;
  141. }
  142. if ((player.getAllyId() > 0) && (player.getAllyId() == targetPlayer.getAllyId()))
  143. {
  144. return true;
  145. }
  146. if ((player.getSiegeState() > 0) && player.isInsideZone(ZoneId.SIEGE) && (player.getSiegeState() == targetPlayer.getSiegeState()) && (player.getSiegeSide() == targetPlayer.getSiegeSide()))
  147. {
  148. return true;
  149. }
  150. }
  151. return false;
  152. }
  153. /**
  154. * Verifies if the character is an enemy and can be affected by negative effect.
  155. * @param player the player
  156. * @param target the target
  157. * @return {@code true} if target can be affected by negative effect, {@code false} otherwise
  158. */
  159. private boolean isEnemy(L2PcInstance player, L2Character target)
  160. {
  161. if (isFriendly(player, target))
  162. {
  163. return false;
  164. }
  165. if (target instanceof L2TamedBeastInstance)
  166. {
  167. return isEnemy(player, ((L2TamedBeastInstance) target).getOwner());
  168. }
  169. if (target.isMonster())
  170. {
  171. return true;
  172. }
  173. if (target.isPlayable())
  174. {
  175. final L2PcInstance targetPlayer = target.getActingPlayer();
  176. if (!isFriendly(player, targetPlayer))
  177. {
  178. if (targetPlayer.getPvpFlag() != 0)
  179. {
  180. return true;
  181. }
  182. if (targetPlayer.getKarma() != 0)
  183. {
  184. return true;
  185. }
  186. if ((player.getClan() != null) && (targetPlayer.getClan() != null) && player.getClan().isAtWarWith(targetPlayer.getClan()))
  187. {
  188. return true;
  189. }
  190. if (targetPlayer.isInsideZone(ZoneId.PVP))
  191. {
  192. return true;
  193. }
  194. }
  195. }
  196. return false;
  197. }
  198. }