853 lines
24 KiB
Java
853 lines
24 KiB
Java
/*
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* Copyright (C) 2004-2015 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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import static com.l2jserver.gameserver.ai.CtrlIntention.AI_INTENTION_ATTACK;
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import static com.l2jserver.gameserver.ai.CtrlIntention.AI_INTENTION_FOLLOW;
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import static com.l2jserver.gameserver.ai.CtrlIntention.AI_INTENTION_IDLE;
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import java.util.concurrent.Future;
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import java.util.logging.Logger;
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import com.l2jserver.gameserver.GameTimeController;
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import com.l2jserver.gameserver.ThreadPoolManager;
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import com.l2jserver.gameserver.model.L2Object;
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import com.l2jserver.gameserver.model.Location;
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import com.l2jserver.gameserver.model.actor.L2Character;
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import com.l2jserver.gameserver.model.actor.L2Summon;
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import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
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import com.l2jserver.gameserver.model.skills.Skill;
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import com.l2jserver.gameserver.network.serverpackets.ActionFailed;
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import com.l2jserver.gameserver.network.serverpackets.AutoAttackStart;
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import com.l2jserver.gameserver.network.serverpackets.AutoAttackStop;
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import com.l2jserver.gameserver.network.serverpackets.Die;
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import com.l2jserver.gameserver.network.serverpackets.MoveToLocation;
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import com.l2jserver.gameserver.network.serverpackets.MoveToPawn;
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import com.l2jserver.gameserver.network.serverpackets.StopMove;
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import com.l2jserver.gameserver.network.serverpackets.StopRotation;
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import com.l2jserver.gameserver.taskmanager.AttackStanceTaskManager;
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/**
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* Mother class of all objects AI in the world.<br>
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* AbastractAI :<br>
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* <li>L2CharacterAI</li>
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*/
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public abstract class AbstractAI implements Ctrl
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{
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protected final Logger _log = Logger.getLogger(getClass().getName());
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private NextAction _nextAction;
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/**
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* @return the _nextAction
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*/
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public NextAction getNextAction()
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{
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return _nextAction;
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}
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/**
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* @param nextAction the next action to set.
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*/
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public void setNextAction(NextAction nextAction)
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{
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_nextAction = nextAction;
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}
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private class FollowTask implements Runnable
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{
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protected int _range = 70;
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public FollowTask()
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{
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}
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public FollowTask(int range)
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{
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_range = range;
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}
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@Override
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public void run()
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{
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try
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{
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if (_followTask == null)
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{
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return;
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}
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L2Character followTarget = _followTarget; // copy to prevent NPE
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if (followTarget == null)
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{
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if (_actor instanceof L2Summon)
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{
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((L2Summon) _actor).setFollowStatus(false);
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}
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setIntention(AI_INTENTION_IDLE);
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return;
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}
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if (!_actor.isInsideRadius(followTarget, _range, true, false))
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{
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if (!_actor.isInsideRadius(followTarget, 3000, true, false))
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{
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// if the target is too far (maybe also teleported)
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if (_actor instanceof L2Summon)
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{
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((L2Summon) _actor).setFollowStatus(false);
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}
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setIntention(AI_INTENTION_IDLE);
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return;
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}
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moveToPawn(followTarget, _range);
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}
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}
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catch (Exception e)
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{
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_log.warning(getClass().getSimpleName() + ": Error: " + e.getMessage());
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}
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}
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}
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/** The character that this AI manages */
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protected final L2Character _actor;
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/** An accessor for private methods of the actor */
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protected final L2Character.AIAccessor _accessor;
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/** Current long-term intention */
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protected CtrlIntention _intention = AI_INTENTION_IDLE;
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/** Current long-term intention parameter */
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protected Object _intentionArg0 = null;
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/** Current long-term intention parameter */
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protected Object _intentionArg1 = null;
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/** Flags about client's state, in order to know which messages to send */
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protected volatile boolean _clientMoving;
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/** Flags about client's state, in order to know which messages to send */
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protected volatile boolean _clientAutoAttacking;
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/** Flags about client's state, in order to know which messages to send */
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protected int _clientMovingToPawnOffset;
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/** Different targets this AI maintains */
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private L2Object _target;
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private L2Character _castTarget;
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protected L2Character _attackTarget;
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protected L2Character _followTarget;
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/** The skill we are currently casting by INTENTION_CAST */
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Skill _skill;
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/** Different internal state flags */
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private int _moveToPawnTimeout;
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protected Future<?> _followTask = null;
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private static final int FOLLOW_INTERVAL = 1000;
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private static final int ATTACK_FOLLOW_INTERVAL = 500;
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/**
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* Constructor of AbstractAI.
