2707 lines
76 KiB
Java
2707 lines
76 KiB
Java
/*
|
|
* Copyright (C) 2004-2015 L2J Server
|
|
*
|
|
* This file is part of L2J Server.
|
|
*
|
|
* L2J Server is free software: you can redistribute it and/or modify
|
|
* it under the terms of the GNU General Public License as published by
|
|
* the Free Software Foundation, either version 3 of the License, or
|
|
* (at your option) any later version.
|
|
*
|
|
* L2J Server is distributed in the hope that it will be useful,
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
|
* General Public License for more details.
|
|
*
|
|
* You should have received a copy of the GNU General Public License
|
|
* along with this program. If not, see <http://www.gnu.org/licenses/>.
|
|
*/
|
|
package com.l2jserver.gameserver.ai;
|
|
|
|
import static com.l2jserver.gameserver.ai.CtrlIntention.AI_INTENTION_ACTIVE;
|
|
import static com.l2jserver.gameserver.ai.CtrlIntention.AI_INTENTION_ATTACK;
|
|
import static com.l2jserver.gameserver.ai.CtrlIntention.AI_INTENTION_IDLE;
|
|
|
|
import java.util.Collection;
|
|
import java.util.List;
|
|
import java.util.Set;
|
|
import java.util.concurrent.Future;
|
|
|
|
import com.l2jserver.Config;
|
|
import com.l2jserver.gameserver.GameTimeController;
|
|
import com.l2jserver.gameserver.GeoData;
|
|
import com.l2jserver.gameserver.ThreadPoolManager;
|
|
import com.l2jserver.gameserver.datatables.NpcData;
|
|
import com.l2jserver.gameserver.datatables.TerritoryTable;
|
|
import com.l2jserver.gameserver.enums.AISkillScope;
|
|
import com.l2jserver.gameserver.enums.AIType;
|
|
import com.l2jserver.gameserver.model.L2Object;
|
|
import com.l2jserver.gameserver.model.Location;
|
|
import com.l2jserver.gameserver.model.actor.L2Attackable;
|
|
import com.l2jserver.gameserver.model.actor.L2Character;
|
|
import com.l2jserver.gameserver.model.actor.L2Npc;
|
|
import com.l2jserver.gameserver.model.actor.L2Playable;
|
|
import com.l2jserver.gameserver.model.actor.L2Summon;
|
|
import com.l2jserver.gameserver.model.actor.instance.L2DoorInstance;
|
|
import com.l2jserver.gameserver.model.actor.instance.L2FriendlyMobInstance;
|
|
import com.l2jserver.gameserver.model.actor.instance.L2GrandBossInstance;
|
|
import com.l2jserver.gameserver.model.actor.instance.L2GuardInstance;
|
|
import com.l2jserver.gameserver.model.actor.instance.L2MonsterInstance;
|
|
import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
|
|
import com.l2jserver.gameserver.model.actor.instance.L2RaidBossInstance;
|
|
import com.l2jserver.gameserver.model.actor.instance.L2StaticObjectInstance;
|
|
import com.l2jserver.gameserver.model.actor.templates.L2NpcTemplate;
|
|
import com.l2jserver.gameserver.model.effects.L2EffectType;
|
|
import com.l2jserver.gameserver.model.events.EventDispatcher;
|
|
import com.l2jserver.gameserver.model.events.impl.character.npc.attackable.OnAttackableFactionCall;
|
|
import com.l2jserver.gameserver.model.events.impl.character.npc.attackable.OnAttackableHate;
|
|
import com.l2jserver.gameserver.model.events.returns.TerminateReturn;
|
|
import com.l2jserver.gameserver.model.skills.Skill;
|
|
import com.l2jserver.gameserver.model.skills.targets.L2TargetType;
|
|
import com.l2jserver.gameserver.model.zone.ZoneId;
|
|
import com.l2jserver.gameserver.util.Util;
|
|
import com.l2jserver.util.Rnd;
|
|
|
|
/**
|
|
* This class manages AI of L2Attackable.
|
|
*/
|
|
public class L2AttackableAI extends L2CharacterAI implements Runnable
|
|
{
|
|
private static final int RANDOM_WALK_RATE = 30; // confirmed
|
|
// private static final int MAX_DRIFT_RANGE = 300;
|
|
private static final int MAX_ATTACK_TIMEOUT = 1200; // int ticks, i.e. 2min
|
|
/**
|
|
* The L2Attackable AI task executed every 1s (call onEvtThink method).
|
|
*/
|
|
private Future<?> _aiTask;
|
|
/**
|
|
* The delay after which the attacked is stopped.
|
|
*/
|
|
private int _attackTimeout;
|
|
/**
|
|
* The L2Attackable aggro counter.
|
|
*/
|
|
private int _globalAggro;
|
|
/**
|
|
* The flag used to indicate that a thinking action is in progress, to prevent recursive thinking.
|
|
*/
|
|
private boolean _thinking;
|
|
|
|
private int timepass = 0;
|
|
private int chaostime = 0;
|
|
private final L2NpcTemplate _skillrender;
|
|
int lastBuffTick;
|
|
|
|
/**
|
|
* Constructor of L2AttackableAI.
|
|
* @param accessor The AI accessor of the L2Character
|
|
*/
|
|
public L2AttackableAI(L2Character.AIAccessor accessor)
|
|
{
|
|
super(accessor);
|
|
_skillrender = NpcData.getInstance().getTemplate(getActiveChar().getTemplate().getId());
|
|
_attackTimeout = Integer.MAX_VALUE;
|
|
_globalAggro = -10; // 10 seconds timeout of ATTACK after respawn
|
|
}
|
|
|
|
@Override
|
|
public void run()
|
|
{
|
|
// Launch actions corresponding to the Event Think
|
|
onEvtThink();
|
|
}
|
|
|
|
/**
|
|
* <B><U> Actor is a L2GuardInstance</U> :</B>
|
|
* <ul>
|
|
* <li>The target isn't a Folk or a Door</li>
|
|
* <li>The target isn't dead, isn't invulnerable, isn't in silent moving mode AND too far (>100)</li>
|
|
* <li>The target is in the actor Aggro range and is at the same height</li>
|
|
* <li>The L2PcInstance target has karma (=PK)</li>
|
|
* <li>The L2MonsterInstance target is aggressive</li>
|
|
* </ul>
|
|
* <B><U> Actor is a L2SiegeGuardInstance</U> :</B>
|
|
* <ul>
|
|
* <li>The target isn't a Folk or a Door</li>
|
|
* <li>The target isn't dead, isn't invulnerable, isn't in silent moving mode AND too far (>100)</li>
|
|
* <li>The target is in the actor Aggro range and is at the same height</li>
|
|
* <li>A siege is in progress</li>
|
|
* <li>The L2PcInstance target isn't a Defender</li>
|
|
* </ul>
|
|
* <B><U> Actor is a L2FriendlyMobInstance</U> :</B>
|
|
* <ul>
|
|
* <li>The target isn't a Folk, a Door or another L2Npc</li>
|
|
* <li>The target isn't dead, isn't invulnerable, isn't in silent moving mode AND too far (>100)</li>
|
|
* <li>The target is in the actor Aggro range and is at the same height</li>
|
|
* <li>The L2PcInstance target has karma (=PK)</li>
|
|
* </ul>
|
|
* <B><U> Actor is a L2MonsterInstance</U> :</B>
|
|
* <ul>
|
|
* <li>The target isn't a Folk, a Door or another L2Npc</li>
|
|
* <li>The target isn't dead, isn't invulnerable, isn't in silent moving mode AND too far (>100)</li>
|
|
* <li>The target is in the actor Aggro range and is at the same height</li>
|
|
* <li>The actor is Aggressive</li>
|
|
* </ul>
|
|
* @param target The targeted L2Object
|
|
* @return True if the target is autoattackable (depends on the actor type).
|
|
*/
|
|
private boolean autoAttackCondition(L2Character target)
|
|
{
|
|
if ((target == null) || (getActiveChar() == null))
|
|
{
|
|
return false;
|
|
}
|
|
final L2Attackable me = getActiveChar();
|
|
|
|
// Check if the target isn't invulnerable
|
|
if (target.isInvul())
|
|
{
|
|
// However EffectInvincible requires to check GMs specially
|
|
if ((target instanceof L2PcInstance) && target.isGM())
|
|
{
|
|
return false;
|
|
}
|
|
if ((target instanceof L2Summon) && ((L2Summon) target).getOwner().isGM())
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// Check if the target isn't a Folk or a Door
|
|
if (target instanceof L2DoorInstance)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Check if the target isn't dead, is in the Aggro range and is at the same height
|
|
if (target.isAlikeDead() || ((target instanceof L2Playable) && !me.isInsideRadius(target, me.getAggroRange(), true, false)))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Check if the target is a L2Playable
|
|
if (target.isPlayable())
|
|
{
|
|
// Check if the AI isn't a Raid Boss, can See Silent Moving players and the target isn't in silent move mode
|
|
if (!(me.isRaid()) && !(me.canSeeThroughSilentMove()) && ((L2Playable) target).isSilentMovingAffected())
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// Gets the player if there is any.
|
|
final L2PcInstance player = target.getActingPlayer();
|
|
if (player != null)
|
|
{
|
|
// Don't take the aggro if the GM has the access level below or equal to GM_DONT_TAKE_AGGRO
|
|
if (player.isGM() && !player.getAccessLevel().canTakeAggro())
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// check if the target is within the grace period for JUST getting up from fake death
|
|
if (player.isRecentFakeDeath())
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// Check if the actor is a L2GuardInstance
|
|
if (me instanceof L2GuardInstance)
|
|
{
|
|
// Check if the L2PcInstance target has karma (=PK)
|
|
if ((player != null) && (player.getKarma() > 0))
|
|
{
|
|
return GeoData.getInstance().canSeeTarget(me, player); // Los Check
|
|
}
|
|
// Check if the L2MonsterInstance target is aggressive
|
|
if ((target instanceof L2MonsterInstance) && Config.GUARD_ATTACK_AGGRO_MOB)
|
|
{
|
|
return (((L2MonsterInstance) target).isAggressive() && GeoData.getInstance().canSeeTarget(me, target));
|
|
}
|
|
|
|
return false;
|
|
}
|
|
else if (me instanceof L2FriendlyMobInstance)
|
|
{
|
|
// Check if the target isn't another L2Npc
|
|
if (target instanceof L2Npc)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Check if the L2PcInstance target has karma (=PK)
|
|
if ((target instanceof L2PcInstance) && (((L2PcInstance) target).getKarma() > 0))
|
|
{
|
|
return GeoData.getInstance().canSeeTarget(me, target); // Los Check
|
|
}
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
if (target instanceof L2Attackable)
|
|
{
|
|
if (!target.isAutoAttackable(me))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (me.isChaos() && me.isInsideRadius(target, me.getAggroRange(), false, false))
|
|
{
|
|
if (((L2Attackable) target).isInMyClan(me))
|
|
{
|
|
return false;
|
|
}
|
|
// Los Check
|
|
return GeoData.getInstance().canSeeTarget(me, target);
|
|
}
|
|
}
|
|
|
|
if ((target instanceof L2Attackable) || (target instanceof L2Npc))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// depending on config, do not allow mobs to attack _new_ players in peacezones,
|
|
// unless they are already following those players from outside the peacezone.
