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l2jserver2/src/main/java/com/l2jserver/service/game/character/CharacterServiceImpl.java
2011-07-30 19:30:49 -03:00

397 lines
14 KiB
Java

/*
* This file is part of l2jserver <l2jserver.com>.
*
* l2jserver 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.
*
* l2jserver 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 l2jserver. If not, see <http://www.gnu.org/licenses/>.
*/
package com.l2jserver.service.game.character;
import com.google.common.base.Preconditions;
import com.google.inject.Inject;
import com.l2jserver.db.dao.ItemDAO;
import com.l2jserver.game.net.Lineage2Client;
import com.l2jserver.game.net.SystemMessage;
import com.l2jserver.game.net.packet.server.SM_CHAR_INFO;
import com.l2jserver.game.net.packet.server.SM_CHAR_INFO_EXTRA;
import com.l2jserver.game.net.packet.server.SM_CHAR_INVENTORY;
import com.l2jserver.game.net.packet.server.SM_CHAT;
import com.l2jserver.game.net.packet.server.SM_ITEM_GROUND;
import com.l2jserver.game.net.packet.server.SM_MOVE;
import com.l2jserver.game.net.packet.server.SM_MOVE_TYPE;
import com.l2jserver.game.net.packet.server.SM_TARGET;
import com.l2jserver.model.id.object.CharacterID;
import com.l2jserver.model.server.ChatMessage;
import com.l2jserver.model.world.Actor;
import com.l2jserver.model.world.Actor.ActorState;
import com.l2jserver.model.world.L2Character;
import com.l2jserver.model.world.L2Character.CharacterMoveType;
import com.l2jserver.model.world.NPC;
import com.l2jserver.model.world.character.event.CharacterEnterWorldEvent;
import com.l2jserver.model.world.character.event.CharacterEvent;
import com.l2jserver.model.world.character.event.CharacterLeaveWorldEvent;
import com.l2jserver.model.world.character.event.CharacterListener;
import com.l2jserver.model.world.character.event.CharacterMoveEvent;
import com.l2jserver.model.world.character.event.CharacterRunningEvent;
import com.l2jserver.model.world.character.event.CharacterTargetDeselectedEvent;
import com.l2jserver.model.world.character.event.CharacterTargetSelectedEvent;
import com.l2jserver.model.world.character.event.CharacterWalkingEvent;
import com.l2jserver.service.AbstractService;
import com.l2jserver.service.AbstractService.Depends;
import com.l2jserver.service.game.AttackService;
import com.l2jserver.service.game.chat.ChatChannel;
import com.l2jserver.service.game.chat.ChatChannelListener;
import com.l2jserver.service.game.chat.ChatMessageType;
import com.l2jserver.service.game.chat.ChatService;
import com.l2jserver.service.game.npc.NPCService;
import com.l2jserver.service.game.npc.NotAttackableNPCServiceException;
import com.l2jserver.service.game.spawn.AlreadySpawnedServiceException;
import com.l2jserver.service.game.spawn.NotSpawnedServiceException;
import com.l2jserver.service.game.spawn.SpawnPointNotFoundServiceException;
import com.l2jserver.service.game.spawn.SpawnService;
import com.l2jserver.service.game.world.WorldService;
import com.l2jserver.service.game.world.event.WorldEventDispatcher;
import com.l2jserver.service.network.NetworkService;
import com.l2jserver.service.network.broadcast.BroadcastService;
import com.l2jserver.service.network.gameguard.GameGuardService;
import com.l2jserver.util.geometry.Coordinate;
import com.l2jserver.util.geometry.Point3D;
/**
* Default implementation for {@link CharacterService}.