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* @param accessor The AI accessor of the L2Character
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*/
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protected AbstractAI(L2Character.AIAccessor accessor)
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{
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_accessor = accessor;
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// Get the L2Character managed by this Accessor AI
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_actor = accessor.getActor();
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}
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/**
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* @return the L2Character managed by this Accessor AI.
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*/
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@Override
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public L2Character getActor()
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{
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return _actor;
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}
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/**
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* @return the current Intention.
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*/
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@Override
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public CtrlIntention getIntention()
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{
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return _intention;
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}
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protected void setCastTarget(L2Character target)
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{
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_castTarget = target;
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}
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/**
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* @return the current cast target.
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*/
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public L2Character getCastTarget()
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{
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return _castTarget;
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}
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protected void setAttackTarget(L2Character target)
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{
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_attackTarget = target;
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}
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/**
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* @return current attack target.
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*/
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@Override
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public L2Character getAttackTarget()
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{
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return _attackTarget;
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}
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/**
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* Set the Intention of this AbstractAI.<br>
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* <FONT COLOR=#FF0000><B> <U>Caution</U> : This method is USED by AI classes</B></FONT><B><U><br>
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* Overridden in </U> : </B><BR>
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* <B>L2AttackableAI</B> : Create an AI Task executed every 1s (if necessary)<BR>
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* <B>L2PlayerAI</B> : Stores the current AI intention parameters to later restore it if necessary.
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* @param intention The new Intention to set to the AI
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* @param arg0 The first parameter of the Intention
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* @param arg1 The second parameter of the Intention
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*/
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synchronized void changeIntention(CtrlIntention intention, Object arg0, Object arg1)
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{
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_intention = intention;
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_intentionArg0 = arg0;
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_intentionArg1 = arg1;
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}
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/**
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* Launch the L2CharacterAI onIntention method corresponding to the new Intention.<br>
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* <FONT COLOR=#FF0000><B> <U>Caution</U> : Stop the FOLLOW mode if necessary</B></FONT>
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* @param intention The new Intention to set to the AI
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*/
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@Override
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public final void setIntention(CtrlIntention intention)
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{
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setIntention(intention, null, null);
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}
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/**
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* Launch the L2CharacterAI onIntention method corresponding to the new Intention.<br>
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* <FONT COLOR=#FF0000><B> <U>Caution</U> : Stop the FOLLOW mode if necessary</B></FONT>
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* @param intention The new Intention to set to the AI
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* @param arg0 The first parameter of the Intention (optional target)
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*/
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@Override
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public final void setIntention(CtrlIntention intention, Object arg0)
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{
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setIntention(intention, arg0, null);
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}
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@Override
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public final void setIntention(CtrlIntention intention, Object arg0, Object arg1)
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{
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// Stop the follow mode if necessary
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if ((intention != AI_INTENTION_FOLLOW) && (intention != AI_INTENTION_ATTACK))
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{
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stopFollow();
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}
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// Launch the onIntention method of the L2CharacterAI corresponding to the new Intention
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switch (intention)
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{
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case AI_INTENTION_IDLE:
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onIntentionIdle();
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break;
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case AI_INTENTION_ACTIVE:
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onIntentionActive();
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break;
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case AI_INTENTION_REST:
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onIntentionRest();
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break;
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case AI_INTENTION_ATTACK:
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onIntentionAttack((L2Character) arg0);
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break;
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case AI_INTENTION_CAST:
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onIntentionCast((Skill) arg0, (L2Object) arg1);
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break;
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case AI_INTENTION_MOVE_TO:
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onIntentionMoveTo((Location) arg0);
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break;
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case AI_INTENTION_FOLLOW:
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onIntentionFollow((L2Character) arg0);
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break;
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case AI_INTENTION_PICK_UP:
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onIntentionPickUp((L2Object) arg0);
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break;
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case AI_INTENTION_INTERACT:
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onIntentionInteract((L2Object) arg0);
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break;
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}
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// If do move or follow intention drop next action.
