Package npc.model.residences.fortress.siege

Source Code of npc.model.residences.fortress.siege.MainMachineInstance

/*
* 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 npc.model.residences.fortress.siege;

import lineage2.gameserver.model.Player;
import lineage2.gameserver.model.Spawner;
import lineage2.gameserver.model.entity.events.impl.FortressSiegeEvent;
import lineage2.gameserver.model.entity.events.impl.SiegeEvent;
import lineage2.gameserver.model.entity.events.objects.SpawnExObject;
import lineage2.gameserver.model.instances.NpcInstance;
import lineage2.gameserver.network.serverpackets.NpcHtmlMessage;
import lineage2.gameserver.network.serverpackets.components.NpcString;
import lineage2.gameserver.network.serverpackets.components.SystemMsg;
import lineage2.gameserver.scripts.Functions;
import lineage2.gameserver.templates.npc.NpcTemplate;

/**
* @author Mobius
* @version $Revision: 1.0 $
*/
public class MainMachineInstance extends NpcInstance
{
  /**
   *
   */
  private static final long serialVersionUID = 1L;
  /**
   * Field _powerUnits.
   */
  private int _powerUnits = 3;
 
  /**
   * Constructor for MainMachineInstance.
   * @param objectId int
   * @param template NpcTemplate
   */
  public MainMachineInstance(int objectId, NpcTemplate template)
  {
    super(objectId, template);
  }
 
  /**
   * Method onSpawn.
   */
  @Override
  public void onSpawn()
  {
    super.onSpawn();
    FortressSiegeEvent siegeEvent = getEvent(FortressSiegeEvent.class);
    if (siegeEvent == null)
    {
      return;
    }
    siegeEvent.barrackAction(3, false);
  }
 
  /**
   * Method onBypassFeedback.
   * @param player Player
   * @param command String
   */
  @Override
  public void onBypassFeedback(Player player, String command)
  {
    if (!canBypassCheck(player, this))
    {
      return;
    }
    if (_powerUnits != 0)
    {
      return;
    }
    Functions.npcShout(this, NpcString.FORTRESS_POWER_DISABLED);
    FortressSiegeEvent siegeEvent = getEvent(FortressSiegeEvent.class);
    if (siegeEvent == null)
    {
      return;
    }
    siegeEvent.spawnAction(FortressSiegeEvent.IN_POWER_UNITS, false);
    siegeEvent.barrackAction(3, true);
    siegeEvent.broadcastTo(SystemMsg.THE_BARRACKS_HAVE_BEEN_SEIZED, SiegeEvent.ATTACKERS, SiegeEvent.DEFENDERS);
    onDecay();
    siegeEvent.checkBarracks();
  }
 
  /**
   * Method powerOff.
   * @param powerUnit PowerControlUnitInstance
   */
  public void powerOff(PowerControlUnitInstance powerUnit)
  {
    FortressSiegeEvent event = getEvent(FortressSiegeEvent.class);
    SpawnExObject exObject = event.getFirstObject(FortressSiegeEvent.IN_POWER_UNITS);
    int machineNumber = -1;
    for (int i = 0; i < 3; i++)
    {
      Spawner spawn = exObject.getSpawns().get(i);
      if (spawn == powerUnit.getSpawn())
      {
        machineNumber = i;
      }
    }
    NpcString msg = null;
    switch (machineNumber)
    {
      case 0:
        msg = NpcString.MACHINE_NO_1_POWER_OFF;
        break;
      case 1:
        msg = NpcString.MACHINE_NO_2_POWER_OFF;
        break;
      case 2:
        msg = NpcString.MACHINE_NO_3_POWER_OFF;
        break;
      default:
        throw new IllegalArgumentException("Wrong spawn at fortress: " + event.getName());
    }
    _powerUnits--;
    Functions.npcShout(this, msg);
  }
 
  /**
   * Method showChatWindow.
   * @param player Player
   * @param val int
   * @param arg Object[]
   */
  @Override
  public void showChatWindow(Player player, int val, Object... arg)
  {
    NpcHtmlMessage message = new NpcHtmlMessage(player, this);
    if (_powerUnits != 0)
    {
      message.setFile("residence2/fortress/fortress_mainpower002.htm");
    }
    else
    {
      message.setFile("residence2/fortress/fortress_mainpower001.htm");
    }
    player.sendPacket(message);
  }
}
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