*
* @author <a href="http://www.rogiel.com">Rogiel</a>
*/
@Depends({ WorldService.class, ChatService.class, NetworkService.class,
SpawnService.class, AttackService.class, GameGuardService.class,
BroadcastService.class })
public class CharacterServiceImpl extends AbstractService implements
CharacterService {
/**
* The {@link BroadcastService}
*/
private final BroadcastService broadcastService;
/**
* The {@link WorldService} event dispatcher
*/
private final WorldEventDispatcher eventDispatcher;
/**
* The {@link ChatService}
*/
private final ChatService chatService;
/**
* The {@link NetworkService}
*/
private final NetworkService networkService;
/**
* The {@link SpawnService}
*/
private final SpawnService spawnService;
/**
* The {@link NPCService}
*/
private final NPCService npcService;
/**
* The {@link GameGuardService}
*/
private final GameGuardService ggService;
/**
* The {@link ItemDAO}
*/
private final ItemDAO itemDao;
// /**
// * The {@link AIService}
// */
// private final AIService aiService;
@Inject
public CharacterServiceImpl(BroadcastService broadcastService,
WorldEventDispatcher eventDispatcher, ChatService chatService,
NetworkService networkService, SpawnService spawnService,
NPCService npcService, GameGuardService ggService, ItemDAO itemDao) {
this.broadcastService = broadcastService;
this.eventDispatcher = eventDispatcher;
this.chatService = chatService;
this.networkService = networkService;
this.spawnService = spawnService;
this.npcService = npcService;
this.ggService = ggService;
this.itemDao = itemDao;
}
@Override
public void enterWorld(final L2Character character)
throws SpawnPointNotFoundServiceException,
AlreadySpawnedServiceException {
Preconditions.checkNotNull(character, "character");
final CharacterID id = character.getID();
final Lineage2Client conn = networkService.discover(id);
if (conn == null)
return;
itemDao.loadInventory(character);
character.setOnline(true);
// inventory interfere on calculators
character.getStats().updateCalculator();
// chat listener
final ChatChannelListener globalChatListener = new ChatChannelListener() {
@Override
public void onMessage(ChatChannel channel, ChatMessage message) {
conn.write(new SM_CHAT(message.getSender().getObject(),
ChatMessageType.ALL, message.getMessage()));
}
};
final ChatChannelListener tradeChatListener = new ChatChannelListener() {
@Override
public void onMessage(ChatChannel channel, ChatMessage message) {
conn.write(new SM_CHAT(message.getSender().getObject(),
ChatMessageType.TRADE, message.getMessage()));
}
};
// leave world event
eventDispatcher.addListener(id, new CharacterListener() {
@Override
protected boolean dispatch(CharacterEvent e) {
if (!(e instanceof CharacterLeaveWorldEvent))
return true;
// remove chat listeners
chatService.getGlobalChannel().removeChatChannelListener(
globalChatListener);
chatService.getTradeChannel().removeChatChannelListener(
tradeChatListener);
// // remove broadcast listener
// eventDispatcher.removeListener(neighboorListener);
// eventDispatcher.removeListener(id, sendPacketListener);s
// we can kill this listener now
return false;
}
});
// register global chat listener
chatService.getGlobalChannel().addChatChannelListener(
globalChatListener);
chatService.getTradeChannel().addChatChannelListener(tradeChatListener);
// query client game guard -- if key is invalid, the connection will be
// closed as soon as possible
ggService.query(conn);
// send this user information
conn.write(new SM_CHAR_INFO(character));
conn.write(new SM_CHAR_INFO_EXTRA(character));
conn.write(new SM_CHAR_INVENTORY(character.getInventory()));
conn.sendSystemMessage(SystemMessage.WELCOME_TO_LINEAGE);
conn.sendMessage("This an an development version for l2jserver 2.0");
conn.sendMessage("Please note that many of the features are not yet implemented.");
// start broadcasting -- will broadcast all nearby objects
broadcastService.broadcast(conn);
conn.write(new SM_ITEM_GROUND());
// characters start in run mode
try {
run(character);
} catch (CharacterAlreadyRunningServiceException e1) {
// we can ignore this one
}
// broadcast(conn, character);
// spawn the player -- this will also dispatch a spawn event
// here the object is registered in the world
spawnService.spawn(character, null);
// dispatch enter world event
eventDispatcher.dispatch(new CharacterEnterWorldEvent(character));
}
@Override
public void leaveWorld(L2Character character)
throws NotSpawnedServiceException {
Preconditions.checkNotNull(character, "character");
spawnService.unspawn(character);
eventDispatcher.dispatch(new CharacterLeaveWorldEvent(character));
character.setOnline(false);
}
@Override
public void target(L2Character character, Actor target)
throws CannotSetTargetServiceException {
Preconditions.checkNotNull(character, "character");
Preconditions.checkNotNull(target, "target");
final CharacterID id = character.getID();
final Lineage2Client conn = networkService.discover(id);
if (target == null && character.getTargetID() != null) {
// if is trying to select null (remove target) and the character has
// an target, trigger an deselect
final Actor oldTarget = character.getTarget();
character.setTargetID(null);
eventDispatcher.dispatch(new CharacterTargetDeselectedEvent(
character, oldTarget));
// TODO we need to send an packet here to inform of deselection
} else if (target != null && !target.getID().equals(character.getID())) {
// if new target is not null and the current character target is
// null or different, trigger the selection.