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if ((_nextAction != null) && _nextAction.getIntentions().contains(intention))
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{
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_nextAction = null;
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}
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}
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/**
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* Launch the L2CharacterAI onEvt method corresponding to the Event.<br>
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* <FONT COLOR=#FF0000><B> <U>Caution</U> : The current general intention won't be change (ex : If the character attack and is stunned, he will attack again after the stunned period)</B></FONT>
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* @param evt The event whose the AI must be notified
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*/
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@Override
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public final void notifyEvent(CtrlEvent evt)
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{
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notifyEvent(evt, null, null);
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}
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/**
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* Launch the L2CharacterAI onEvt method corresponding to the Event. <FONT COLOR=#FF0000><B> <U>Caution</U> : The current general intention won't be change (ex : If the character attack and is stunned, he will attack again after the stunned period)</B></FONT>
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* @param evt The event whose the AI must be notified
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* @param arg0 The first parameter of the Event (optional target)
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*/
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@Override
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public final void notifyEvent(CtrlEvent evt, Object arg0)
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{
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notifyEvent(evt, arg0, null);
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}
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/**
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* Launch the L2CharacterAI onEvt method corresponding to the Event. <FONT COLOR=#FF0000><B> <U>Caution</U> : The current general intention won't be change (ex : If the character attack and is stunned, he will attack again after the stunned period)</B></FONT>
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* @param evt The event whose the AI must be notified
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* @param arg0 The first parameter of the Event (optional target)
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* @param arg1 The second parameter of the Event (optional target)
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*/
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@Override
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public final void notifyEvent(CtrlEvent evt, Object arg0, Object arg1)
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{
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if ((!_actor.isVisible() && !_actor.isTeleporting()) || !_actor.hasAI())
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{
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return;
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}
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switch (evt)
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{
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case EVT_THINK:
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onEvtThink();
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break;
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case EVT_ATTACKED:
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onEvtAttacked((L2Character) arg0);
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break;
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case EVT_AGGRESSION:
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onEvtAggression((L2Character) arg0, ((Number) arg1).intValue());
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break;
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case EVT_STUNNED:
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onEvtStunned((L2Character) arg0);
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break;
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case EVT_PARALYZED:
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onEvtParalyzed((L2Character) arg0);
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break;
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case EVT_SLEEPING:
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onEvtSleeping((L2Character) arg0);
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break;
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case EVT_ROOTED:
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onEvtRooted((L2Character) arg0);
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break;
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case EVT_CONFUSED:
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onEvtConfused((L2Character) arg0);
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break;
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case EVT_MUTED:
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onEvtMuted((L2Character) arg0);
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break;
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case EVT_EVADED:
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onEvtEvaded((L2Character) arg0);
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break;
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case EVT_READY_TO_ACT:
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if (!_actor.isCastingNow() && !_actor.isCastingSimultaneouslyNow())
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{
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onEvtReadyToAct();
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}
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break;
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case EVT_USER_CMD:
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onEvtUserCmd(arg0, arg1);
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break;
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case EVT_ARRIVED:
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// happens e.g. from stopmove but we don't process it if we're casting
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if (!_actor.isCastingNow() && !_actor.isCastingSimultaneouslyNow())
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{
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onEvtArrived();
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}
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break;
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case EVT_ARRIVED_REVALIDATE:
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// this is disregarded if the char is not moving any more
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if (_actor.isMoving())
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{
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onEvtArrivedRevalidate();
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}
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break;
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case EVT_ARRIVED_BLOCKED:
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onEvtArrivedBlocked((Location) arg0);
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break;
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case EVT_FORGET_OBJECT:
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onEvtForgetObject((L2Object) arg0);
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break;
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case EVT_CANCEL:
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onEvtCancel();
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break;
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case EVT_DEAD:
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onEvtDead();
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break;
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case EVT_FAKE_DEATH:
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onEvtFakeDeath();
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break;
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case EVT_FINISH_CASTING:
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onEvtFinishCasting();
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break;
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}
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// Do next action.
