1636 lines
48 KiB
Java
1636 lines
48 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_ACTIVE;
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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_CAST;
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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 static com.l2jserver.gameserver.ai.CtrlIntention.AI_INTENTION_INTERACT;
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import static com.l2jserver.gameserver.ai.CtrlIntention.AI_INTENTION_MOVE_TO;
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import static com.l2jserver.gameserver.ai.CtrlIntention.AI_INTENTION_PICK_UP;
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import static com.l2jserver.gameserver.ai.CtrlIntention.AI_INTENTION_REST;
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import java.util.List;
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import javolution.util.FastList;
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import com.l2jserver.Config;
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import com.l2jserver.gameserver.GameTimeController;
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import com.l2jserver.gameserver.GeoData;
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import com.l2jserver.gameserver.ThreadPoolManager;
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import com.l2jserver.gameserver.enums.ItemLocation;
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import com.l2jserver.gameserver.instancemanager.WalkingManager;
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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.L2Attackable;
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import com.l2jserver.gameserver.model.actor.L2Character;
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import com.l2jserver.gameserver.model.actor.L2Npc;
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import com.l2jserver.gameserver.model.actor.L2Playable;
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import com.l2jserver.gameserver.model.actor.instance.L2DoorInstance;
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import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
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import com.l2jserver.gameserver.model.actor.templates.L2NpcTemplate;
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import com.l2jserver.gameserver.model.effects.L2EffectType;
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import com.l2jserver.gameserver.model.events.EventDispatcher;
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import com.l2jserver.gameserver.model.events.impl.character.npc.OnNpcMoveFinished;
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import com.l2jserver.gameserver.model.interfaces.ILocational;
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import com.l2jserver.gameserver.model.items.L2Weapon;
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import com.l2jserver.gameserver.model.items.instance.L2ItemInstance;
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import com.l2jserver.gameserver.model.items.type.WeaponType;
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import com.l2jserver.gameserver.model.skills.Skill;
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import com.l2jserver.gameserver.model.skills.targets.L2TargetType;
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import com.l2jserver.gameserver.network.SystemMessageId;
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import com.l2jserver.gameserver.network.serverpackets.ActionFailed;
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import com.l2jserver.gameserver.network.serverpackets.AutoAttackStop;
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import com.l2jserver.gameserver.taskmanager.AttackStanceTaskManager;
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import com.l2jserver.util.Rnd;
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/**
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* This class manages AI of L2Character.<br>
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* L2CharacterAI :
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* <ul>
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* <li>L2AttackableAI</li>
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* <li>L2DoorAI</li>
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* <li>L2PlayerAI</li>
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* <li>L2SummonAI</li>
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* </ul>
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*/
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public class L2CharacterAI extends AbstractAI
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{
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public static class IntentionCommand
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{
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protected final CtrlIntention _crtlIntention;
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protected final Object _arg0, _arg1;
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protected IntentionCommand(CtrlIntention pIntention, Object pArg0, Object pArg1)
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{
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_crtlIntention = pIntention;
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_arg0 = pArg0;
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_arg1 = pArg1;
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}
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public CtrlIntention getCtrlIntention()
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{
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return _crtlIntention;
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}
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}
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/**
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* Cast Task
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* @author Zoey76
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*/
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public static class CastTask implements Runnable
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{
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private final L2Character _activeChar;
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private final L2Object _target;
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private final Skill _skill;
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public CastTask(L2Character actor, Skill skill, L2Object target)
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{
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_activeChar = actor;
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_target = target;
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_skill = skill;
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}
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@Override
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public void run()
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{
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if (_activeChar.isAttackingNow())
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{
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_activeChar.abortAttack();
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}
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_activeChar.getAI().changeIntentionToCast(_skill, _target);
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}
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}
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/**
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* Constructor of L2CharacterAI.
