How i can make the guard to NOT be affected by Provoke or any type of this skills?
/*
* This file is part of the L2J Mobius project.
*
* 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 <http://www.gnu.org/licenses/>.
*/
package org.l2jmobius.gameserver.model.actor.instance;
import org.l2jmobius.Config;
import org.l2jmobius.gameserver.ai.CtrlIntention;
import org.l2jmobius.gameserver.enums.InstanceType;
import org.l2jmobius.gameserver.model.World;
import org.l2jmobius.gameserver.model.actor.Attackable;
import org.l2jmobius.gameserver.model.actor.Creature;
import org.l2jmobius.gameserver.model.actor.templates.NpcTemplate;
import org.l2jmobius.gameserver.model.events.EventDispatcher;
import org.l2jmobius.gameserver.model.events.EventType;
import org.l2jmobius.gameserver.model.events.impl.creature.npc.OnNpcFirstTalk;
import org.l2jmobius.gameserver.model.skills.Skill;
import org.l2jmobius.gameserver.network.serverpackets.ActionFailed;
/**
* This class manages all Guards in the world. It inherits all methods from Attackable and adds some more such as tracking PK and aggressive MonsterInstance.
*/
public class GuardInstance extends Attackable
{
/**
* Creates a guard.
* @param template the guard NPC template
*/
public GuardInstance(NpcTemplate template)
{
super(template);
setInstanceType(InstanceType.GuardInstance);
}
@Override
public boolean isAutoAttackable(Creature attacker)
{
if (attacker.isMonster() && !attacker.isFakePlayer())
{
return true;
}
if (Config.FACTION_SYSTEM_ENABLED && Config.FACTION_GUARDS_ENABLED && attacker.isPlayable())
{
final PlayerInstance player = attacker.getActingPlayer();
if ((player.isGood() && getTemplate().isClan(Config.FACTION_EVIL_TEAM_NAME)) || (player.isEvil() && getTemplate().isClan(Config.FACTION_GOOD_TEAM_NAME)))
{
return true;
}
}
return super.isAutoAttackable(attacker);
}
@Override
public void addDamage(Creature attacker, int damage, Skill skill)
{
super.addDamage(attacker, damage, skill);
getAI().startFollow(attacker);
addDamageHate(attacker, 0, 10);
World.getInstance().forEachVisibleObjectInRange(this, GuardInstance.class, 500, guard ->
{
guard.getAI().startFollow(attacker);
guard.addDamageHate(attacker, 0, 10);
});
}
/**
* Set the home location of its GuardInstance.
*/
@Override
public void onSpawn()
{
setRandomWalking(false);
super.onSpawn();
getAI().setIntention(CtrlIntention.AI_INTENTION_ACTIVE);
// check the region where this mob is, do not activate the AI if region is inactive.
// final WorldRegion region = World.getInstance().getRegion(this);
// if ((region != null) && (!region.isActive()))
// {
// getAI().stopAITask();
// }
}
/**
* Return the pathfile of the selected HTML file in function of the GuardInstance Identifier and of the page number.<br>
* <br>
* <b><u>Format of the pathfile</u>:</b>
* <ul>
* <li>if page number = 0 : <b>data/html/guard/12006.htm</b> (npcId-page number)</li>
* <li>if page number > 0 : <b>data/html/guard/12006-1.htm</b> (npcId-page number)</li>
* </ul>
* @param npcId The Identifier of the NpcInstance whose text must be display
* @param value The number of the page to display
*/
@Override
public String getHtmlPath(int npcId, int value)
{
String pom = "";
if (value == 0)
{
pom = Integer.toString(npcId);
}
else
{
pom = npcId + "-" + value;
}
return "data/html/guard/" + pom + ".htm";
}
/**
* Manage actions when a player click on the GuardInstance.<br>
* <br>
* <b><u>Actions on first click on the GuardInstance (Select it)</u>:</b>
* <ul>
* <li>Set the GuardInstance as target of the PlayerInstance player (if necessary)</li>
* <li>Send a Server->Client packet MyTargetSelected to the PlayerInstance player (display the select window)</li>
* <li>Set the PlayerInstance Intention to AI_INTENTION_IDLE</li>
* <li>Send a Server->Client packet ValidateLocation to correct the GuardInstance position and heading on the client</li>
* </ul>
* <br>
* <b><u>Actions on second click on the GuardInstance (Attack it/Interact with it)</u>:</b>
* <ul>
* <li>If PlayerInstance is in the _aggroList of the GuardInstance, set the PlayerInstance Intention to AI_INTENTION_ATTACK</li>
* <li>If PlayerInstance is NOT in the _aggroList of the GuardInstance, set the PlayerInstance Intention to AI_INTENTION_INTERACT (after a distance verification) and show message</li>
* </ul>
* <br>
* <b><u>Example of use</u>:</b>
* <ul>
* <li>Client packet : Action, AttackRequest</li>
* </ul>
* @param player The PlayerInstance that start an action on the GuardInstance
*/
@Override
public void onAction(PlayerInstance player, boolean interactValue)
{
if (!canTarget(player))
{
return;
}
boolean interact = interactValue;
if (Config.FACTION_SYSTEM_ENABLED && Config.FACTION_GUARDS_ENABLED && ((player.isGood() && getTemplate().isClan(Config.FACTION_EVIL_TEAM_NAME)) || (player.isEvil() && getTemplate().isClan(Config.FACTION_GOOD_TEAM_NAME))))
{
interact = false;
// TODO: Fix normal targeting
player.getAI().setIntention(CtrlIntention.AI_INTENTION_ATTACK, this);
}
if (isFakePlayer() && isInCombat())
{
interact = false;
// TODO: Fix normal targeting
player.getAI().setIntention(CtrlIntention.AI_INTENTION_ATTACK, this);
}
// Check if the PlayerInstance already target the GuardInstance
if (getObjectId() != player.getTargetId())
{
// Set the target of the PlayerInstance player
player.setTarget(this);
}
else if (interact)
{
// Check if the PlayerInstance is in the _aggroList of the GuardInstance
if (isInAggroList(player))
{
// Set the PlayerInstance Intention to AI_INTENTION_ATTACK
player.getAI().setIntention(CtrlIntention.AI_INTENTION_ATTACK, this);
}
else
{
// Calculate the distance between the PlayerInstance and the NpcInstance
if (!canInteract(player))
{
// Set the PlayerInstance Intention to AI_INTENTION_INTERACT
player.getAI().setIntention(CtrlIntention.AI_INTENTION_INTERACT, this);
}
else
{
player.setLastFolkNPC(this);
// Open a chat window on client with the text of the GuardInstance
if (hasListener(EventType.ON_NPC_QUEST_START))
{
player.setLastQuestNpcObject(getObjectId());
}
if (hasListener(EventType.ON_NPC_FIRST_TALK))
{
EventDispatcher.getInstance().notifyEventAsync(new OnNpcFirstTalk(this, player), this);
}
else
{
showChatWindow(player, 0);
}
}
}
}
// Send a Server->Client ActionFailed to the PlayerInstance in order to avoid that the client wait another packet
player.sendPacket(ActionFailed.STATIC_PACKET);
}
}