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if ((_nextAction != null) && _nextAction.getEvents().contains(evt))
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{
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_nextAction.doAction();
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}
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}
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protected abstract void onIntentionIdle();
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protected abstract void onIntentionActive();
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protected abstract void onIntentionRest();
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protected abstract void onIntentionAttack(L2Character target);
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protected abstract void onIntentionCast(Skill skill, L2Object target);
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protected abstract void onIntentionMoveTo(Location destination);
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protected abstract void onIntentionFollow(L2Character target);
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protected abstract void onIntentionPickUp(L2Object item);
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protected abstract void onIntentionInteract(L2Object object);
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protected abstract void onEvtThink();
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protected abstract void onEvtAttacked(L2Character attacker);
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protected abstract void onEvtAggression(L2Character target, int aggro);
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protected abstract void onEvtStunned(L2Character attacker);
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protected abstract void onEvtParalyzed(L2Character attacker);
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protected abstract void onEvtSleeping(L2Character attacker);
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protected abstract void onEvtRooted(L2Character attacker);
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protected abstract void onEvtConfused(L2Character attacker);
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protected abstract void onEvtMuted(L2Character attacker);
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protected abstract void onEvtEvaded(L2Character attacker);
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protected abstract void onEvtReadyToAct();
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protected abstract void onEvtUserCmd(Object arg0, Object arg1);
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protected abstract void onEvtArrived();
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protected abstract void onEvtArrivedRevalidate();
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protected abstract void onEvtArrivedBlocked(Location blocked_at_pos);
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protected abstract void onEvtForgetObject(L2Object object);
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protected abstract void onEvtCancel();
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protected abstract void onEvtDead();
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protected abstract void onEvtFakeDeath();
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protected abstract void onEvtFinishCasting();
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/**
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* Cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor. <FONT COLOR=#FF0000><B> <U>Caution</U> : Low level function, used by AI subclasses</B></FONT>
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*/
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protected void clientActionFailed()
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{
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if (_actor instanceof L2PcInstance)
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{
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_actor.sendPacket(ActionFailed.STATIC_PACKET);
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}
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}
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/**
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* Move the actor to Pawn server side AND client side by sending Server->Client packet MoveToPawn <I>(broadcast)</I>.<br>
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* <FONT COLOR=#FF0000><B> <U>Caution</U> : Low level function, used by AI subclasses</B></FONT>
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* @param pawn
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* @param offset
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*/
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protected void moveToPawn(L2Object pawn, int offset)
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{
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// Check if actor can move
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if (!_actor.isMovementDisabled())
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{
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if (offset < 10)