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* @param accessor The AI accessor of the L2Character
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*/
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public L2CharacterAI(L2Character.AIAccessor accessor)
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{
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super(accessor);
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}
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public IntentionCommand getNextIntention()
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{
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return null;
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}
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@Override
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protected void onEvtAttacked(L2Character attacker)
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{
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if ((attacker instanceof L2Attackable) && !attacker.isCoreAIDisabled())
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{
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clientStartAutoAttack();
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}
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}
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/**
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* Manage the Idle Intention : Stop Attack, Movement and Stand Up the actor.<br>
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* <B><U> Actions</U> :</B>
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* <ul>
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* <li>Set the AI Intention to AI_INTENTION_IDLE</li>
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* <li>Init cast and attack target</li>
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* <li>Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)</li>
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* <li>Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)</li>
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* <li>Stand up the actor server side AND client side by sending Server->Client packet ChangeWaitType (broadcast)</li>
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* </ul>
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*/
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@Override
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protected void onIntentionIdle()
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{
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// Set the AI Intention to AI_INTENTION_IDLE
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changeIntention(AI_INTENTION_IDLE, null, null);
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// Init cast and attack target
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setCastTarget(null);
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setAttackTarget(null);
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// Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)
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clientStopMoving(null);
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// Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)
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clientStopAutoAttack();
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}
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/**
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* Manage the Active Intention : Stop Attack, Movement and Launch Think Event.<br>
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* <B><U> Actions</U> : <I>if the Intention is not already Active</I></B>
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* <ul>
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* <li>Set the AI Intention to AI_INTENTION_ACTIVE</li>
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* <li>Init cast and attack target</li>
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* <li>Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)</li>
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* <li>Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)</li>
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* <li>Launch the Think Event</li>
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* </ul>
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*/
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@Override
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protected void onIntentionActive()
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{
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// Check if the Intention is not already Active
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if (getIntention() != AI_INTENTION_ACTIVE)
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{
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// Set the AI Intention to AI_INTENTION_ACTIVE
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changeIntention(AI_INTENTION_ACTIVE, null, null);
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// Init cast and attack target
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setCastTarget(null);
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setAttackTarget(null);
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// Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)
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clientStopMoving(null);
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// Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)
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clientStopAutoAttack();
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// Also enable random animations for this L2Character if allowed
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// This is only for mobs - town npcs are handled in their constructor
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if (_actor instanceof L2Attackable)
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{
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((L2Npc) _actor).startRandomAnimationTimer();
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}
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// Launch the Think Event
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onEvtThink();
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}
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}
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/**
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* Manage the Rest Intention.<br>
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* <B><U> Actions</U> : </B>
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* <ul>
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* <li>Set the AI Intention to AI_INTENTION_IDLE</li>
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* </ul>
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*/
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@Override
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protected void onIntentionRest()
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{
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// Set the AI Intention to AI_INTENTION_IDLE
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setIntention(AI_INTENTION_IDLE);
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}
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/**
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* Manage the Attack Intention : Stop current Attack (if necessary), Start a new Attack and Launch Think Event.<br>
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* <B><U> Actions</U> : </B>
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* <ul>
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* <li>Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)</li>
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* <li>Set the Intention of this AI to AI_INTENTION_ATTACK</li>
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* <li>Set or change the AI attack target</li>
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* <li>Start the actor Auto Attack client side by sending Server->Client packet AutoAttackStart (broadcast)</li>
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* <li>Launch the Think Event</li>
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* </ul>
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* <B><U> Overridden in</U> :</B>
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* <ul>
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* <li>L2AttackableAI : Calculate attack timeout</li>
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* </ul>
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*/
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@Override
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protected void onIntentionAttack(L2Character target)
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{
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if (target == null)
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{
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clientActionFailed();
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return;
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}