if (character.getTargetID() != null) {
// first deselect old target
eventDispatcher.dispatch(new CharacterTargetDeselectedEvent(
character, character.getTarget()));
}
// now select the new target
character.setTargetID(target.getID());
eventDispatcher.dispatch(new CharacterTargetSelectedEvent(
character, target));
conn.write(new SM_TARGET(target, character.getLevel()
- target.getLevel()));
} else {
// this indicates an inconsistency: reset target and throws an
// exception
// this happens if tried deselect with no target
character.setTargetID(null);
throw new CannotSetTargetServiceException();
}
}
@Override
public void attack(L2Character character, Actor target)
throws CannotSetTargetServiceException,
ActorIsNotAttackableServiceException,
NotAttackableNPCServiceException {
Preconditions.checkNotNull(character, "character");
Preconditions.checkNotNull(target, "target");
final CharacterID id = character.getID();
final Lineage2Client conn = networkService.discover(id);
// check if this Actor can be attacked
if (target instanceof NPC) {
final NPC npc = (NPC) target;
// first try to target this, if it is not already
if (!npc.getID().equals(character.getTargetID()))
target(character, target);
// now attack the npc
npcService.attack(npc, conn, character);
} else {
// TODO throw an exception
conn.sendActionFailed();
}
}
@Override
public void jail(L2Character character, long time, String reason)
throws CharacterInJailServiceException {
Preconditions.checkNotNull(character, "character");
Preconditions.checkArgument(time > 0, "time <= 0");
Preconditions.checkNotNull(reason, "reason");
// TODO implement jailing
throw new CharacterInJailServiceException();
}
@Override
public void unjail(L2Character character)
throws CharacterNotInJailServiceException {
Preconditions.checkNotNull(character, "character");
// TODO implement jailing
throw new CharacterNotInJailServiceException();
}
@Override
public void move(L2Character character, Coordinate coordinate) {
Preconditions.checkNotNull(character, "character");
Preconditions.checkNotNull(coordinate, "coordinate");
final CharacterID id = character.getID();
final Lineage2Client conn = networkService.discover(id);
// we don't set the character coordinate here, this will be done by
// validation packets, sent by client
character.setState(ActorState.MOVING);
character.setTargetLocation(coordinate.toPoint());
// for now, let's just write the packet, we don't have much validation
// to be done yet. With character validation packet, another packet of
// these will be broadcasted.
conn.write(new SM_MOVE(character, coordinate));
// we don't dispatch events here, they will be dispatched by
// with the same packet referred up here.
}
@Override
public void validate(L2Character character, Point3D point) {
Preconditions.checkNotNull(character, "character");
Preconditions.checkNotNull(point, "point");
// TODO implement position validation
}
@Override
public void receivedValidation(L2Character character, Point3D point) {
Preconditions.checkNotNull(character, "character");
Preconditions.checkNotNull(point, "point");
if (character.isTeleporting())
// ignore while teleporting, for some reason the client sends a
// validation just before teleport packet
return;
final Point3D old = character.getPoint();
character.setPoint(point);
eventDispatcher.dispatch(new CharacterMoveEvent(character, old));
if (point.getCoordinate().equals(
character.getTargetLocation().getCoordinate())) {
character.setState(null);
character.setTargetLocation(null);
// TODO dispatch stop event
}
}
@Override
public void walk(L2Character character)
throws CharacterAlreadyWalkingServiceException {
Preconditions.checkNotNull(character, "character");
final CharacterID id = character.getID();
final Lineage2Client conn = networkService.discover(id);
// test if character is running
if (character.getMoveType() == CharacterMoveType.WALK)
throw new CharacterAlreadyWalkingServiceException();
// if running set mode to walk and broadcast packet
character.setMoveType(CharacterMoveType.WALK);
eventDispatcher.dispatch(new CharacterWalkingEvent(character));
conn.write(new SM_MOVE_TYPE(character));
}
@Override
public void run(L2Character character)
throws CharacterAlreadyRunningServiceException {
Preconditions.checkNotNull(character, "character");
final CharacterID id = character.getID();
final Lineage2Client conn = networkService.discover(id);
// test if character is walking
if (character.getMoveType() == CharacterMoveType.RUN)
throw new CharacterAlreadyRunningServiceException();
// if running walking mode to run and broadcast packet
character.setMoveType(CharacterMoveType.RUN);
eventDispatcher.dispatch(new CharacterRunningEvent(character));
conn.write(new SM_MOVE_TYPE(character));
}
}