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{
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offset = 10;
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}
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// prevent possible extra calls to this function (there is none?),
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// also don't send movetopawn packets too often
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boolean sendPacket = true;
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if (_clientMoving && (_target == pawn))
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{
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if (_clientMovingToPawnOffset == offset)
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{
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if (GameTimeController.getInstance().getGameTicks() < _moveToPawnTimeout)
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{
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return;
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}
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sendPacket = false;
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}
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else if (_actor.isOnGeodataPath())
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{
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// minimum time to calculate new route is 2 seconds
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if (GameTimeController.getInstance().getGameTicks() < (_moveToPawnTimeout + 10))
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{
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return;
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}
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}
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}
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// Set AI movement data
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_clientMoving = true;
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_clientMovingToPawnOffset = offset;
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_target = pawn;
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_moveToPawnTimeout = GameTimeController.getInstance().getGameTicks();
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_moveToPawnTimeout += 1000 / GameTimeController.MILLIS_IN_TICK;
|
|
|
|
if ((pawn == null) || (_accessor == null))
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Calculate movement data for a move to location action and add the actor to movingObjects of GameTimeController
|
|
_accessor.moveTo(pawn.getX(), pawn.getY(), pawn.getZ(), offset);
|
|
|
|
if (!_actor.isMoving())
|
|
{
|
|
clientActionFailed();
|
|
return;
|
|
}
|
|
|
|
// Send a Server->Client packet MoveToPawn/CharMoveToLocation to the actor and all L2PcInstance in its _knownPlayers
|
|
if (pawn instanceof L2Character)
|
|
{
|
|
if (_actor.isOnGeodataPath())
|
|
{
|
|
_actor.broadcastPacket(new MoveToLocation(_actor));
|
|
_clientMovingToPawnOffset = 0;
|
|
}
|
|
else if (sendPacket)
|
|
{
|
|
_actor.broadcastPacket(new MoveToPawn(_actor, (L2Character) pawn, offset));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
_actor.broadcastPacket(new MoveToLocation(_actor));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
clientActionFailed();
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Move the actor to Location (x,y,z) server side AND client side by sending Server->Client packet CharMoveToLocation <I>(broadcast)</I>.<br>
|
|
* <FONT COLOR=#FF0000><B> <U>Caution</U> : Low level function, used by AI subclasses</B></FONT>
|
|
* @param x
|
|
* @param y
|
|
* @param z
|
|
*/
|
|
protected void moveTo(int x, int y, int z)
|
|
{
|
|
// Chek if actor can move
|
|
if (!_actor.isMovementDisabled())
|
|
{
|
|
// Set AI movement data
|
|
_clientMoving = true;
|
|
_clientMovingToPawnOffset = 0;
|
|
|
|
// Calculate movement data for a move to location action and add the actor to movingObjects of GameTimeController
|
|
_accessor.moveTo(x, y, z);
|
|
|
|
// Send a Server->Client packet CharMoveToLocation to the actor and all L2PcInstance in its _knownPlayers
|
|
_actor.broadcastPacket(new MoveToLocation(_actor));
|
|
|
|
}
|
|
else
|
|
{
|
|
clientActionFailed();
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation <I>(broadcast)</I>.<br>
|
|
* <FONT COLOR=#FF0000><B> <U>Caution</U> : Low level function, used by AI subclasses</B></FONT>
|
|
* @param loc
|
|
*/
|
|
protected void clientStopMoving(Location loc)
|
|
{
|
|
// Stop movement of the L2Character
|
|
if (_actor.isMoving())
|
|
{
|
|
_accessor.stopMove(loc);
|
|
}
|
|
|
|
_clientMovingToPawnOffset = 0;
|
|
|
|
if (_clientMoving || (loc != null))
|
|
{
|
|
_clientMoving = false;
|
|
|
|
// Send a Server->Client packet StopMove to the actor and all L2PcInstance in its _knownPlayers
|
|
_actor.broadcastPacket(new StopMove(_actor));
|
|
|
|
if (loc != null)
|
|
{
|
|
// Send a Server->Client packet StopRotation to the actor and all L2PcInstance in its _knownPlayers
|
|
_actor.broadcastPacket(new StopRotation(_actor.getObjectId(), loc.getHeading(), 0));
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Client has already arrived to target, no need to force StopMove packet.
