Replaced attack and teleport locks with synchronized methods.

This commit is contained in:
MobiusDev 2018-08-08 02:29:33 +00:00
parent 1dd47518ad
commit 7d2f14116f
8 changed files with 1716 additions and 1888 deletions

View File

@ -34,7 +34,6 @@ import java.util.concurrent.LinkedBlockingDeque;
import java.util.concurrent.ScheduledFuture;
import java.util.concurrent.TimeUnit;
import java.util.concurrent.atomic.AtomicInteger;
import java.util.concurrent.locks.ReentrantLock;
import java.util.function.Predicate;
import java.util.logging.Logger;
import java.util.stream.Collectors;
@ -224,9 +223,6 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
private final byte[] _zones = new byte[ZoneId.getZoneCount()];
protected byte _zoneValidateCounter = 4;
private final ReentrantLock _teleportLock = new ReentrantLock();
private final Object _attackLock = new Object();
private Team _team = Team.NONE;
protected long _exceptions = 0;
@ -577,26 +573,15 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
}
}
public void onTeleported()
public synchronized void onTeleported()
{
if (!_teleportLock.tryLock())
if (!_isTeleporting)
{
return;
}
try
{
if (!_isTeleporting)
{
return;
}
spawnMe(getX(), getY(), getZ());
setIsTeleporting(false);
EventDispatcher.getInstance().notifyEventAsync(new OnCreatureTeleported(this), this);
}
finally
{
_teleportLock.unlock();
}
spawnMe(getX(), getY(), getZ());
setIsTeleporting(false);
EventDispatcher.getInstance().notifyEventAsync(new OnCreatureTeleported(this), this);
}
/**
@ -905,273 +890,266 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
* </ul>
* @param target The L2Character targeted
*/
public void doAutoAttack(L2Character target)
public synchronized void doAutoAttack(L2Character target)
{
synchronized (_attackLock)
if ((target == null) || isAttackingDisabled() || !target.isTargetable())
{
if ((target == null) || isAttackingDisabled())
{
return;
}
if (!target.isTargetable())
{
return;
}
if (!isAlikeDead())
{
if ((isNpc() && target.isAlikeDead()) || !isInSurroundingRegion(target))
{
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
else if (isPlayer())
{
if (target.isDead())
{
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
}
if (checkTransformed(transform -> !transform.canAttack()))
{
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
}
// Get the active weapon item corresponding to the active weapon instance (always equipped in the right hand)
final L2Weapon weaponItem = getActiveWeaponItem();
final WeaponType weaponType = getAttackType();
if (getActingPlayer() != null)
{
if (getActingPlayer().inObserverMode())
{
sendPacket(SystemMessageId.OBSERVERS_CANNOT_PARTICIPATE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
else if ((target.getActingPlayer() != null) && (getActingPlayer().getSiegeState() > 0) && isInsideZone(ZoneId.SIEGE) && (target.getActingPlayer().getSiegeState() == getActingPlayer().getSiegeState()) && (target.getActingPlayer() != this) && (target.getActingPlayer().getSiegeSide() == getActingPlayer().getSiegeSide()))
{
sendPacket(SystemMessageId.FORCE_ATTACK_IS_IMPOSSIBLE_AGAINST_A_TEMPORARY_ALLIED_MEMBER_DURING_A_SIEGE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
// Checking if target has moved to peace zone
else if (target.isInsidePeaceZone(getActingPlayer()))
{
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
}
else if (isInsidePeaceZone(this, target))
return;
}
if (!isAlikeDead())
{
if ((isNpc() && target.isAlikeDead()) || !isInSurroundingRegion(target))
{
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
stopEffectsOnAction();
// GeoData Los Check here (or dz > 1000)
if (!GeoEngine.getInstance().canSeeTarget(this, target))
else if (isPlayer())
{
if (!target.isDoor() || (target.calculateDistance(this, false, false) > 200)) // fix for big door targeting
if (target.isDead())
{
sendPacket(SystemMessageId.CANNOT_SEE_TARGET);
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
}
// BOW and CROSSBOW checks
if (weaponItem != null)
if (checkTransformed(transform -> !transform.canAttack()))
{
if (!weaponItem.isAttackWeapon() && !isGM())
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
}
// Get the active weapon item corresponding to the active weapon instance (always equipped in the right hand)
final L2Weapon weaponItem = getActiveWeaponItem();
final WeaponType weaponType = getAttackType();
if (getActingPlayer() != null)
{
if (getActingPlayer().inObserverMode())
{
sendPacket(SystemMessageId.OBSERVERS_CANNOT_PARTICIPATE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
else if ((target.getActingPlayer() != null) && (getActingPlayer().getSiegeState() > 0) && isInsideZone(ZoneId.SIEGE) && (target.getActingPlayer().getSiegeState() == getActingPlayer().getSiegeState()) && (target.getActingPlayer() != this) && (target.getActingPlayer().getSiegeSide() == getActingPlayer().getSiegeSide()))
{
sendPacket(SystemMessageId.FORCE_ATTACK_IS_IMPOSSIBLE_AGAINST_A_TEMPORARY_ALLIED_MEMBER_DURING_A_SIEGE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
// Checking if target has moved to peace zone
else if (target.isInsidePeaceZone(getActingPlayer()))
{
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
}
else if (isInsidePeaceZone(this, target))
{
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
stopEffectsOnAction();
// GeoData Los Check here (or dz > 1000)
if (!GeoEngine.getInstance().canSeeTarget(this, target))
{
if (!target.isDoor() || (target.calculateDistance(this, false, false) > 200)) // fix for big door targeting
{
sendPacket(SystemMessageId.CANNOT_SEE_TARGET);
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
}
// BOW and CROSSBOW checks
if (weaponItem != null)
{
if (!weaponItem.isAttackWeapon() && !isGM())
{
if (weaponItem.getItemType() == WeaponType.FISHINGROD)
{
if (weaponItem.getItemType() == WeaponType.FISHINGROD)
sendPacket(SystemMessageId.YOU_LOOK_ODDLY_AT_THE_FISHING_POLE_IN_DISBELIEF_AND_REALIZE_THAT_YOU_CAN_T_ATTACK_ANYTHING_WITH_THIS);
}
else
{
sendPacket(SystemMessageId.THAT_WEAPON_CANNOT_PERFORM_ANY_ATTACKS);
}
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
// Ranged weapon checks.
if (weaponItem.getItemType().isRanged())
{
// Check if bow delay is still active.
if (_disableRangedAttackEndTime > System.nanoTime())
{
if (isPlayer())
{
sendPacket(SystemMessageId.YOU_LOOK_ODDLY_AT_THE_FISHING_POLE_IN_DISBELIEF_AND_REALIZE_THAT_YOU_CAN_T_ATTACK_ANYTHING_WITH_THIS);
ThreadPool.schedule(new NotifyAITask(this, CtrlEvent.EVT_READY_TO_ACT), 1000);
sendPacket(ActionFailed.STATIC_PACKET);
}
else
{
sendPacket(SystemMessageId.THAT_WEAPON_CANNOT_PERFORM_ANY_ATTACKS);
}
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
// Ranged weapon checks.
if (weaponItem.getItemType().isRanged())
// Check for arrows and MP
if (isPlayer())
{
// Check if bow delay is still active.
if (_disableRangedAttackEndTime > System.nanoTime())
// Check if there are arrows to use or else cancel the attack.
if (!checkAndEquipAmmunition(weaponItem.getItemType().isCrossbow() ? EtcItemType.BOLT : EtcItemType.ARROW))
{
if (isPlayer())
{
ThreadPool.schedule(new NotifyAITask(this, CtrlEvent.EVT_READY_TO_ACT), 1000);
sendPacket(ActionFailed.STATIC_PACKET);
}
// Cancel the action because the L2PcInstance have no arrow
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
sendPacket(SystemMessageId.YOU_HAVE_RUN_OUT_OF_ARROWS);
return;
}
// Check for arrows and MP
if (isPlayer())
// Checking if target has moved to peace zone - only for player-bow attacks at the moment
// Other melee is checked in movement code and for offensive spells a check is done every time
if (target.isInsidePeaceZone(getActingPlayer()))
{
// Check if there are arrows to use or else cancel the attack.
if (!checkAndEquipAmmunition(weaponItem.getItemType().isCrossbow() ? EtcItemType.BOLT : EtcItemType.ARROW))
{
// Cancel the action because the L2PcInstance have no arrow
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
sendPacket(SystemMessageId.YOU_HAVE_RUN_OUT_OF_ARROWS);
return;
}
// Checking if target has moved to peace zone - only for player-bow attacks at the moment
// Other melee is checked in movement code and for offensive spells a check is done every time
if (target.isInsidePeaceZone(getActingPlayer()))
{
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(SystemMessageId.YOU_MAY_NOT_ATTACK_IN_A_PEACEFUL_ZONE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
// Check if player has enough MP to shoot.
int mpConsume = weaponItem.getMpConsume();
if ((weaponItem.getReducedMpConsume() > 0) && (Rnd.get(100) < weaponItem.getReducedMpConsumeChance()))
{
mpConsume = weaponItem.getReducedMpConsume();
}
mpConsume = isAffected(EffectFlag.CHEAPSHOT) ? 0 : mpConsume;
if (_status.getCurrentMp() < mpConsume)
{
// If L2PcInstance doesn't have enough MP, stop the attack
ThreadPool.schedule(new NotifyAITask(this, CtrlEvent.EVT_READY_TO_ACT), 1000);
sendPacket(SystemMessageId.NOT_ENOUGH_MP);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
// If L2PcInstance have enough MP, the bow consumes it
if (mpConsume > 0)
{
_status.reduceMp(mpConsume);
}
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(SystemMessageId.YOU_MAY_NOT_ATTACK_IN_A_PEACEFUL_ZONE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
// Check if player has enough MP to shoot.
int mpConsume = weaponItem.getMpConsume();
if ((weaponItem.getReducedMpConsume() > 0) && (Rnd.get(100) < weaponItem.getReducedMpConsumeChance()))
{
mpConsume = weaponItem.getReducedMpConsume();
}
mpConsume = isAffected(EffectFlag.CHEAPSHOT) ? 0 : mpConsume;
if (_status.getCurrentMp() < mpConsume)
{
// If L2PcInstance doesn't have enough MP, stop the attack
ThreadPool.schedule(new NotifyAITask(this, CtrlEvent.EVT_READY_TO_ACT), 1000);
sendPacket(SystemMessageId.NOT_ENOUGH_MP);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
// If L2PcInstance have enough MP, the bow consumes it
if (mpConsume > 0)
{
_status.reduceMp(mpConsume);
}
}
}
final WeaponType attackType = getAttackType();
final boolean isTwoHanded = (weaponItem != null) && (weaponItem.getBodyPart() == L2Item.SLOT_LR_HAND);
final int timeAtk = Formulas.calculateTimeBetweenAttacks(_stat.getPAtkSpd());
final int timeToHit = Formulas.calculateTimeToHit(timeAtk, weaponType, isTwoHanded, false);
_attackEndTime = System.nanoTime() + (TimeUnit.MILLISECONDS.toNanos(timeAtk));
// Make sure that char is facing selected target
// also works: setHeading(Util.convertDegreeToClientHeading(Util.calculateAngleFrom(this, target)));
setHeading(Util.calculateHeadingFrom(this, target));
// Get the Attack Reuse Delay of the L2Weapon
final Attack attack = generateAttackTargetData(target, weaponItem, attackType);
boolean crossbow = false;
switch (attackType)
}
// Mobius: Do not move when attack is launched.
if (isMoving())
{
stopMove(getLocation());
}
final WeaponType attackType = getAttackType();
final boolean isTwoHanded = (weaponItem != null) && (weaponItem.getBodyPart() == L2Item.SLOT_LR_HAND);
final int timeAtk = Formulas.calculateTimeBetweenAttacks(_stat.getPAtkSpd());
final int timeToHit = Formulas.calculateTimeToHit(timeAtk, weaponType, isTwoHanded, false);
_attackEndTime = System.nanoTime() + (TimeUnit.MILLISECONDS.toNanos(timeAtk));
// Make sure that char is facing selected target
// also works: setHeading(Util.convertDegreeToClientHeading(Util.calculateAngleFrom(this, target)));
setHeading(Util.calculateHeadingFrom(this, target));
// Get the Attack Reuse Delay of the L2Weapon
final Attack attack = generateAttackTargetData(target, weaponItem, attackType);
boolean crossbow = false;
switch (attackType)
{
case CROSSBOW:
case TWOHANDCROSSBOW:
{
case CROSSBOW:
case TWOHANDCROSSBOW:
crossbow = true;
}
case BOW:
{
final int reuse = Formulas.calculateReuseTime(this, weaponItem);
// Consume arrows
final Inventory inventory = getInventory();
if (inventory != null)
{
crossbow = true;
inventory.reduceArrowCount(crossbow ? EtcItemType.BOLT : EtcItemType.ARROW);
}
case BOW:
// Check if the L2Character is a L2PcInstance
if (isPlayer())
{
final int reuse = Formulas.calculateReuseTime(this, weaponItem);
// Consume arrows
final Inventory inventory = getInventory();
if (inventory != null)
if (crossbow)
{
inventory.reduceArrowCount(crossbow ? EtcItemType.BOLT : EtcItemType.ARROW);
sendPacket(SystemMessageId.YOUR_CROSSBOW_IS_PREPARING_TO_FIRE);
}
if (isMoving())
{
stopMove(null);
}
// Check if the L2Character is a L2PcInstance
if (isPlayer())
{
if (crossbow)
{
sendPacket(SystemMessageId.YOUR_CROSSBOW_IS_PREPARING_TO_FIRE);
}
sendPacket(new SetupGauge(getObjectId(), SetupGauge.RED, reuse));
}
// Calculate and set the disable delay of the bow in function of the Attack Speed
_disableRangedAttackEndTime = System.nanoTime() + TimeUnit.MILLISECONDS.toNanos(reuse);
_hitTask = ThreadPool.schedule(() -> onHitTimeNotDual(weaponItem, attack, timeToHit, timeAtk), timeToHit);
break;
sendPacket(new SetupGauge(getObjectId(), SetupGauge.RED, reuse));
}
case FIST:
{
if (!isPlayer())
{
_hitTask = ThreadPool.schedule(() -> onHitTimeNotDual(weaponItem, attack, timeToHit, timeAtk), timeToHit);
break;
}
}
case DUAL:
case DUALFIST:
case DUALBLUNT:
case DUALDAGGER:
{
final int timeToHit2 = Formulas.calculateTimeToHit(timeAtk, weaponType, isTwoHanded, true) - timeToHit;
_hitTask = ThreadPool.schedule(() -> onFirstHitTimeForDual(weaponItem, attack, timeToHit, timeAtk, timeToHit2), timeToHit);
break;
}
default:
// Calculate and set the disable delay of the bow in function of the Attack Speed
_disableRangedAttackEndTime = System.nanoTime() + TimeUnit.MILLISECONDS.toNanos(reuse);
_hitTask = ThreadPool.schedule(() -> onHitTimeNotDual(weaponItem, attack, timeToHit, timeAtk), timeToHit);
break;
}
case FIST:
{
if (!isPlayer())
{
_hitTask = ThreadPool.schedule(() -> onHitTimeNotDual(weaponItem, attack, timeToHit, timeAtk), timeToHit);
break;
}
}
// If the Server->Client packet Attack contains at least 1 hit, send the Server->Client packet Attack
// to the L2Character AND to all L2PcInstance in the _KnownPlayers of the L2Character
if (attack.hasHits())
case DUAL:
case DUALFIST:
case DUALBLUNT:
case DUALDAGGER:
{
broadcastPacket(attack);
final int timeToHit2 = Formulas.calculateTimeToHit(timeAtk, weaponType, isTwoHanded, true) - timeToHit;
_hitTask = ThreadPool.schedule(() -> onFirstHitTimeForDual(weaponItem, attack, timeToHit, timeAtk, timeToHit2), timeToHit);
break;
}
// Flag the attacker if it's a L2PcInstance outside a PvP area
final L2PcInstance player = getActingPlayer();
if (player != null)
default:
{
AttackStanceTaskManager.getInstance().addAttackStanceTask(player);
player.updatePvPStatus(target);
_hitTask = ThreadPool.schedule(() -> onHitTimeNotDual(weaponItem, attack, timeToHit, timeAtk), timeToHit);
break;
}
if (isFakePlayer() && (target.isPlayable() || target.isFakePlayer()))
}
// If the Server->Client packet Attack contains at least 1 hit, send the Server->Client packet Attack
// to the L2Character AND to all L2PcInstance in the _KnownPlayers of the L2Character
if (attack.hasHits())
{
broadcastPacket(attack);
}
// Flag the attacker if it's a L2PcInstance outside a PvP area
final L2PcInstance player = getActingPlayer();
if (player != null)
{
AttackStanceTaskManager.getInstance().addAttackStanceTask(player);
player.updatePvPStatus(target);
}
if (isFakePlayer() && (target.isPlayable() || target.isFakePlayer()))
{
final L2Npc npc = ((L2Npc) this);
if (!npc.isScriptValue(1))
{
final L2Npc npc = ((L2Npc) this);
if (!npc.isScriptValue(1))
{
npc.setScriptValue(1); // in combat
broadcastInfo(); // update flag status
QuestManager.getInstance().getQuest("PvpFlaggingStopTask").notifyEvent("FLAG_CHECK" + npc.getObjectId(), npc, null);
}
npc.setScriptValue(1); // in combat
broadcastInfo(); // update flag status
QuestManager.getInstance().getQuest("PvpFlaggingStopTask").notifyEvent("FLAG_CHECK" + npc.getObjectId(), npc, null);
}
}
}