|
|
if (!Config.ALT_MOB_AGRO_IN_PEACEZONE && target.isInsideZone(ZoneId.PEACE))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (me.isChampion() && Config.L2JMOD_CHAMPION_PASSIVE)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Check if the actor is Aggressive
|
|
return (me.isAggressive() && GeoData.getInstance().canSeeTarget(me, target));
|
|
}
|
|
}
|
|
|
|
public void startAITask()
|
|
{
|
|
// If not idle - create an AI task (schedule onEvtThink repeatedly)
|
|
if (_aiTask == null)
|
|
{
|
|
_aiTask = ThreadPoolManager.getInstance().scheduleAiAtFixedRate(this, 1000, 1000);
|
|
}
|
|
}
|
|
|
|
@Override
|
|
public void stopAITask()
|
|
{
|
|
if (_aiTask != null)
|
|
{
|
|
_aiTask.cancel(false);
|
|
_aiTask = null;
|
|
}
|
|
super.stopAITask();
|
|
}
|
|
|
|
/**
|
|
* Set the Intention of this L2CharacterAI and create an AI Task executed every 1s (call onEvtThink method) for this L2Attackable.<br>
|
|
* <FONT COLOR=#FF0000><B> <U>Caution</U> : If actor _knowPlayer isn't EMPTY, AI_INTENTION_IDLE will be change in AI_INTENTION_ACTIVE</B></FONT>
|
|
* @param intention The new Intention to set to the AI
|
|
* @param arg0 The first parameter of the Intention
|
|
* @param arg1 The second parameter of the Intention
|
|
*/
|
|
@Override
|
|
synchronized void changeIntention(CtrlIntention intention, Object arg0, Object arg1)
|
|
{
|
|
if ((intention == AI_INTENTION_IDLE) || (intention == AI_INTENTION_ACTIVE))
|
|
{
|
|
// Check if actor is not dead
|
|
L2Attackable npc = getActiveChar();
|
|
if (!npc.isAlikeDead())
|
|
{
|
|
// If its _knownPlayer isn't empty set the Intention to AI_INTENTION_ACTIVE
|
|
if (!npc.getKnownList().getKnownPlayers().isEmpty())
|
|
{
|
|
intention = AI_INTENTION_ACTIVE;
|
|
}
|
|
else
|
|
{
|
|
if (npc.getSpawn() != null)
|
|
{
|
|
final Location loc = npc.getSpawn().getLocation(npc);
|
|
final int range = Config.MAX_DRIFT_RANGE;
|
|
|
|
if (!npc.isInsideRadius(loc, range + range, true, false))
|
|
{
|
|
intention = AI_INTENTION_ACTIVE;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (intention == AI_INTENTION_IDLE)
|
|
{
|
|
// Set the Intention of this L2AttackableAI to AI_INTENTION_IDLE
|
|
super.changeIntention(AI_INTENTION_IDLE, null, null);
|
|
|
|
// Stop AI task and detach AI from NPC
|
|
if (_aiTask != null)
|
|
{
|
|
_aiTask.cancel(true);
|
|
_aiTask = null;
|
|
}
|
|
|
|
// Cancel the AI
|
|
_accessor.detachAI();
|
|
|
|
return;
|
|
}
|
|
}
|
|
|
|
// Set the Intention of this L2AttackableAI to intention
|
|
super.changeIntention(intention, arg0, arg1);
|
|
|
|
// If not idle - create an AI task (schedule onEvtThink repeatedly)
|
|
startAITask();
|
|
}
|
|
|
|
/**
|
|
* Manage the Attack Intention : Stop current Attack (if necessary), Calculate attack timeout, Start a new Attack and Launch Think Event.
|
|
* @param target The L2Character to attack
|
|
*/
|
|
@Override
|
|
protected void onIntentionAttack(L2Character target)
|
|
{
|
|
// Calculate the attack timeout
|
|
_attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getInstance().getGameTicks();
|
|
|
|
// self and buffs
|
|
if ((lastBuffTick + 30) < GameTimeController.getInstance().getGameTicks())
|
|
{
|
|
for (Skill sk : _skillrender.getAISkills(AISkillScope.BUFF))
|
|
{
|
|
if (cast(sk))
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
lastBuffTick = GameTimeController.getInstance().getGameTicks();
|
|
}
|
|
|
|
// Manage the Attack Intention : Stop current Attack (if necessary), Start a new Attack and Launch Think Event
|
|
super.onIntentionAttack(target);
|
|
}
|
|
|
|
protected void thinkCast()
|
|
{
|
|
if (checkTargetLost(getCastTarget()))
|
|
{
|
|
setCastTarget(null);
|
|
return;
|
|
}
|
|
if (maybeMoveToPawn(getCastTarget(), _actor.getMagicalAttackRange(_skill)))
|
|
{
|
|
return;
|
|
}
|
|
clientStopMoving(null);
|
|
setIntention(AI_INTENTION_ACTIVE);
|
|
_accessor.doCast(_skill);
|
|
}
|
|
|
|
/**
|
|
* Manage AI standard thinks of a L2Attackable (called by onEvtThink). <B><U> Actions</U> :</B>
|
|
* <ul>
|
|
* <li>Update every 1s the _globalAggro counter to come close to 0</li>
|
|
* <li>If the actor is Aggressive and can attack, add all autoAttackable L2Character in its Aggro Range to its _aggroList, chose a target and order to attack it</li>
|
|
* <li>If the actor is a L2GuardInstance that can't attack, order to it to return to its home location</li>
|
|
* <li>If the actor is a L2MonsterInstance that can't attack, order to it to random walk (1/100)</li>
|
|
* </ul>
|
|
*/
|
|
protected void thinkActive()
|
|
{
|
|
L2Attackable npc = getActiveChar();
|
|
|
|
// Update every 1s the _globalAggro counter to come close to 0
|
|
if (_globalAggro != 0)
|
|
{
|
|
if (_globalAggro < 0)
|
|
{
|
|
_globalAggro++;
|
|
}
|
|
else
|
|
{
|
|
_globalAggro--;
|
|
}
|
|
}
|
|
|
|
// Add all autoAttackable L2Character in L2Attackable Aggro Range to its _aggroList with 0 damage and 1 hate
|
|
// A L2Attackable isn't aggressive during 10s after its spawn because _globalAggro is set to -10
|
|
if (_globalAggro >= 0)
|
|
{
|
|
// Get all visible objects inside its Aggro Range
|
|
Collection<L2Object> objs = npc.getKnownList().getKnownObjects().values();
|
|
|
|
for (L2Object obj : objs)
|
|
{
|
|
if (!(obj instanceof L2Character) || (obj instanceof L2StaticObjectInstance))
|
|
{
|
|
continue;
|
|
}
|
|
L2Character target = (L2Character) obj;
|
|
|
|
// For each L2Character check if the target is autoattackable
|
|
if (autoAttackCondition(target)) // check aggression
|
|
{
|
|
if (target.isPlayable())
|
|
{
|
|
final TerminateReturn term = EventDispatcher.getInstance().notifyEvent(new OnAttackableHate(getActiveChar(), target.getActingPlayer(), target.isSummon()), getActiveChar(), TerminateReturn.class);
|
|
if ((term != null) && term.terminate())
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// Get the hate level of the L2Attackable against this L2Character target contained in _aggroList
|
|
int hating = npc.getHating(target);
|
|
|
|
// Add the attacker to the L2Attackable _aggroList with 0 damage and 1 hate
|
|
if (hating == 0)
|
|
{
|
|
npc.addDamageHate(target, 0, 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Chose a target from its aggroList
|
|
L2Character hated;
|
|
if (npc.isConfused())
|
|
{
|
|
hated = getAttackTarget(); // effect handles selection
|
|
}
|
|
else
|
|
{
|
|
hated = npc.getMostHated();
|
|
}
|
|
|
|
// Order to the L2Attackable to attack the target
|
|
if ((hated != null) && !npc.isCoreAIDisabled())
|
|
{
|
|
// Get the hate level of the L2Attackable against this L2Character target contained in _aggroList
|
|
int aggro = npc.getHating(hated);
|
|
|
|
if ((aggro + _globalAggro) > 0)
|
|
{
|
|
// Set the L2Character movement type to run and send Server->Client packet ChangeMoveType to all others L2PcInstance
|
|
if (!npc.isRunning())
|
|
{
|
|
npc.setRunning();
|
|
}
|
|
|
|
// Set the AI Intention to AI_INTENTION_ATTACK
|
|
setIntention(CtrlIntention.AI_INTENTION_ATTACK, hated);
|
|
}
|
|
|
|
return;
|
|
}
|
|
}
|
|
|
|
// Chance to forget attackers after some time
|
|
if ((npc.getCurrentHp() == npc.getMaxHp()) && (npc.getCurrentMp() == npc.getMaxMp()) && !npc.getAttackByList().isEmpty() && (Rnd.nextInt(500) == 0) && npc.canStopAttackByTime())
|
|
{
|
|
npc.clearAggroList();
|
|
npc.getAttackByList().clear();
|
|
if (npc instanceof L2MonsterInstance)
|
|
{
|
|
if (((L2MonsterInstance) npc).hasMinions())
|
|
{
|
|
((L2MonsterInstance) npc).getMinionList().deleteReusedMinions();
|
|
}
|
|
}
|
|
}
|
|
|
|
// Check if the mob should not return to spawn point
|
|
if (!npc.canReturnToSpawnPoint())
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Check if the actor is a L2GuardInstance
|
|
if ((npc instanceof L2GuardInstance) && !npc.isWalker())
|
|
{
|
|
// Order to the L2GuardInstance to return to its home location because there's no target to attack
|
|
npc.returnHome();
|
|
}
|
|
|
|
// Minions following leader
|
|
final L2Character leader = npc.getLeader();
|
|
if ((leader != null) && !leader.isAlikeDead())
|
|
{
|
|
final int offset;
|
|
final int minRadius = 30;
|
|
|
|
if (npc.isRaidMinion())
|
|
{
|
|
offset = 500; // for Raids - need correction
|
|
}
|
|
else
|
|
{
|
|
offset = 200; // for normal minions - need correction :)
|
|
}
|
|
|
|
if (leader.isRunning())
|
|
{
|
|
npc.setRunning();
|
|
}
|
|
else
|
|
{
|
|
npc.setWalking();
|
|
}
|
|
|
|
if (npc.calculateDistance(leader, false, true) > (offset * offset))
|
|
{
|
|
int x1, y1, z1;
|
|
x1 = Rnd.get(minRadius * 2, offset * 2); // x
|
|
y1 = Rnd.get(x1, offset * 2); // distance
|
|
y1 = (int) Math.sqrt((y1 * y1) - (x1 * x1)); // y
|
|
if (x1 > (offset + minRadius))
|
|
{
|
|
x1 = (leader.getX() + x1) - offset;
|
|
}
|
|
else
|
|
{
|
|
x1 = (leader.getX() - x1) + minRadius;
|
|
}
|
|
if (y1 > (offset + minRadius))
|
|
{
|
|
y1 = (leader.getY() + y1) - offset;
|
|
}
|
|
else
|
|
{
|
|
y1 = (leader.getY() - y1) + minRadius;
|
|
}
|
|
|
|
z1 = leader.getZ();
|
|
// Move the actor to Location (x,y,z) server side AND client side by sending Server->Client packet CharMoveToLocation (broadcast)
|
|
moveTo(x1, y1, z1);
|
|
return;
|
|
}
|
|
else if (Rnd.nextInt(RANDOM_WALK_RATE) == 0)
|
|
{
|
|
for (Skill sk : _skillrender.getAISkills(AISkillScope.BUFF))
|
|
{
|
|
if (cast(sk))
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// Order to the L2MonsterInstance to random walk (1/100)
|
|
else if ((npc.getSpawn() != null) && (Rnd.nextInt(RANDOM_WALK_RATE) == 0) && !npc.isNoRndWalk())
|
|
{
|
|
int x1 = 0;
|
|
int y1 = 0;
|
|
int z1 = 0;
|
|
final int range = Config.MAX_DRIFT_RANGE;
|
|
|
|
for (Skill sk : _skillrender.getAISkills(AISkillScope.BUFF))
|
|
{
|
|
if (cast(sk))
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
// If NPC with random coord in territory - old method (for backward compartibility)
