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[q] siege manager npc


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Posted

Take a look into l2jserver.gameserver.model.actor.instance, I think there should be something like L2SiegeManagerInstance.

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Posted

i found SiegeManager.java in gameserver.instancemanager but i can't see anything useful :-?

 

 

/*
* 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 com.l2jserver.gameserver.instancemanager;

import gnu.trove.TIntObjectHashMap;

import java.io.File;
import java.io.FileInputStream;
import java.io.InputStream;
import java.sql.Connection;
import java.sql.PreparedStatement;
import java.sql.ResultSet;
import java.util.List;
import java.util.Properties;
import java.util.StringTokenizer;
import java.util.logging.Level;
import java.util.logging.Logger;

import javolution.util.FastList;

import com.l2jserver.Config;
import com.l2jserver.L2DatabaseFactory;
import com.l2jserver.gameserver.datatables.SkillTable;
import com.l2jserver.gameserver.model.L2Clan;
import com.l2jserver.gameserver.model.L2Object;
import com.l2jserver.gameserver.model.L2Skill;
import com.l2jserver.gameserver.model.Location;
import com.l2jserver.gameserver.model.actor.L2Character;
import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
import com.l2jserver.gameserver.model.entity.Castle;
import com.l2jserver.gameserver.model.entity.Siege;

public class SiegeManager
{
private static final Logger _log = Logger.getLogger(SiegeManager.class.getName());

public static final SiegeManager getInstance()
{
	return SingletonHolder._instance;
}

// =========================================================
// Data Field
private int _attackerMaxClans = 500; // Max number of clans
private int _attackerRespawnDelay = 0; // Time in ms. Changeable in siege.config
private int _defenderMaxClans = 500; // Max number of clans

// Siege settings
private TIntObjectHashMap<FastList<SiegeSpawn>> _artefactSpawnList;
private TIntObjectHashMap<FastList<SiegeSpawn>> _controlTowerSpawnList;
private TIntObjectHashMap<FastList<SiegeSpawn>> _flameTowerSpawnList;

private int _flagMaxCount = 1; // Changeable in siege.config
private int _siegeClanMinLevel = 5; // Changeable in siege.config
private int _siegeLength = 120; // Time in minute. Changeable in siege.config
private int _bloodAllianceReward = 0; // Number of Blood Alliance items reward for successful castle defending

// =========================================================
// Constructor
private SiegeManager()
{
	_log.info("Initializing SiegeManager");
	load();
}

// =========================================================
// Method - Public
public final void addSiegeSkills(L2PcInstance character)
{
	for (L2Skill sk : SkillTable.getInstance().getSiegeSkills(character.isNoble(), character.getClan().getHasCastle() > 0))
	{
		character.addSkill(sk, false);
	}
}

/**
 * Return true if character summon<BR><BR>
 * @param activeChar The L2Character of the character can summon
 */
public final boolean checkIfOkToSummon(L2Character activeChar, boolean isCheckOnly)
{
	if (!(activeChar instanceof L2PcInstance))
		return false;

	String text = "";
	L2PcInstance player = (L2PcInstance) activeChar;
	Castle castle = CastleManager.getInstance().getCastle(player);

	if (castle == null || castle.getCastleId() <= 0)
		text = "You must be on castle ground to summon this";
	else if (!castle.getSiege().getIsInProgress())
		text = "You can only summon this during a siege.";
	else if (player.getClanId() != 0 && castle.getSiege().getAttackerClan(player.getClanId()) == null)
		text = "You can only summon this as a registered attacker.";
	else
		return true;

	if (!isCheckOnly)
		player.sendMessage(text);
	return false;
}

/**
 * Return true if the clan is registered or owner of a castle<BR><BR>
 * @param clan The L2Clan of the player
 */
public final boolean checkIsRegistered(L2Clan clan, int castleid)
{
	if (clan == null)
		return false;

	if (clan.getHasCastle() > 0)
		return true;

	Connection con = null;
	boolean register = false;
	try
	{
		con = L2DatabaseFactory.getInstance().getConnection();
		PreparedStatement statement = con.prepareStatement("SELECT clan_id FROM siege_clans where clan_id=? and castle_id=?");
		statement.setInt(1, clan.getClanId());
		statement.setInt(2, castleid);
		ResultSet rs = statement.executeQuery();

		while (rs.next())
		{
			register = true;
			break;
		}

		rs.close();
		statement.close();
	}
	catch (Exception e)
	{
		_log.log(Level.WARNING, "Exception: checkIsRegistered(): " + e.getMessage() ,e);
	}
	finally
	{
		L2DatabaseFactory.close(con);
	}
	return register;
}

public final void removeSiegeSkills(L2PcInstance character)
{
	for (L2Skill sk : SkillTable.getInstance().getSiegeSkills(character.isNoble(), character.getClan().getHasCastle() > 0))
	{
		character.removeSkill(sk);
	}
}