View File

@ -34,7 +34,6 @@ import java.util.concurrent.LinkedBlockingDeque;
import java.util.concurrent.ScheduledFuture;
import java.util.concurrent.TimeUnit;
import java.util.concurrent.atomic.AtomicInteger;
import java.util.concurrent.locks.ReentrantLock;
import java.util.function.Predicate;
import java.util.logging.Logger;
import java.util.stream.Collectors;
@ -224,9 +223,6 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
private final byte[] _zones = new byte[ZoneId.getZoneCount()];
protected byte _zoneValidateCounter = 4;
private final ReentrantLock _teleportLock = new ReentrantLock();
private final Object _attackLock = new Object();
private Team _team = Team.NONE;
protected long _exceptions = 0;
@ -577,26 +573,15 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
}
}
public void onTeleported()
public synchronized void onTeleported()
{
if (!_teleportLock.tryLock())
if (!_isTeleporting)
{
return;
}
try
{
if (!_isTeleporting)
{
return;
}
spawnMe(getX(), getY(), getZ());
setIsTeleporting(false);
EventDispatcher.getInstance().notifyEventAsync(new OnCreatureTeleported(this), this);
}
finally
{
_teleportLock.unlock();
}
spawnMe(getX(), getY(), getZ());
setIsTeleporting(false);
EventDispatcher.getInstance().notifyEventAsync(new OnCreatureTeleported(this), this);
}
/**
@ -905,273 +890,266 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
* </ul>
* @param target The L2Character targeted
*/
public void doAutoAttack(L2Character target)
public synchronized void doAutoAttack(L2Character target)
{
synchronized (_attackLock)
if ((target == null) || isAttackingDisabled() || !target.isTargetable())
{
if ((target == null) || isAttackingDisabled())
{
return;
}
if (!target.isTargetable())
{
return;
}
if (!isAlikeDead())
{
if ((isNpc() && target.isAlikeDead()) || !isInSurroundingRegion(target))
{
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
else if (isPlayer())
{
if (target.isDead())
{
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
}
if (checkTransformed(transform -> !transform.canAttack()))
{
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
}
// Get the active weapon item corresponding to the active weapon instance (always equipped in the right hand)
final L2Weapon weaponItem = getActiveWeaponItem();
final WeaponType weaponType = getAttackType();
if (getActingPlayer() != null)
{
if (getActingPlayer().inObserverMode())
{
sendPacket(SystemMessageId.OBSERVERS_CANNOT_PARTICIPATE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
else if ((target.getActingPlayer() != null) && (getActingPlayer().getSiegeState() > 0) && isInsideZone(ZoneId.SIEGE) && (target.getActingPlayer().getSiegeState() == getActingPlayer().getSiegeState()) && (target.getActingPlayer() != this) && (target.getActingPlayer().getSiegeSide() == getActingPlayer().getSiegeSide()))
{
sendPacket(SystemMessageId.FORCE_ATTACK_IS_IMPOSSIBLE_AGAINST_A_TEMPORARY_ALLIED_MEMBER_DURING_A_SIEGE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
// Checking if target has moved to peace zone
else if (target.isInsidePeaceZone(getActingPlayer()))
{
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
}
else if (isInsidePeaceZone(this, target))
return;
}
if (!isAlikeDead())
{
if ((isNpc() && target.isAlikeDead()) || !isInSurroundingRegion(target))
{
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
stopEffectsOnAction();
// GeoData Los Check here (or dz > 1000)
if (!GeoEngine.getInstance().canSeeTarget(this, target))
else if (isPlayer())
{
if (!target.isDoor() || (target.calculateDistance(this, false, false) > 200)) // fix for big door targeting
if (target.isDead())
{
sendPacket(SystemMessageId.CANNOT_SEE_TARGET);
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
}
// BOW and CROSSBOW checks
if (weaponItem != null)
if (checkTransformed(transform -> !transform.canAttack()))
{
if (!weaponItem.isAttackWeapon() && !isGM())
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
}
// Get the active weapon item corresponding to the active weapon instance (always equipped in the right hand)
final L2Weapon weaponItem = getActiveWeaponItem();
final WeaponType weaponType = getAttackType();
if (getActingPlayer() != null)
{
if (getActingPlayer().inObserverMode())
{
sendPacket(SystemMessageId.OBSERVERS_CANNOT_PARTICIPATE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
else if ((target.getActingPlayer() != null) && (getActingPlayer().getSiegeState() > 0) && isInsideZone(ZoneId.SIEGE) && (target.getActingPlayer().getSiegeState() == getActingPlayer().getSiegeState()) && (target.getActingPlayer() != this) && (target.getActingPlayer().getSiegeSide() == getActingPlayer().getSiegeSide()))
{
sendPacket(SystemMessageId.FORCE_ATTACK_IS_IMPOSSIBLE_AGAINST_A_TEMPORARY_ALLIED_MEMBER_DURING_A_SIEGE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
// Checking if target has moved to peace zone
else if (target.isInsidePeaceZone(getActingPlayer()))
{
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
}
else if (isInsidePeaceZone(this, target))
{
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
stopEffectsOnAction();
// GeoData Los Check here (or dz > 1000)
if (!GeoEngine.getInstance().canSeeTarget(this, target))
{
if (!target.isDoor() || (target.calculateDistance(this, false, false) > 200)) // fix for big door targeting
{
sendPacket(SystemMessageId.CANNOT_SEE_TARGET);
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
}
// BOW and CROSSBOW checks
if (weaponItem != null)
{
if (!weaponItem.isAttackWeapon() && !isGM())
{
if (weaponItem.getItemType() == WeaponType.FISHINGROD)
{
if (weaponItem.getItemType() == WeaponType.FISHINGROD)
sendPacket(SystemMessageId.YOU_LOOK_ODDLY_AT_THE_FISHING_POLE_IN_DISBELIEF_AND_REALIZE_THAT_YOU_CAN_T_ATTACK_ANYTHING_WITH_THIS);
}
else
{
sendPacket(SystemMessageId.THAT_WEAPON_CANNOT_PERFORM_ANY_ATTACKS);
}
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
// Ranged weapon checks.
if (weaponItem.getItemType().isRanged())
{
// Check if bow delay is still active.
if (_disableRangedAttackEndTime > System.nanoTime())
{
if (isPlayer())
{
sendPacket(SystemMessageId.YOU_LOOK_ODDLY_AT_THE_FISHING_POLE_IN_DISBELIEF_AND_REALIZE_THAT_YOU_CAN_T_ATTACK_ANYTHING_WITH_THIS);
ThreadPool.schedule(new NotifyAITask(this, CtrlEvent.EVT_READY_TO_ACT), 1000);
sendPacket(ActionFailed.STATIC_PACKET);
}
else
{
sendPacket(SystemMessageId.THAT_WEAPON_CANNOT_PERFORM_ANY_ATTACKS);
}
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
// Ranged weapon checks.
if (weaponItem.getItemType().isRanged())
// Check for arrows and MP
if (isPlayer())
{
// Check if bow delay is still active.
if (_disableRangedAttackEndTime > System.nanoTime())
// Check if there are arrows to use or else cancel the attack.
if (!checkAndEquipAmmunition(weaponItem.getItemType().isCrossbow() ? EtcItemType.BOLT : EtcItemType.ARROW))
{
if (isPlayer())
{
ThreadPool.schedule(new NotifyAITask(this, CtrlEvent.EVT_READY_TO_ACT), 1000);
sendPacket(ActionFailed.STATIC_PACKET);
}
// Cancel the action because the L2PcInstance have no arrow
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
sendPacket(SystemMessageId.YOU_HAVE_RUN_OUT_OF_ARROWS);
return;
}
// Check for arrows and MP
if (isPlayer())
// Checking if target has moved to peace zone - only for player-bow attacks at the moment
// Other melee is checked in movement code and for offensive spells a check is done every time
if (target.isInsidePeaceZone(getActingPlayer()))
{
// Check if there are arrows to use or else cancel the attack.
if (!checkAndEquipAmmunition(weaponItem.getItemType().isCrossbow() ? EtcItemType.BOLT : EtcItemType.ARROW))
{
// Cancel the action because the L2PcInstance have no arrow
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
sendPacket(SystemMessageId.YOU_HAVE_RUN_OUT_OF_ARROWS);
return;
}
// Checking if target has moved to peace zone - only for player-bow attacks at the moment
// Other melee is checked in movement code and for offensive spells a check is done every time
if (target.isInsidePeaceZone(getActingPlayer()))
{
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(SystemMessageId.YOU_MAY_NOT_ATTACK_IN_A_PEACEFUL_ZONE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
// Check if player has enough MP to shoot.
int mpConsume = weaponItem.getMpConsume();
if ((weaponItem.getReducedMpConsume() > 0) && (Rnd.get(100) < weaponItem.getReducedMpConsumeChance()))
{
mpConsume = weaponItem.getReducedMpConsume();
}
mpConsume = isAffected(EffectFlag.CHEAPSHOT) ? 0 : mpConsume;
if (_status.getCurrentMp() < mpConsume)
{
// If L2PcInstance doesn't have enough MP, stop the attack
ThreadPool.schedule(new NotifyAITask(this, CtrlEvent.EVT_READY_TO_ACT), 1000);
sendPacket(SystemMessageId.NOT_ENOUGH_MP);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
// If L2PcInstance have enough MP, the bow consumes it
if (mpConsume > 0)
{
_status.reduceMp(mpConsume);
}
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(SystemMessageId.YOU_MAY_NOT_ATTACK_IN_A_PEACEFUL_ZONE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
// Check if player has enough MP to shoot.
int mpConsume = weaponItem.getMpConsume();
if ((weaponItem.getReducedMpConsume() > 0) && (Rnd.get(100) < weaponItem.getReducedMpConsumeChance()))
{
mpConsume = weaponItem.getReducedMpConsume();
}
mpConsume = isAffected(EffectFlag.CHEAPSHOT) ? 0 : mpConsume;
if (_status.getCurrentMp() < mpConsume)
{
// If L2PcInstance doesn't have enough MP, stop the attack
ThreadPool.schedule(new NotifyAITask(this, CtrlEvent.EVT_READY_TO_ACT), 1000);
sendPacket(SystemMessageId.NOT_ENOUGH_MP);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
// If L2PcInstance have enough MP, the bow consumes it
if (mpConsume > 0)
{
_status.reduceMp(mpConsume);
}
}
}
final WeaponType attackType = getAttackType();
final boolean isTwoHanded = (weaponItem != null) && (weaponItem.getBodyPart() == L2Item.SLOT_LR_HAND);
final int timeAtk = Formulas.calculateTimeBetweenAttacks(_stat.getPAtkSpd());
final int timeToHit = Formulas.calculateTimeToHit(timeAtk, weaponType, isTwoHanded, false);
_attackEndTime = System.nanoTime() + (TimeUnit.MILLISECONDS.toNanos(timeAtk));
// Make sure that char is facing selected target
// also works: setHeading(Util.convertDegreeToClientHeading(Util.calculateAngleFrom(this, target)));
setHeading(Util.calculateHeadingFrom(this, target));
// Get the Attack Reuse Delay of the L2Weapon
final Attack attack = generateAttackTargetData(target, weaponItem, attackType);
boolean crossbow = false;
switch (attackType)
}
// Mobius: Do not move when attack is launched.
if (isMoving())
{
stopMove(getLocation());
}
final WeaponType attackType = getAttackType();
final boolean isTwoHanded = (weaponItem != null) && (weaponItem.getBodyPart() == L2Item.SLOT_LR_HAND);
final int timeAtk = Formulas.calculateTimeBetweenAttacks(_stat.getPAtkSpd());
final int timeToHit = Formulas.calculateTimeToHit(timeAtk, weaponType, isTwoHanded, false);
_attackEndTime = System.nanoTime() + (TimeUnit.MILLISECONDS.toNanos(timeAtk));
// Make sure that char is facing selected target
// also works: setHeading(Util.convertDegreeToClientHeading(Util.calculateAngleFrom(this, target)));
setHeading(Util.calculateHeadingFrom(this, target));
// Get the Attack Reuse Delay of the L2Weapon
final Attack attack = generateAttackTargetData(target, weaponItem, attackType);
boolean crossbow = false;
switch (attackType)
{
case CROSSBOW:
case TWOHANDCROSSBOW:
{
case CROSSBOW:
case TWOHANDCROSSBOW:
crossbow = true;
}
case BOW:
{
final int reuse = Formulas.calculateReuseTime(this, weaponItem);
// Consume arrows
final Inventory inventory = getInventory();
if (inventory != null)
{
crossbow = true;
inventory.reduceArrowCount(crossbow ? EtcItemType.BOLT : EtcItemType.ARROW);
}
case BOW:
// Check if the L2Character is a L2PcInstance
if (isPlayer())
{
final int reuse = Formulas.calculateReuseTime(this, weaponItem);
// Consume arrows
final Inventory inventory = getInventory();
if (inventory != null)
if (crossbow)
{
inventory.reduceArrowCount(crossbow ? EtcItemType.BOLT : EtcItemType.ARROW);
sendPacket(SystemMessageId.YOUR_CROSSBOW_IS_PREPARING_TO_FIRE);
}
if (isMoving())
{
stopMove(null);
}
// Check if the L2Character is a L2PcInstance
if (isPlayer())
{
if (crossbow)
{
sendPacket(SystemMessageId.YOUR_CROSSBOW_IS_PREPARING_TO_FIRE);
}
sendPacket(new SetupGauge(getObjectId(), SetupGauge.RED, reuse));
}
// Calculate and set the disable delay of the bow in function of the Attack Speed
_disableRangedAttackEndTime = System.nanoTime() + TimeUnit.MILLISECONDS.toNanos(reuse);
_hitTask = ThreadPool.schedule(() -> onHitTimeNotDual(weaponItem, attack, timeToHit, timeAtk), timeToHit);
break;
sendPacket(new SetupGauge(getObjectId(), SetupGauge.RED, reuse));
}
case FIST:
{
if (!isPlayer())
{
_hitTask = ThreadPool.schedule(() -> onHitTimeNotDual(weaponItem, attack, timeToHit, timeAtk), timeToHit);
break;
}
}
case DUAL:
case DUALFIST:
case DUALBLUNT:
case DUALDAGGER:
{
final int timeToHit2 = Formulas.calculateTimeToHit(timeAtk, weaponType, isTwoHanded, true) - timeToHit;
_hitTask = ThreadPool.schedule(() -> onFirstHitTimeForDual(weaponItem, attack, timeToHit, timeAtk, timeToHit2), timeToHit);
break;
}
default:
// Calculate and set the disable delay of the bow in function of the Attack Speed
_disableRangedAttackEndTime = System.nanoTime() + TimeUnit.MILLISECONDS.toNanos(reuse);
_hitTask = ThreadPool.schedule(() -> onHitTimeNotDual(weaponItem, attack, timeToHit, timeAtk), timeToHit);
break;
}
case FIST:
{
if (!isPlayer())
{
_hitTask = ThreadPool.schedule(() -> onHitTimeNotDual(weaponItem, attack, timeToHit, timeAtk), timeToHit);
break;
}
}
// If the Server->Client packet Attack contains at least 1 hit, send the Server->Client packet Attack
// to the L2Character AND to all L2PcInstance in the _KnownPlayers of the L2Character
if (attack.hasHits())
case DUAL:
case DUALFIST:
case DUALBLUNT:
case DUALDAGGER:
{
broadcastPacket(attack);
final int timeToHit2 = Formulas.calculateTimeToHit(timeAtk, weaponType, isTwoHanded, true) - timeToHit;
_hitTask = ThreadPool.schedule(() -> onFirstHitTimeForDual(weaponItem, attack, timeToHit, timeAtk, timeToHit2), timeToHit);
break;
}
// Flag the attacker if it's a L2PcInstance outside a PvP area
final L2PcInstance player = getActingPlayer();
if (player != null)
default:
{
AttackStanceTaskManager.getInstance().addAttackStanceTask(player);
player.updatePvPStatus(target);
_hitTask = ThreadPool.schedule(() -> onHitTimeNotDual(weaponItem, attack, timeToHit, timeAtk), timeToHit);
break;
}
if (isFakePlayer() && (target.isPlayable() || target.isFakePlayer()))
}
// If the Server->Client packet Attack contains at least 1 hit, send the Server->Client packet Attack
// to the L2Character AND to all L2PcInstance in the _KnownPlayers of the L2Character
if (attack.hasHits())
{
broadcastPacket(attack);
}
// Flag the attacker if it's a L2PcInstance outside a PvP area
final L2PcInstance player = getActingPlayer();
if (player != null)
{
AttackStanceTaskManager.getInstance().addAttackStanceTask(player);
player.updatePvPStatus(target);
}
if (isFakePlayer() && (target.isPlayable() || target.isFakePlayer()))
{
final L2Npc npc = ((L2Npc) this);
if (!npc.isScriptValue(1))
{
final L2Npc npc = ((L2Npc) this);
if (!npc.isScriptValue(1))
{
npc.setScriptValue(1); // in combat
broadcastInfo(); // update flag status
QuestManager.getInstance().getQuest("PvpFlaggingStopTask").notifyEvent("FLAG_CHECK" + npc.getObjectId(), npc, null);
}
npc.setScriptValue(1); // in combat
broadcastInfo(); // update flag status
QuestManager.getInstance().getQuest("PvpFlaggingStopTask").notifyEvent("FLAG_CHECK" + npc.getObjectId(), npc, null);
}
}
}