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if (getIntention() == AI_INTENTION_REST)
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{
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// Cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor
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clientActionFailed();
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return;
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}
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if (_actor.isAllSkillsDisabled() || _actor.isCastingNow() || _actor.isAfraid())
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{
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// Cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor
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clientActionFailed();
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return;
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}
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// Check if the Intention is already AI_INTENTION_ATTACK
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if (getIntention() == AI_INTENTION_ATTACK)
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{
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// Check if the AI already targets the L2Character
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if (getAttackTarget() != target)
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{
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// Set the AI attack target (change target)
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setAttackTarget(target);
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stopFollow();
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// Launch the Think Event
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notifyEvent(CtrlEvent.EVT_THINK, null);
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}
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else
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{
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clientActionFailed(); // else client freezes until cancel target
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}
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}
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else
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{
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// Set the Intention of this AbstractAI to AI_INTENTION_ATTACK
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changeIntention(AI_INTENTION_ATTACK, target, null);
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// Set the AI attack target
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setAttackTarget(target);
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stopFollow();
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// Launch the Think Event
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notifyEvent(CtrlEvent.EVT_THINK, null);
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}
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}
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/**
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* Manage the Cast Intention : Stop current Attack, Init the AI in order to cast and Launch Think Event.<br>
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* <B><U> Actions</U> : </B>
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* <ul>
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* <li>Set the AI cast target</li>
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* <li>Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)</li>
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* <li>Cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor</li>
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* <li>Set the AI skill used by INTENTION_CAST</li>
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* <li>Set the Intention of this AI to AI_INTENTION_CAST</li>
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* <li>Launch the Think Event</li>
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* </ul>
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*/
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@Override
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protected void onIntentionCast(Skill skill, L2Object target)
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{
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if ((getIntention() == AI_INTENTION_REST) && skill.isMagic())
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{
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clientActionFailed();
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_actor.setIsCastingNow(false);
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return;
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}
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if (_actor.getBowAttackEndTime() > GameTimeController.getInstance().getGameTicks())
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{
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ThreadPoolManager.getInstance().scheduleGeneral(new CastTask(_actor, skill, target), (_actor.getBowAttackEndTime() - GameTimeController.getInstance().getGameTicks()) * GameTimeController.MILLIS_IN_TICK);
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}
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else
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{
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changeIntentionToCast(skill, target);
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}
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}
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protected void changeIntentionToCast(Skill skill, L2Object target)
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{
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// Set the AI cast target
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setCastTarget((L2Character) target);
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// Set the AI skill used by INTENTION_CAST
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_skill = skill;
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// Change the Intention of this AbstractAI to AI_INTENTION_CAST
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changeIntention(AI_INTENTION_CAST, skill, target);
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// Launch the Think Event
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notifyEvent(CtrlEvent.EVT_THINK, null);
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}
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/**
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* Manage the Move To Intention : Stop current Attack and Launch a Move to Location Task.<br>
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* <B><U> Actions</U> : </B>
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* <ul>
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* <li>Stop the actor auto-attack server side AND client side by sending Server->Client packet AutoAttackStop (broadcast)</li>
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* <li>Set the Intention of this AI to AI_INTENTION_MOVE_TO</li>
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* <li>Move the actor to Location (x,y,z) server side AND client side by sending Server->Client packet CharMoveToLocation (broadcast)</li>
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* </ul>
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*/
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@Override
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protected void onIntentionMoveTo(Location loc)
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{
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if (getIntention() == AI_INTENTION_REST)
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{
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// Cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor
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clientActionFailed();
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return;
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}
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if (_actor.isAllSkillsDisabled() || _actor.isCastingNow())
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{
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// Cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor
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clientActionFailed();
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return;
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}
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// Set the Intention of this AbstractAI to AI_INTENTION_MOVE_TO
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changeIntention(AI_INTENTION_MOVE_TO, loc, null);
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// Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)
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clientStopAutoAttack();
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// Abort the attack of the L2Character and send Server->Client ActionFailed packet
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_actor.abortAttack();