|
|
*/
|
|
protected void clientStoppedMoving()
|
|
{
|
|
if (_clientMovingToPawnOffset > 0) // movetoPawn needs to be stopped
|
|
{
|
|
_clientMovingToPawnOffset = 0;
|
|
_actor.broadcastPacket(new StopMove(_actor));
|
|
}
|
|
_clientMoving = false;
|
|
}
|
|
|
|
public boolean isAutoAttacking()
|
|
{
|
|
return _clientAutoAttacking;
|
|
}
|
|
|
|
public void setAutoAttacking(boolean isAutoAttacking)
|
|
{
|
|
if (_actor instanceof L2Summon)
|
|
{
|
|
L2Summon summon = (L2Summon) _actor;
|
|
if (summon.getOwner() != null)
|
|
{
|
|
summon.getOwner().getAI().setAutoAttacking(isAutoAttacking);
|
|
}
|
|
return;
|
|
}
|
|
_clientAutoAttacking = isAutoAttacking;
|
|
}
|
|
|
|
/**
|
|
* Start the actor Auto Attack client side by sending Server->Client packet AutoAttackStart <I>(broadcast)</I>.<br>
|
|
* <FONT COLOR=#FF0000><B> <U>Caution</U> : Low level function, used by AI subclasses</B></FONT>
|
|
*/
|
|
public void clientStartAutoAttack()
|
|
{
|
|
if (_actor instanceof L2Summon)
|
|
{
|
|
L2Summon summon = (L2Summon) _actor;
|
|
if (summon.getOwner() != null)
|
|
{
|
|
summon.getOwner().getAI().clientStartAutoAttack();
|
|
}
|
|
return;
|
|
}
|
|
if (!isAutoAttacking())
|
|
{
|
|
if (_actor.isPlayer() && _actor.hasSummon())
|
|
{
|
|
_actor.getSummon().broadcastPacket(new AutoAttackStart(_actor.getSummon().getObjectId()));
|
|
}
|
|
// Send a Server->Client packet AutoAttackStart to the actor and all L2PcInstance in its _knownPlayers
|
|
_actor.broadcastPacket(new AutoAttackStart(_actor.getObjectId()));
|
|
setAutoAttacking(true);
|
|
}
|
|
AttackStanceTaskManager.getInstance().addAttackStanceTask(_actor);
|
|
}
|
|
|
|
/**
|
|
* Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop <I>(broadcast)</I>.<br>
|
|
* <FONT COLOR=#FF0000><B> <U>Caution</U> : Low level function, used by AI subclasses</B></FONT>
|
|
*/
|
|
public void clientStopAutoAttack()
|
|
{
|
|
if (_actor instanceof L2Summon)
|
|
{
|
|
L2Summon summon = (L2Summon) _actor;
|
|
if (summon.getOwner() != null)
|
|
{
|
|
summon.getOwner().getAI().clientStopAutoAttack();
|
|
}
|
|
return;
|
|
}
|
|
if (_actor instanceof L2PcInstance)
|
|
{
|
|
if (!AttackStanceTaskManager.getInstance().hasAttackStanceTask(_actor) && isAutoAttacking())
|
|
{
|
|
AttackStanceTaskManager.getInstance().addAttackStanceTask(_actor);
|
|
}
|
|
}
|
|
else if (isAutoAttacking())
|
|
{
|
|
_actor.broadcastPacket(new AutoAttackStop(_actor.getObjectId()));
|
|
setAutoAttacking(false);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Kill the actor client side by sending Server->Client packet AutoAttackStop, StopMove/StopRotation, Die <I>(broadcast)</I>.<br>
|
|
* <FONT COLOR=#FF0000><B> <U>Caution</U> : Low level function, used by AI subclasses</B></FONT>
|
|
*/
|
|
protected void clientNotifyDead()
|
|
{
|
|
// Send a Server->Client packet Die to the actor and all L2PcInstance in its _knownPlayers
|
|
Die msg = new Die(_actor);
|
|