View File

@ -34,7 +34,6 @@ import java.util.concurrent.LinkedBlockingDeque;
import java.util.concurrent.ScheduledFuture;
import java.util.concurrent.TimeUnit;
import java.util.concurrent.atomic.AtomicInteger;
import java.util.concurrent.locks.ReentrantLock;
import java.util.function.Predicate;
import java.util.logging.Logger;
import java.util.stream.Collectors;
@ -224,9 +223,6 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
private final byte[] _zones = new byte[ZoneId.getZoneCount()];
protected byte _zoneValidateCounter = 4;
private final ReentrantLock _teleportLock = new ReentrantLock();
private final Object _attackLock = new Object();
private Team _team = Team.NONE;
protected long _exceptions = 0;
@ -577,26 +573,15 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
}
}
public void onTeleported()
public synchronized void onTeleported()
{
if (!_teleportLock.tryLock())
if (!_isTeleporting)
{
return;
}
try
{
if (!_isTeleporting)
{
return;
}
spawnMe(getX(), getY(), getZ());
setIsTeleporting(false);
EventDispatcher.getInstance().notifyEventAsync(new OnCreatureTeleported(this), this);
}
finally
{
_teleportLock.unlock();
}
spawnMe(getX(), getY(), getZ());
setIsTeleporting(false);
EventDispatcher.getInstance().notifyEventAsync(new OnCreatureTeleported(this), this);
}
/**
@ -905,273 +890,266 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
* </ul>
* @param target The L2Character targeted
*/
public void doAutoAttack(L2Character target)
public synchronized void doAutoAttack(L2Character target)
{
synchronized (_attackLock)
if ((target == null) || isAttackingDisabled() || !target.isTargetable())
{
if ((target == null) || isAttackingDisabled())
{
return;
}
if (!target.isTargetable())
{
return;
}
if (!isAlikeDead())
{
if ((isNpc() && target.isAlikeDead()) || !isInSurroundingRegion(target))
{
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
else if (isPlayer())
{
if (target.isDead())
{
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
}
if (checkTransformed(transform -> !transform.canAttack()))
{
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
}
// Get the active weapon item corresponding to the active weapon instance (always equipped in the right hand)
final L2Weapon weaponItem = getActiveWeaponItem();
final WeaponType weaponType = getAttackType();
if (getActingPlayer() != null)
{
if (getActingPlayer().inObserverMode())
{
sendPacket(SystemMessageId.OBSERVERS_CANNOT_PARTICIPATE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
else if ((target.getActingPlayer() != null) && (getActingPlayer().getSiegeState() > 0) && isInsideZone(ZoneId.SIEGE) && (target.getActingPlayer().getSiegeState() == getActingPlayer().getSiegeState()) && (target.getActingPlayer() != this) && (target.getActingPlayer().getSiegeSide() == getActingPlayer().getSiegeSide()))
{
sendPacket(SystemMessageId.FORCE_ATTACK_IS_IMPOSSIBLE_AGAINST_A_TEMPORARY_ALLIED_MEMBER_DURING_A_SIEGE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
// Checking if target has moved to peace zone
else if (target.isInsidePeaceZone(getActingPlayer()))
{
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
}
else if (isInsidePeaceZone(this, target))
return;
}
if (!isAlikeDead())
{
if ((isNpc() && target.isAlikeDead()) || !isInSurroundingRegion(target))
{
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
stopEffectsOnAction();
// GeoData Los Check here (or dz > 1000)
if (!GeoEngine.getInstance().canSeeTarget(this, target))
else if (isPlayer())
{
if (!target.isDoor() || (target.calculateDistance(this, false, false) > 200)) // fix for big door targeting
if (target.isDead())
{
sendPacket(SystemMessageId.CANNOT_SEE_TARGET);
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
}
// BOW and CROSSBOW checks
if (weaponItem != null)
if (checkTransformed(transform -> !transform.canAttack()))
{
if (!weaponItem.isAttackWeapon() && !isGM())
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
}
// Get the active weapon item corresponding to the active weapon instance (always equipped in the right hand)
final L2Weapon weaponItem = getActiveWeaponItem();
final WeaponType weaponType = getAttackType();
if (getActingPlayer() != null)
{
if (getActingPlayer().inObserverMode())
{
sendPacket(SystemMessageId.OBSERVERS_CANNOT_PARTICIPATE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
else if ((target.getActingPlayer() != null) && (getActingPlayer().getSiegeState() > 0) && isInsideZone(ZoneId.SIEGE) && (target.getActingPlayer().getSiegeState() == getActingPlayer().getSiegeState()) && (target.getActingPlayer() != this) && (target.getActingPlayer().getSiegeSide() == getActingPlayer().getSiegeSide()))
{
sendPacket(SystemMessageId.FORCE_ATTACK_IS_IMPOSSIBLE_AGAINST_A_TEMPORARY_ALLIED_MEMBER_DURING_A_SIEGE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
// Checking if target has moved to peace zone
else if (target.isInsidePeaceZone(getActingPlayer()))
{
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
}
else if (isInsidePeaceZone(this, target))
{
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
stopEffectsOnAction();
// GeoData Los Check here (or dz > 1000)
if (!GeoEngine.getInstance().canSeeTarget(this, target))
{
if (!target.isDoor() || (target.calculateDistance(this, false, false) > 200)) // fix for big door targeting
{
sendPacket(SystemMessageId.CANNOT_SEE_TARGET);
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
}
// BOW and CROSSBOW checks
if (weaponItem != null)
{
if (!weaponItem.isAttackWeapon() && !isGM())
{
if (weaponItem.getItemType() == WeaponType.FISHINGROD)
{
if (weaponItem.getItemType() == WeaponType.FISHINGROD)
sendPacket(SystemMessageId.YOU_LOOK_ODDLY_AT_THE_FISHING_POLE_IN_DISBELIEF_AND_REALIZE_THAT_YOU_CAN_T_ATTACK_ANYTHING_WITH_THIS);
}
else
{
sendPacket(SystemMessageId.THAT_WEAPON_CANNOT_PERFORM_ANY_ATTACKS);
}
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
// Ranged weapon checks.
if (weaponItem.getItemType().isRanged())
{
// Check if bow delay is still active.
if (_disableRangedAttackEndTime > System.nanoTime())
{
if (isPlayer())
{
sendPacket(SystemMessageId.YOU_LOOK_ODDLY_AT_THE_FISHING_POLE_IN_DISBELIEF_AND_REALIZE_THAT_YOU_CAN_T_ATTACK_ANYTHING_WITH_THIS);
ThreadPool.schedule(new NotifyAITask(this, CtrlEvent.EVT_READY_TO_ACT), 1000);
sendPacket(ActionFailed.STATIC_PACKET);
}
else
{
sendPacket(SystemMessageId.THAT_WEAPON_CANNOT_PERFORM_ANY_ATTACKS);
}
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
// Ranged weapon checks.
if (weaponItem.getItemType().isRanged())
// Check for arrows and MP
if (isPlayer())
{
// Check if bow delay is still active.
if (_disableRangedAttackEndTime > System.nanoTime())
// Check if there are arrows to use or else cancel the attack.
if (!checkAndEquipAmmunition(weaponItem.getItemType().isCrossbow() ? EtcItemType.BOLT : EtcItemType.ARROW))
{
if (isPlayer())
{
ThreadPool.schedule(new NotifyAITask(this, CtrlEvent.EVT_READY_TO_ACT), 1000);
sendPacket(ActionFailed.STATIC_PACKET);
}
// Cancel the action because the L2PcInstance have no arrow
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
sendPacket(SystemMessageId.YOU_HAVE_RUN_OUT_OF_ARROWS);
return;
}
// Check for arrows and MP
if (isPlayer())
// Checking if target has moved to peace zone - only for player-bow attacks at the moment
// Other melee is checked in movement code and for offensive spells a check is done every time
if (target.isInsidePeaceZone(getActingPlayer()))
{
// Check if there are arrows to use or else cancel the attack.
if (!checkAndEquipAmmunition(weaponItem.getItemType().isCrossbow() ? EtcItemType.BOLT : EtcItemType.ARROW))
{
// Cancel the action because the L2PcInstance have no arrow
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
sendPacket(SystemMessageId.YOU_HAVE_RUN_OUT_OF_ARROWS);
return;
}
// Checking if target has moved to peace zone - only for player-bow attacks at the moment
// Other melee is checked in movement code and for offensive spells a check is done every time
if (target.isInsidePeaceZone(getActingPlayer()))
{
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(SystemMessageId.YOU_MAY_NOT_ATTACK_IN_A_PEACEFUL_ZONE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
// Check if player has enough MP to shoot.
int mpConsume = weaponItem.getMpConsume();
if ((weaponItem.getReducedMpConsume() > 0) && (Rnd.get(100) < weaponItem.getReducedMpConsumeChance()))
{
mpConsume = weaponItem.getReducedMpConsume();
}
mpConsume = isAffected(EffectFlag.CHEAPSHOT) ? 0 : mpConsume;
if (_status.getCurrentMp() < mpConsume)
{
// If L2PcInstance doesn't have enough MP, stop the attack
ThreadPool.schedule(new NotifyAITask(this, CtrlEvent.EVT_READY_TO_ACT), 1000);
sendPacket(SystemMessageId.NOT_ENOUGH_MP);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
// If L2PcInstance have enough MP, the bow consumes it
if (mpConsume > 0)
{
_status.reduceMp(mpConsume);
}
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(SystemMessageId.YOU_MAY_NOT_ATTACK_IN_A_PEACEFUL_ZONE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
// Check if player has enough MP to shoot.
int mpConsume = weaponItem.getMpConsume();
if ((weaponItem.getReducedMpConsume() > 0) && (Rnd.get(100) < weaponItem.getReducedMpConsumeChance()))
{
mpConsume = weaponItem.getReducedMpConsume();
}
mpConsume = isAffected(EffectFlag.CHEAPSHOT) ? 0 : mpConsume;
if (_status.getCurrentMp() < mpConsume)
{
// If L2PcInstance doesn't have enough MP, stop the attack
ThreadPool.schedule(new NotifyAITask(this, CtrlEvent.EVT_READY_TO_ACT), 1000);
sendPacket(SystemMessageId.NOT_ENOUGH_MP);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
// If L2PcInstance have enough MP, the bow consumes it
if (mpConsume > 0)
{
_status.reduceMp(mpConsume);
}
}
}
final WeaponType attackType = getAttackType();
final boolean isTwoHanded = (weaponItem != null) && (weaponItem.getBodyPart() == L2Item.SLOT_LR_HAND);
final int timeAtk = Formulas.calculateTimeBetweenAttacks(_stat.getPAtkSpd());
final int timeToHit = Formulas.calculateTimeToHit(timeAtk, weaponType, isTwoHanded, false);
_attackEndTime = System.nanoTime() + (TimeUnit.MILLISECONDS.toNanos(timeAtk));
// Make sure that char is facing selected target
// also works: setHeading(Util.convertDegreeToClientHeading(Util.calculateAngleFrom(this, target)));
setHeading(Util.calculateHeadingFrom(this, target));
// Get the Attack Reuse Delay of the L2Weapon
final Attack attack = generateAttackTargetData(target, weaponItem, attackType);
boolean crossbow = false;
switch (attackType)
}
// Mobius: Do not move when attack is launched.
if (isMoving())
{
stopMove(getLocation());
}
final WeaponType attackType = getAttackType();
final boolean isTwoHanded = (weaponItem != null) && (weaponItem.getBodyPart() == L2Item.SLOT_LR_HAND);
final int timeAtk = Formulas.calculateTimeBetweenAttacks(_stat.getPAtkSpd());
final int timeToHit = Formulas.calculateTimeToHit(timeAtk, weaponType, isTwoHanded, false);
_attackEndTime = System.nanoTime() + (TimeUnit.MILLISECONDS.toNanos(timeAtk));
// Make sure that char is facing selected target
// also works: setHeading(Util.convertDegreeToClientHeading(Util.calculateAngleFrom(this, target)));
setHeading(Util.calculateHeadingFrom(this, target));
// Get the Attack Reuse Delay of the L2Weapon
final Attack attack = generateAttackTargetData(target, weaponItem, attackType);
boolean crossbow = false;
switch (attackType)
{
case CROSSBOW:
case TWOHANDCROSSBOW:
{
case CROSSBOW:
case TWOHANDCROSSBOW:
crossbow = true;
}
case BOW:
{
final int reuse = Formulas.calculateReuseTime(this, weaponItem);
// Consume arrows
final Inventory inventory = getInventory();
if (inventory != null)
{
crossbow = true;
inventory.reduceArrowCount(crossbow ? EtcItemType.BOLT : EtcItemType.ARROW);
}
case BOW:
// Check if the L2Character is a L2PcInstance
if (isPlayer())
{
final int reuse = Formulas.calculateReuseTime(this, weaponItem);
// Consume arrows
final Inventory inventory = getInventory();
if (inventory != null)
if (crossbow)
{
inventory.reduceArrowCount(crossbow ? EtcItemType.BOLT : EtcItemType.ARROW);
sendPacket(SystemMessageId.YOUR_CROSSBOW_IS_PREPARING_TO_FIRE);
}
if (isMoving())
{
stopMove(null);
}
// Check if the L2Character is a L2PcInstance
if (isPlayer())
{
if (crossbow)
{
sendPacket(SystemMessageId.YOUR_CROSSBOW_IS_PREPARING_TO_FIRE);
}
sendPacket(new SetupGauge(getObjectId(), SetupGauge.RED, reuse));
}
// Calculate and set the disable delay of the bow in function of the Attack Speed
_disableRangedAttackEndTime = System.nanoTime() + TimeUnit.MILLISECONDS.toNanos(reuse);
_hitTask = ThreadPool.schedule(() -> onHitTimeNotDual(weaponItem, attack, timeToHit, timeAtk), timeToHit);
break;
sendPacket(new SetupGauge(getObjectId(), SetupGauge.RED, reuse));
}
case FIST:
{
if (!isPlayer())
{
_hitTask = ThreadPool.schedule(() -> onHitTimeNotDual(weaponItem, attack, timeToHit, timeAtk), timeToHit);
break;
}
}
case DUAL:
case DUALFIST:
case DUALBLUNT:
case DUALDAGGER:
{
final int timeToHit2 = Formulas.calculateTimeToHit(timeAtk, weaponType, isTwoHanded, true) - timeToHit;
_hitTask = ThreadPool.schedule(() -> onFirstHitTimeForDual(weaponItem, attack, timeToHit, timeAtk, timeToHit2), timeToHit);
break;
}
default:
// Calculate and set the disable delay of the bow in function of the Attack Speed
_disableRangedAttackEndTime = System.nanoTime() + TimeUnit.MILLISECONDS.toNanos(reuse);
_hitTask = ThreadPool.schedule(() -> onHitTimeNotDual(weaponItem, attack, timeToHit, timeAtk), timeToHit);
break;
}
case FIST:
{
if (!isPlayer())
{
_hitTask = ThreadPool.schedule(() -> onHitTimeNotDual(weaponItem, attack, timeToHit, timeAtk), timeToHit);
break;
}
}
// If the Server->Client packet Attack contains at least 1 hit, send the Server->Client packet Attack
// to the L2Character AND to all L2PcInstance in the _KnownPlayers of the L2Character
if (attack.hasHits())
case DUAL:
case DUALFIST:
case DUALBLUNT:
case DUALDAGGER:
{
broadcastPacket(attack);
final int timeToHit2 = Formulas.calculateTimeToHit(timeAtk, weaponType, isTwoHanded, true) - timeToHit;
_hitTask = ThreadPool.schedule(() -> onFirstHitTimeForDual(weaponItem, attack, timeToHit, timeAtk, timeToHit2), timeToHit);
break;
}
// Flag the attacker if it's a L2PcInstance outside a PvP area
final L2PcInstance player = getActingPlayer();
if (player != null)
default:
{
AttackStanceTaskManager.getInstance().addAttackStanceTask(player);
player.updatePvPStatus(target);
_hitTask = ThreadPool.schedule(() -> onHitTimeNotDual(weaponItem, attack, timeToHit, timeAtk), timeToHit);
break;
}
if (isFakePlayer() && (target.isPlayable() || target.isFakePlayer()))
}
// If the Server->Client packet Attack contains at least 1 hit, send the Server->Client packet Attack
// to the L2Character AND to all L2PcInstance in the _KnownPlayers of the L2Character
if (attack.hasHits())
{
broadcastPacket(attack);
}
// Flag the attacker if it's a L2PcInstance outside a PvP area
final L2PcInstance player = getActingPlayer();
if (player != null)
{
AttackStanceTaskManager.getInstance().addAttackStanceTask(player);
player.updatePvPStatus(target);
}
if (isFakePlayer() && (target.isPlayable() || target.isFakePlayer()))
{
final L2Npc npc = ((L2Npc) this);
if (!npc.isScriptValue(1))
{
final L2Npc npc = ((L2Npc) this);
if (!npc.isScriptValue(1))
{
npc.setScriptValue(1); // in combat
broadcastInfo(); // update flag status
QuestManager.getInstance().getQuest("PvpFlaggingStopTask").notifyEvent("FLAG_CHECK" + npc.getObjectId(), npc, null);
}
npc.setScriptValue(1); // in combat
broadcastInfo(); // update flag status
QuestManager.getInstance().getQuest("PvpFlaggingStopTask").notifyEvent("FLAG_CHECK" + npc.getObjectId(), npc, null);
}
}
}