|
|
if ((npc.getSpawn().getX() == 0) && (npc.getSpawn().getY() == 0) && (npc.getSpawn().getSpawnTerritory() == null))
|
|
{
|
|
// Calculate a destination point in the spawn area
|
|
final Location location = TerritoryTable.getInstance().getRandomPoint(npc.getSpawn().getLocationId());
|
|
if (location != null)
|
|
{
|
|
x1 = location.getX();
|
|
y1 = location.getY();
|
|
z1 = location.getZ();
|
|
}
|
|
|
|
// Calculate the distance between the current position of the L2Character and the target (x,y)
|
|
double distance2 = npc.calculateDistance(x1, y1, 0, false, true);
|
|
|
|
if (distance2 > ((range + range) * (range + range)))
|
|
{
|
|
npc.setisReturningToSpawnPoint(true);
|
|
float delay = (float) Math.sqrt(distance2) / range;
|
|
x1 = npc.getX() + (int) ((x1 - npc.getX()) / delay);
|
|
y1 = npc.getY() + (int) ((y1 - npc.getY()) / delay);
|
|
}
|
|
|
|
// If NPC with random fixed coord, don't move (unless needs to return to spawnpoint)
|
|
if ((TerritoryTable.getInstance().getProcMax(npc.getSpawn().getLocationId()) > 0) && !npc.isReturningToSpawnPoint())
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
x1 = npc.getSpawn().getX(npc);
|
|
y1 = npc.getSpawn().getY(npc);
|
|
z1 = npc.getSpawn().getZ(npc);
|
|
|
|
if (!npc.isInsideRadius(x1, y1, 0, range, false, false))
|
|
{
|
|
npc.setisReturningToSpawnPoint(true);
|
|
}
|
|
else
|
|
{
|
|
int deltaX = Rnd.nextInt(range * 2); // x
|
|
int deltaY = Rnd.get(deltaX, range * 2); // distance
|
|
deltaY = (int) Math.sqrt((deltaY * deltaY) - (deltaX * deltaX)); // y
|
|
x1 = (deltaX + x1) - range;
|
|
y1 = (deltaY + y1) - range;
|
|
z1 = npc.getZ();
|
|
}
|
|
}
|
|
|
|
// _log.debug("Current pos ("+getX()+", "+getY()+"), moving to ("+x1+", "+y1+").");
|
|
// Move the actor to Location (x,y,z) server side AND client side by sending Server->Client packet CharMoveToLocation (broadcast)
|
|
final Location moveLoc = GeoData.getInstance().moveCheck(npc.getX(), npc.getY(), npc.getZ(), x1, y1, z1, npc.getInstanceId());
|
|
|
|
moveTo(moveLoc.getX(), moveLoc.getY(), moveLoc.getZ());
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Manage AI attack thinks of a L2Attackable (called by onEvtThink). <B><U> Actions</U> :</B>
|
|
* <ul>
|
|
* <li>Update the attack timeout if actor is running</li>
|
|
* <li>If target is dead or timeout is expired, stop this attack and set the Intention to AI_INTENTION_ACTIVE</li>
|
|
* <li>Call all L2Object of its Faction inside the Faction Range</li>
|
|
* <li>Chose a target and order to attack it with magic skill or physical attack</li>
|
|
* </ul>
|
|
* TODO: Manage casting rules to healer mobs (like Ant Nurses)
|
|
*/
|
|
protected void thinkAttack()
|
|
{
|
|
final L2Attackable npc = getActiveChar();
|
|
if (npc.isCastingNow())
|
|
{
|
|
return;
|
|
}
|
|
|
|
L2Character originalAttackTarget = getAttackTarget();
|
|
// Check if target is dead or if timeout is expired to stop this attack
|
|
if ((originalAttackTarget == null) || originalAttackTarget.isAlikeDead())
|
|
{
|
|
// Stop hating this target after the attack timeout or if target is dead
|
|
if (originalAttackTarget != null)
|
|
{
|
|
npc.stopHating(originalAttackTarget);
|
|
}
|
|
|
|
// Set the AI Intention to AI_INTENTION_ACTIVE
|
|
setIntention(AI_INTENTION_ACTIVE);
|
|
|
|
npc.setWalking();
|
|
return;
|
|
}
|
|
|
|
if ((_attackTimeout < GameTimeController.getInstance().getGameTicks()) && npc.canStopAttackByTime())
|
|
{
|
|
// Set the AI Intention to AI_INTENTION_ACTIVE
|
|
setIntention(AI_INTENTION_ACTIVE);
|
|
|
|
npc.setWalking();
|
|
|
|
// Monster teleport to spawn
|
|
if (npc.isMonster() && (npc.getSpawn() != null))
|
|
{
|
|
npc.teleToLocation(npc.getSpawn(), false);
|
|
}
|
|
return;
|
|
}
|
|
|
|
final int collision = npc.getTemplate().getCollisionRadius();
|
|
|
|
// Handle all L2Object of its Faction inside the Faction Range
|
|
|
|
Set<Integer> clans = getActiveChar().getTemplate().getClans();
|
|
if ((clans != null) && !clans.isEmpty())
|
|
{
|
|
int factionRange = npc.getTemplate().getClanHelpRange() + collision;
|
|
// Go through all L2Object that belong to its faction
|
|
Collection<L2Object> objs = npc.getKnownList().getKnownObjects().values();
|
|
|
|
try
|
|
{
|
|
for (L2Object obj : objs)
|
|
{
|
|
if (obj instanceof L2Npc)
|
|
{
|
|
L2Npc called = (L2Npc) obj;
|
|
|
|
if (!getActiveChar().getTemplate().isClan(called.getTemplate().getClans()))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Check if the L2Object is inside the Faction Range of the actor
|
|
if (npc.isInsideRadius(called, factionRange, true, false) && called.hasAI())
|
|
{
|
|
if ((Math.abs(originalAttackTarget.getZ() - called.getZ()) < 600) && npc.getAttackByList().contains(originalAttackTarget) && ((called.getAI()._intention == CtrlIntention.AI_INTENTION_IDLE) || (called.getAI()._intention == CtrlIntention.AI_INTENTION_ACTIVE)) && (called.getInstanceId() == npc.getInstanceId()))
|
|
{
|
|
if (originalAttackTarget.isPlayable())
|
|
{
|
|
// By default, when a faction member calls for help, attack the caller's attacker.
|
|
// Notify the AI with EVT_AGGRESSION
|
|
called.getAI().notifyEvent(CtrlEvent.EVT_AGGRESSION, originalAttackTarget, 1);
|
|
EventDispatcher.getInstance().notifyEventAsync(new OnAttackableFactionCall(called, getActiveChar(), originalAttackTarget.getActingPlayer(), originalAttackTarget.isSummon()), called);
|
|
}
|
|
else if ((called instanceof L2Attackable) && (getAttackTarget() != null) && (called.getAI()._intention != CtrlIntention.AI_INTENTION_ATTACK))
|
|
{
|
|
((L2Attackable) called).addDamageHate(getAttackTarget(), 0, npc.getHating(getAttackTarget()));
|
|
called.getAI().setIntention(CtrlIntention.AI_INTENTION_ATTACK, getAttackTarget());
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
catch (NullPointerException e)
|
|
{
|
|
_log.warning(getClass().getSimpleName() + ": thinkAttack() faction call failed: " + e.getMessage());
|
|
}
|
|
}
|
|
|
|
if (npc.isCoreAIDisabled())
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Initialize data
|
|
L2Character mostHate = npc.getMostHated();
|
|
if (mostHate == null)
|
|
{
|
|
setIntention(AI_INTENTION_ACTIVE);
|
|
return;
|
|
}
|
|
|
|
setAttackTarget(mostHate);
|
|
npc.setTarget(mostHate);
|
|
|
|
final int combinedCollision = collision + mostHate.getTemplate().getCollisionRadius();
|
|
|
|
List<Skill> aiSuicideSkills = _skillrender.getAISkills(AISkillScope.SUICIDE);
|
|
if (!aiSuicideSkills.isEmpty() && ((int) ((npc.getCurrentHp() / npc.getMaxHp()) * 100) < 30))
|
|
{
|
|
final Skill skill = aiSuicideSkills.get(Rnd.nextInt(aiSuicideSkills.size()));
|
|
if (Util.checkIfInRange(skill.getAffectRange(), getActiveChar(), mostHate, false) && (Rnd.get(100) < Rnd.get(npc.getMinSkillChance(), npc.getMaxSkillChance())))
|
|
{
|
|
if (cast(skill))
|
|
{
|
|
return;
|
|
}
|
|
|
|
for (Skill sk : aiSuicideSkills)
|
|
{
|
|
if (cast(sk))
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------
|
|
// In case many mobs are trying to hit from same place, move a bit,
|
|
// circling around the target
|
|
// Note from Gnacik:
|
|
// On l2js because of that sometimes mobs don't attack player only running
|
|
// around player without any sense, so decrease chance for now
|
|
if (!npc.isMovementDisabled() && (Rnd.nextInt(100) <= 3))
|
|
{
|
|
for (L2Object nearby : npc.getKnownList().getKnownObjects().values())
|
|
{
|
|
if ((nearby instanceof L2Attackable) && npc.isInsideRadius(nearby, collision, false, false) && (nearby != mostHate))
|
|
{
|
|
int newX = combinedCollision + Rnd.get(40);
|
|
if (Rnd.nextBoolean())
|
|
{
|
|
newX = mostHate.getX() + newX;
|
|
}
|
|
else
|
|
{
|
|
newX = mostHate.getX() - newX;
|
|
}
|
|
int newY = combinedCollision + Rnd.get(40);
|
|
if (Rnd.nextBoolean())
|
|
{
|
|
newY = mostHate.getY() + newY;
|
|
}
|
|
else
|
|
{
|
|
newY = mostHate.getY() - newY;
|
|
}
|
|
|
|
if (!npc.isInsideRadius(newX, newY, 0, collision, false, false))
|
|
{
|
|
int newZ = npc.getZ() + 30;
|
|
if ((Config.GEODATA == 0) || GeoData.getInstance().canMove(npc.getX(), npc.getY(), npc.getZ(), newX, newY, newZ, npc.getInstanceId()))
|
|
{
|
|
moveTo(newX, newY, newZ);
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
// Dodge if its needed
|
|
if (!npc.isMovementDisabled() && (npc.getDodge() > 0))
|
|
{
|
|
if (Rnd.get(100) <= npc.getDodge())
|
|
{
|
|
// Micht: kepping this one otherwise we should do 2 sqrt
|
|
double distance2 = npc.calculateDistance(mostHate, false, true);
|
|
if (Math.sqrt(distance2) <= (60 + combinedCollision))
|
|
{
|
|
int posX = npc.getX();
|
|
int posY = npc.getY();
|
|
int posZ = npc.getZ() + 30;
|
|
|
|
if (originalAttackTarget.getX() < posX)
|
|
{
|
|
posX = posX + 300;
|
|
}
|
|
else
|
|
{
|
|
posX = posX - 300;
|
|
}
|
|
|
|
if (originalAttackTarget.getY() < posY)
|
|
{
|
|
posY = posY + 300;
|
|
}
|
|
else
|
|
{
|
|
posY = posY - 300;
|
|
}
|
|
|
|
if ((Config.GEODATA == 0) || GeoData.getInstance().canMove(npc.getX(), npc.getY(), npc.getZ(), posX, posY, posZ, npc.getInstanceId()))
|
|
{
|
|
setIntention(CtrlIntention.AI_INTENTION_MOVE_TO, new Location(posX, posY, posZ, 0));
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------
|
|
// BOSS/Raid Minion Target Reconsider
|
|
if (npc.isRaid() || npc.isRaidMinion())
|
|
{
|
|
chaostime++;
|
|
if (npc instanceof L2RaidBossInstance)
|
|
{
|
|
if (!((L2MonsterInstance) npc).hasMinions())
|
|
{
|
|
if (chaostime > Config.RAID_CHAOS_TIME)
|
|
{
|
|
if (Rnd.get(100) <= (100 - ((npc.getCurrentHp() * 100) / npc.getMaxHp())))
|
|
{
|
|
aggroReconsider();
|
|
chaostime = 0;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (chaostime > Config.RAID_CHAOS_TIME)
|
|
{
|
|
if (Rnd.get(100) <= (100 - ((npc.getCurrentHp() * 200) / npc.getMaxHp())))
|
|
{
|
|