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// Move the actor to Location (x,y,z) server side AND client side by sending Server->Client packet CharMoveToLocation (broadcast)
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moveTo(loc.getX(), loc.getY(), loc.getZ());
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}
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/**
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* Manage the Follow Intention : Stop current Attack and Launch a Follow Task.<br>
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* <B><U> Actions</U> : </B>
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* <ul>
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* <li>Stop the actor auto-attack server side AND client side by sending Server->Client packet AutoAttackStop (broadcast)</li>
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* <li>Set the Intention of this AI to AI_INTENTION_FOLLOW</li>
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* <li>Create and Launch an AI Follow Task to execute every 1s</li>
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* </ul>
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*/
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@Override
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protected void onIntentionFollow(L2Character target)
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{
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if (getIntention() == AI_INTENTION_REST)
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{
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// Cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor
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clientActionFailed();
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return;
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}
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if (_actor.isAllSkillsDisabled() || _actor.isCastingNow())
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{
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// Cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor
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clientActionFailed();
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return;
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}
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if (_actor.isMovementDisabled())
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{
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// Cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor
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clientActionFailed();
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return;
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}
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// Dead actors can`t follow
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if (_actor.isDead())
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{
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clientActionFailed();
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return;
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}
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// do not follow yourself
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if (_actor == target)
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{
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clientActionFailed();
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return;
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}
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// Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)
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clientStopAutoAttack();
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// Set the Intention of this AbstractAI to AI_INTENTION_FOLLOW
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changeIntention(AI_INTENTION_FOLLOW, target, null);
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// Create and Launch an AI Follow Task to execute every 1s
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startFollow(target);
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}
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/**
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* Manage the PickUp Intention : Set the pick up target and Launch a Move To Pawn Task (offset=20).<br>
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* <B><U> Actions</U> : </B>
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* <ul>
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* <li>Set the AI pick up target</li>
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* <li>Set the Intention of this AI to AI_INTENTION_PICK_UP</li>
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* <li>Move the actor to Pawn server side AND client side by sending Server->Client packet MoveToPawn (broadcast)</li>
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* </ul>
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*/
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@Override
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protected void onIntentionPickUp(L2Object object)
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{
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if (getIntention() == AI_INTENTION_REST)
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{
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// Cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor
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clientActionFailed();
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return;
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}
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if (_actor.isAllSkillsDisabled() || _actor.isCastingNow())
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{
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// Cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor
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clientActionFailed();
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return;
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}
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// Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)
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clientStopAutoAttack();
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if ((object instanceof L2ItemInstance) && (((L2ItemInstance) object).getItemLocation() != ItemLocation.VOID))
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{
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return;
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}
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// Set the Intention of this AbstractAI to AI_INTENTION_PICK_UP
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changeIntention(AI_INTENTION_PICK_UP, object, null);
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// Set the AI pick up target
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setTarget(object);
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if ((object.getX() == 0) && (object.getY() == 0)) // TODO: Find the drop&spawn bug
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{
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_log.warning("Object in coords 0,0 - using a temporary fix");
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object.setXYZ(getActor().getX(), getActor().getY(), getActor().getZ() + 5);
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}
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// Move the actor to Pawn server side AND client side by sending Server->Client packet MoveToPawn (broadcast)
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moveToPawn(object, 20);
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|
}
|
|
|
|
/**
|
|
* Manage the Interact Intention : Set the interact target and Launch a Move To Pawn Task (offset=60).<br>
|
|
* <B><U> Actions</U> : </B>
|
|
* <ul>
|
|
* <li>Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)</li>
|
|
* <li>Set the AI interact target</li>
|
|
* <li>Set the Intention of this AI to AI_INTENTION_INTERACT</li>
|
|
* <li>Move the actor to Pawn server side AND client side by sending Server->Client packet MoveToPawn (broadcast)</li>
|
|
* </ul>
|
|
*/
|
|
@Override
|
|
protected void onIntentionInteract(L2Object object)
|
|
{
|
|
if (getIntention() == AI_INTENTION_REST)
|
|
{
|
|
// Cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor
|
|
clientActionFailed();
|
|
return;
|
|
}
|
|
|
|
if (_actor.isAllSkillsDisabled() || _actor.isCastingNow())
|
|
{
|
|
// Cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor
|
|
clientActionFailed();
|
|
return;
|
|
}
|
|
|
|
// Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)
|
|
clientStopAutoAttack();
|
|
|
|
if (getIntention() != AI_INTENTION_INTERACT)
|
|
{
|
|
// Set the Intention of this AbstractAI to AI_INTENTION_INTERACT
|
|
changeIntention(AI_INTENTION_INTERACT, object, null);
|
|
|
|
// Set the AI interact target
|
|
setTarget(object);
|
|
|
|
// Move the actor to Pawn server side AND client side by sending Server->Client packet MoveToPawn (broadcast)
|
|
moveToPawn(object, 60);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Do nothing.
|
|
*/
|
|
@Override
|
|
protected void onEvtThink()
|
|
{
|
|
// do nothing
|
|
}
|
|
|
|
/**
|
|
* Do nothing.