View File

@ -34,7 +34,6 @@ import java.util.concurrent.LinkedBlockingDeque;
import java.util.concurrent.ScheduledFuture;
import java.util.concurrent.TimeUnit;
import java.util.concurrent.atomic.AtomicInteger;
import java.util.concurrent.locks.ReentrantLock;
import java.util.function.Predicate;
import java.util.logging.Logger;
import java.util.stream.Collectors;
@ -224,9 +223,6 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
private final byte[] _zones = new byte[ZoneId.getZoneCount()];
protected byte _zoneValidateCounter = 4;
private final ReentrantLock _teleportLock = new ReentrantLock();
private final Object _attackLock = new Object();
private Team _team = Team.NONE;
protected long _exceptions = 0;
@ -577,26 +573,15 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
}
}
public void onTeleported()
public synchronized void onTeleported()
{
if (!_teleportLock.tryLock())
if (!_isTeleporting)
{
return;
}
try
{
if (!_isTeleporting)
{
return;
}
spawnMe(getX(), getY(), getZ());
setIsTeleporting(false);
EventDispatcher.getInstance().notifyEventAsync(new OnCreatureTeleported(this), this);
}
finally
{
_teleportLock.unlock();
}
spawnMe(getX(), getY(), getZ());
setIsTeleporting(false);
EventDispatcher.getInstance().notifyEventAsync(new OnCreatureTeleported(this), this);
}
/**
@ -905,273 +890,266 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
* </ul>
* @param target The L2Character targeted
*/
public void doAutoAttack(L2Character target)
public synchronized void doAutoAttack(L2Character target)
{
synchronized (_attackLock)
if ((target == null) || isAttackingDisabled() || !target.isTargetable())
{
if ((target == null) || isAttackingDisabled())
{
return;
}
if (!target.isTargetable())
{
return;
}
if (!isAlikeDead())
{
if ((isNpc() && target.isAlikeDead()) || !isInSurroundingRegion(target))
{
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
else if (isPlayer())
{
if (target.isDead())
{
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
}
if (checkTransformed(transform -> !transform.canAttack()))
{
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
}
// Get the active weapon item corresponding to the active weapon instance (always equipped in the right hand)
final L2Weapon weaponItem = getActiveWeaponItem();
final WeaponType weaponType = getAttackType();
if (getActingPlayer() != null)
{
if (getActingPlayer().inObserverMode())
{
sendPacket(SystemMessageId.OBSERVERS_CANNOT_PARTICIPATE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
else if ((target.getActingPlayer() != null) && (getActingPlayer().getSiegeState() > 0) && isInsideZone(ZoneId.SIEGE) && (target.getActingPlayer().getSiegeState() == getActingPlayer().getSiegeState()) && (target.getActingPlayer() != this) && (target.getActingPlayer().getSiegeSide() == getActingPlayer().getSiegeSide()))
{
sendPacket(SystemMessageId.FORCE_ATTACK_IS_IMPOSSIBLE_AGAINST_A_TEMPORARY_ALLIED_MEMBER_DURING_A_SIEGE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
// Checking if target has moved to peace zone
else if (target.isInsidePeaceZone(getActingPlayer()))
{
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
}
else if (isInsidePeaceZone(this, target))
return;
}
if (!isAlikeDead())
{
if ((isNpc() && target.isAlikeDead()) || !isInSurroundingRegion(target))
{
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
stopEffectsOnAction();
// GeoData Los Check here (or dz > 1000)
if (!GeoEngine.getInstance().canSeeTarget(this, target))
else if (isPlayer())
{
if (!target.isDoor() || (target.calculateDistance(this, false, false) > 200)) // fix for big door targeting
if (target.isDead())
{
sendPacket(SystemMessageId.CANNOT_SEE_TARGET);
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
}
// BOW and CROSSBOW checks
if (weaponItem != null)
if (checkTransformed(transform -> !transform.canAttack()))
{
if (!weaponItem.isAttackWeapon() && !isGM())
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
}
// Get the active weapon item corresponding to the active weapon instance (always equipped in the right hand)
final L2Weapon weaponItem = getActiveWeaponItem();
final WeaponType weaponType = getAttackType();
if (getActingPlayer() != null)
{
if (getActingPlayer().inObserverMode())
{
sendPacket(SystemMessageId.OBSERVERS_CANNOT_PARTICIPATE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
else if ((target.getActingPlayer() != null) && (getActingPlayer().getSiegeState() > 0) && isInsideZone(ZoneId.SIEGE) && (target.getActingPlayer().getSiegeState() == getActingPlayer().getSiegeState()) && (target.getActingPlayer() != this) && (target.getActingPlayer().getSiegeSide() == getActingPlayer().getSiegeSide()))
{
sendPacket(SystemMessageId.FORCE_ATTACK_IS_IMPOSSIBLE_AGAINST_A_TEMPORARY_ALLIED_MEMBER_DURING_A_SIEGE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
// Checking if target has moved to peace zone
else if (target.isInsidePeaceZone(getActingPlayer()))
{
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
}
else if (isInsidePeaceZone(this, target))
{
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
stopEffectsOnAction();
// GeoData Los Check here (or dz > 1000)
if (!GeoEngine.getInstance().canSeeTarget(this, target))
{
if (!target.isDoor() || (target.calculateDistance(this, false, false) > 200)) // fix for big door targeting
{
sendPacket(SystemMessageId.CANNOT_SEE_TARGET);
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
}
// BOW and CROSSBOW checks
if (weaponItem != null)
{
if (!weaponItem.isAttackWeapon() && !isGM())
{
if (weaponItem.getItemType() == WeaponType.FISHINGROD)
{
if (weaponItem.getItemType() == WeaponType.FISHINGROD)
sendPacket(SystemMessageId.YOU_LOOK_ODDLY_AT_THE_FISHING_POLE_IN_DISBELIEF_AND_REALIZE_THAT_YOU_CAN_T_ATTACK_ANYTHING_WITH_THIS);
}
else
{
sendPacket(SystemMessageId.THAT_WEAPON_CANNOT_PERFORM_ANY_ATTACKS);
}
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
// Ranged weapon checks.
if (weaponItem.getItemType().isRanged())
{
// Check if bow delay is still active.
if (_disableRangedAttackEndTime > System.nanoTime())
{
if (isPlayer())
{
sendPacket(SystemMessageId.YOU_LOOK_ODDLY_AT_THE_FISHING_POLE_IN_DISBELIEF_AND_REALIZE_THAT_YOU_CAN_T_ATTACK_ANYTHING_WITH_THIS);
ThreadPool.schedule(new NotifyAITask(this, CtrlEvent.EVT_READY_TO_ACT), 1000);
sendPacket(ActionFailed.STATIC_PACKET);
}
else
{
sendPacket(SystemMessageId.THAT_WEAPON_CANNOT_PERFORM_ANY_ATTACKS);
}
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
// Ranged weapon checks.
if (weaponItem.getItemType().isRanged())
// Check for arrows and MP
if (isPlayer())
{
// Check if bow delay is still active.
if (_disableRangedAttackEndTime > System.nanoTime())
// Check if there are arrows to use or else cancel the attack.
if (!checkAndEquipAmmunition(weaponItem.getItemType().isCrossbow() ? EtcItemType.BOLT : EtcItemType.ARROW))
{
if (isPlayer())
{
ThreadPool.schedule(new NotifyAITask(this, CtrlEvent.EVT_READY_TO_ACT), 1000);
sendPacket(ActionFailed.STATIC_PACKET);
}
// Cancel the action because the L2PcInstance have no arrow
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
sendPacket(SystemMessageId.YOU_HAVE_RUN_OUT_OF_ARROWS);
return;
}
// Check for arrows and MP
if (isPlayer())
// Checking if target has moved to peace zone - only for player-bow attacks at the moment
// Other melee is checked in movement code and for offensive spells a check is done every time
if (target.isInsidePeaceZone(getActingPlayer()))
{
// Check if there are arrows to use or else cancel the attack.
if (!checkAndEquipAmmunition(weaponItem.getItemType().isCrossbow() ? EtcItemType.BOLT : EtcItemType.ARROW))
{
// Cancel the action because the L2PcInstance have no arrow
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
sendPacket(SystemMessageId.YOU_HAVE_RUN_OUT_OF_ARROWS);
return;
}
// Checking if target has moved to peace zone - only for player-bow attacks at the moment
// Other melee is checked in movement code and for offensive spells a check is done every time
if (target.isInsidePeaceZone(getActingPlayer()))
{
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(SystemMessageId.YOU_MAY_NOT_ATTACK_IN_A_PEACEFUL_ZONE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
// Check if player has enough MP to shoot.
int mpConsume = weaponItem.getMpConsume();
if ((weaponItem.getReducedMpConsume() > 0) && (Rnd.get(100) < weaponItem.getReducedMpConsumeChance()))
{
mpConsume = weaponItem.getReducedMpConsume();
}
mpConsume = isAffected(EffectFlag.CHEAPSHOT) ? 0 : mpConsume;
if (_status.getCurrentMp() < mpConsume)
{
// If L2PcInstance doesn't have enough MP, stop the attack
ThreadPool.schedule(new NotifyAITask(this, CtrlEvent.EVT_READY_TO_ACT), 1000);
sendPacket(SystemMessageId.NOT_ENOUGH_MP);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
// If L2PcInstance have enough MP, the bow consumes it
if (mpConsume > 0)
{
_status.reduceMp(mpConsume);
}
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(SystemMessageId.YOU_MAY_NOT_ATTACK_IN_A_PEACEFUL_ZONE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
// Check if player has enough MP to shoot.
int mpConsume = weaponItem.getMpConsume();
if ((weaponItem.getReducedMpConsume() > 0) && (Rnd.get(100) < weaponItem.getReducedMpConsumeChance()))
{
mpConsume = weaponItem.getReducedMpConsume();
}
mpConsume = isAffected(EffectFlag.CHEAPSHOT) ? 0 : mpConsume;
if (_status.getCurrentMp() < mpConsume)
{
// If L2PcInstance doesn't have enough MP, stop the attack
ThreadPool.schedule(new NotifyAITask(this, CtrlEvent.EVT_READY_TO_ACT), 1000);
sendPacket(SystemMessageId.NOT_ENOUGH_MP);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
// If L2PcInstance have enough MP, the bow consumes it
if (mpConsume > 0)
{
_status.reduceMp(mpConsume);
}
}
}
final WeaponType attackType = getAttackType();
final boolean isTwoHanded = (weaponItem != null) && (weaponItem.getBodyPart() == L2Item.SLOT_LR_HAND);
final int timeAtk = Formulas.calculateTimeBetweenAttacks(_stat.getPAtkSpd());
final int timeToHit = Formulas.calculateTimeToHit(timeAtk, weaponType, isTwoHanded, false);
_attackEndTime = System.nanoTime() + (TimeUnit.MILLISECONDS.toNanos(timeAtk));
// Make sure that char is facing selected target
// also works: setHeading(Util.convertDegreeToClientHeading(Util.calculateAngleFrom(this, target)));
setHeading(Util.calculateHeadingFrom(this, target));
// Get the Attack Reuse Delay of the L2Weapon
final Attack attack = generateAttackTargetData(target, weaponItem, attackType);
boolean crossbow = false;
switch (attackType)
}
// Mobius: Do not move when attack is launched.
if (isMoving())
{
stopMove(getLocation());
}
final WeaponType attackType = getAttackType();
final boolean isTwoHanded = (weaponItem != null) && (weaponItem.getBodyPart() == L2Item.SLOT_LR_HAND);
final int timeAtk = Formulas.calculateTimeBetweenAttacks(_stat.getPAtkSpd());
final int timeToHit = Formulas.calculateTimeToHit(timeAtk, weaponType, isTwoHanded, false);
_attackEndTime = System.nanoTime() + (TimeUnit.MILLISECONDS.toNanos(timeAtk));
// Make sure that char is facing selected target
// also works: setHeading(Util.convertDegreeToClientHeading(Util.calculateAngleFrom(this, target)));
setHeading(Util.calculateHeadingFrom(this, target));
// Get the Attack Reuse Delay of the L2Weapon
final Attack attack = generateAttackTargetData(target, weaponItem, attackType);
boolean crossbow = false;
switch (attackType)
{
case CROSSBOW:
case TWOHANDCROSSBOW:
{
case CROSSBOW:
case TWOHANDCROSSBOW:
crossbow = true;
}
case BOW:
{
final int reuse = Formulas.calculateReuseTime(this, weaponItem);
// Consume arrows
final Inventory inventory = getInventory();
if (inventory != null)
{
crossbow = true;
inventory.reduceArrowCount(crossbow ? EtcItemType.BOLT : EtcItemType.ARROW);
}
case BOW:
// Check if the L2Character is a L2PcInstance
if (isPlayer())
{
final int reuse = Formulas.calculateReuseTime(this, weaponItem);
// Consume arrows
final Inventory inventory = getInventory();
if (inventory != null)
if (crossbow)
{
inventory.reduceArrowCount(crossbow ? EtcItemType.BOLT : EtcItemType.ARROW);
sendPacket(SystemMessageId.YOUR_CROSSBOW_IS_PREPARING_TO_FIRE);
}
if (isMoving())
{
stopMove(null);
}
// Check if the L2Character is a L2PcInstance
if (isPlayer())
{
if (crossbow)
{
sendPacket(SystemMessageId.YOUR_CROSSBOW_IS_PREPARING_TO_FIRE);
}
sendPacket(new SetupGauge(getObjectId(), SetupGauge.RED, reuse));
}
// Calculate and set the disable delay of the bow in function of the Attack Speed
_disableRangedAttackEndTime = System.nanoTime() + TimeUnit.MILLISECONDS.toNanos(reuse);
_hitTask = ThreadPool.schedule(() -> onHitTimeNotDual(weaponItem, attack, timeToHit, timeAtk), timeToHit);
break;
sendPacket(new SetupGauge(getObjectId(), SetupGauge.RED, reuse));
}
case FIST:
{
if (!isPlayer())
{
_hitTask = ThreadPool.schedule(() -> onHitTimeNotDual(weaponItem, attack, timeToHit, timeAtk), timeToHit);
break;
}
}
case DUAL:
case DUALFIST:
case DUALBLUNT:
case DUALDAGGER:
{
final int timeToHit2 = Formulas.calculateTimeToHit(timeAtk, weaponType, isTwoHanded, true) - timeToHit;
_hitTask = ThreadPool.schedule(() -> onFirstHitTimeForDual(weaponItem, attack, timeToHit, timeAtk, timeToHit2), timeToHit);
break;
}
default:
// Calculate and set the disable delay of the bow in function of the Attack Speed
_disableRangedAttackEndTime = System.nanoTime() + TimeUnit.MILLISECONDS.toNanos(reuse);
_hitTask = ThreadPool.schedule(() -> onHitTimeNotDual(weaponItem, attack, timeToHit, timeAtk), timeToHit);
break;
}
case FIST:
{
if (!isPlayer())
{
_hitTask = ThreadPool.schedule(() -> onHitTimeNotDual(weaponItem, attack, timeToHit, timeAtk), timeToHit);
break;
}
}
// If the Server->Client packet Attack contains at least 1 hit, send the Server->Client packet Attack
// to the L2Character AND to all L2PcInstance in the _KnownPlayers of the L2Character
if (attack.hasHits())
case DUAL:
case DUALFIST:
case DUALBLUNT:
case DUALDAGGER:
{
broadcastPacket(attack);
final int timeToHit2 = Formulas.calculateTimeToHit(timeAtk, weaponType, isTwoHanded, true) - timeToHit;
_hitTask = ThreadPool.schedule(() -> onFirstHitTimeForDual(weaponItem, attack, timeToHit, timeAtk, timeToHit2), timeToHit);
break;
}
// Flag the attacker if it's a L2PcInstance outside a PvP area
final L2PcInstance player = getActingPlayer();
if (player != null)
default:
{
AttackStanceTaskManager.getInstance().addAttackStanceTask(player);
player.updatePvPStatus(target);
_hitTask = ThreadPool.schedule(() -> onHitTimeNotDual(weaponItem, attack, timeToHit, timeAtk), timeToHit);
break;
}
if (isFakePlayer() && (target.isPlayable() || target.isFakePlayer()))
}
// If the Server->Client packet Attack contains at least 1 hit, send the Server->Client packet Attack
// to the L2Character AND to all L2PcInstance in the _KnownPlayers of the L2Character
if (attack.hasHits())
{
broadcastPacket(attack);
}
// Flag the attacker if it's a L2PcInstance outside a PvP area
final L2PcInstance player = getActingPlayer();
if (player != null)
{
AttackStanceTaskManager.getInstance().addAttackStanceTask(player);
player.updatePvPStatus(target);
}
if (isFakePlayer() && (target.isPlayable() || target.isFakePlayer()))
{
final L2Npc npc = ((L2Npc) this);
if (!npc.isScriptValue(1))
{
final L2Npc npc = ((L2Npc) this);
if (!npc.isScriptValue(1))
{
npc.setScriptValue(1); // in combat
broadcastInfo(); // update flag status
QuestManager.getInstance().getQuest("PvpFlaggingStopTask").notifyEvent("FLAG_CHECK" + npc.getObjectId(), npc, null);
}
npc.setScriptValue(1); // in combat
broadcastInfo(); // update flag status
QuestManager.getInstance().getQuest("PvpFlaggingStopTask").notifyEvent("FLAG_CHECK" + npc.getObjectId(), npc, null);
}
}
}