// =========================================================
// Method - Private
private final void load()
{
	InputStream is = null;
	try
	{
		is = new FileInputStream(new File(Config.SIEGE_CONFIGURATION_FILE));
		Properties siegeSettings = new Properties();
		siegeSettings.load(is);

		// Siege setting
		_attackerMaxClans = Integer.decode(siegeSettings.getProperty("AttackerMaxClans", "500"));
		_attackerRespawnDelay = Integer.decode(siegeSettings.getProperty("AttackerRespawn", "0"));
		_defenderMaxClans = Integer.decode(siegeSettings.getProperty("DefenderMaxClans", "500"));
		_flagMaxCount = Integer.decode(siegeSettings.getProperty("MaxFlags", "1"));
		_siegeClanMinLevel = Integer.decode(siegeSettings.getProperty("SiegeClanMinLevel", "5"));
		_siegeLength = Integer.decode(siegeSettings.getProperty("SiegeLength", "120"));
		_bloodAllianceReward = Integer.decode(siegeSettings.getProperty("BloodAllianceReward", "0"));

		// Siege spawns settings
		_controlTowerSpawnList = new TIntObjectHashMap<FastList<SiegeSpawn>>();
		_artefactSpawnList = new TIntObjectHashMap<FastList<SiegeSpawn>>();
		_flameTowerSpawnList = new TIntObjectHashMap<FastList<SiegeSpawn>>();

		for (Castle castle : CastleManager.getInstance().getCastles())
		{
			FastList<SiegeSpawn> _controlTowersSpawns = new FastList<SiegeSpawn>();

			for (int i = 1; i < 0xFF; i++)
			{
				String _spawnParams = siegeSettings.getProperty(castle.getName() + "ControlTower" + i, "");

				if (_spawnParams.isEmpty())
					break;

				StringTokenizer st = new StringTokenizer(_spawnParams.trim(), ",");

				try
				{
					int x = Integer.parseInt(st.nextToken());
					int y = Integer.parseInt(st.nextToken());
					int z = Integer.parseInt(st.nextToken());
					int npc_id = Integer.parseInt(st.nextToken());
					int hp = Integer.parseInt(st.nextToken());

					_controlTowersSpawns.add(new SiegeSpawn(castle.getCastleId(), x, y, z, 0, npc_id, hp));
				}
				catch (Exception e)
				{
					_log.warning("Error while loading control tower(s) for " + castle.getName() + " castle.");
				}
			}

			FastList<SiegeSpawn> _flameTowersSpawns = new FastList<SiegeSpawn>();

			for (int i = 1; i < 0xFF; i++)
			{
				String _spawnParams = siegeSettings.getProperty(castle.getName() + "FlameTower" + i, "");

				if (_spawnParams.isEmpty())
					break;

				StringTokenizer st = new StringTokenizer(_spawnParams.trim(), ",");

				try
				{
					int x = Integer.parseInt(st.nextToken());
					int y = Integer.parseInt(st.nextToken());
					int z = Integer.parseInt(st.nextToken());
					int npc_id = Integer.parseInt(st.nextToken());
					int hp = Integer.parseInt(st.nextToken());

					_flameTowersSpawns.add(new SiegeSpawn(castle.getCastleId(), x, y, z, 0, npc_id, hp));
				}
				catch (Exception e)
				{
					_log.warning("Error while loading artefact(s) for " + castle.getName() + " castle.");
				}
			}

			FastList<SiegeSpawn> _artefactSpawns = new FastList<SiegeSpawn>();

			for (int i = 1; i < 0xFF; i++)
			{
				String _spawnParams = siegeSettings.getProperty(castle.getName() + "Artefact" + i, "");

				if (_spawnParams.isEmpty())
					break;

				StringTokenizer st = new StringTokenizer(_spawnParams.trim(), ",");

				try
				{
					int x = Integer.parseInt(st.nextToken());
					int y = Integer.parseInt(st.nextToken());
					int z = Integer.parseInt(st.nextToken());
					int heading = Integer.parseInt(st.nextToken());
					int npc_id = Integer.parseInt(st.nextToken());

					_artefactSpawns.add(new SiegeSpawn(castle.getCastleId(), x, y, z, heading, npc_id));
				}
				catch (Exception e)
				{
					_log.warning("Error while loading artefact(s) for " + castle.getName() + " castle.");
				}
			}

			_controlTowerSpawnList.put(castle.getCastleId(), _controlTowersSpawns);
			_artefactSpawnList.put(castle.getCastleId(), _artefactSpawns);
			_flameTowerSpawnList.put(castle.getCastleId(), _flameTowersSpawns);
		}

	}
	catch (Exception e)
	{
		//_initialized = false;
		_log.log(Level.WARNING, "Error while loading siege data: " + e.getMessage(), e);
	}
	finally
	{
		try
		{
			is.close();
		}
		catch (Exception e)
		{
		}
	}
}