|
|
*/
|
|
@Override
|
|
protected void onEvtAggression(L2Character target, int aggro)
|
|
{
|
|
// do nothing
|
|
}
|
|
|
|
/**
|
|
* Launch actions corresponding to the Event Stunned then onAttacked Event.<br>
|
|
* <B><U> Actions</U> :</B>
|
|
* <ul>
|
|
* <li>Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)</li>
|
|
* <li>Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)</li>
|
|
* <li>Break an attack and send Server->Client ActionFailed packet and a System Message to the L2Character</li>
|
|
* <li>Break a cast and send Server->Client ActionFailed packet and a System Message to the L2Character</li>
|
|
* <li>Launch actions corresponding to the Event onAttacked (only for L2AttackableAI after the stunning periode)</li>
|
|
* </ul>
|
|
*/
|
|
@Override
|
|
protected void onEvtStunned(L2Character attacker)
|
|
{
|
|
// Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)
|
|
_actor.broadcastPacket(new AutoAttackStop(_actor.getObjectId()));
|
|
if (AttackStanceTaskManager.getInstance().hasAttackStanceTask(_actor))
|
|
{
|
|
AttackStanceTaskManager.getInstance().removeAttackStanceTask(_actor);
|
|
}
|
|
|
|
// Stop Server AutoAttack also
|
|
setAutoAttacking(false);
|
|
|
|
// Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)
|
|
clientStopMoving(null);
|
|
|
|
// Launch actions corresponding to the Event onAttacked (only for L2AttackableAI after the stunning periode)
|
|
onEvtAttacked(attacker);
|
|
}
|
|
|
|
@Override
|
|
protected void onEvtParalyzed(L2Character attacker)
|
|
{
|
|
// Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)
|
|
_actor.broadcastPacket(new AutoAttackStop(_actor.getObjectId()));
|
|
if (AttackStanceTaskManager.getInstance().hasAttackStanceTask(_actor))
|
|
{
|
|
AttackStanceTaskManager.getInstance().removeAttackStanceTask(_actor);
|
|
}
|
|
|
|
// Stop Server AutoAttack also
|
|
setAutoAttacking(false);
|
|
|
|
// Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)
|
|
clientStopMoving(null);
|
|
|
|
// Launch actions corresponding to the Event onAttacked (only for L2AttackableAI after the stunning periode)
|
|
onEvtAttacked(attacker);
|
|
}
|
|
|
|
/**
|
|
* Launch actions corresponding to the Event Sleeping.<br>
|
|
* <B><U> Actions</U> :</B>
|
|
* <ul>
|
|
* <li>Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)</li>
|
|
* <li>Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)</li>
|
|
* <li>Break an attack and send Server->Client ActionFailed packet and a System Message to the L2Character</li>
|
|
* <li>Break a cast and send Server->Client ActionFailed packet and a System Message to the L2Character</li>
|
|
* </ul>
|
|
*/
|
|
@Override
|
|
protected void onEvtSleeping(L2Character attacker)
|
|
{
|
|
// Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)
|
|
_actor.broadcastPacket(new AutoAttackStop(_actor.getObjectId()));
|
|
if (AttackStanceTaskManager.getInstance().hasAttackStanceTask(_actor))
|
|
{
|
|
AttackStanceTaskManager.getInstance().removeAttackStanceTask(_actor);
|
|
}
|
|
|
|
// stop Server AutoAttack also
|
|
setAutoAttacking(false);
|
|
|
|
// Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)
|
|
clientStopMoving(null);
|
|
}
|
|
|
|
/**
|
|
* Launch actions corresponding to the Event Rooted.<br>
|
|
* <B><U> Actions</U> :</B>
|
|
* <ul>
|
|
* <li>Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)</li>
|
|
* <li>Launch actions corresponding to the Event onAttacked</li>
|
|
* </ul>
|
|
*/
|
|
@Override
|
|
protected void onEvtRooted(L2Character attacker)
|
|
{
|
|
// Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)
|
|
// _actor.broadcastPacket(new AutoAttackStop(_actor.getObjectId()));
|
|
// if (AttackStanceTaskManager.getInstance().hasAttackStanceTask(_actor))
|
|
// AttackStanceTaskManager.getInstance().removeAttackStanceTask(_actor);
|
|
|
|
// Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)
|
|
clientStopMoving(null);
|
|
|
|
// Launch actions corresponding to the Event onAttacked
|
|
onEvtAttacked(attacker);
|
|
|
|
}
|
|
|
|
/**
|
|
* Launch actions corresponding to the Event Confused.<br>
|
|
* <B><U> Actions</U> :</B>
|
|
* <ul>
|
|
* <li>Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)</li>
|
|
* <li>Launch actions corresponding to the Event onAttacked</li>
|
|
* </ul>
|
|
*/
|
|
@Override
|
|
protected void onEvtConfused(L2Character attacker)
|
|
{
|
|
// Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)
|
|
clientStopMoving(null);
|
|
|
|
// Launch actions corresponding to the Event onAttacked
|
|
onEvtAttacked(attacker);
|
|
}
|
|
|
|
/**
|
|
* Launch actions corresponding to the Event Muted.<br>
|
|
* <B><U> Actions</U> :</B>
|
|
* <ul>
|
|
* <li>Break a cast and send Server->Client ActionFailed packet and a System Message to the L2Character</li>
|
|
* </ul>
|
|
*/
|
|
@Override
|
|
protected void onEvtMuted(L2Character attacker)
|
|
{
|
|
// Break a cast and send Server->Client ActionFailed packet and a System Message to the L2Character
|
|
onEvtAttacked(attacker);
|
|
}
|
|
|
|
/**
|
|
* Do nothing.