View File

@ -30,8 +30,6 @@ import java.util.concurrent.CopyOnWriteArrayList;
import java.util.concurrent.Future;
import java.util.concurrent.LinkedBlockingDeque;
import java.util.concurrent.TimeUnit;
import java.util.concurrent.locks.ReentrantLock;
import java.util.concurrent.locks.StampedLock;
import java.util.logging.Level;
import java.util.logging.Logger;
@ -227,9 +225,6 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
private final byte[] _zones = new byte[ZoneId.getZoneCount()];
protected byte _zoneValidateCounter = 4;
private final ReentrantLock _teleportLock = new ReentrantLock();
private final StampedLock _attackLock = new StampedLock();
private Team _team = Team.NONE;
protected long _exceptions = 0;
@ -509,26 +504,15 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
revalidateZone(true);
}
public void onTeleported()
public synchronized void onTeleported()
{
if (!_teleportLock.tryLock())
if (!_isTeleporting)
{
return;
}
try
{
if (!_isTeleporting)
{
return;
}
spawnMe(getX(), getY(), getZ());
setIsTeleporting(false);
EventDispatcher.getInstance().notifyEventAsync(new OnCreatureTeleported(this), this);
}
finally
{
_teleportLock.unlock();
}
spawnMe(getX(), getY(), getZ());
setIsTeleporting(false);
EventDispatcher.getInstance().notifyEventAsync(new OnCreatureTeleported(this), this);
}
/**
@ -859,259 +843,257 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
* </ul>
* @param target The L2Character targeted
*/
public void doAttack(L2Character target)
public synchronized void doAttack(L2Character target)
{
final long stamp = _attackLock.tryWriteLock();
try
if ((target == null) || isAttackingDisabled() || !target.isTargetable())
{
if ((target == null) || isAttackingDisabled())
{
return;
}
// Notify to scripts
final TerminateReturn attackReturn = EventDispatcher.getInstance().notifyEvent(new OnCreatureAttack(this, target), this, TerminateReturn.class);
if ((attackReturn != null) && attackReturn.terminate())
return;
}
// Notify to scripts
final TerminateReturn attackReturn = EventDispatcher.getInstance().notifyEvent(new OnCreatureAttack(this, target), this, TerminateReturn.class);
if ((attackReturn != null) && attackReturn.terminate())
{
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
// Notify to scripts
final TerminateReturn attackedReturn = EventDispatcher.getInstance().notifyEvent(new OnCreatureAttacked(this, target), target, TerminateReturn.class);
if ((attackedReturn != null) && attackedReturn.terminate())
{
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
if (!isAlikeDead())
{
if ((isNpc() && target.isAlikeDead()) || !isInSurroundingRegion(target))
{
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
// Notify to scripts
final TerminateReturn attackedReturn = EventDispatcher.getInstance().notifyEvent(new OnCreatureAttacked(this, target), target, TerminateReturn.class);
if ((attackedReturn != null) && attackedReturn.terminate())
else if (isPlayer())
{
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
if (!isAlikeDead())
{
if ((isNpc() && target.isAlikeDead()) || !isInSurroundingRegion(target))
if (target.isDead())
{
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
else if (isPlayer())
{
if (target.isDead())
{
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
final L2PcInstance actor = getActingPlayer();
if (actor.isTransformed() && !actor.getTransformation().canAttack())
{
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
}
}
// Check if attacker's weapon can attack
if (getActiveWeaponItem() != null)
{
final L2Weapon wpn = getActiveWeaponItem();
if (!wpn.isAttackWeapon() && !isGM())
{
if (wpn.getItemType() == WeaponType.FISHINGROD)
{
sendPacket(SystemMessageId.YOU_LOOK_ODDLY_AT_THE_FISHING_POLE_IN_DISBELIEF_AND_REALIZE_THAT_YOU_CAN_T_ATTACK_ANYTHING_WITH_THIS);
}
else
{
sendPacket(SystemMessageId.THAT_WEAPON_CANNOT_PERFORM_ANY_ATTACKS);
}
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
}
if (getActingPlayer() != null)
{
if (getActingPlayer().inObserverMode())
{
sendPacket(SystemMessageId.OBSERVERS_CANNOT_PARTICIPATE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
else if ((target.getActingPlayer() != null) && (getActingPlayer().getSiegeState() > 0) && isInsideZone(ZoneId.SIEGE) && (target.getActingPlayer().getSiegeState() == getActingPlayer().getSiegeState()) && (target.getActingPlayer() != this) && (target.getActingPlayer().getSiegeSide() == getActingPlayer().getSiegeSide()))
final L2PcInstance actor = getActingPlayer();
if (actor.isTransformed() && !actor.getTransformation().canAttack())
{
if (TerritoryWarManager.getInstance().isTWInProgress())
{
sendPacket(SystemMessageId.YOU_CANNOT_FORCE_ATTACK_A_MEMBER_OF_THE_SAME_TERRITORY);
}
else
{
sendPacket(SystemMessageId.FORCE_ATTACK_IS_IMPOSSIBLE_AGAINST_A_TEMPORARY_ALLIED_MEMBER_DURING_A_SIEGE);
}
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
// Checking if target has moved to peace zone
else if (target.isInsidePeaceZone(getActingPlayer()))
{
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
}
else if (isInsidePeaceZone(this, target))
}
// Check if attacker's weapon can attack
if (getActiveWeaponItem() != null)
{
final L2Weapon wpn = getActiveWeaponItem();
if (!wpn.isAttackWeapon() && !isGM())
{
if (wpn.getItemType() == WeaponType.FISHINGROD)
{
sendPacket(SystemMessageId.YOU_LOOK_ODDLY_AT_THE_FISHING_POLE_IN_DISBELIEF_AND_REALIZE_THAT_YOU_CAN_T_ATTACK_ANYTHING_WITH_THIS);
}
else
{
sendPacket(SystemMessageId.THAT_WEAPON_CANNOT_PERFORM_ANY_ATTACKS);
}
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
}
if (getActingPlayer() != null)
{
if (getActingPlayer().inObserverMode())
{
sendPacket(SystemMessageId.OBSERVERS_CANNOT_PARTICIPATE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
else if ((target.getActingPlayer() != null) && (getActingPlayer().getSiegeState() > 0) && isInsideZone(ZoneId.SIEGE) && (target.getActingPlayer().getSiegeState() == getActingPlayer().getSiegeState()) && (target.getActingPlayer() != this) && (target.getActingPlayer().getSiegeSide() == getActingPlayer().getSiegeSide()))
{
if (TerritoryWarManager.getInstance().isTWInProgress())
{
sendPacket(SystemMessageId.YOU_CANNOT_FORCE_ATTACK_A_MEMBER_OF_THE_SAME_TERRITORY);
}
else
{
sendPacket(SystemMessageId.FORCE_ATTACK_IS_IMPOSSIBLE_AGAINST_A_TEMPORARY_ALLIED_MEMBER_DURING_A_SIEGE);
}
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
// Checking if target has moved to peace zone
else if (target.isInsidePeaceZone(getActingPlayer()))
{
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
stopEffectsOnAction();
// GeoData Los Check here (or dz > 1000)
if (!GeoEngine.getInstance().canSeeTarget(this, target))
}
else if (isInsidePeaceZone(this, target))
{
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
stopEffectsOnAction();
// GeoData Los Check here (or dz > 1000)
if (!GeoEngine.getInstance().canSeeTarget(this, target))
{
if (!target.isDoor() || (target.calculateDistance(this, false, false) > 200)) // fix for big door targeting
{
if (!target.isDoor() || (target.calculateDistance(this, false, false) > 200)) // fix for big door targeting
sendPacket(SystemMessageId.CANNOT_SEE_TARGET);
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
}
// Mobius: Do not move when attack is launched.
if (isMoving())
{
stopMove(getLocation());
}
final L2Weapon weaponItem = getActiveWeaponItem();
final int timeAtk = calculateTimeBetweenAttacks();
final int timeToHit = timeAtk / 2;
final Attack attack = new Attack(this, target, isChargedShot(ShotType.SOULSHOTS), (weaponItem != null) ? weaponItem.getCrystalTypePlus().getLevel() : 0);
setHeading(Util.calculateHeadingFrom(this, target));
final int reuse = calculateReuseTime(weaponItem);
boolean hitted = false;
switch (getAttackType())
{
case BOW:
{
if (!canUseRangeWeapon())
{
sendPacket(SystemMessageId.CANNOT_SEE_TARGET);
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
_attackEndTime = System.nanoTime() + TimeUnit.NANOSECONDS.convert(timeToHit + (reuse / 2), TimeUnit.MILLISECONDS);
hitted = doAttackHitByBow(attack, target, timeAtk, reuse);
break;
}
final L2Weapon weaponItem = getActiveWeaponItem();
final int timeAtk = calculateTimeBetweenAttacks();
final int timeToHit = timeAtk / 2;
final Attack attack = new Attack(this, target, isChargedShot(ShotType.SOULSHOTS), (weaponItem != null) ? weaponItem.getCrystalTypePlus().getLevel() : 0);
setHeading(Util.calculateHeadingFrom(this, target));
final int reuse = calculateReuseTime(weaponItem);
boolean hitted = false;
switch (getAttackType())
case CROSSBOW:
{
case BOW:
if (!canUseRangeWeapon())
{
if (!canUseRangeWeapon())
{
return;
}
_attackEndTime = System.nanoTime() + TimeUnit.NANOSECONDS.convert(timeToHit + (reuse / 2), TimeUnit.MILLISECONDS);
hitted = doAttackHitByBow(attack, target, timeAtk, reuse);
break;
return;
}
case CROSSBOW:
_attackEndTime = System.nanoTime() + TimeUnit.NANOSECONDS.convert(timeToHit + (reuse / 2), TimeUnit.MILLISECONDS);
hitted = doAttackHitByCrossBow(attack, target, timeAtk, reuse);
break;
}
case POLE:
{
_attackEndTime = System.nanoTime() + TimeUnit.NANOSECONDS.convert(timeAtk, TimeUnit.MILLISECONDS);
hitted = doAttackHitByPole(attack, target, timeToHit);
break;
}
case FIST:
{
if (!isPlayer())
{
if (!canUseRangeWeapon())
{
return;
}
_attackEndTime = System.nanoTime() + TimeUnit.NANOSECONDS.convert(timeToHit + (reuse / 2), TimeUnit.MILLISECONDS);
hitted = doAttackHitByCrossBow(attack, target, timeAtk, reuse);
break;
}
case POLE:
{
_attackEndTime = System.nanoTime() + TimeUnit.NANOSECONDS.convert(timeAtk, TimeUnit.MILLISECONDS);
hitted = doAttackHitByPole(attack, target, timeToHit);
break;
}
case FIST:
{
if (!isPlayer())
{
hitted = doAttackHitSimple(attack, target, timeToHit);
break;
}
}
case DUAL:
case DUALFIST:
case DUALDAGGER:
{
_attackEndTime = System.nanoTime() + TimeUnit.NANOSECONDS.convert(timeAtk, TimeUnit.MILLISECONDS);
hitted = doAttackHitByDual(attack, target, timeToHit);
break;
}
default:
{
_attackEndTime = System.nanoTime() + TimeUnit.NANOSECONDS.convert(timeAtk, TimeUnit.MILLISECONDS);
hitted = doAttackHitSimple(attack, target, timeToHit);
break;
}
}
if (isFakePlayer() && (target.isPlayable() || target.isFakePlayer()))
case DUAL:
case DUALFIST:
case DUALDAGGER:
{
final L2Npc npc = ((L2Npc) this);
if (!npc.isScriptValue(1))
{
npc.setScriptValue(1); // in combat
broadcastInfo(); // update flag status
QuestManager.getInstance().getQuest("PvpFlaggingStopTask").notifyEvent("FLAG_CHECK" + npc.getObjectId(), npc, null);
}
_attackEndTime = System.nanoTime() + TimeUnit.NANOSECONDS.convert(timeAtk, TimeUnit.MILLISECONDS);
hitted = doAttackHitByDual(attack, target, timeToHit);
break;
}
default:
{
_attackEndTime = System.nanoTime() + TimeUnit.NANOSECONDS.convert(timeAtk, TimeUnit.MILLISECONDS);
hitted = doAttackHitSimple(attack, target, timeToHit);
break;
}
}
if (isFakePlayer() && (target.isPlayable() || target.isFakePlayer()))
{
final L2Npc npc = ((L2Npc) this);
if (!npc.isScriptValue(1))
{
npc.setScriptValue(1); // in combat
broadcastInfo(); // update flag status
QuestManager.getInstance().getQuest("PvpFlaggingStopTask").notifyEvent("FLAG_CHECK" + npc.getObjectId(), npc, null);
}
}
// Flag the attacker if it's a L2PcInstance outside a PvP area
final L2PcInstance player = getActingPlayer();
if (player != null)
{
AttackStanceTaskManager.getInstance().addAttackStanceTask(player);
if (player.getSummon() != target)
{
player.updatePvPStatus(target);
}
}
// Check if hit isn't missed
if (!hitted)
{
abortAttack(); // Abort the attack of the L2Character and send Server->Client ActionFailed packet
}
else
{
// If we didn't miss the hit, discharge the shoulshots, if any
setChargedShot(ShotType.SOULSHOTS, false);
// Flag the attacker if it's a L2PcInstance outside a PvP area
final L2PcInstance player = getActingPlayer();
if (player != null)
{
AttackStanceTaskManager.getInstance().addAttackStanceTask(player);
if (player.getSummon() != target)
if (player.isCursedWeaponEquipped())
{
player.updatePvPStatus(target);
}
}
// Check if hit isn't missed
if (!hitted)
{
abortAttack(); // Abort the attack of the L2Character and send Server->Client ActionFailed packet
}
else
{
// If we didn't miss the hit, discharge the shoulshots, if any
setChargedShot(ShotType.SOULSHOTS, false);
if (player != null)
{
if (player.isCursedWeaponEquipped())
// If hit by a cursed weapon, CP is reduced to 0
if (!target.isInvul())
{
// If hit by a cursed weapon, CP is reduced to 0
if (!target.isInvul())
{
target.setCurrentCp(0);
}
target.setCurrentCp(0);
}
else if (player.isHero())
}
else if (player.isHero())
{
// If a cursed weapon is hit by a Hero, CP is reduced to 0
if (target.isPlayer() && target.getActingPlayer().isCursedWeaponEquipped())
{
// If a cursed weapon is hit by a Hero, CP is reduced to 0
if (target.isPlayer() && target.getActingPlayer().isCursedWeaponEquipped())
{
target.setCurrentCp(0);
}
target.setCurrentCp(0);
}
}
}
// If the Server->Client packet Attack contains at least 1 hit, send the Server->Client packet Attack
// to the L2Character AND to all L2PcInstance in the _KnownPlayers of the L2Character
if (attack.hasHits())
{
broadcastPacket(attack);
}
// Notify AI with EVT_READY_TO_ACT
ThreadPool.schedule(new NotifyAITask(this, CtrlEvent.EVT_READY_TO_ACT), timeAtk + reuse);
}
finally
// If the Server->Client packet Attack contains at least 1 hit, send the Server->Client packet Attack
// to the L2Character AND to all L2PcInstance in the _KnownPlayers of the L2Character
if (attack.hasHits())
{
_attackLock.unlockWrite(stamp);
broadcastPacket(attack);
}
// Notify AI with EVT_READY_TO_ACT
ThreadPool.schedule(new NotifyAITask(this, CtrlEvent.EVT_READY_TO_ACT), timeAtk + reuse);
}
/**