// =========================================================
// Property - Public
public final FastList<SiegeSpawn> getArtefactSpawnList(int _castleId)
{
	return _artefactSpawnList.get(_castleId);
}

public final FastList<SiegeSpawn> getControlTowerSpawnList(int _castleId)
{
	return _controlTowerSpawnList.get(_castleId);
}

public final FastList<SiegeSpawn> getFlameTowerSpawnList(int _castleId)
{
	return _flameTowerSpawnList.get(_castleId);
}

public final int getAttackerMaxClans()
{
	return _attackerMaxClans;
}

public final int getAttackerRespawnDelay()
{
	return _attackerRespawnDelay;
}

public final int getDefenderMaxClans()
{
	return _defenderMaxClans;
}

public final int getFlagMaxCount()
{
	return _flagMaxCount;
}

public final Siege getSiege(L2Object activeObject)
{
	return getSiege(activeObject.getX(), activeObject.getY(), activeObject.getZ());
}

public final Siege getSiege(int x, int y, int z)
{
	for (Castle castle : CastleManager.getInstance().getCastles())
		if (castle.getSiege().checkIfInZone(x, y, z))
			return castle.getSiege();
	return null;
}

public final int getSiegeClanMinLevel()
{
	return _siegeClanMinLevel;
}

public final int getSiegeLength()
{
	return _siegeLength;
}

public final int getBloodAllianceReward()
{
	return _bloodAllianceReward;
}

public final List<Siege> getSieges()
{
	FastList<Siege> sieges = new FastList<Siege>();
	for (Castle castle : CastleManager.getInstance().getCastles())
		sieges.add(castle.getSiege());
	return sieges;
}

public class SiegeSpawn
{
	Location _location;
	private int _npcId;
	private int _heading;
	private int _castleId;
	private int _hp;

	public SiegeSpawn(int castle_id, int x, int y, int z, int heading, int npc_id)
	{
		_castleId = castle_id;
		_location = new Location(x, y, z, heading);
		_heading = heading;
		_npcId = npc_id;
	}

	public SiegeSpawn(int castle_id, int x, int y, int z, int heading, int npc_id, int hp)
	{
		_castleId = castle_id;
		_location = new Location(x, y, z, heading);
		_heading = heading;
		_npcId = npc_id;
		_hp = hp;
	}

	public int getCastleId()
	{
		return _castleId;
	}

	public int getNpcId()
	{
		return _npcId;
	}

	public int getHeading()
	{
		return _heading;
	}

	public int getHp()
	{
		return _hp;
	}

	public Location getLocation()
	{
		return _location;
	}
}

@SuppressWarnings("synthetic-access")
private static class SingletonHolder
{
	protected static final SiegeManager _instance = new SiegeManager();
}
}

 

 

edit: and in siege.java i found

 

/** Display list of registered clans */
public void listRegisterClan(L2PcInstance player)
{
	player.sendPacket(new SiegeInfo(getCastle()));
}

/**
 * Register clan as attacker<BR><BR>
 * @param player The L2PcInstance of the player trying to register
 */
public void registerAttacker(L2PcInstance player)
{
	registerAttacker(player, false);
}

public void registerAttacker(L2PcInstance player, boolean force)
{
	if (player.getClan() == null)
		return;
	int allyId = 0;
	if (getCastle().getOwnerId() != 0)
		allyId = ClanTable.getInstance().getClan(getCastle().getOwnerId()).getAllyId();
	if (allyId != 0)
	{
		if (player.getClan().getAllyId() == allyId && !force)
		{
			player.sendPacket(new SystemMessage(SystemMessageId.CANNOT_ATTACK_ALLIANCE_CASTLE));
			return;
		}
	}
	if (force || checkIfCanRegister(player, ATTACKER))
		saveSiegeClan(player.getClan(), ATTACKER, false); // Save to database
}

/**
 * Register clan as defender<BR><BR>
 * @param player The L2PcInstance of the player trying to register
 */
public void registerDefender(L2PcInstance player)
{
	registerDefender(player, false);
}

  • 0
Posted

Either you're blind, idiot, or a blind idiot, but read what ^Wyatt said.

 

If you want any L2SiegeNpcInstance show all castle you have to create (or generate) an HTM with all castles names, and for loop on it. As you (perhaps) will see, L2SiegeNpcInstance is linked to one castle (better said, on the castle zone the NPC belongs).

 

With a for loop on castles you can both generate your HTM with castle names + generates HTM bypasses and finally show the correct castle.

 

It's probably chinese for you and you will whine you don't understand a shit (as you already can't read a single answer), whatever, I answered and the next step is to explain all from A to Z, which I won't do. If you move on (you made a 'pélerinage' to Saint Jacques de Compostelle and a miracle came) and got somes codes you block on, I'm here.

 

Finally if you think I'm agressive, buy a brain to read answers and I won't be.

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