/*
* This program 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.
*
* This program 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 com.l2jserver.gameserver.ai;
import com.l2jserver.gameserver.model.L2Object;
import com.l2jserver.gameserver.model.actor.L2Character;
import com.l2jserver.gameserver.model.actor.L2Character.AIAccessor;
import com.l2jserver.gameserver.model.actor.L2Playable;
import com.l2jserver.gameserver.model.skills.L2Skill;
import com.l2jserver.gameserver.network.SystemMessageId;
/**
*
* This class manages AI of L2Playable.
*
* L2PlayableAI :
*
L2SummonAI
* L2PlayerAI
*
*
* @author JIV
*/
public abstract class L2PlayableAI extends L2CharacterAI
{
/**
* @param accessor
*/
public L2PlayableAI(AIAccessor accessor)
{
super(accessor);
}
/**
* @see com.l2jserver.gameserver.ai.L2CharacterAI#onIntentionAttack(com.l2jserver.gameserver.model.actor.L2Character)
*/
@Override
protected void onIntentionAttack(L2Character target)
{
if (target instanceof L2Playable)
{
if (target.getActingPlayer().getProtectionBlessing()
&& (_actor.getActingPlayer().getLevel() - target.getActingPlayer().getLevel()) >= 10
&& _actor.getActingPlayer().getKarma() > 0
&& !(target.isInsideZone(L2Character.ZONE_PVP)))
{
// If attacker have karma and have level >= 10 than his target and target have
// Newbie Protection Buff,
_actor.getActingPlayer().sendPacket(SystemMessageId.TARGET_IS_INCORRECT);
clientActionFailed();
return;
}
if (_actor.getActingPlayer().getProtectionBlessing()
&& (target.getActingPlayer().getLevel() - _actor.getActingPlayer().getLevel()) >= 10
&& target.getActingPlayer().getKarma() > 0
&& !(target.isInsideZone(L2Character.ZONE_PVP)))
{
// If target have karma and have level >= 10 than his target and actor have
// Newbie Protection Buff,
_actor.getActingPlayer().sendPacket(SystemMessageId.TARGET_IS_INCORRECT);
clientActionFailed();
return;
}
if (target.getActingPlayer().isCursedWeaponEquipped()
&& _actor.getActingPlayer().getLevel() <= 20)
{
_actor.getActingPlayer().sendPacket(SystemMessageId.TARGET_IS_INCORRECT);
clientActionFailed();
return;
}
if (_actor.getActingPlayer().isCursedWeaponEquipped()
&& target.getActingPlayer().getLevel() <= 20)
{
_actor.getActingPlayer().sendPacket(SystemMessageId.TARGET_IS_INCORRECT);
clientActionFailed();
return;
}
}
super.onIntentionAttack(target);
}
/**
* @see com.l2jserver.gameserver.ai.L2CharacterAI#onIntentionCast(com.l2jserver.gameserver.model.skills.L2Skill, com.l2jserver.gameserver.model.L2Object)
*/
@Override
protected void onIntentionCast(L2Skill skill, L2Object target)
{
if (target instanceof L2Playable && skill.isOffensive())
{
if (target.getActingPlayer().getProtectionBlessing()
&& (_actor.getActingPlayer().getLevel() - target.getActingPlayer().getLevel()) >= 10
&& _actor.getActingPlayer().getKarma() > 0
&& !(((L2Playable) target).isInsideZone(L2Character.ZONE_PVP)))
{
// If attacker have karma and have level >= 10 than his target and target have
// Newbie Protection Buff,
_actor.getActingPlayer().sendPacket(SystemMessageId.TARGET_IS_INCORRECT);
clientActionFailed();
_actor.setIsCastingNow(false);
return;
}
if (_actor.getActingPlayer().getProtectionBlessing()
&& (target.getActingPlayer().getLevel() - _actor.getActingPlayer().getLevel()) >= 10
&& target.getActingPlayer().getKarma() > 0
&& !(((L2Playable) target).isInsideZone(L2Character.ZONE_PVP)))
{
// If target have karma and have level >= 10 than his target and actor have
// Newbie Protection Buff,
_actor.getActingPlayer().sendPacket(SystemMessageId.TARGET_IS_INCORRECT);
clientActionFailed();
_actor.setIsCastingNow(false);
return;
}
if (target.getActingPlayer().isCursedWeaponEquipped()
&& _actor.getActingPlayer().getLevel() <= 20)
{
_actor.getActingPlayer().sendPacket(SystemMessageId.TARGET_IS_INCORRECT);
clientActionFailed();
_actor.setIsCastingNow(false);
return;
}
if (_actor.getActingPlayer().isCursedWeaponEquipped()
&& target.getActingPlayer().getLevel() <= 20)
{
_actor.getActingPlayer().sendPacket(SystemMessageId.TARGET_IS_INCORRECT);
clientActionFailed();
_actor.setIsCastingNow(false);
return;
}
}
super.onIntentionCast(skill, target);
}
}