aggroReconsider();
|
|
chaostime = 0;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if (npc instanceof L2GrandBossInstance)
|
|
{
|
|
if (chaostime > Config.GRAND_CHAOS_TIME)
|
|
{
|
|
double chaosRate = 100 - ((npc.getCurrentHp() * 300) / npc.getMaxHp());
|
|
if (((chaosRate <= 10) && (Rnd.get(100) <= 10)) || ((chaosRate > 10) && (Rnd.get(100) <= chaosRate)))
|
|
{
|
|
aggroReconsider();
|
|
chaostime = 0;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (chaostime > Config.MINION_CHAOS_TIME)
|
|
{
|
|
if (Rnd.get(100) <= (100 - ((npc.getCurrentHp() * 200) / npc.getMaxHp())))
|
|
{
|
|
aggroReconsider();
|
|
chaostime = 0;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!_skillrender.getAISkills(AISkillScope.GENERAL).isEmpty())
|
|
{
|
|
// -------------------------------------------------------------------------------
|
|
// Heal Condition
|
|
List<Skill> aiHealSkills = _skillrender.getAISkills(AISkillScope.HEAL);
|
|
if (!aiHealSkills.isEmpty())
|
|
{
|
|
double percentage = (npc.getCurrentHp() / npc.getMaxHp()) * 100;
|
|
if (npc.isMinion())
|
|
{
|
|
L2Character leader = npc.getLeader();
|
|
if ((leader != null) && !leader.isDead() && (Rnd.get(100) > ((leader.getCurrentHp() / leader.getMaxHp()) * 100)))
|
|
{
|
|
for (Skill sk : aiHealSkills)
|
|
{
|
|
if (sk.getTargetType() == L2TargetType.SELF)
|
|
{
|
|
continue;
|
|
}
|
|
if (!checkSkillCastConditions(sk))
|
|
{
|
|
continue;
|
|
}
|
|
if (!Util.checkIfInRange((sk.getCastRange() + collision + leader.getTemplate().getCollisionRadius()), npc, leader, false) && !isParty(sk) && !npc.isMovementDisabled())
|
|
{
|
|
moveToPawn(leader, sk.getCastRange() + collision + leader.getTemplate().getCollisionRadius());
|
|
return;
|
|
}
|
|
if (GeoData.getInstance().canSeeTarget(npc, leader))
|
|
{
|
|
clientStopMoving(null);
|
|
npc.setTarget(leader);
|
|
clientStopMoving(null);
|
|
npc.doCast(sk);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (Rnd.get(100) < ((100 - percentage) / 3))
|
|
{
|
|
for (Skill sk : aiHealSkills)
|
|
{
|
|
if (!checkSkillCastConditions(sk))
|
|
{
|
|
continue;
|
|
}
|
|
clientStopMoving(null);
|
|
npc.setTarget(npc);
|
|
npc.doCast(sk);
|
|
return;
|
|
}
|
|
}
|
|
for (Skill sk : aiHealSkills)
|
|
{
|
|
if (!checkSkillCastConditions(sk))
|
|
{
|
|
continue;
|
|
}
|
|
if (sk.getTargetType() == L2TargetType.ONE)
|
|
{
|
|
for (L2Character obj : npc.getKnownList().getKnownCharactersInRadius(sk.getCastRange() + collision))
|
|
{
|
|
if (!(obj instanceof L2Attackable) || obj.isDead())
|
|
{
|
|
continue;
|
|
}
|
|
|
|
L2Attackable targets = ((L2Attackable) obj);
|
|
if (!((L2Attackable) obj).isInMyClan(npc))
|
|
{
|
|
continue;
|
|
}
|
|
percentage = (targets.getCurrentHp() / targets.getMaxHp()) * 100;
|
|
if (Rnd.get(100) < ((100 - percentage) / 10))
|
|
{
|
|
if (GeoData.getInstance().canSeeTarget(npc, targets))
|
|
{
|
|
clientStopMoving(null);
|
|
npc.setTarget(obj);
|
|
npc.doCast(sk);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (isParty(sk))
|
|
{
|
|
clientStopMoving(null);
|
|
npc.doCast(sk);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
// -------------------------------------------------------------------------------
|
|
// Res Skill Condition
|
|
List<Skill> aiResSkills = _skillrender.getAISkills(AISkillScope.RES);
|
|
if (!aiResSkills.isEmpty())
|
|
{
|
|
if (npc.isMinion())
|
|
{
|
|
L2Character leader = npc.getLeader();
|
|
if ((leader != null) && leader.isDead())
|
|
{
|
|
for (Skill sk : aiResSkills)
|
|
{
|
|
if (sk.getTargetType() == L2TargetType.SELF)
|
|
{
|
|
continue;
|
|
}
|
|
if (!checkSkillCastConditions(sk))
|
|
{
|
|
continue;
|
|
}
|
|
if (!Util.checkIfInRange((sk.getCastRange() + collision + leader.getTemplate().getCollisionRadius()), npc, leader, false) && !isParty(sk) && !npc.isMovementDisabled())
|
|
{
|
|
moveToPawn(leader, sk.getCastRange() + collision + leader.getTemplate().getCollisionRadius());
|
|
return;
|
|
}
|
|
if (GeoData.getInstance().canSeeTarget(npc, leader))
|
|
{
|
|
clientStopMoving(null);
|
|
npc.setTarget(leader);
|
|
npc.doCast(sk);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
for (Skill sk : aiResSkills)
|
|
{
|
|
if (!checkSkillCastConditions(sk))
|
|
{
|
|
continue;
|
|
}
|
|
if (sk.getTargetType() == L2TargetType.ONE)
|
|
{
|
|
for (L2Character obj : npc.getKnownList().getKnownCharactersInRadius(sk.getCastRange() + collision))
|
|
{
|
|
if (!(obj instanceof L2Attackable) || !obj.isDead())
|
|
{
|
|
continue;
|
|
}
|
|
|
|
L2Attackable targets = ((L2Attackable) obj);
|
|
if (!npc.isInMyClan(targets))
|
|
{
|
|
continue;
|
|
}
|
|
if (Rnd.get(100) < 10)
|
|
{
|
|
if (GeoData.getInstance().canSeeTarget(npc, targets))
|
|
{
|
|
clientStopMoving(null);
|
|
npc.setTarget(obj);
|
|
npc.doCast(sk);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (isParty(sk))
|
|
{
|
|
clientStopMoving(null);
|
|
L2Object target = getAttackTarget();
|
|
npc.setTarget(npc);
|
|
npc.doCast(sk);
|
|
npc.setTarget(target);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
double dist = npc.calculateDistance(mostHate, false, false);
|
|
int dist2 = (int) dist - collision;
|
|
int range = npc.getPhysicalAttackRange() + combinedCollision;
|
|
if (mostHate.isMoving())
|
|
{
|
|
range = range + 50;
|
|
if (npc.isMoving())
|
|
{
|
|
range = range + 50;
|
|
}
|
|
}
|
|
|
|
// -------------------------------------------------------------------------------
|
|
// Immobilize Condition
|
|
if ((npc.isMovementDisabled() && ((dist > range) || mostHate.isMoving())) || ((dist > range) && mostHate.isMoving()))
|
|
{
|
|
movementDisable();
|
|
return;
|
|
}
|
|
|
|
setTimepass(0);
|
|
// --------------------------------------------------------------------------------
|
|
// Skill Use
|
|
List<Skill> aiGeneralSkills = _skillrender.getAISkills(AISkillScope.GENERAL);
|
|
if (!aiGeneralSkills.isEmpty())
|
|
{
|
|
if (Rnd.get(100) < Rnd.get(npc.getMinSkillChance(), npc.getMaxSkillChance()))
|
|
{
|
|
Skill skills = aiGeneralSkills.get(Rnd.nextInt(aiGeneralSkills.size()));
|
|
if (cast(skills))
|
|
{
|
|
return;
|
|
}
|
|
for (Skill sk : aiGeneralSkills)
|
|
{
|
|
if (cast(sk))
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
// --------------------------------------------------------------------------------
|
|
// Long/Short Range skill usage.
|
|
if (npc.hasLSkill() || npc.hasSSkill())
|
|
{
|
|
final List<Skill> shortRangeSkills = shortRangeSkillRender();
|
|
if (!shortRangeSkills.isEmpty() && npc.hasSSkill() && (dist2 <= 150) && (Rnd.get(100) <= npc.getSSkillChance()))
|
|
{
|
|
final Skill shortRangeSkill = shortRangeSkills.get(Rnd.get(shortRangeSkills.size()));
|
|
if ((shortRangeSkill != null) && cast(shortRangeSkill))
|
|
{
|
|
return;
|
|
}
|
|
for (Skill sk : shortRangeSkills)
|
|
{
|
|
if ((sk != null) && cast(sk))
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
final List<Skill> longRangeSkills = longRangeSkillRender();
|
|
if (!longRangeSkills.isEmpty() && npc.hasLSkill() && (dist2 > 150) && (Rnd.get(100) <= npc.getLSkillChance()))
|
|
{
|
|
final Skill longRangeSkill = longRangeSkills.get(Rnd.get(longRangeSkills.size()));
|
|
if ((longRangeSkill != null) && cast(longRangeSkill))
|
|
{
|
|
return;
|
|
}
|
|
for (Skill sk : longRangeSkills)
|
|
{
|
|
if ((sk != null) && cast(sk))
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// --------------------------------------------------------------------------------
|
|
// Starts Melee or Primary Skill
|
|
if ((dist2 > range) || !GeoData.getInstance().canSeeTarget(npc, mostHate))
|
|
{
|
|
if (npc.isMovementDisabled())
|
|
{
|
|
targetReconsider();
|
|
}
|
|
else if (getAttackTarget() != null)
|
|
{
|
|
if (getAttackTarget().isMoving())
|
|
{
|
|
range -= 100;
|
|
}
|
|
if (range < 5)
|
|
{
|
|
range = 5;
|
|
}
|
|
moveToPawn(getAttackTarget(), range);
|
|
}
|
|
return;
|
|
}
|
|
|
|
melee(npc.getPrimarySkillId());
|
|
}
|
|
|
|
private void melee(int type)
|
|
{
|
|
if (type != 0)
|
|
{
|
|
switch (type)
|
|
{
|
|
case -1:
|
|
{
|
|
for (Skill sk : _skillrender.getAISkills(AISkillScope.GENERAL))
|
|
{
|
|
if (cast(sk))
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
case 1:
|
|
{
|
|
for (Skill sk : _skillrender.getAISkills(AISkillScope.ATTACK))
|
|
{
|
|
if (cast(sk))
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
default:
|
|
{
|
|
for (Skill sk : _skillrender.getAISkills(AISkillScope.GENERAL))
|
|
{
|
|
if (sk.getId() == getActiveChar().getPrimarySkillId())
|
|
{
|
|
if (cast(sk))
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
_accessor.doAttack(getAttackTarget());
|
|
}
|
|
|
|
private boolean cast(Skill sk)
|
|
{
|
|
if (sk == null)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
final L2Attackable caster = getActiveChar();
|
|
|
|
if (caster.isCastingNow() && !sk.isSimultaneousCast())
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (!checkSkillCastConditions(sk))
|
|
{
|
|
return false;
|
|
}
|
|
if (getAttackTarget() == null)
|
|
{
|
|
if (caster.getMostHated() != null)
|
|
{
|
|
setAttackTarget(caster.getMostHated());
|
|
}
|
|
}
|
|
L2Character attackTarget = getAttackTarget();
|
|
if (attackTarget == null)
|
|
{
|
|
return false;
|
|
}
|
|
double dist = caster.calculateDistance(attackTarget, false, false);
|
|
double dist2 = dist - attackTarget.getTemplate().getCollisionRadius();
|
|
double range = caster.getPhysicalAttackRange() + caster.getTemplate().getCollisionRadius() + attackTarget.getTemplate().getCollisionRadius();
|
|
double srange = sk.getCastRange() + caster.getTemplate().getCollisionRadius();
|
|
if (attackTarget.isMoving())
|
|
{
|
|
dist2 = dist2 - 30;
|
|
}
|
|
|
|
if (sk.isContinuous())
|
|
{
|
|
if (!sk.isDebuff())
|
|
{
|
|
if (!caster.isAffectedBySkill(sk.getId()))
|
|
{
|
|
clientStopMoving(null);
|
|