|
|
*/
|
|
@Override
|
|
protected void onEvtEvaded(L2Character attacker)
|
|
{
|
|
// do nothing
|
|
}
|
|
|
|
/**
|
|
* Launch actions corresponding to the Event ReadyToAct.<br>
|
|
* <B><U> Actions</U> :</B>
|
|
* <ul>
|
|
* <li>Launch actions corresponding to the Event Think</li>
|
|
* </ul>
|
|
*/
|
|
@Override
|
|
protected void onEvtReadyToAct()
|
|
{
|
|
// Launch actions corresponding to the Event Think
|
|
onEvtThink();
|
|
}
|
|
|
|
/**
|
|
* Do nothing.
|
|
*/
|
|
@Override
|
|
protected void onEvtUserCmd(Object arg0, Object arg1)
|
|
{
|
|
// do nothing
|
|
}
|
|
|
|
/**
|
|
* Launch actions corresponding to the Event Arrived.<br>
|
|
* <B><U> Actions</U> :</B>
|
|
* <ul>
|
|
* <li>If the Intention was AI_INTENTION_MOVE_TO, set the Intention to AI_INTENTION_ACTIVE</li>
|
|
* <li>Launch actions corresponding to the Event Think</li>
|
|
* </ul>
|
|
*/
|
|
@Override
|
|
protected void onEvtArrived()
|
|
{
|
|
_accessor.getActor().revalidateZone(true);
|
|
|
|
if (_accessor.getActor().moveToNextRoutePoint())
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (_accessor.getActor() instanceof L2Attackable)
|
|
{
|
|
((L2Attackable) _accessor.getActor()).setisReturningToSpawnPoint(false);
|
|
}
|
|
clientStoppedMoving();
|
|
|
|
if (_actor instanceof L2Npc)
|
|
{
|
|
L2Npc npc = (L2Npc) _actor;
|
|
WalkingManager.getInstance().onArrived(npc); // Walking Manager support
|
|
|
|
// Notify to scripts
|
|
EventDispatcher.getInstance().notifyEventAsync(new OnNpcMoveFinished(npc), npc);
|
|
}
|
|
|
|
// If the Intention was AI_INTENTION_MOVE_TO, set the Intention to AI_INTENTION_ACTIVE
|
|
if (getIntention() == AI_INTENTION_MOVE_TO)
|
|
{
|
|
setIntention(AI_INTENTION_ACTIVE);
|
|
}
|
|
|
|
// Launch actions corresponding to the Event Think
|
|
onEvtThink();
|
|
}
|
|
|
|
/**
|
|
* Launch actions corresponding to the Event ArrivedRevalidate.<br>
|
|
* <B><U> Actions</U> :</B>
|
|
* <ul>
|
|
* <li>Launch actions corresponding to the Event Think</li>
|
|
* </ul>
|
|
*/
|
|
@Override
|
|
protected void onEvtArrivedRevalidate()
|
|
{
|
|
// Launch actions corresponding to the Event Think
|
|
onEvtThink();
|
|
}
|
|
|
|
/**
|
|
* Launch actions corresponding to the Event ArrivedBlocked.<br>
|
|
* <B><U> Actions</U> :</B>
|
|
* <ul>
|
|
* <li>Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)</li>
|
|
* <li>If the Intention was AI_INTENTION_MOVE_TO, set the Intention to AI_INTENTION_ACTIVE</li>
|
|
* <li>Launch actions corresponding to the Event Think</li>
|
|
* </ul>
|
|
*/
|
|
@Override
|
|
protected void onEvtArrivedBlocked(Location blocked_at_loc)
|
|
{
|
|
// If the Intention was AI_INTENTION_MOVE_TO, set the Intention to AI_INTENTION_ACTIVE
|
|
if ((getIntention() == AI_INTENTION_MOVE_TO) || (getIntention() == AI_INTENTION_CAST))
|
|
{
|
|
setIntention(AI_INTENTION_ACTIVE);
|
|
}
|
|
|
|
// Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)
|
|
clientStopMoving(blocked_at_loc);
|
|
|
|
// Launch actions corresponding to the Event Think
|
|
onEvtThink();
|
|
}
|
|
|
|
/**
|