View File

@ -34,7 +34,6 @@ import java.util.concurrent.LinkedBlockingDeque;
import java.util.concurrent.ScheduledFuture;
import java.util.concurrent.TimeUnit;
import java.util.concurrent.atomic.AtomicInteger;
import java.util.concurrent.locks.ReentrantLock;
import java.util.function.Predicate;
import java.util.logging.Logger;
import java.util.stream.Collectors;
@ -224,9 +223,6 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
private final byte[] _zones = new byte[ZoneId.getZoneCount()];
protected byte _zoneValidateCounter = 4;
private final ReentrantLock _teleportLock = new ReentrantLock();
private final Object _attackLock = new Object();
private Team _team = Team.NONE;
protected long _exceptions = 0;
@ -577,26 +573,15 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
}
}
public void onTeleported()
public synchronized void onTeleported()
{
if (!_teleportLock.tryLock())
if (!_isTeleporting)
{
return;
}
try
{
if (!_isTeleporting)
{
return;
}
spawnMe(getX(), getY(), getZ());
setIsTeleporting(false);
EventDispatcher.getInstance().notifyEventAsync(new OnCreatureTeleported(this), this);
}
finally
{
_teleportLock.unlock();
}
spawnMe(getX(), getY(), getZ());
setIsTeleporting(false);
EventDispatcher.getInstance().notifyEventAsync(new OnCreatureTeleported(this), this);
}
/**
@ -905,273 +890,266 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
* </ul>
* @param target The L2Character targeted
*/
public void doAutoAttack(L2Character target)
public synchronized void doAutoAttack(L2Character target)
{
synchronized (_attackLock)
if ((target == null) || isAttackingDisabled() || !target.isTargetable())
{
if ((target == null) || isAttackingDisabled())
{
return;
}
if (!target.isTargetable())
{
return;
}
if (!isAlikeDead())
{
if ((isNpc() && target.isAlikeDead()) || !isInSurroundingRegion(target))
{
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
else if (isPlayer())
{
if (target.isDead())
{
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
}
if (checkTransformed(transform -> !transform.canAttack()))
{
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
}
// Get the active weapon item corresponding to the active weapon instance (always equipped in the right hand)
final L2Weapon weaponItem = getActiveWeaponItem();
final WeaponType weaponType = getAttackType();
if (getActingPlayer() != null)
{
if (getActingPlayer().inObserverMode())
{
sendPacket(SystemMessageId.OBSERVERS_CANNOT_PARTICIPATE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
else if ((target.getActingPlayer() != null) && (getActingPlayer().getSiegeState() > 0) && isInsideZone(ZoneId.SIEGE) && (target.getActingPlayer().getSiegeState() == getActingPlayer().getSiegeState()) && (target.getActingPlayer() != this) && (target.getActingPlayer().getSiegeSide() == getActingPlayer().getSiegeSide()))
{
sendPacket(SystemMessageId.FORCE_ATTACK_IS_IMPOSSIBLE_AGAINST_A_TEMPORARY_ALLIED_MEMBER_DURING_A_SIEGE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
// Checking if target has moved to peace zone
else if (target.isInsidePeaceZone(getActingPlayer()))
{
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
}
else if (isInsidePeaceZone(this, target))
return;
}
if (!isAlikeDead())
{
if ((isNpc() && target.isAlikeDead()) || !isInSurroundingRegion(target))
{
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
stopEffectsOnAction();
// GeoData Los Check here (or dz > 1000)
if (!GeoEngine.getInstance().canSeeTarget(this, target))
else if (isPlayer())
{
if (!target.isDoor() || (target.calculateDistance(this, false, false) > 200)) // fix for big door targeting
if (target.isDead())
{
sendPacket(SystemMessageId.CANNOT_SEE_TARGET);
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
}
// BOW and CROSSBOW checks
if (weaponItem != null)
if (checkTransformed(transform -> !transform.canAttack()))
{
if (!weaponItem.isAttackWeapon() && !isGM())
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
}
// Get the active weapon item corresponding to the active weapon instance (always equipped in the right hand)
final L2Weapon weaponItem = getActiveWeaponItem();
final WeaponType weaponType = getAttackType();
if (getActingPlayer() != null)
{
if (getActingPlayer().inObserverMode())
{
sendPacket(SystemMessageId.OBSERVERS_CANNOT_PARTICIPATE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
else if ((target.getActingPlayer() != null) && (getActingPlayer().getSiegeState() > 0) && isInsideZone(ZoneId.SIEGE) && (target.getActingPlayer().getSiegeState() == getActingPlayer().getSiegeState()) && (target.getActingPlayer() != this) && (target.getActingPlayer().getSiegeSide() == getActingPlayer().getSiegeSide()))
{
sendPacket(SystemMessageId.FORCE_ATTACK_IS_IMPOSSIBLE_AGAINST_A_TEMPORARY_ALLIED_MEMBER_DURING_A_SIEGE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
// Checking if target has moved to peace zone
else if (target.isInsidePeaceZone(getActingPlayer()))
{
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
}
else if (isInsidePeaceZone(this, target))
{
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
stopEffectsOnAction();
// GeoData Los Check here (or dz > 1000)
if (!GeoEngine.getInstance().canSeeTarget(this, target))
{
if (!target.isDoor() || (target.calculateDistance(this, false, false) > 200)) // fix for big door targeting
{
sendPacket(SystemMessageId.CANNOT_SEE_TARGET);
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
}
// BOW and CROSSBOW checks
if (weaponItem != null)
{
if (!weaponItem.isAttackWeapon() && !isGM())
{
if (weaponItem.getItemType() == WeaponType.FISHINGROD)
{
if (weaponItem.getItemType() == WeaponType.FISHINGROD)
sendPacket(SystemMessageId.YOU_LOOK_ODDLY_AT_THE_FISHING_POLE_IN_DISBELIEF_AND_REALIZE_THAT_YOU_CAN_T_ATTACK_ANYTHING_WITH_THIS);
}
else
{
sendPacket(SystemMessageId.THAT_WEAPON_CANNOT_PERFORM_ANY_ATTACKS);
}
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
// Ranged weapon checks.
if (weaponItem.getItemType().isRanged())
{
// Check if bow delay is still active.
if (_disableRangedAttackEndTime > System.nanoTime())
{
if (isPlayer())
{
sendPacket(SystemMessageId.YOU_LOOK_ODDLY_AT_THE_FISHING_POLE_IN_DISBELIEF_AND_REALIZE_THAT_YOU_CAN_T_ATTACK_ANYTHING_WITH_THIS);
ThreadPool.schedule(new NotifyAITask(this, CtrlEvent.EVT_READY_TO_ACT), 1000);
sendPacket(ActionFailed.STATIC_PACKET);
}
else
{
sendPacket(SystemMessageId.THAT_WEAPON_CANNOT_PERFORM_ANY_ATTACKS);
}
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
// Ranged weapon checks.
if (weaponItem.getItemType().isRanged())
// Check for arrows and MP
if (isPlayer())
{
// Check if bow delay is still active.
if (_disableRangedAttackEndTime > System.nanoTime())
// Check if there are arrows to use or else cancel the attack.
if (!checkAndEquipAmmunition(weaponItem.getItemType().isCrossbow() ? EtcItemType.BOLT : EtcItemType.ARROW))
{
if (isPlayer())
{
ThreadPool.schedule(new NotifyAITask(this, CtrlEvent.EVT_READY_TO_ACT), 1000);
sendPacket(ActionFailed.STATIC_PACKET);
}
// Cancel the action because the L2PcInstance have no arrow
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
sendPacket(SystemMessageId.YOU_HAVE_RUN_OUT_OF_ARROWS);
return;
}
// Check for arrows and MP
if (isPlayer())
// Checking if target has moved to peace zone - only for player-bow attacks at the moment
// Other melee is checked in movement code and for offensive spells a check is done every time
if (target.isInsidePeaceZone(getActingPlayer()))
{
// Check if there are arrows to use or else cancel the attack.
if (!checkAndEquipAmmunition(weaponItem.getItemType().isCrossbow() ? EtcItemType.BOLT : EtcItemType.ARROW))
{
// Cancel the action because the L2PcInstance have no arrow
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
sendPacket(SystemMessageId.YOU_HAVE_RUN_OUT_OF_ARROWS);
return;
}
// Checking if target has moved to peace zone - only for player-bow attacks at the moment
// Other melee is checked in movement code and for offensive spells a check is done every time
if (target.isInsidePeaceZone(getActingPlayer()))
{
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(SystemMessageId.YOU_MAY_NOT_ATTACK_IN_A_PEACEFUL_ZONE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
// Check if player has enough MP to shoot.
int mpConsume = weaponItem.getMpConsume();
if ((weaponItem.getReducedMpConsume() > 0) && (Rnd.get(100) < weaponItem.getReducedMpConsumeChance()))
{
mpConsume = weaponItem.getReducedMpConsume();
}
mpConsume = isAffected(EffectFlag.CHEAPSHOT) ? 0 : mpConsume;
if (_status.getCurrentMp() < mpConsume)
{
// If L2PcInstance doesn't have enough MP, stop the attack
ThreadPool.schedule(new NotifyAITask(this, CtrlEvent.EVT_READY_TO_ACT), 1000);
sendPacket(SystemMessageId.NOT_ENOUGH_MP);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
// If L2PcInstance have enough MP, the bow consumes it
if (mpConsume > 0)
{
_status.reduceMp(mpConsume);
}
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(SystemMessageId.YOU_MAY_NOT_ATTACK_IN_A_PEACEFUL_ZONE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
// Check if player has enough MP to shoot.
int mpConsume = weaponItem.getMpConsume();
if ((weaponItem.getReducedMpConsume() > 0) && (Rnd.get(100) < weaponItem.getReducedMpConsumeChance()))
{
mpConsume = weaponItem.getReducedMpConsume();
}
mpConsume = isAffected(EffectFlag.CHEAPSHOT) ? 0 : mpConsume;
if (_status.getCurrentMp() < mpConsume)
{
// If L2PcInstance doesn't have enough MP, stop the attack
ThreadPool.schedule(new NotifyAITask(this, CtrlEvent.EVT_READY_TO_ACT), 1000);
sendPacket(SystemMessageId.NOT_ENOUGH_MP);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
// If L2PcInstance have enough MP, the bow consumes it
if (mpConsume > 0)
{
_status.reduceMp(mpConsume);
}
}
}
final WeaponType attackType = getAttackType();
final boolean isTwoHanded = (weaponItem != null) && (weaponItem.getBodyPart() == L2Item.SLOT_LR_HAND);
final int timeAtk = Formulas.calculateTimeBetweenAttacks(_stat.getPAtkSpd());
final int timeToHit = Formulas.calculateTimeToHit(timeAtk, weaponType, isTwoHanded, false);
_attackEndTime = System.nanoTime() + (TimeUnit.MILLISECONDS.toNanos(timeAtk));
// Make sure that char is facing selected target
// also works: setHeading(Util.convertDegreeToClientHeading(Util.calculateAngleFrom(this, target)));
setHeading(Util.calculateHeadingFrom(this, target));
// Get the Attack Reuse Delay of the L2Weapon
final Attack attack = generateAttackTargetData(target, weaponItem, attackType);
boolean crossbow = false;
switch (attackType)
}
// Mobius: Do not move when attack is launched.
if (isMoving())
{
stopMove(getLocation());
}
final WeaponType attackType = getAttackType();
final boolean isTwoHanded = (weaponItem != null) && (weaponItem.getBodyPart() == L2Item.SLOT_LR_HAND);
final int timeAtk = Formulas.calculateTimeBetweenAttacks(_stat.getPAtkSpd());
final int timeToHit = Formulas.calculateTimeToHit(timeAtk, weaponType, isTwoHanded, false);
_attackEndTime = System.nanoTime() + (TimeUnit.MILLISECONDS.toNanos(timeAtk));
// Make sure that char is facing selected target
// also works: setHeading(Util.convertDegreeToClientHeading(Util.calculateAngleFrom(this, target)));
setHeading(Util.calculateHeadingFrom(this, target));
// Get the Attack Reuse Delay of the L2Weapon
final Attack attack = generateAttackTargetData(target, weaponItem, attackType);
boolean crossbow = false;
switch (attackType)
{
case CROSSBOW:
case TWOHANDCROSSBOW:
{
case CROSSBOW:
case TWOHANDCROSSBOW:
crossbow = true;
}
case BOW:
{
final int reuse = Formulas.calculateReuseTime(this, weaponItem);
// Consume arrows
final Inventory inventory = getInventory();
if (inventory != null)
{
crossbow = true;
inventory.reduceArrowCount(crossbow ? EtcItemType.BOLT : EtcItemType.ARROW);
}
case BOW:
// Check if the L2Character is a L2PcInstance
if (isPlayer())
{
final int reuse = Formulas.calculateReuseTime(this, weaponItem);
// Consume arrows
final Inventory inventory = getInventory();
if (inventory != null)
if (crossbow)
{
inventory.reduceArrowCount(crossbow ? EtcItemType.BOLT : EtcItemType.ARROW);
sendPacket(SystemMessageId.YOUR_CROSSBOW_IS_PREPARING_TO_FIRE);
}
if (isMoving())
{
stopMove(null);
}
// Check if the L2Character is a L2PcInstance
if (isPlayer())
{
if (crossbow)
{
sendPacket(SystemMessageId.YOUR_CROSSBOW_IS_PREPARING_TO_FIRE);
}
sendPacket(new SetupGauge(getObjectId(), SetupGauge.RED, reuse));
}
// Calculate and set the disable delay of the bow in function of the Attack Speed
_disableRangedAttackEndTime = System.nanoTime() + TimeUnit.MILLISECONDS.toNanos(reuse);
_hitTask = ThreadPool.schedule(() -> onHitTimeNotDual(weaponItem, attack, timeToHit, timeAtk), timeToHit);
break;
sendPacket(new SetupGauge(getObjectId(), SetupGauge.RED, reuse));
}
case FIST:
{
if (!isPlayer())
{
_hitTask = ThreadPool.schedule(() -> onHitTimeNotDual(weaponItem, attack, timeToHit, timeAtk), timeToHit);
break;
}
}
case DUAL:
case DUALFIST:
case DUALBLUNT:
case DUALDAGGER:
{
final int timeToHit2 = Formulas.calculateTimeToHit(timeAtk, weaponType, isTwoHanded, true) - timeToHit;
_hitTask = ThreadPool.schedule(() -> onFirstHitTimeForDual(weaponItem, attack, timeToHit, timeAtk, timeToHit2), timeToHit);
break;
}
default:
// Calculate and set the disable delay of the bow in function of the Attack Speed
_disableRangedAttackEndTime = System.nanoTime() + TimeUnit.MILLISECONDS.toNanos(reuse);
_hitTask = ThreadPool.schedule(() -> onHitTimeNotDual(weaponItem, attack, timeToHit, timeAtk), timeToHit);
break;
}
case FIST:
{
if (!isPlayer())
{
_hitTask = ThreadPool.schedule(() -> onHitTimeNotDual(weaponItem, attack, timeToHit, timeAtk), timeToHit);
break;
}
}
// If the Server->Client packet Attack contains at least 1 hit, send the Server->Client packet Attack
// to the L2Character AND to all L2PcInstance in the _KnownPlayers of the L2Character
if (attack.hasHits())
case DUAL:
case DUALFIST:
case DUALBLUNT:
case DUALDAGGER:
{
broadcastPacket(attack);
final int timeToHit2 = Formulas.calculateTimeToHit(timeAtk, weaponType, isTwoHanded, true) - timeToHit;
_hitTask = ThreadPool.schedule(() -> onFirstHitTimeForDual(weaponItem, attack, timeToHit, timeAtk, timeToHit2), timeToHit);
break;
}
// Flag the attacker if it's a L2PcInstance outside a PvP area
final L2PcInstance player = getActingPlayer();
if (player != null)
default:
{
AttackStanceTaskManager.getInstance().addAttackStanceTask(player);
player.updatePvPStatus(target);
_hitTask = ThreadPool.schedule(() -> onHitTimeNotDual(weaponItem, attack, timeToHit, timeAtk), timeToHit);
break;
}
if (isFakePlayer() && (target.isPlayable() || target.isFakePlayer()))
}
// If the Server->Client packet Attack contains at least 1 hit, send the Server->Client packet Attack
// to the L2Character AND to all L2PcInstance in the _KnownPlayers of the L2Character
if (attack.hasHits())
{
broadcastPacket(attack);
}
// Flag the attacker if it's a L2PcInstance outside a PvP area
final L2PcInstance player = getActingPlayer();
if (player != null)
{
AttackStanceTaskManager.getInstance().addAttackStanceTask(player);
player.updatePvPStatus(target);
}
if (isFakePlayer() && (target.isPlayable() || target.isFakePlayer()))
{
final L2Npc npc = ((L2Npc) this);
if (!npc.isScriptValue(1))
{
final L2Npc npc = ((L2Npc) this);
if (!npc.isScriptValue(1))
{
npc.setScriptValue(1); // in combat
broadcastInfo(); // update flag status
QuestManager.getInstance().getQuest("PvpFlaggingStopTask").notifyEvent("FLAG_CHECK" + npc.getObjectId(), npc, null);
}
npc.setScriptValue(1); // in combat
broadcastInfo(); // update flag status
QuestManager.getInstance().getQuest("PvpFlaggingStopTask").notifyEvent("FLAG_CHECK" + npc.getObjectId(), npc, null);
}
}
}