// L2Object target = attackTarget;
|
|
caster.setTarget(caster);
|
|
caster.doCast(sk);
|
|
// _actor.setTarget(target);
|
|
return true;
|
|
}
|
|
// ----------------------------------------
|
|
// If actor already have buff, start looking at others same faction mob to cast
|
|
if (sk.getTargetType() == L2TargetType.SELF)
|
|
{
|
|
return false;
|
|
}
|
|
if (sk.getTargetType() == L2TargetType.ONE)
|
|
{
|
|
L2Character target = effectTargetReconsider(sk, true);
|
|
if (target != null)
|
|
{
|
|
clientStopMoving(null);
|
|
L2Object targets = attackTarget;
|
|
caster.setTarget(target);
|
|
caster.doCast(sk);
|
|
caster.setTarget(targets);
|
|
return true;
|
|
}
|
|
}
|
|
if (canParty(sk))
|
|
{
|
|
clientStopMoving(null);
|
|
L2Object targets = attackTarget;
|
|
caster.setTarget(caster);
|
|
caster.doCast(sk);
|
|
caster.setTarget(targets);
|
|
return true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (GeoData.getInstance().canSeeTarget(caster, attackTarget) && !canAOE(sk) && !attackTarget.isDead() && (dist2 <= srange))
|
|
{
|
|
if (!attackTarget.isAffectedBySkill(sk.getId()))
|
|
{
|
|
clientStopMoving(null);
|
|
caster.doCast(sk);
|
|
return true;
|
|
}
|
|
}
|
|
else if (canAOE(sk))
|
|
{
|
|
if ((sk.getTargetType() == L2TargetType.AURA) || (sk.getTargetType() == L2TargetType.BEHIND_AURA) || (sk.getTargetType() == L2TargetType.FRONT_AURA) || (sk.getTargetType() == L2TargetType.AURA_CORPSE_MOB))
|
|
{
|
|
clientStopMoving(null);
|
|
caster.doCast(sk);
|
|
return true;
|
|
}
|
|
if (((sk.getTargetType() == L2TargetType.AREA) || (sk.getTargetType() == L2TargetType.BEHIND_AREA) || (sk.getTargetType() == L2TargetType.FRONT_AREA)) && GeoData.getInstance().canSeeTarget(caster, attackTarget) && !attackTarget.isDead() && (dist2 <= srange))
|
|
{
|
|
clientStopMoving(null);
|
|
caster.doCast(sk);
|
|
return true;
|
|
}
|
|
}
|
|
else if (sk.getTargetType() == L2TargetType.ONE)
|
|
{
|
|
L2Character target = effectTargetReconsider(sk, false);
|
|
if (target != null)
|
|
{
|
|
clientStopMoving(null);
|
|
caster.doCast(sk);
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (sk.hasEffectType(L2EffectType.DISPEL, L2EffectType.DISPEL_BY_SLOT))
|
|
{
|
|
if (sk.getTargetType() == L2TargetType.ONE)
|
|
{
|
|
if ((attackTarget.getEffectList().getFirstEffect(L2EffectType.BUFF) != null) && GeoData.getInstance().canSeeTarget(caster, attackTarget) && !attackTarget.isDead() && (dist2 <= srange))
|
|
{
|
|
clientStopMoving(null);
|
|
caster.doCast(sk);
|
|
return true;
|
|
}
|
|
L2Character target = effectTargetReconsider(sk, false);
|
|
if (target != null)
|
|
{
|
|
clientStopMoving(null);
|
|
L2Object targets = attackTarget;
|
|
caster.setTarget(target);
|
|
caster.doCast(sk);
|
|
caster.setTarget(targets);
|
|
return true;
|
|
}
|
|
}
|
|
else if (canAOE(sk))
|
|
{
|
|
if (((sk.getTargetType() == L2TargetType.AURA) || (sk.getTargetType() == L2TargetType.BEHIND_AURA) || (sk.getTargetType() == L2TargetType.FRONT_AURA)) && GeoData.getInstance().canSeeTarget(caster, attackTarget))
|
|
|
|
{
|
|
clientStopMoving(null);
|
|
caster.doCast(sk);
|
|
return true;
|
|
}
|
|
else if (((sk.getTargetType() == L2TargetType.AREA) || (sk.getTargetType() == L2TargetType.BEHIND_AREA) || (sk.getTargetType() == L2TargetType.FRONT_AREA)) && GeoData.getInstance().canSeeTarget(caster, attackTarget) && !attackTarget.isDead() && (dist2 <= srange))
|
|
{
|
|
clientStopMoving(null);
|
|
caster.doCast(sk);
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (sk.hasEffectType(L2EffectType.HEAL))
|
|
{
|
|
double percentage = (caster.getCurrentHp() / caster.getMaxHp()) * 100;
|
|
if (caster.isMinion() && (sk.getTargetType() != L2TargetType.SELF))
|
|
{
|
|
L2Character leader = caster.getLeader();
|
|
if ((leader != null) && !leader.isDead() && (Rnd.get(100) > ((leader.getCurrentHp() / leader.getMaxHp()) * 100)))
|
|
{
|
|
if (!Util.checkIfInRange((sk.getCastRange() + caster.getTemplate().getCollisionRadius() + leader.getTemplate().getCollisionRadius()), caster, leader, false) && !isParty(sk) && !caster.isMovementDisabled())
|
|
{
|
|
moveToPawn(leader, sk.getCastRange() + caster.getTemplate().getCollisionRadius() + leader.getTemplate().getCollisionRadius());
|
|
}
|
|
if (GeoData.getInstance().canSeeTarget(caster, leader))
|
|
{
|
|
clientStopMoving(null);
|
|
caster.setTarget(leader);
|
|
caster.doCast(sk);
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
if (Rnd.get(100) < ((100 - percentage) / 3))
|
|
{
|
|
clientStopMoving(null);
|
|
caster.setTarget(caster);
|
|
caster.doCast(sk);
|
|
return true;
|
|
}
|
|
|
|
if (sk.getTargetType() == L2TargetType.ONE)
|
|
{
|
|
for (L2Character obj : caster.getKnownList().getKnownCharactersInRadius(sk.getCastRange() + caster.getTemplate().getCollisionRadius()))
|
|
{
|
|
if (!(obj instanceof L2Attackable) || obj.isDead())
|
|
{
|
|
continue;
|
|
}
|
|
|
|
L2Attackable targets = ((L2Attackable) obj);
|
|
if (!caster.isInMyClan(targets))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
percentage = (targets.getCurrentHp() / targets.getMaxHp()) * 100;
|
|
if (Rnd.get(100) < ((100 - percentage) / 10))
|
|
{
|
|
if (GeoData.getInstance().canSeeTarget(caster, targets))
|
|
{
|
|
clientStopMoving(null);
|
|
caster.setTarget(obj);
|
|
caster.doCast(sk);
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (isParty(sk))
|
|
{
|
|
for (L2Character obj : caster.getKnownList().getKnownCharactersInRadius(sk.getAffectRange() + caster.getTemplate().getCollisionRadius()))
|
|
{
|
|
if (!(obj instanceof L2Attackable))
|
|
{
|
|
continue;
|
|
}
|
|
L2Npc targets = ((L2Npc) obj);
|
|
if (targets.isInMyClan(caster))
|
|
{
|
|
if ((obj.getCurrentHp() < obj.getMaxHp()) && (Rnd.get(100) <= 20))
|
|
{
|
|
clientStopMoving(null);
|
|
caster.setTarget(caster);
|
|
caster.doCast(sk);
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (sk.hasEffectType(L2EffectType.PHYSICAL_ATTACK, L2EffectType.PHYSICAL_ATTACK_HP_LINK, L2EffectType.MAGICAL_ATTACK, L2EffectType.DEATH_LINK, L2EffectType.HP_DRAIN))
|
|
{
|
|
if (!canAura(sk))
|
|
{
|
|
if (GeoData.getInstance().canSeeTarget(caster, attackTarget) && !attackTarget.isDead() && (dist2 <= srange))
|
|
{
|
|
clientStopMoving(null);
|
|
caster.doCast(sk);
|
|
return true;
|
|
}
|
|
|
|
L2Character target = skillTargetReconsider(sk);
|
|
if (target != null)
|
|
{
|
|
clientStopMoving(null);
|
|
L2Object targets = attackTarget;
|
|
caster.setTarget(target);
|
|
caster.doCast(sk);
|
|
caster.setTarget(targets);
|
|
return true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
clientStopMoving(null);
|
|
caster.doCast(sk);
|
|
return true;
|
|
}
|
|
}
|
|
|
|
if (sk.hasEffectType(L2EffectType.SLEEP))
|
|
{
|
|
if (sk.getTargetType() == L2TargetType.ONE)
|
|
{
|
|
if (!attackTarget.isDead() && (dist2 <= srange))
|
|
{
|
|
if ((dist2 > range) || attackTarget.isMoving())
|
|
{
|
|
if (!attackTarget.isAffectedBySkill(sk.getId()))
|
|
{
|
|
clientStopMoving(null);
|
|
caster.doCast(sk);
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
L2Character target = effectTargetReconsider(sk, false);
|
|
if (target != null)
|
|
{
|
|
clientStopMoving(null);
|
|
caster.doCast(sk);
|
|
return true;
|
|
}
|
|
}
|
|
else if (canAOE(sk))
|
|
{
|
|
if ((sk.getTargetType() == L2TargetType.AURA) || (sk.getTargetType() == L2TargetType.BEHIND_AURA) || (sk.getTargetType() == L2TargetType.FRONT_AURA))
|
|
{
|
|
clientStopMoving(null);
|
|
caster.doCast(sk);
|
|
return true;
|
|
}
|
|
if (((sk.getTargetType() == L2TargetType.AREA) || (sk.getTargetType() == L2TargetType.BEHIND_AREA) || (sk.getTargetType() == L2TargetType.FRONT_AREA)) && GeoData.getInstance().canSeeTarget(caster, attackTarget) && !attackTarget.isDead() && (dist2 <= srange))
|
|
{
|
|
clientStopMoving(null);
|
|
caster.doCast(sk);
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (sk.hasEffectType(L2EffectType.STUN, L2EffectType.ROOT, L2EffectType.PARALYZE, L2EffectType.MUTE, L2EffectType.FEAR))
|
|
{
|
|
if (GeoData.getInstance().canSeeTarget(caster, attackTarget) && !canAOE(sk) && (dist2 <= srange))
|
|
{
|
|
if (!attackTarget.isAffectedBySkill(sk.getId()))
|
|
{
|
|
clientStopMoving(null);
|
|
caster.doCast(sk);
|
|
return true;
|
|
}
|
|
}
|
|
else if (canAOE(sk))
|
|
{
|
|
if ((sk.getTargetType() == L2TargetType.AURA) || (sk.getTargetType() == L2TargetType.BEHIND_AURA) || (sk.getTargetType() == L2TargetType.FRONT_AURA))
|
|
{
|
|
clientStopMoving(null);
|
|
caster.doCast(sk);
|
|
return true;
|
|
}
|
|
if (((sk.getTargetType() == L2TargetType.AREA) || (sk.getTargetType() == L2TargetType.BEHIND_AREA) || (sk.getTargetType() == L2TargetType.FRONT_AREA)) && GeoData.getInstance().canSeeTarget(caster, attackTarget) && !attackTarget.isDead() && (dist2 <= srange))
|
|
{
|
|
clientStopMoving(null);
|
|
caster.doCast(sk);
|
|
return true;
|
|
}
|
|
}
|
|
else if (sk.getTargetType() == L2TargetType.ONE)
|
|
{
|
|
L2Character target = effectTargetReconsider(sk, false);
|
|
if (target != null)
|
|
{
|
|
clientStopMoving(null);
|
|
caster.doCast(sk);
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (sk.hasEffectType(L2EffectType.DMG_OVER_TIME, L2EffectType.DMG_OVER_TIME_PERCENT))
|
|
{
|
|
if (GeoData.getInstance().canSeeTarget(caster, attackTarget) && !canAOE(sk) && !attackTarget.isDead() && (dist2 <= srange))
|
|
{
|
|
if (!attackTarget.isAffectedBySkill(sk.getId()))
|
|
{
|
|
clientStopMoving(null);
|
|
caster.doCast(sk);
|
|
return true;
|
|
}
|
|
}
|
|
else if (canAOE(sk))
|
|
{
|
|
if ((sk.getTargetType() == L2TargetType.AURA) || (sk.getTargetType() == L2TargetType.BEHIND_AURA) || (sk.getTargetType() == L2TargetType.FRONT_AURA) || (sk.getTargetType() == L2TargetType.AURA_CORPSE_MOB))
|
|
{
|
|
clientStopMoving(null);
|
|
caster.doCast(sk);
|
|
return true;
|
|
}
|
|
