NpcBufferAI.java 5.2 KB

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  1. /*
  2. * Copyright (C) 2004-2015 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.actor.L2Character;
  22. import com.l2jserver.gameserver.model.actor.L2Npc;
  23. import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
  24. import com.l2jserver.gameserver.model.actor.instance.L2TamedBeastInstance;
  25. import com.l2jserver.gameserver.model.skills.Skill;
  26. import com.l2jserver.gameserver.model.zone.ZoneId;
  27. import com.l2jserver.gameserver.util.Util;
  28. /**
  29. * @author UnAfraid
  30. */
  31. public class NpcBufferAI implements Runnable
  32. {
  33. private final L2Npc _npc;
  34. private final NpcBufferSkillData _skillData;
  35. protected NpcBufferAI(L2Npc npc, NpcBufferSkillData skill)
  36. {
  37. _npc = npc;
  38. _skillData = skill;
  39. }
  40. @Override
  41. public void run()
  42. {
  43. if ((_npc == null) || !_npc.isVisible() || _npc.isDecayed() || _npc.isDead() || (_skillData == null) || (_skillData.getSkill() == null))
  44. {
  45. return;
  46. }
  47. if ((_npc.getSummoner() == null) || !_npc.getSummoner().isPlayer())
  48. {
  49. return;
  50. }
  51. final Skill skill = _skillData.getSkill();
  52. final L2PcInstance player = _npc.getSummoner().getActingPlayer();
  53. switch (_skillData.getAffectScope())
  54. {
  55. case PARTY:
  56. {
  57. if (player.isInParty())
  58. {
  59. for (L2PcInstance member : player.getParty().getMembers())
  60. {
  61. if (Util.checkIfInRange(skill.getAffectRange(), _npc, member, true) && !member.isDead())
  62. {
  63. skill.applyEffects(player, member);
  64. }
  65. }
  66. }
  67. else
  68. {
  69. if (Util.checkIfInRange(skill.getAffectRange(), _npc, player, true) && !player.isDead())
  70. {
  71. skill.applyEffects(player, player);
  72. }
  73. }
  74. break;
  75. }
  76. case RANGE:
  77. {
  78. for (L2Character target : _npc.getKnownList().getKnownCharactersInRadius(skill.getAffectRange()))
  79. {
  80. switch (_skillData.getAffectObject())
  81. {
  82. case FRIEND:
  83. {
  84. if (isFriendly(player, target) && !target.isDead())
  85. {
  86. skill.applyEffects(target, target);
  87. }
  88. break;
  89. }
  90. case NOT_FRIEND:
  91. {
  92. if (isEnemy(player, target) && !target.isDead())
  93. {
  94. // Update PvP status
  95. if (target.isPlayable())
  96. {
  97. player.updatePvPStatus(target);
  98. }
  99. skill.applyEffects(target, target);
  100. }
  101. break;
  102. }
  103. }
  104. }
  105. break;
  106. }
  107. }
  108. ThreadPoolManager.getInstance().scheduleGeneral(this, _skillData.getDelay());
  109. }
  110. /**
  111. * Verifies if the character is an friend and can be affected by positive effect.
  112. * @param player the player
  113. * @param target the target
  114. * @return {@code true} if target can be affected by positive effect, {@code false} otherwise
  115. */
  116. private boolean isFriendly(L2PcInstance player, L2Character target)
  117. {
  118. if (target.isPlayable())
  119. {
  120. final L2PcInstance targetPlayer = target.getActingPlayer();
  121. if (player == targetPlayer)
  122. {
  123. return true;
  124. }
  125. if (player.isInPartyWith(targetPlayer))
  126. {
  127. return true;
  128. }
  129. if (player.isInCommandChannelWith(targetPlayer))
  130. {
  131. return true;
  132. }
  133. if (player.isInClanWith(targetPlayer))
  134. {
  135. return true;
  136. }
  137. if (player.isInAllyWith(targetPlayer))
  138. {
  139. return true;
  140. }
  141. if (player.isOnSameSiegeSideWith(targetPlayer))
  142. {
  143. return true;
  144. }
  145. }
  146. return false;
  147. }
  148. /**
  149. * Verifies if the character is an enemy and can be affected by negative effect.
  150. * @param player the player
  151. * @param target the target
  152. * @return {@code true} if target can be affected by negative effect, {@code false} otherwise
  153. */
  154. private boolean isEnemy(L2PcInstance player, L2Character target)
  155. {
  156. if (isFriendly(player, target))
  157. {
  158. return false;
  159. }
  160. if (target instanceof L2TamedBeastInstance)
  161. {
  162. return isEnemy(player, ((L2TamedBeastInstance) target).getOwner());
  163. }
  164. if (target.isMonster())
  165. {
  166. return true;
  167. }
  168. if (target.isPlayable())
  169. {
  170. final L2PcInstance targetPlayer = target.getActingPlayer();
  171. if (!isFriendly(player, targetPlayer))
  172. {
  173. if (targetPlayer.getPvpFlag() != 0)
  174. {
  175. return true;
  176. }
  177. if (targetPlayer.getKarma() != 0)
  178. {
  179. return true;
  180. }
  181. if (player.isAtWarWith(targetPlayer))
  182. {
  183. return true;
  184. }
  185. if (targetPlayer.isInsideZone(ZoneId.PVP))
  186. {
  187. return true;
  188. }
  189. }
  190. }
  191. return false;
  192. }
  193. }