View File

@ -34,7 +34,6 @@ import java.util.concurrent.LinkedBlockingDeque;
import java.util.concurrent.ScheduledFuture;
import java.util.concurrent.TimeUnit;
import java.util.concurrent.atomic.AtomicInteger;
import java.util.concurrent.locks.ReentrantLock;
import java.util.function.Predicate;
import java.util.logging.Logger;
import java.util.stream.Collectors;
@ -224,9 +223,6 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
private final byte[] _zones = new byte[ZoneId.getZoneCount()];
protected byte _zoneValidateCounter = 4;
private final ReentrantLock _teleportLock = new ReentrantLock();
private final Object _attackLock = new Object();
private Team _team = Team.NONE;
protected long _exceptions = 0;
@ -577,26 +573,15 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
}
}
public void onTeleported()
public synchronized void onTeleported()
{
if (!_teleportLock.tryLock())
if (!_isTeleporting)
{
return;
}
try
{
if (!_isTeleporting)
{
return;
}
spawnMe(getX(), getY(), getZ());
setIsTeleporting(false);
EventDispatcher.getInstance().notifyEventAsync(new OnCreatureTeleported(this), this);
}
finally
{
_teleportLock.unlock();
}
spawnMe(getX(), getY(), getZ());
setIsTeleporting(false);
EventDispatcher.getInstance().notifyEventAsync(new OnCreatureTeleported(this), this);
}
/**
@ -905,273 +890,266 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
* </ul>
* @param target The L2Character targeted
*/
public void doAutoAttack(L2Character target)
public synchronized void doAutoAttack(L2Character target)
{
synchronized (_attackLock)
if ((target == null) || isAttackingDisabled() || !target.isTargetable())
{
if ((target == null) || isAttackingDisabled())
{
return;
}
if (!target.isTargetable())
{
return;
}
if (!isAlikeDead())
{
if ((isNpc() && target.isAlikeDead()) || !isInSurroundingRegion(target))
{
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
else if (isPlayer())
{
if (target.isDead())
{
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
}
if (checkTransformed(transform -> !transform.canAttack()))
{
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
}
// Get the active weapon item corresponding to the active weapon instance (always equipped in the right hand)
final L2Weapon weaponItem = getActiveWeaponItem();
final WeaponType weaponType = getAttackType();
if (getActingPlayer() != null)
{
if (getActingPlayer().inObserverMode())
{
sendPacket(SystemMessageId.OBSERVERS_CANNOT_PARTICIPATE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
else if ((target.getActingPlayer() != null) && (getActingPlayer().getSiegeState() > 0) && isInsideZone(ZoneId.SIEGE) && (target.getActingPlayer().getSiegeState() == getActingPlayer().getSiegeState()) && (target.getActingPlayer() != this) && (target.getActingPlayer().getSiegeSide() == getActingPlayer().getSiegeSide()))
{
sendPacket(SystemMessageId.FORCE_ATTACK_IS_IMPOSSIBLE_AGAINST_A_TEMPORARY_ALLIED_MEMBER_DURING_A_SIEGE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
// Checking if target has moved to peace zone
else if (target.isInsidePeaceZone(getActingPlayer()))
{
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
}
else if (isInsidePeaceZone(this, target))
return;
}
if (!isAlikeDead())
{
if ((isNpc() && target.isAlikeDead()) || !isInSurroundingRegion(target))
{
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
stopEffectsOnAction();
// GeoData Los Check here (or dz > 1000)
if (!GeoEngine.getInstance().canSeeTarget(this, target))
else if (isPlayer())
{
if (!target.isDoor() || (target.calculateDistance(this, false, false) > 200)) // fix for big door targeting
if (target.isDead())
{
sendPacket(SystemMessageId.CANNOT_SEE_TARGET);
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
}
// BOW and CROSSBOW checks
if (weaponItem != null)
if (checkTransformed(transform -> !transform.canAttack()))
{
if (!weaponItem.isAttackWeapon() && !isGM())
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
}
// Get the active weapon item corresponding to the active weapon instance (always equipped in the right hand)
final L2Weapon weaponItem = getActiveWeaponItem();
final WeaponType weaponType = getAttackType();
if (getActingPlayer() != null)
{
if (getActingPlayer().inObserverMode())
{
sendPacket(SystemMessageId.OBSERVERS_CANNOT_PARTICIPATE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
else if ((target.getActingPlayer() != null) && (getActingPlayer().getSiegeState() > 0) && isInsideZone(ZoneId.SIEGE) && (target.getActingPlayer().getSiegeState() == getActingPlayer().getSiegeState()) && (target.getActingPlayer() != this) && (target.getActingPlayer().getSiegeSide() == getActingPlayer().getSiegeSide()))
{
sendPacket(SystemMessageId.FORCE_ATTACK_IS_IMPOSSIBLE_AGAINST_A_TEMPORARY_ALLIED_MEMBER_DURING_A_SIEGE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
// Checking if target has moved to peace zone
else if (target.isInsidePeaceZone(getActingPlayer()))
{
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
}
else if (isInsidePeaceZone(this, target))
{
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
stopEffectsOnAction();
// GeoData Los Check here (or dz > 1000)
if (!GeoEngine.getInstance().canSeeTarget(this, target))
{
if (!target.isDoor() || (target.calculateDistance(this, false, false) > 200)) // fix for big door targeting
{
sendPacket(SystemMessageId.CANNOT_SEE_TARGET);
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
}
// BOW and CROSSBOW checks
if (weaponItem != null)
{
if (!weaponItem.isAttackWeapon() && !isGM())
{
if (weaponItem.getItemType() == WeaponType.FISHINGROD)
{
if (weaponItem.getItemType() == WeaponType.FISHINGROD)
sendPacket(SystemMessageId.YOU_LOOK_ODDLY_AT_THE_FISHING_POLE_IN_DISBELIEF_AND_REALIZE_THAT_YOU_CAN_T_ATTACK_ANYTHING_WITH_THIS);
}
else
{
sendPacket(SystemMessageId.THAT_WEAPON_CANNOT_PERFORM_ANY_ATTACKS);
}
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
// Ranged weapon checks.
if (weaponItem.getItemType().isRanged())
{
// Check if bow delay is still active.
if (_disableRangedAttackEndTime > System.nanoTime())
{
if (isPlayer())
{
sendPacket(SystemMessageId.YOU_LOOK_ODDLY_AT_THE_FISHING_POLE_IN_DISBELIEF_AND_REALIZE_THAT_YOU_CAN_T_ATTACK_ANYTHING_WITH_THIS);
ThreadPool.schedule(new NotifyAITask(this, CtrlEvent.EVT_READY_TO_ACT), 1000);
sendPacket(ActionFailed.STATIC_PACKET);
}
else
{
sendPacket(SystemMessageId.THAT_WEAPON_CANNOT_PERFORM_ANY_ATTACKS);
}
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
// Ranged weapon checks.
if (weaponItem.getItemType().isRanged())
// Check for arrows and MP
if (isPlayer())
{
// Check if bow delay is still active.
if (_disableRangedAttackEndTime > System.nanoTime())
// Check if there are arrows to use or else cancel the attack.
if (!checkAndEquipAmmunition(weaponItem.getItemType().isCrossbow() ? EtcItemType.BOLT : EtcItemType.ARROW))
{
if (isPlayer())
{
ThreadPool.schedule(new NotifyAITask(this, CtrlEvent.EVT_READY_TO_ACT), 1000);
sendPacket(ActionFailed.STATIC_PACKET);
}
// Cancel the action because the L2PcInstance have no arrow
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
sendPacket(SystemMessageId.YOU_HAVE_RUN_OUT_OF_ARROWS);
return;
}
// Check for arrows and MP
if (isPlayer())
// Checking if target has moved to peace zone - only for player-bow attacks at the moment
// Other melee is checked in movement code and for offensive spells a check is done every time
if (target.isInsidePeaceZone(getActingPlayer()))
{
// Check if there are arrows to use or else cancel the attack.
if (!checkAndEquipAmmunition(weaponItem.getItemType().isCrossbow() ? EtcItemType.BOLT : EtcItemType.ARROW))
{
// Cancel the action because the L2PcInstance have no arrow
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
sendPacket(SystemMessageId.YOU_HAVE_RUN_OUT_OF_ARROWS);
return;
}
// Checking if target has moved to peace zone - only for player-bow attacks at the moment
// Other melee is checked in movement code and for offensive spells a check is done every time
if (target.isInsidePeaceZone(getActingPlayer()))
{
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(SystemMessageId.YOU_MAY_NOT_ATTACK_IN_A_PEACEFUL_ZONE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
// Check if player has enough MP to shoot.
int mpConsume = weaponItem.getMpConsume();
if ((weaponItem.getReducedMpConsume() > 0) && (Rnd.get(100) < weaponItem.getReducedMpConsumeChance()))
{
mpConsume = weaponItem.getReducedMpConsume();
}
mpConsume = isAffected(EffectFlag.CHEAPSHOT) ? 0 : mpConsume;
if (_status.getCurrentMp() < mpConsume)
{
// If L2PcInstance doesn't have enough MP, stop the attack
ThreadPool.schedule(new NotifyAITask(this, CtrlEvent.EVT_READY_TO_ACT), 1000);
sendPacket(SystemMessageId.NOT_ENOUGH_MP);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
// If L2PcInstance have enough MP, the bow consumes it
if (mpConsume > 0)
{
_status.reduceMp(mpConsume);
}
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(SystemMessageId.YOU_MAY_NOT_ATTACK_IN_A_PEACEFUL_ZONE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
// Check if player has enough MP to shoot.
int mpConsume = weaponItem.getMpConsume();
if ((weaponItem.getReducedMpConsume() > 0) && (Rnd.get(100) < weaponItem.getReducedMpConsumeChance()))
{
mpConsume = weaponItem.getReducedMpConsume();
}
mpConsume = isAffected(EffectFlag.CHEAPSHOT) ? 0 : mpConsume;
if (_status.getCurrentMp() < mpConsume)
{
// If L2PcInstance doesn't have enough MP, stop the attack
ThreadPool.schedule(new NotifyAITask(this, CtrlEvent.EVT_READY_TO_ACT), 1000);
sendPacket(SystemMessageId.NOT_ENOUGH_MP);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
// If L2PcInstance have enough MP, the bow consumes it
if (mpConsume > 0)
{
_status.reduceMp(mpConsume);
}
}
}
final WeaponType attackType = getAttackType();
final boolean isTwoHanded = (weaponItem != null) && (weaponItem.getBodyPart() == L2Item.SLOT_LR_HAND);
final int timeAtk = Formulas.calculateTimeBetweenAttacks(_stat.getPAtkSpd());
final int timeToHit = Formulas.calculateTimeToHit(timeAtk, weaponType, isTwoHanded, false);
_attackEndTime = System.nanoTime() + (TimeUnit.MILLISECONDS.toNanos(timeAtk));
// Make sure that char is facing selected target
// also works: setHeading(Util.convertDegreeToClientHeading(Util.calculateAngleFrom(this, target)));
setHeading(Util.calculateHeadingFrom(this, target));
// Get the Attack Reuse Delay of the L2Weapon
final Attack attack = generateAttackTargetData(target, weaponItem, attackType);
boolean crossbow = false;
switch (attackType)
}
// Mobius: Do not move when attack is launched.
if (isMoving())
{
stopMove(getLocation());
}
final WeaponType attackType = getAttackType();
final boolean isTwoHanded = (weaponItem != null) && (weaponItem.getBodyPart() == L2Item.SLOT_LR_HAND);
final int timeAtk = Formulas.calculateTimeBetweenAttacks(_stat.getPAtkSpd());
final int timeToHit = Formulas.calculateTimeToHit(timeAtk, weaponType, isTwoHanded, false);
_attackEndTime = System.nanoTime() + (TimeUnit.MILLISECONDS.toNanos(timeAtk));
// Make sure that char is facing selected target
// also works: setHeading(Util.convertDegreeToClientHeading(Util.calculateAngleFrom(this, target)));
setHeading(Util.calculateHeadingFrom(this, target));
// Get the Attack Reuse Delay of the L2Weapon
final Attack attack = generateAttackTargetData(target, weaponItem, attackType);
boolean crossbow = false;
switch (attackType)
{
case CROSSBOW:
case TWOHANDCROSSBOW:
{
case CROSSBOW:
case TWOHANDCROSSBOW:
crossbow = true;
}
case BOW:
{
final int reuse = Formulas.calculateReuseTime(this, weaponItem);
// Consume arrows
final Inventory inventory = getInventory();
if (inventory != null)
{
crossbow = true;
inventory.reduceArrowCount(crossbow ? EtcItemType.BOLT : EtcItemType.ARROW);
}
case BOW:
// Check if the L2Character is a L2PcInstance
if (isPlayer())
{
final int reuse = Formulas.calculateReuseTime(this, weaponItem);
// Consume arrows
final Inventory inventory = getInventory();
if (inventory != null)
if (crossbow)
{
inventory.reduceArrowCount(crossbow ? EtcItemType.BOLT : EtcItemType.ARROW);
sendPacket(SystemMessageId.YOUR_CROSSBOW_IS_PREPARING_TO_FIRE);
}
if (isMoving())
{
stopMove(null);
}
// Check if the L2Character is a L2PcInstance
if (isPlayer())
{
if (crossbow)
{
sendPacket(SystemMessageId.YOUR_CROSSBOW_IS_PREPARING_TO_FIRE);
}
sendPacket(new SetupGauge(getObjectId(), SetupGauge.RED, reuse));
}
// Calculate and set the disable delay of the bow in function of the Attack Speed
_disableRangedAttackEndTime = System.nanoTime() + TimeUnit.MILLISECONDS.toNanos(reuse);
_hitTask = ThreadPool.schedule(() -> onHitTimeNotDual(weaponItem, attack, timeToHit, timeAtk), timeToHit);
break;
sendPacket(new SetupGauge(getObjectId(), SetupGauge.RED, reuse));
}
case FIST:
{
if (!isPlayer())
{
_hitTask = ThreadPool.schedule(() -> onHitTimeNotDual(weaponItem, attack, timeToHit, timeAtk), timeToHit);
break;
}
}
case DUAL:
case DUALFIST:
case DUALBLUNT:
case DUALDAGGER:
{
final int timeToHit2 = Formulas.calculateTimeToHit(timeAtk, weaponType, isTwoHanded, true) - timeToHit;
_hitTask = ThreadPool.schedule(() -> onFirstHitTimeForDual(weaponItem, attack, timeToHit, timeAtk, timeToHit2), timeToHit);
break;
}
default:
// Calculate and set the disable delay of the bow in function of the Attack Speed
_disableRangedAttackEndTime = System.nanoTime() + TimeUnit.MILLISECONDS.toNanos(reuse);
_hitTask = ThreadPool.schedule(() -> onHitTimeNotDual(weaponItem, attack, timeToHit, timeAtk), timeToHit);
break;
}
case FIST:
{
if (!isPlayer())
{
_hitTask = ThreadPool.schedule(() -> onHitTimeNotDual(weaponItem, attack, timeToHit, timeAtk), timeToHit);
break;
}
}
// If the Server->Client packet Attack contains at least 1 hit, send the Server->Client packet Attack
// to the L2Character AND to all L2PcInstance in the _KnownPlayers of the L2Character
if (attack.hasHits())
case DUAL:
case DUALFIST:
case DUALBLUNT:
case DUALDAGGER:
{
broadcastPacket(attack);
final int timeToHit2 = Formulas.calculateTimeToHit(timeAtk, weaponType, isTwoHanded, true) - timeToHit;
_hitTask = ThreadPool.schedule(() -> onFirstHitTimeForDual(weaponItem, attack, timeToHit, timeAtk, timeToHit2), timeToHit);
break;
}
// Flag the attacker if it's a L2PcInstance outside a PvP area
final L2PcInstance player = getActingPlayer();
if (player != null)
default:
{
AttackStanceTaskManager.getInstance().addAttackStanceTask(player);
player.updatePvPStatus(target);
_hitTask = ThreadPool.schedule(() -> onHitTimeNotDual(weaponItem, attack, timeToHit, timeAtk), timeToHit);
break;
}
if (isFakePlayer() && (target.isPlayable() || target.isFakePlayer()))
}
// If the Server->Client packet Attack contains at least 1 hit, send the Server->Client packet Attack
// to the L2Character AND to all L2PcInstance in the _KnownPlayers of the L2Character
if (attack.hasHits())
{
broadcastPacket(attack);
}
// Flag the attacker if it's a L2PcInstance outside a PvP area
final L2PcInstance player = getActingPlayer();
if (player != null)
{
AttackStanceTaskManager.getInstance().addAttackStanceTask(player);
player.updatePvPStatus(target);
}
if (isFakePlayer() && (target.isPlayable() || target.isFakePlayer()))
{
final L2Npc npc = ((L2Npc) this);
if (!npc.isScriptValue(1))
{
final L2Npc npc = ((L2Npc) this);
if (!npc.isScriptValue(1))
{
npc.setScriptValue(1); // in combat
broadcastInfo(); // update flag status
QuestManager.getInstance().getQuest("PvpFlaggingStopTask").notifyEvent("FLAG_CHECK" + npc.getObjectId(), npc, null);
}
npc.setScriptValue(1); // in combat
broadcastInfo(); // update flag status
QuestManager.getInstance().getQuest("PvpFlaggingStopTask").notifyEvent("FLAG_CHECK" + npc.getObjectId(), npc, null);
}
}
}