if (((sk.getTargetType() == L2TargetType.AREA) || (sk.getTargetType() == L2TargetType.BEHIND_AREA) || (sk.getTargetType() == L2TargetType.FRONT_AREA)) && GeoData.getInstance().canSeeTarget(caster, attackTarget) && !attackTarget.isDead() && (dist2 <= srange))
|
|
{
|
|
clientStopMoving(null);
|
|
caster.doCast(sk);
|
|
return true;
|
|
}
|
|
}
|
|
else if (sk.getTargetType() == L2TargetType.ONE)
|
|
{
|
|
L2Character target = effectTargetReconsider(sk, false);
|
|
if (target != null)
|
|
{
|
|
clientStopMoving(null);
|
|
caster.doCast(sk);
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (sk.hasEffectType(L2EffectType.RESURRECTION))
|
|
{
|
|
if (!isParty(sk))
|
|
{
|
|
if (caster.isMinion() && (sk.getTargetType() != L2TargetType.SELF))
|
|
{
|
|
L2Character leader = caster.getLeader();
|
|
if (leader != null)
|
|
{
|
|
if (leader.isDead())
|
|
{
|
|
if (!Util.checkIfInRange((sk.getCastRange() + caster.getTemplate().getCollisionRadius() + leader.getTemplate().getCollisionRadius()), caster, leader, false) && !isParty(sk) && !caster.isMovementDisabled())
|
|
{
|
|
moveToPawn(leader, sk.getCastRange() + caster.getTemplate().getCollisionRadius() + leader.getTemplate().getCollisionRadius());
|
|
}
|
|
}
|
|
if (GeoData.getInstance().canSeeTarget(caster, leader))
|
|
{
|
|
clientStopMoving(null);
|
|
caster.setTarget(leader);
|
|
caster.doCast(sk);
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
for (L2Character obj : caster.getKnownList().getKnownCharactersInRadius(sk.getCastRange() + caster.getTemplate().getCollisionRadius()))
|
|
{
|
|
if (!(obj instanceof L2Attackable) || !obj.isDead())
|
|
{
|
|
continue;
|
|
}
|
|
|
|
L2Attackable targets = ((L2Attackable) obj);
|
|
if (!caster.isInMyClan(targets))
|
|
{
|
|
continue;
|
|
}
|
|
if (Rnd.get(100) < 10)
|
|
{
|
|
if (GeoData.getInstance().canSeeTarget(caster, targets))
|
|
{
|
|
clientStopMoving(null);
|
|
caster.setTarget(obj);
|
|
caster.doCast(sk);
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if (isParty(sk))
|
|
{
|
|
for (L2Character obj : caster.getKnownList().getKnownCharactersInRadius(sk.getAffectRange() + caster.getTemplate().getCollisionRadius()))
|
|
{
|
|
if (!(obj instanceof L2Attackable))
|
|
{
|
|
continue;
|
|
}
|
|
L2Npc targets = ((L2Npc) obj);
|
|
if (caster.isInMyClan(targets))
|
|
{
|
|
if ((obj.getCurrentHp() < obj.getMaxHp()) && (Rnd.get(100) <= 20))
|
|
{
|
|
clientStopMoving(null);
|
|
caster.setTarget(caster);
|
|
caster.doCast(sk);
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!canAura(sk))
|
|
{
|
|
|
|
if (GeoData.getInstance().canSeeTarget(caster, attackTarget) && !attackTarget.isDead() && (dist2 <= srange))
|
|
{
|
|
clientStopMoving(null);
|
|
caster.doCast(sk);
|
|
return true;
|
|
}
|
|
|
|
L2Character target = skillTargetReconsider(sk);
|
|
if (target != null)
|
|
{
|
|
clientStopMoving(null);
|
|
L2Object targets = attackTarget;
|
|
caster.setTarget(target);
|
|
caster.doCast(sk);
|
|
caster.setTarget(targets);
|
|
return true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
clientStopMoving(null);
|
|
caster.doCast(sk);
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* This AI task will start when ACTOR cannot move and attack range larger than distance
|
|
*/
|
|
private void movementDisable()
|
|
{
|
|
final L2Attackable npc = getActiveChar();
|
|
double dist = 0;
|
|
double dist2 = 0;
|
|
int range = 0;
|
|
try
|
|
{
|
|
if (npc.getTarget() == null)
|
|
{
|
|
npc.setTarget(getAttackTarget());
|
|
}
|
|
dist = npc.calculateDistance(getAttackTarget(), false, false);
|
|
dist2 = dist - npc.getTemplate().getCollisionRadius();
|
|
range = npc.getPhysicalAttackRange() + npc.getTemplate().getCollisionRadius() + getAttackTarget().getTemplate().getCollisionRadius();
|
|
if (getAttackTarget().isMoving())
|
|
{
|
|
dist = dist - 30;
|
|
if (npc.isMoving())
|
|
{
|
|
dist = dist - 50;
|
|
}
|
|
}
|
|
|
|
// Check if activeChar has any skill
|
|
if (!_skillrender.getAISkills(AISkillScope.GENERAL).isEmpty())
|
|
{
|
|
// -------------------------------------------------------------
|
|
// Try to stop the target or disable the target as priority
|
|
int random = Rnd.get(100);
|
|
if (!getAttackTarget().isImmobilized() && (random < 2))
|
|
{
|
|
for (Skill sk : _skillrender.getAISkills(AISkillScope.IMMOBILIZE))
|
|
{
|
|
if (!checkSkillCastConditions(sk) || (((sk.getCastRange() + npc.getTemplate().getCollisionRadius() + getAttackTarget().getTemplate().getCollisionRadius()) <= dist2) && !canAura(sk)))
|
|
{
|
|
continue;
|
|
}
|
|
if (!GeoData.getInstance().canSeeTarget(npc, getAttackTarget()))
|
|
{
|
|
continue;
|
|
}
|
|
if (!getAttackTarget().isAffectedBySkill(sk.getId()))
|
|
{
|
|
clientStopMoving(null);
|
|
// L2Object target = getAttackTarget();
|
|
// _actor.setTarget(_actor);
|
|
npc.doCast(sk);
|
|
// _actor.setTarget(target);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
// -------------------------------------------------------------
|
|
// Same as Above, but with Mute/FEAR etc....
|
|
if (random < 5)
|
|
{
|
|
for (Skill sk : _skillrender.getAISkills(AISkillScope.COT))
|
|
{
|
|
if (!checkSkillCastConditions(sk) || (((sk.getCastRange() + npc.getTemplate().getCollisionRadius() + getAttackTarget().getTemplate().getCollisionRadius()) <= dist2) && !canAura(sk)))
|
|
{
|
|
continue;
|
|
}
|
|
if (!GeoData.getInstance().canSeeTarget(npc, getAttackTarget()))
|
|
{
|
|
continue;
|
|
}
|
|
if (!getAttackTarget().isAffectedBySkill(sk.getId()))
|
|
{
|
|
clientStopMoving(null);
|
|
// L2Object target = getAttackTarget();
|
|
// _actor.setTarget(_actor);
|
|
npc.doCast(sk);
|
|
// _actor.setTarget(target);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
// -------------------------------------------------------------
|
|
if (random < 8)
|
|
{
|
|
for (Skill sk : _skillrender.getAISkills(AISkillScope.DEBUFF))
|
|
{
|
|
if (!checkSkillCastConditions(sk) || (((sk.getCastRange() + npc.getTemplate().getCollisionRadius() + getAttackTarget().getTemplate().getCollisionRadius()) <= dist2) && !canAura(sk)))
|
|
{
|
|
continue;
|
|
}
|
|
if (!GeoData.getInstance().canSeeTarget(npc, getAttackTarget()))
|
|
{
|
|
continue;
|
|
}
|
|
if (!getAttackTarget().isAffectedBySkill(sk.getId()))
|
|
{
|
|
clientStopMoving(null);
|
|
// L2Object target = getAttackTarget();
|
|
// _actor.setTarget(_actor);
|
|
npc.doCast(sk);
|
|
// _actor.setTarget(target);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
// -------------------------------------------------------------
|
|
// Some side effect skill like CANCEL or NEGATE
|
|
if (random < 9)
|
|
{
|
|
for (Skill sk : _skillrender.getAISkills(AISkillScope.NEGATIVE))
|
|
{
|
|
if (!checkSkillCastConditions(sk) || (((sk.getCastRange() + npc.getTemplate().getCollisionRadius() + getAttackTarget().getTemplate().getCollisionRadius()) <= dist2) && !canAura(sk)))
|
|
{
|
|
continue;
|
|
}
|
|
if (!GeoData.getInstance().canSeeTarget(npc, getAttackTarget()))
|
|
{
|
|
continue;
|
|
}
|
|
if (getAttackTarget().getEffectList().getFirstEffect(L2EffectType.BUFF) != null)
|
|
{
|
|
clientStopMoving(null);
|
|
// L2Object target = getAttackTarget();
|
|
// _actor.setTarget(_actor);
|
|
npc.doCast(sk);
|
|
// _actor.setTarget(target);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
// -------------------------------------------------------------
|
|
// Start ATK SKILL when nothing can be done
|
|
if ((npc.isMovementDisabled() || (npc.getAiType() == AIType.MAGE) || (npc.getAiType() == AIType.HEALER)))
|
|
{
|
|
for (Skill sk : _skillrender.getAISkills(AISkillScope.ATTACK))
|
|
{
|
|
if (!checkSkillCastConditions(sk) || (((sk.getCastRange() + npc.getTemplate().getCollisionRadius() + getAttackTarget().getTemplate().getCollisionRadius()) <= dist2) && !canAura(sk)))
|
|
{
|
|
continue;
|
|
}
|
|
if (!GeoData.getInstance().canSeeTarget(npc, getAttackTarget()))
|
|
{
|
|
continue;
|
|
}
|
|
clientStopMoving(null);
|
|
// L2Object target = getAttackTarget();
|
|
// _actor.setTarget(_actor);
|
|
npc.doCast(sk);
|
|
// _actor.setTarget(target);
|
|
return;
|
|
}
|
|
}
|
|
// -------------------------------------------------------------
|
|
// if there is no ATK skill to use, then try Universal skill
|
|
// @formatter:off
|
|
/*
|
|
for(L2Skill sk:_skillrender.getUniversalSkills())
|
|
{
|
|
if(sk.getMpConsume()>=_actor.getCurrentMp()
|
|
|| _actor.isSkillDisabled(sk.getId())
|
|
||(sk.getCastRange()+ _actor.getTemplate().getCollisionRadius() + getAttackTarget().getTemplate().getCollisionRadius() <= dist2 && !canAura(sk))
|
|
||(sk.isMagic()&&_actor.isMuted())
|
|
||(!sk.isMagic()&&_actor.isPhysicalMuted()))
|
|
{
|
|
continue;
|
|
}
|
|
if(!GeoData.getInstance().canSeeTarget(_actor,getAttackTarget()))
|
|
continue;
|
|
clientStopMoving(null);
|
|
L2Object target = getAttackTarget();
|
|
//_actor.setTarget(_actor);
|
|
_actor.doCast(sk);
|
|
//_actor.setTarget(target);
|
|
return;
|
|
}
|
|
*/
|
|
// @formatter:on
|
|
}
|
|
// timepass = timepass + 1;
|
|
if (npc.isMovementDisabled())
|
|
{
|
|
// timepass = 0;
|
|
targetReconsider();
|
|
|
|
return;
|
|
}
|
|
// else if(timepass>=5)
|
|
// {
|
|
// timepass = 0;
|
|
// AggroReconsider();
|
|
// return;
|
|
// }
|
|
|
|
if ((dist > range) || !GeoData.getInstance().canSeeTarget(npc, getAttackTarget()))
|
|
{
|
|
if (getAttackTarget().isMoving())
|
|
{
|
|
range -= 100;
|
|
}
|
|
if (range < 5)
|
|
{
|
|
range = 5;
|
|
}
|
|
moveToPawn(getAttackTarget(), range);
|
|
return;
|
|
|
|
}
|
|
|
|
melee(npc.getPrimarySkillId());
|
|
}
|
|
catch (NullPointerException e)
|
|
{
|
|
setIntention(AI_INTENTION_ACTIVE);
|
|
_log.warning(getClass().getSimpleName() + ": " + this + " - failed executing movementDisable(): " + e.getMessage());
|
|
return;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* @param skill the skill to check.
