/**
* Return True if the target is autoattackable (depends on the actor type).
*
* Actor is a L2GuardInstance :
*
The target isn't a Folk or a Door
* The target isn't dead, isn't invulnerable, isn't in silent moving mode AND too far (>100)
* The target is in the actor Aggro range and is at the same height
* The L2PcInstance target has karma (=PK)
* The L2MonsterInstance target is aggressive
*
* Actor is a L2SiegeGuardInstance :
* The target isn't a Folk or a Door
* The target isn't dead, isn't invulnerable, isn't in silent moving mode AND too far (>100)
* The target is in the actor Aggro range and is at the same height
* A siege is in progress
* The L2PcInstance target isn't a Defender
*
* Actor is a L2FriendlyMobInstance :
* The target isn't a Folk, a Door or another L2NpcInstance
* The target isn't dead, isn't invulnerable, isn't in silent moving mode AND too far (>100)
* The target is in the actor Aggro range and is at the same height
* The L2PcInstance target has karma (=PK)
*
* Actor is a L2MonsterInstance :
* The target isn't a Folk, a Door or another L2NpcInstance
* The target isn't dead, isn't invulnerable, isn't in silent moving mode AND too far (>100)
* The target is in the actor Aggro range and is at the same height
* The actor is Aggressive
*
* @param target The targeted L2Object
*
*/
private boolean autoAttackCondition(L2Character target)