View File

@ -34,7 +34,6 @@ import java.util.concurrent.LinkedBlockingDeque;
import java.util.concurrent.ScheduledFuture;
import java.util.concurrent.TimeUnit;
import java.util.concurrent.atomic.AtomicInteger;
import java.util.concurrent.locks.ReentrantLock;
import java.util.function.Predicate;
import java.util.logging.Logger;
import java.util.stream.Collectors;
@ -224,9 +223,6 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
private final byte[] _zones = new byte[ZoneId.getZoneCount()];
protected byte _zoneValidateCounter = 4;
private final ReentrantLock _teleportLock = new ReentrantLock();
private final Object _attackLock = new Object();
private Team _team = Team.NONE;
protected long _exceptions = 0;
@ -577,26 +573,15 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
}
}
public void onTeleported()
public synchronized void onTeleported()
{
if (!_teleportLock.tryLock())
if (!_isTeleporting)
{
return;
}
try
{
if (!_isTeleporting)
{
return;
}
spawnMe(getX(), getY(), getZ());
setIsTeleporting(false);
EventDispatcher.getInstance().notifyEventAsync(new OnCreatureTeleported(this), this);
}
finally
{
_teleportLock.unlock();
}
spawnMe(getX(), getY(), getZ());
setIsTeleporting(false);
EventDispatcher.getInstance().notifyEventAsync(new OnCreatureTeleported(this), this);
}
/**
@ -905,273 +890,266 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
* </ul>
* @param target The L2Character targeted
*/
public void doAutoAttack(L2Character target)
public synchronized void doAutoAttack(L2Character target)
{
synchronized (_attackLock)
if ((target == null) || isAttackingDisabled() || !target.isTargetable())
{
if ((target == null) || isAttackingDisabled())
{
return;
}
if (!target.isTargetable())
{
return;
}
if (!isAlikeDead())
{
if ((isNpc() && target.isAlikeDead()) || !isInSurroundingRegion(target))
{
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
else if (isPlayer())
{
if (target.isDead())
{
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
}
if (checkTransformed(transform -> !transform.canAttack()))
{
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
}
// Get the active weapon item corresponding to the active weapon instance (always equipped in the right hand)
final L2Weapon weaponItem = getActiveWeaponItem();
final WeaponType weaponType = getAttackType();
if (getActingPlayer() != null)
{
if (getActingPlayer().inObserverMode())
{
sendPacket(SystemMessageId.OBSERVERS_CANNOT_PARTICIPATE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
else if ((target.getActingPlayer() != null) && (getActingPlayer().getSiegeState() > 0) && isInsideZone(ZoneId.SIEGE) && (target.getActingPlayer().getSiegeState() == getActingPlayer().getSiegeState()) && (target.getActingPlayer() != this) && (target.getActingPlayer().getSiegeSide() == getActingPlayer().getSiegeSide()))
{
sendPacket(SystemMessageId.FORCE_ATTACK_IS_IMPOSSIBLE_AGAINST_A_TEMPORARY_ALLIED_MEMBER_DURING_A_SIEGE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
// Checking if target has moved to peace zone
else if (target.isInsidePeaceZone(getActingPlayer()))
{
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
}
else if (isInsidePeaceZone(this, target))
return;
}
if (!isAlikeDead())
{
if ((isNpc() && target.isAlikeDead()) || !isInSurroundingRegion(target))
{
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
stopEffectsOnAction();
// GeoData Los Check here (or dz > 1000)
if (!GeoEngine.getInstance().canSeeTarget(this, target))
else if (isPlayer())
{
if (!target.isDoor() || (target.calculateDistance(this, false, false) > 200)) // fix for big door targeting
if (target.isDead())
{
sendPacket(SystemMessageId.CANNOT_SEE_TARGET);
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
}
// BOW and CROSSBOW checks
if (weaponItem != null)
if (checkTransformed(transform -> !transform.canAttack()))
{
if (!weaponItem.isAttackWeapon() && !isGM())
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
}
// Get the active weapon item corresponding to the active weapon instance (always equipped in the right hand)
final L2Weapon weaponItem = getActiveWeaponItem();
final WeaponType weaponType = getAttackType();
if (getActingPlayer() != null)
{
if (getActingPlayer().inObserverMode())
{
sendPacket(SystemMessageId.OBSERVERS_CANNOT_PARTICIPATE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
else if ((target.getActingPlayer() != null) && (getActingPlayer().getSiegeState() > 0) && isInsideZone(ZoneId.SIEGE) && (target.getActingPlayer().getSiegeState() == getActingPlayer().getSiegeState()) && (target.getActingPlayer() != this) && (target.getActingPlayer().getSiegeSide() == getActingPlayer().getSiegeSide()))
{
sendPacket(SystemMessageId.FORCE_ATTACK_IS_IMPOSSIBLE_AGAINST_A_TEMPORARY_ALLIED_MEMBER_DURING_A_SIEGE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
// Checking if target has moved to peace zone
else if (target.isInsidePeaceZone(getActingPlayer()))
{
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
}
else if (isInsidePeaceZone(this, target))
{
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
stopEffectsOnAction();
// GeoData Los Check here (or dz > 1000)
if (!GeoEngine.getInstance().canSeeTarget(this, target))
{
if (!target.isDoor() || (target.calculateDistance(this, false, false) > 200)) // fix for big door targeting
{
sendPacket(SystemMessageId.CANNOT_SEE_TARGET);
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
}
// BOW and CROSSBOW checks
if (weaponItem != null)
{
if (!weaponItem.isAttackWeapon() && !isGM())
{
if (weaponItem.getItemType() == WeaponType.FISHINGROD)
{
if (weaponItem.getItemType() == WeaponType.FISHINGROD)
sendPacket(SystemMessageId.YOU_LOOK_ODDLY_AT_THE_FISHING_POLE_IN_DISBELIEF_AND_REALIZE_THAT_YOU_CAN_T_ATTACK_ANYTHING_WITH_THIS);
}
else
{
sendPacket(SystemMessageId.THAT_WEAPON_CANNOT_PERFORM_ANY_ATTACKS);
}
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
// Ranged weapon checks.
if (weaponItem.getItemType().isRanged())
{
// Check if bow delay is still active.
if (_disableRangedAttackEndTime > System.nanoTime())
{
if (isPlayer())
{
sendPacket(SystemMessageId.YOU_LOOK_ODDLY_AT_THE_FISHING_POLE_IN_DISBELIEF_AND_REALIZE_THAT_YOU_CAN_T_ATTACK_ANYTHING_WITH_THIS);
ThreadPool.schedule(new NotifyAITask(this, CtrlEvent.EVT_READY_TO_ACT), 1000);
sendPacket(ActionFailed.STATIC_PACKET);
}
else
{
sendPacket(SystemMessageId.THAT_WEAPON_CANNOT_PERFORM_ANY_ATTACKS);
}
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
// Ranged weapon checks.
if (weaponItem.getItemType().isRanged())
// Check for arrows and MP
if (isPlayer())
{
// Check if bow delay is still active.
if (_disableRangedAttackEndTime > System.nanoTime())
// Check if there are arrows to use or else cancel the attack.
if (!checkAndEquipAmmunition(weaponItem.getItemType().isCrossbow() ? EtcItemType.BOLT : EtcItemType.ARROW))
{
if (isPlayer())
{
ThreadPool.schedule(new NotifyAITask(this, CtrlEvent.EVT_READY_TO_ACT), 1000);
sendPacket(ActionFailed.STATIC_PACKET);
}
// Cancel the action because the L2PcInstance have no arrow
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
sendPacket(SystemMessageId.YOU_HAVE_RUN_OUT_OF_ARROWS);
return;
}
// Check for arrows and MP
if (isPlayer())
// Checking if target has moved to peace zone - only for player-bow attacks at the moment
// Other melee is checked in movement code and for offensive spells a check is done every time
if (target.isInsidePeaceZone(getActingPlayer()))
{
// Check if there are arrows to use or else cancel the attack.
if (!checkAndEquipAmmunition(weaponItem.getItemType().isCrossbow() ? EtcItemType.BOLT : EtcItemType.ARROW))
{
// Cancel the action because the L2PcInstance have no arrow
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
sendPacket(SystemMessageId.YOU_HAVE_RUN_OUT_OF_ARROWS);
return;
}
// Checking if target has moved to peace zone - only for player-bow attacks at the moment
// Other melee is checked in movement code and for offensive spells a check is done every time
if (target.isInsidePeaceZone(getActingPlayer()))
{
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(SystemMessageId.YOU_MAY_NOT_ATTACK_IN_A_PEACEFUL_ZONE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
// Check if player has enough MP to shoot.
int mpConsume = weaponItem.getMpConsume();
if ((weaponItem.getReducedMpConsume() > 0) && (Rnd.get(100) < weaponItem.getReducedMpConsumeChance()))
{
mpConsume = weaponItem.getReducedMpConsume();
}
mpConsume = isAffected(EffectFlag.CHEAPSHOT) ? 0 : mpConsume;
if (_status.getCurrentMp() < mpConsume)
{
// If L2PcInstance doesn't have enough MP, stop the attack
ThreadPool.schedule(new NotifyAITask(this, CtrlEvent.EVT_READY_TO_ACT), 1000);
sendPacket(SystemMessageId.NOT_ENOUGH_MP);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
// If L2PcInstance have enough MP, the bow consumes it
if (mpConsume > 0)
{
_status.reduceMp(mpConsume);
}
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(SystemMessageId.YOU_MAY_NOT_ATTACK_IN_A_PEACEFUL_ZONE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
// Check if player has enough MP to shoot.
int mpConsume = weaponItem.getMpConsume();
if ((weaponItem.getReducedMpConsume() > 0) && (Rnd.get(100) < weaponItem.getReducedMpConsumeChance()))
{
mpConsume = weaponItem.getReducedMpConsume();
}
mpConsume = isAffected(EffectFlag.CHEAPSHOT) ? 0 : mpConsume;
if (_status.getCurrentMp() < mpConsume)
{
// If L2PcInstance doesn't have enough MP, stop the attack
ThreadPool.schedule(new NotifyAITask(this, CtrlEvent.EVT_READY_TO_ACT), 1000);
sendPacket(SystemMessageId.NOT_ENOUGH_MP);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
// If L2PcInstance have enough MP, the bow consumes it
if (mpConsume > 0)
{
_status.reduceMp(mpConsume);
}
}
}
final WeaponType attackType = getAttackType();
final boolean isTwoHanded = (weaponItem != null) && (weaponItem.getBodyPart() == L2Item.SLOT_LR_HAND);
final int timeAtk = Formulas.calculateTimeBetweenAttacks(_stat.getPAtkSpd());
final int timeToHit = Formulas.calculateTimeToHit(timeAtk, weaponType, isTwoHanded, false);
_attackEndTime = System.nanoTime() + (TimeUnit.MILLISECONDS.toNanos(timeAtk));
// Make sure that char is facing selected target
// also works: setHeading(Util.convertDegreeToClientHeading(Util.calculateAngleFrom(this, target)));
setHeading(Util.calculateHeadingFrom(this, target));
// Get the Attack Reuse Delay of the L2Weapon
final Attack attack = generateAttackTargetData(target, weaponItem, attackType);
boolean crossbow = false;
switch (attackType)
}
// Mobius: Do not move when attack is launched.
if (isMoving())
{
stopMove(getLocation());
}
final WeaponType attackType = getAttackType();
final boolean isTwoHanded = (weaponItem != null) && (weaponItem.getBodyPart() == L2Item.SLOT_LR_HAND);
final int timeAtk = Formulas.calculateTimeBetweenAttacks(_stat.getPAtkSpd());
final int timeToHit = Formulas.calculateTimeToHit(timeAtk, weaponType, isTwoHanded, false);
_attackEndTime = System.nanoTime() + (TimeUnit.MILLISECONDS.toNanos(timeAtk));
// Make sure that char is facing selected target
// also works: setHeading(Util.convertDegreeToClientHeading(Util.calculateAngleFrom(this, target)));
setHeading(Util.calculateHeadingFrom(this, target));
// Get the Attack Reuse Delay of the L2Weapon
final Attack attack = generateAttackTargetData(target, weaponItem, attackType);
boolean crossbow = false;
switch (attackType)
{
case CROSSBOW:
case TWOHANDCROSSBOW:
{
case CROSSBOW:
case TWOHANDCROSSBOW:
crossbow = true;
}
case BOW:
{
final int reuse = Formulas.calculateReuseTime(this, weaponItem);
// Consume arrows
final Inventory inventory = getInventory();
if (inventory != null)
{
crossbow = true;
inventory.reduceArrowCount(crossbow ? EtcItemType.BOLT : EtcItemType.ARROW);
}
case BOW:
// Check if the L2Character is a L2PcInstance
if (isPlayer())
{
final int reuse = Formulas.calculateReuseTime(this, weaponItem);
// Consume arrows
final Inventory inventory = getInventory();
if (inventory != null)
if (crossbow)
{
inventory.reduceArrowCount(crossbow ? EtcItemType.BOLT : EtcItemType.ARROW);
sendPacket(SystemMessageId.YOUR_CROSSBOW_IS_PREPARING_TO_FIRE);
}
if (isMoving())
{
stopMove(null);
}
// Check if the L2Character is a L2PcInstance
if (isPlayer())
{
if (crossbow)
{
sendPacket(SystemMessageId.YOUR_CROSSBOW_IS_PREPARING_TO_FIRE);
}
sendPacket(new SetupGauge(getObjectId(), SetupGauge.RED, reuse));
}
// Calculate and set the disable delay of the bow in function of the Attack Speed
_disableRangedAttackEndTime = System.nanoTime() + TimeUnit.MILLISECONDS.toNanos(reuse);
_hitTask = ThreadPool.schedule(() -> onHitTimeNotDual(weaponItem, attack, timeToHit, timeAtk), timeToHit);
break;
sendPacket(new SetupGauge(getObjectId(), SetupGauge.RED, reuse));
}
case FIST:
{
if (!isPlayer())
{
_hitTask = ThreadPool.schedule(() -> onHitTimeNotDual(weaponItem, attack, timeToHit, timeAtk), timeToHit);
break;
}
}
case DUAL:
case DUALFIST:
case DUALBLUNT:
case DUALDAGGER:
{
final int timeToHit2 = Formulas.calculateTimeToHit(timeAtk, weaponType, isTwoHanded, true) - timeToHit;
_hitTask = ThreadPool.schedule(() -> onFirstHitTimeForDual(weaponItem, attack, timeToHit, timeAtk, timeToHit2), timeToHit);
break;
}
default:
// Calculate and set the disable delay of the bow in function of the Attack Speed
_disableRangedAttackEndTime = System.nanoTime() + TimeUnit.MILLISECONDS.toNanos(reuse);
_hitTask = ThreadPool.schedule(() -> onHitTimeNotDual(weaponItem, attack, timeToHit, timeAtk), timeToHit);
break;
}
case FIST:
{
if (!isPlayer())
{
_hitTask = ThreadPool.schedule(() -> onHitTimeNotDual(weaponItem, attack, timeToHit, timeAtk), timeToHit);
break;
}
}
// If the Server->Client packet Attack contains at least 1 hit, send the Server->Client packet Attack
// to the L2Character AND to all L2PcInstance in the _KnownPlayers of the L2Character
if (attack.hasHits())
case DUAL:
case DUALFIST:
case DUALBLUNT:
case DUALDAGGER:
{
broadcastPacket(attack);
final int timeToHit2 = Formulas.calculateTimeToHit(timeAtk, weaponType, isTwoHanded, true) - timeToHit;
_hitTask = ThreadPool.schedule(() -> onFirstHitTimeForDual(weaponItem, attack, timeToHit, timeAtk, timeToHit2), timeToHit);
break;
}
// Flag the attacker if it's a L2PcInstance outside a PvP area
final L2PcInstance player = getActingPlayer();
if (player != null)
default:
{
AttackStanceTaskManager.getInstance().addAttackStanceTask(player);
player.updatePvPStatus(target);
_hitTask = ThreadPool.schedule(() -> onHitTimeNotDual(weaponItem, attack, timeToHit, timeAtk), timeToHit);
break;
}
if (isFakePlayer() && (target.isPlayable() || target.isFakePlayer()))
}
// If the Server->Client packet Attack contains at least 1 hit, send the Server->Client packet Attack
// to the L2Character AND to all L2PcInstance in the _KnownPlayers of the L2Character
if (attack.hasHits())
{
broadcastPacket(attack);
}
// Flag the attacker if it's a L2PcInstance outside a PvP area
final L2PcInstance player = getActingPlayer();
if (player != null)
{
AttackStanceTaskManager.getInstance().addAttackStanceTask(player);
player.updatePvPStatus(target);
}
if (isFakePlayer() && (target.isPlayable() || target.isFakePlayer()))
{
final L2Npc npc = ((L2Npc) this);
if (!npc.isScriptValue(1))
{
final L2Npc npc = ((L2Npc) this);
if (!npc.isScriptValue(1))
{
npc.setScriptValue(1); // in combat
broadcastInfo(); // update flag status
QuestManager.getInstance().getQuest("PvpFlaggingStopTask").notifyEvent("FLAG_CHECK" + npc.getObjectId(), npc, null);
}
npc.setScriptValue(1); // in combat
broadcastInfo(); // update flag status
QuestManager.getInstance().getQuest("PvpFlaggingStopTask").notifyEvent("FLAG_CHECK" + npc.getObjectId(), npc, null);
}
}
}