|
|
* @return {@code true} if the skill is available for casting {@code false} otherwise.
|
|
*/
|
|
private boolean checkSkillCastConditions(Skill skill)
|
|
{
|
|
// Not enough MP.
|
|
if (skill.getMpConsume() >= getActiveChar().getCurrentMp())
|
|
{
|
|
return false;
|
|
}
|
|
// Character is in "skill disabled" mode.
|
|
if (getActiveChar().isSkillDisabled(skill))
|
|
{
|
|
return false;
|
|
}
|
|
// If is a static skill and magic skill and character is muted or is a physical skill muted and character is physically muted.
|
|
if (!skill.isStatic() && ((skill.isMagic() && getActiveChar().isMuted()) || getActiveChar().isPhysicalMuted()))
|
|
{
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
private L2Character effectTargetReconsider(Skill sk, boolean positive)
|
|
{
|
|
if (sk == null)
|
|
{
|
|
return null;
|
|
}
|
|
L2Attackable actor = getActiveChar();
|
|
if (!sk.hasEffectType(L2EffectType.DISPEL, L2EffectType.DISPEL_BY_SLOT))
|
|
{
|
|
if (!positive)
|
|
{
|
|
double dist = 0;
|
|
double dist2 = 0;
|
|
int range = 0;
|
|
|
|
for (L2Character obj : actor.getAttackByList())
|
|
{
|
|
if ((obj == null) || obj.isDead() || !GeoData.getInstance().canSeeTarget(actor, obj) || (obj == getAttackTarget()))
|
|
{
|
|
continue;
|
|
}
|
|
try
|
|
{
|
|
actor.setTarget(getAttackTarget());
|
|
dist = actor.calculateDistance(obj, false, false);
|
|
dist2 = dist - actor.getTemplate().getCollisionRadius();
|
|
range = sk.getCastRange() + actor.getTemplate().getCollisionRadius() + obj.getTemplate().getCollisionRadius();
|
|
if (obj.isMoving())
|
|
{
|
|
dist2 = dist2 - 70;
|
|
}
|
|
}
|
|
catch (NullPointerException e)
|
|
{
|
|
continue;
|
|
}
|
|
if (dist2 <= range)
|
|
{
|
|
if (!getAttackTarget().isAffectedBySkill(sk.getId()))
|
|
{
|
|
return obj;
|
|
}
|
|
}
|
|
}
|
|
|
|
// ----------------------------------------------------------------------
|
|
// If there is nearby Target with aggro, start going on random target that is attackable
|
|
for (L2Character obj : actor.getKnownList().getKnownCharactersInRadius(range))
|
|
{
|
|
if (obj.isDead() || !GeoData.getInstance().canSeeTarget(actor, obj))
|
|
{
|
|
continue;
|
|
}
|
|
try
|
|
{
|
|
actor.setTarget(getAttackTarget());
|
|
dist = actor.calculateDistance(obj, false, false);
|
|
dist2 = dist;
|
|
range = sk.getCastRange() + actor.getTemplate().getCollisionRadius() + obj.getTemplate().getCollisionRadius();
|
|
if (obj.isMoving())
|
|
{
|
|
dist2 = dist2 - 70;
|
|
}
|
|
}
|
|
catch (NullPointerException e)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if ((obj instanceof L2PcInstance) || (obj instanceof L2Summon))
|
|
{
|
|
if (dist2 <= range)
|
|
{
|
|
if (!getAttackTarget().isAffectedBySkill(sk.getId()))
|
|
{
|
|
return obj;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if (positive)
|
|
{
|
|
double dist = 0;
|
|
double dist2 = 0;
|
|
int range = 0;
|
|
for (L2Character obj : actor.getKnownList().getKnownCharactersInRadius(range))
|
|
{
|
|
if (!(obj instanceof L2Attackable) || obj.isDead() || !GeoData.getInstance().canSeeTarget(actor, obj))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
L2Attackable targets = ((L2Attackable) obj);
|
|
if (targets.isInMyClan(actor))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
try
|
|
{
|
|
actor.setTarget(getAttackTarget());
|
|
dist = actor.calculateDistance(obj, false, false);
|
|
dist2 = dist - actor.getTemplate().getCollisionRadius();
|
|
range = sk.getCastRange() + actor.getTemplate().getCollisionRadius() + obj.getTemplate().getCollisionRadius();
|
|
if (obj.isMoving())
|
|
{
|
|
dist2 = dist2 - 70;
|
|
}
|
|
}
|
|
catch (NullPointerException e)
|
|
{
|
|
continue;
|
|
}
|
|
if (dist2 <= range)
|
|
{
|
|
if (!obj.isAffectedBySkill(sk.getId()))
|
|
{
|
|
return obj;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
double dist = 0;
|
|
double dist2 = 0;
|
|
int range = 0;
|
|
range = sk.getCastRange() + actor.getTemplate().getCollisionRadius() + getAttackTarget().getTemplate().getCollisionRadius();
|
|
for (L2Character obj : actor.getKnownList().getKnownCharactersInRadius(range))
|
|
{
|
|
if ((obj == null) || obj.isDead() || !GeoData.getInstance().canSeeTarget(actor, obj))
|
|
{
|
|
continue;
|
|
}
|
|
try
|
|
{
|
|
actor.setTarget(getAttackTarget());
|
|
dist = actor.calculateDistance(obj, false, false);
|
|
dist2 = dist - actor.getTemplate().getCollisionRadius();
|
|
range = sk.getCastRange() + actor.getTemplate().getCollisionRadius() + obj.getTemplate().getCollisionRadius();
|
|
if (obj.isMoving())
|
|
{
|
|
dist2 = dist2 - 70;
|
|
}
|
|
}
|
|
catch (NullPointerException e)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if ((obj instanceof L2PcInstance) || (obj instanceof L2Summon))
|
|
{
|
|
|
|
if (dist2 <= range)
|
|
{
|
|
if (getAttackTarget().getEffectList().getFirstEffect(L2EffectType.BUFF) != null)
|
|
{
|
|
return obj;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return null;
|
|
}
|
|
|
|
private L2Character skillTargetReconsider(Skill sk)
|
|
{
|
|
double dist = 0;
|
|
double dist2 = 0;
|
|
int range = 0;
|
|
L2Attackable actor = getActiveChar();
|
|
if (actor.getHateList() != null)
|
|
{
|
|
for (L2Character obj : actor.getHateList())
|
|
{
|
|
if ((obj == null) || !GeoData.getInstance().canSeeTarget(actor, obj) || obj.isDead())
|
|
{
|
|
continue;
|
|
}
|
|
try
|
|
{
|
|
actor.setTarget(getAttackTarget());
|
|
dist = actor.calculateDistance(obj, false, false);
|
|
dist2 = dist - actor.getTemplate().getCollisionRadius();
|
|
range = sk.getCastRange() + actor.getTemplate().getCollisionRadius() + getAttackTarget().getTemplate().getCollisionRadius();
|
|
// if(obj.isMoving())
|
|
// dist2 = dist2 - 40;
|
|
}
|
|
catch (NullPointerException e)
|
|
{
|
|
continue;
|
|
}
|
|
if (dist2 <= range)
|
|
{
|
|
return obj;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!(actor instanceof L2GuardInstance))
|
|
{
|
|
Collection<L2Object> objs = actor.getKnownList().getKnownObjects().values();
|
|
for (L2Object target : objs)
|
|
{
|
|
try
|
|
{
|
|
actor.setTarget(getAttackTarget());
|
|
dist = actor.calculateDistance(target, false, false);
|
|
dist2 = dist;
|
|
range = sk.getCastRange() + actor.getTemplate().getCollisionRadius() + getAttackTarget().getTemplate().getCollisionRadius();
|
|
// if(obj.isMoving())
|
|
// dist2 = dist2 - 40;
|
|
}
|
|
catch (NullPointerException e)
|
|
{
|
|
continue;
|
|
}
|
|
L2Character obj = null;
|
|
if (target instanceof L2Character)
|
|
{
|
|
obj = (L2Character) target;
|
|
}
|
|
if ((obj == null) || !GeoData.getInstance().canSeeTarget(actor, obj) || (dist2 > range))
|
|
{
|
|
continue;
|
|
}
|
|
if (obj instanceof L2PcInstance)
|
|
{
|
|
return obj;
|
|
|
|
}
|
|
if (obj instanceof L2Attackable)
|
|
{
|
|
if (actor.isChaos())
|
|
{
|
|
if (((L2Attackable) obj).isInMyClan(actor))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
return obj;
|
|
}
|
|
}
|
|
if (obj instanceof L2Summon)
|
|
{
|
|
return obj;
|
|
}
|
|
}
|
|
}
|
|
return null;
|
|
}
|
|
|
|
private void targetReconsider()
|
|
{
|
|
double dist = 0;
|
|
double dist2 = 0;
|
|
int range = 0;
|
|
L2Attackable actor = getActiveChar();
|
|
L2Character MostHate = actor.getMostHated();
|
|
if (actor.getHateList() != null)
|
|
{
|
|
for (L2Character obj : actor.getHateList())
|
|
{
|
|
if ((obj == null) || !GeoData.getInstance().canSeeTarget(actor, obj) || obj.isDead() || (obj != MostHate) || (obj == actor))
|
|
{
|
|
continue;
|
|
}
|
|
try
|
|
{
|
|
dist = actor.calculateDistance(obj, false, false);
|
|
dist2 = dist - actor.getTemplate().getCollisionRadius();
|
|
range = actor.getPhysicalAttackRange() + actor.getTemplate().getCollisionRadius() + obj.getTemplate().getCollisionRadius();
|
|
if (obj.isMoving())
|
|
{
|
|
dist2 = dist2 - 70;
|
|
}
|
|
}
|
|
catch (NullPointerException e)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (dist2 <= range)
|
|
{
|
|
if (MostHate != null)
|
|
{
|
|
actor.addDamageHate(obj, 0, actor.getHating(MostHate));
|
|
}
|
|
else
|
|
{
|
|
actor.addDamageHate(obj, 0, 2000);
|
|
}
|
|
actor.setTarget(obj);
|
|
setAttackTarget(obj);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
if (!(actor instanceof L2GuardInstance))
|
|
{
|
|
Collection<L2Object> objs = actor.getKnownList().getKnownObjects().values();
|
|
for (L2Object target : objs)
|
|
{
|
|
L2Character obj = null;
|
|
if (target instanceof L2Character)
|
|
{
|
|
obj = (L2Character) target;
|
|
}
|
|
|
|
if ((obj == null) || !GeoData.getInstance().canSeeTarget(actor, obj) || obj.isDead() || (obj != MostHate) || (obj == actor) || (obj == getAttackTarget()))
|
|
{
|
|
continue;
|
|
}
|
|
if (obj instanceof L2PcInstance)
|
|
{
|
|
if (MostHate != null)
|
|
{
|
|
actor.addDamageHate(obj, 0, actor.getHating(MostHate));
|
|
}