_actor.broadcastPacket(msg);
|
|
|
|
// Init AI
|
|
_intention = AI_INTENTION_IDLE;
|
|
_target = null;
|
|
_castTarget = null;
|
|
_attackTarget = null;
|
|
|
|
// Cancel the follow task if necessary
|
|
stopFollow();
|
|
}
|
|
|
|
/**
|
|
* Update the state of this actor client side by sending Server->Client packet MoveToPawn/CharMoveToLocation and AutoAttackStart to the L2PcInstance player.<br>
|
|
* <FONT COLOR=#FF0000><B> <U>Caution</U> : Low level function, used by AI subclasses</B></FONT>
|
|
* @param player The L2PcIstance to notify with state of this L2Character
|
|
*/
|
|
public void describeStateToPlayer(L2PcInstance player)
|
|
{
|
|
if (getActor().isVisibleFor(player))
|
|
{
|
|
if (_clientMoving)
|
|
{
|
|
if ((_clientMovingToPawnOffset != 0) && (_followTarget != null))
|
|
{
|
|
// Send a Server->Client packet MoveToPawn to the actor and all L2PcInstance in its _knownPlayers
|
|
player.sendPacket(new MoveToPawn(_actor, _followTarget, _clientMovingToPawnOffset));
|
|
}
|
|
else
|
|
{
|
|
// Send a Server->Client packet CharMoveToLocation to the actor and all L2PcInstance in its _knownPlayers
|
|
player.sendPacket(new MoveToLocation(_actor));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Create and Launch an AI Follow Task to execute every 1s.
|
|
* @param target The L2Character to follow
|
|
*/
|
|
public synchronized void startFollow(L2Character target)
|
|
{
|
|
if (_followTask != null)
|
|
{
|
|
_followTask.cancel(false);
|
|
_followTask = null;
|
|
}
|
|
|
|
// Create and Launch an AI Follow Task to execute every 1s
|
|
_followTarget = target;
|
|
_followTask = ThreadPoolManager.getInstance().scheduleAiAtFixedRate(new FollowTask(), 5, FOLLOW_INTERVAL);
|
|
}
|
|
|
|
/**
|
|
* Create and Launch an AI Follow Task to execute every 0.5s, following at specified range.
|
|
* @param target The L2Character to follow
|
|
* @param range
|
|
*/
|
|
public synchronized void startFollow(L2Character target, int range)
|
|
{
|
|
if (_followTask != null)
|
|
{
|
|
_followTask.cancel(false);
|
|
_followTask = null;
|
|
}
|
|
|
|
_followTarget = target;
|
|
_followTask = ThreadPoolManager.getInstance().scheduleAiAtFixedRate(new FollowTask(range), 5, ATTACK_FOLLOW_INTERVAL);
|
|
}
|
|
|
|
/**
|
|
* Stop an AI Follow Task.
|
|
*/
|
|
public synchronized void stopFollow()
|
|
{
|
|
if (_followTask != null)
|
|
{
|
|
// Stop the Follow Task
|
|
_followTask.cancel(false);
|
|
_followTask = null;
|
|
}
|
|
_followTarget = null;
|
|
}
|
|
|
|
protected L2Character getFollowTarget()
|
|
{
|
|
return _followTarget;
|
|
}
|
|
|
|
protected L2Object getTarget()
|
|
{
|
|
return _target;
|
|
}
|
|
|
|
protected void setTarget(L2Object target)
|
|
{
|
|
_target = target;
|
|
}
|
|
|
|
/**
|
|
* Stop all Ai tasks and futures.
|
|
*/
|
|
public void stopAITask()
|
|
{
|
|
stopFollow();
|
|
}
|
|
|
|
@Override
|
|
public String toString()
|
|
{
|
|
return "Actor: " + _actor;
|
|
}
|
|
}
|