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trunk/java/com/l2jserver/gameserver/ai/CtrlEvent.java
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trunk/java/com/l2jserver/gameserver/ai/CtrlEvent.java
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/*
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* Copyright (C) 2004-2014 L2J Server
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*
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* This file is part of L2J Server.
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*
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* L2J Server is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* L2J Server is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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package com.l2jserver.gameserver.ai;
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/**
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* This class contains an enum of each possibles events that can happen on an AI character.
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*/
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public enum CtrlEvent
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{
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/**
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* Something has changed, usually a previous step has being completed or maybe was completed, the AI must thing on next action.
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*/
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EVT_THINK,
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/**
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* The actor was attacked. This event comes each time a physical or magical<br>
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* attack was done on the actor. NPC may start attack in response, or ignore<br>
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* this event if they already attack someone, or change target and so on.
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*/
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EVT_ATTACKED,
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/** Increase/decrease aggression towards a target, or reduce global aggression if target is null */
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EVT_AGGRESSION,
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/** Actor is in stun state */
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EVT_STUNNED,
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/** Actor is paralyzed or petrified */
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EVT_PARALYZED,
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/** Actor starts/stops sleeping */
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EVT_SLEEPING,
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/** Actor is in rooted state (cannot move) */
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EVT_ROOTED,
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/** Actor evaded hit **/
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EVT_EVADED,
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/**
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* An event that previous action was completed. The action may be an attempt to physically/magically hit an enemy, or an action that discarded attack attempt has finished.
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*/
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EVT_READY_TO_ACT,
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/**
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* User's command, like using a combat magic or changing weapon, etc. The command is not intended to change final goal
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*/
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EVT_USER_CMD,
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/**
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* The actor arrived to assigned location, or it's a time to modify movement destination (follow, interact, random move and others intentions).
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*/
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EVT_ARRIVED,
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/**
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* The actor arrived to an intermediate point, and needs to revalidate destination. This is sent when follow/move to pawn if destination is far away.
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*/
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EVT_ARRIVED_REVALIDATE,
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/** The actor cannot move anymore. */
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EVT_ARRIVED_BLOCKED,
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/** Forgets an object (if it's used as attack target, follow target and so on */
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EVT_FORGET_OBJECT,
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/**
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* Attempt to cancel current step execution, but not change the intention.<br>
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* For example, the actor was put into a stun, so it's current attack<br>
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* or movement has to be canceled. But after the stun state expired,<br>
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* the actor may try to attack again. Another usage for CANCEL is a user's<br>
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* attempt to cancel a cast/bow attack and so on.
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*/
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EVT_CANCEL,
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/** The character is dead */
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EVT_DEAD,
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/** The character looks like dead */
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EVT_FAKE_DEATH,
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/** The character attack anyone randomly **/
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EVT_CONFUSED,
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/** The character cannot cast spells anymore **/
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EVT_MUTED,
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/** The character flee in random directions **/
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EVT_AFRAID,
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/** The character finish casting **/
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EVT_FINISH_CASTING,
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/** The character betrayed its master */
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EVT_BETRAYED
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}
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