|
|
else
|
|
{
|
|
actor.addDamageHate(obj, 0, 2000);
|
|
}
|
|
actor.setTarget(obj);
|
|
setAttackTarget(obj);
|
|
|
|
}
|
|
else if (obj instanceof L2Attackable)
|
|
{
|
|
if (actor.isChaos())
|
|
{
|
|
if (((L2Attackable) obj).isInMyClan(actor))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (MostHate != null)
|
|
{
|
|
actor.addDamageHate(obj, 0, actor.getHating(MostHate));
|
|
}
|
|
else
|
|
{
|
|
actor.addDamageHate(obj, 0, 2000);
|
|
}
|
|
actor.setTarget(obj);
|
|
setAttackTarget(obj);
|
|
}
|
|
}
|
|
else if (obj instanceof L2Summon)
|
|
{
|
|
if (MostHate != null)
|
|
{
|
|
actor.addDamageHate(obj, 0, actor.getHating(MostHate));
|
|
}
|
|
else
|
|
{
|
|
actor.addDamageHate(obj, 0, 2000);
|
|
}
|
|
actor.setTarget(obj);
|
|
setAttackTarget(obj);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
private void aggroReconsider()
|
|
{
|
|
L2Attackable actor = getActiveChar();
|
|
L2Character MostHate = actor.getMostHated();
|
|
if (actor.getHateList() != null)
|
|
{
|
|
|
|
int rand = Rnd.get(actor.getHateList().size());
|
|
int count = 0;
|
|
for (L2Character obj : actor.getHateList())
|
|
{
|
|
if (count < rand)
|
|
{
|
|
count++;
|
|
continue;
|
|
}
|
|
|
|
if ((obj == null) || !GeoData.getInstance().canSeeTarget(actor, obj) || obj.isDead() || (obj == getAttackTarget()) || (obj == actor))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
try
|
|
{
|
|
actor.setTarget(getAttackTarget());
|
|
}
|
|
catch (NullPointerException e)
|
|
{
|
|
continue;
|
|
}
|
|
if (MostHate != null)
|
|
{
|
|
actor.addDamageHate(obj, 0, actor.getHating(MostHate));
|
|
}
|
|
else
|
|
{
|
|
actor.addDamageHate(obj, 0, 2000);
|
|
}
|
|
actor.setTarget(obj);
|
|
setAttackTarget(obj);
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (!(actor instanceof L2GuardInstance))
|
|
{
|
|
Collection<L2Object> objs = actor.getKnownList().getKnownObjects().values();
|
|
for (L2Object target : objs)
|
|
{
|
|
L2Character obj = null;
|
|
if (target instanceof L2Character)
|
|
{
|
|
obj = (L2Character) target;
|
|
}
|
|
else
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (!GeoData.getInstance().canSeeTarget(actor, obj) || obj.isDead() || (obj != MostHate) || (obj == actor))
|
|
{
|
|
continue;
|
|
}
|
|
if (obj instanceof L2PcInstance)
|
|
{
|
|
if ((MostHate != null) && !MostHate.isDead())
|
|
{
|
|
actor.addDamageHate(obj, 0, actor.getHating(MostHate));
|
|
}
|
|
else
|
|
{
|
|
actor.addDamageHate(obj, 0, 2000);
|
|
}
|
|
actor.setTarget(obj);
|
|
setAttackTarget(obj);
|
|
}
|
|
else if (obj instanceof L2Attackable)
|
|
{
|
|
if (actor.isChaos())
|
|
{
|
|
if (((L2Attackable) obj).isInMyClan(actor))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (MostHate != null)
|
|
{
|
|
actor.addDamageHate(obj, 0, actor.getHating(MostHate));
|
|
}
|
|
else
|
|
{
|
|
actor.addDamageHate(obj, 0, 2000);
|
|
}
|
|
actor.setTarget(obj);
|
|
setAttackTarget(obj);
|
|
}
|
|
}
|
|
else if (obj instanceof L2Summon)
|
|
{
|
|
if (MostHate != null)
|
|
{
|
|
actor.addDamageHate(obj, 0, actor.getHating(MostHate));
|
|
}
|
|
else
|
|
{
|
|
actor.addDamageHate(obj, 0, 2000);
|
|
}
|
|
actor.setTarget(obj);
|
|
setAttackTarget(obj);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
private List<Skill> longRangeSkillRender()
|
|
{
|
|
List<Skill> longRangeSkills = _skillrender.getAISkills(AISkillScope.LONG_RANGE);
|
|
if (longRangeSkills.isEmpty())
|
|
{
|
|
longRangeSkills = getActiveChar().getLongRangeSkill();
|
|
}
|
|
return longRangeSkills;
|
|
}
|
|
|
|
private List<Skill> shortRangeSkillRender()
|
|
{
|
|
List<Skill> shortRangeSkills = _skillrender.getAISkills(AISkillScope.SHORT_RANGE);
|
|
if (shortRangeSkills.isEmpty())
|
|
{
|
|
shortRangeSkills = getActiveChar().getShortRangeSkill();
|
|
}
|
|
return shortRangeSkills;
|
|
}
|
|
|
|
/**
|
|
* Manage AI thinking actions of a L2Attackable.
|
|
*/
|
|
@Override
|
|
protected void onEvtThink()
|
|
{
|
|
// Check if the actor can't use skills and if a thinking action isn't already in progress
|
|
if (_thinking || getActiveChar().isAllSkillsDisabled())
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Start thinking action
|
|
_thinking = true;
|
|
|
|
try
|
|
{
|
|
// Manage AI thinks of a L2Attackable
|
|
switch (getIntention())
|
|
{
|
|
case AI_INTENTION_ACTIVE:
|
|
thinkActive();
|
|
break;
|
|
case AI_INTENTION_ATTACK:
|
|
thinkAttack();
|
|
break;
|
|
case AI_INTENTION_CAST:
|
|
thinkCast();
|
|
break;
|
|
}
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
_log.warning(getClass().getSimpleName() + ": " + this + " - onEvtThink() failed: " + e.getMessage());
|
|
}
|
|
finally
|
|
{
|
|
// Stop thinking action
|
|
_thinking = false;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Launch actions corresponding to the Event Attacked.<br>
|
|
* <B><U> Actions</U> :</B>
|
|
* <ul>
|
|
* <li>Init the attack : Calculate the attack timeout, Set the _globalAggro to 0, Add the attacker to the actor _aggroList</li>
|
|
* <li>Set the L2Character movement type to run and send Server->Client packet ChangeMoveType to all others L2PcInstance</li>
|
|
* <li>Set the Intention to AI_INTENTION_ATTACK</li>
|
|
* </ul>
|
|
* @param attacker The L2Character that attacks the actor
|
|
*/
|
|
@Override
|
|
protected void onEvtAttacked(L2Character attacker)
|
|
{
|
|
L2Attackable me = getActiveChar();
|
|
|
|
// Calculate the attack timeout
|
|
_attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getInstance().getGameTicks();
|
|
|
|
// Set the _globalAggro to 0 to permit attack even just after spawn
|
|
if (_globalAggro < 0)
|
|
{
|
|
_globalAggro = 0;
|
|
}
|
|
|
|
// Add the attacker to the _aggroList of the actor
|
|
me.addDamageHate(attacker, 0, 1);
|
|
|
|
// Set the L2Character movement type to run and send Server->Client packet ChangeMoveType to all others L2PcInstance
|
|
if (!me.isRunning())
|
|
{
|
|
me.setRunning();
|
|
}
|
|
|
|
// Set the Intention to AI_INTENTION_ATTACK
|
|
if (getIntention() != AI_INTENTION_ATTACK)
|
|
{
|
|
setIntention(CtrlIntention.AI_INTENTION_ATTACK, attacker);
|
|
}
|
|
else if (me.getMostHated() != getAttackTarget())
|
|
{
|
|
setIntention(CtrlIntention.AI_INTENTION_ATTACK, attacker);
|
|
}
|
|
|
|
if (me instanceof L2MonsterInstance)
|
|
{
|
|
L2MonsterInstance master = (L2MonsterInstance) me;
|
|
|
|
if (master.hasMinions())
|
|
{
|
|
master.getMinionList().onAssist(me, attacker);
|
|
}
|
|
|
|
master = master.getLeader();
|
|
if ((master != null) && master.hasMinions())
|
|
{
|
|
master.getMinionList().onAssist(me, attacker);
|
|
}
|
|
}
|
|
|
|
super.onEvtAttacked(attacker);
|
|
}
|
|
|
|
/**
|
|
* Launch actions corresponding to the Event Aggression.<br>
|
|
* <B><U> Actions</U> :</B>
|
|
* <ul>
|
|
* <li>Add the target to the actor _aggroList or update hate if already present</li>
|
|
* <li>Set the actor Intention to AI_INTENTION_ATTACK (if actor is L2GuardInstance check if it isn't too far from its home location)</li>
|
|
* </ul>
|
|
* @param aggro The value of hate to add to the actor against the target
|
|
*/
|
|
@Override
|
|
protected void onEvtAggression(L2Character target, int aggro)
|
|
{
|
|
final L2Attackable me = getActiveChar();
|
|
if (me.isDead())
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (target != null)
|
|
{
|
|
// Add the target to the actor _aggroList or update hate if already present
|
|
me.addDamageHate(target, 0, aggro);
|
|
|
|
// Set the actor AI Intention to AI_INTENTION_ATTACK
|
|
if (getIntention() != CtrlIntention.AI_INTENTION_ATTACK)
|
|
{
|
|
// Set the L2Character movement type to run and send Server->Client packet ChangeMoveType to all others L2PcInstance
|
|
if (!me.isRunning())
|
|
{
|
|
me.setRunning();
|
|
}
|
|
|
|
setIntention(CtrlIntention.AI_INTENTION_ATTACK, target);
|
|
}
|
|
|
|
if (me instanceof L2MonsterInstance)
|
|
{
|
|
L2MonsterInstance master = (L2MonsterInstance) me;
|
|
|
|
if (master.hasMinions())
|
|
{
|
|
master.getMinionList().onAssist(me, target);
|
|
}
|
|
|
|
master = master.getLeader();
|
|
if ((master != null) && master.hasMinions())
|
|
{
|
|
master.getMinionList().onAssist(me, target);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
@Override
|
|
protected void onIntentionActive()
|
|
{
|
|
// Cancel attack timeout
|
|
_attackTimeout = Integer.MAX_VALUE;
|
|
super.onIntentionActive();
|
|
}
|
|
|
|
public void setGlobalAggro(int value)
|
|
{
|
|
_globalAggro = value;
|
|
}
|
|
|
|
/**
|
|
* @param TP The timepass to set.
|
|
*/
|
|
public void setTimepass(int TP)
|
|
{
|
|
timepass = TP;
|
|
}
|
|
|
|
/**
|
|
* @return Returns the timepass.
|
|
*/
|
|
public int getTimepass()
|
|
{
|
|
return timepass;
|
|
}
|
|
|
|
public L2Attackable getActiveChar()
|
|
{
|
|
return (L2Attackable) _actor;
|
|
}
|
|
}
|