|
* Launch actions corresponding to the Event ForgetObject.<br>
|
|
* <B><U> Actions</U> :</B>
|
|
* <ul>
|
|
* <li>If the object was targeted and the Intention was AI_INTENTION_INTERACT or AI_INTENTION_PICK_UP, set the Intention to AI_INTENTION_ACTIVE</li>
|
|
* <li>If the object was targeted to attack, stop the auto-attack, cancel target and set the Intention to AI_INTENTION_ACTIVE</li>
|
|
* <li>If the object was targeted to cast, cancel target and set the Intention to AI_INTENTION_ACTIVE</li>
|
|
* <li>If the object was targeted to follow, stop the movement, cancel AI Follow Task and set the Intention to AI_INTENTION_ACTIVE</li>
|
|
* <li>If the targeted object was the actor , cancel AI target, stop AI Follow Task, stop the movement and set the Intention to AI_INTENTION_IDLE</li>
|
|
* </ul>
|
|
*/
|
|
@Override
|
|
protected void onEvtForgetObject(L2Object object)
|
|
{
|
|
// If the object was targeted and the Intention was AI_INTENTION_INTERACT or AI_INTENTION_PICK_UP, set the Intention to AI_INTENTION_ACTIVE
|
|
if (getTarget() == object)
|
|
{
|
|
setTarget(null);
|
|
|
|
if ((getIntention() == AI_INTENTION_INTERACT) || (getIntention() == AI_INTENTION_PICK_UP))
|
|
{
|
|
setIntention(AI_INTENTION_ACTIVE);
|
|
}
|
|
}
|
|
|
|
// Check if the object was targeted to attack
|
|
if (getAttackTarget() == object)
|
|
{
|
|
// Cancel attack target
|
|
setAttackTarget(null);
|
|
|
|
// Set the Intention of this AbstractAI to AI_INTENTION_ACTIVE
|
|
setIntention(AI_INTENTION_ACTIVE);
|
|
}
|
|
|
|
// Check if the object was targeted to cast
|
|
if (getCastTarget() == object)
|
|
{
|
|
// Cancel cast target
|
|
setCastTarget(null);
|
|
|
|
// Set the Intention of this AbstractAI to AI_INTENTION_ACTIVE
|
|
setIntention(AI_INTENTION_ACTIVE);
|
|
}
|
|
|
|
// Check if the object was targeted to follow
|
|
if (getFollowTarget() == object)
|
|
{
|
|
// Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)
|
|
clientStopMoving(null);
|
|
|
|
// Stop an AI Follow Task
|
|
stopFollow();
|
|
|
|
// Set the Intention of this AbstractAI to AI_INTENTION_ACTIVE
|
|
setIntention(AI_INTENTION_ACTIVE);
|
|
}
|
|
|
|
// Check if the targeted object was the actor
|
|
if (_actor == object)
|
|
{
|
|
// Cancel AI target
|
|
setTarget(null);
|
|
setAttackTarget(null);
|
|
setCastTarget(null);
|
|
|
|
// Stop an AI Follow Task
|
|
stopFollow();
|
|
|
|
// Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)
|
|
clientStopMoving(null);
|
|
|
|
// Set the Intention of this AbstractAI to AI_INTENTION_IDLE
|
|
changeIntention(AI_INTENTION_IDLE, null, null);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Launch actions corresponding to the Event Cancel.<br>
|
|
* <B><U> Actions</U> :</B>
|
|
* <ul>
|
|
* <li>Stop an AI Follow Task</li>
|
|
* <li>Launch actions corresponding to the Event Think</li>
|
|
* </ul>
|
|
*/
|
|
@Override
|
|
protected void onEvtCancel()
|
|
{
|
|
_actor.abortCast();
|
|
|
|
// Stop an AI Follow Task
|
|
stopFollow();
|
|
|
|
if (!AttackStanceTaskManager.getInstance().hasAttackStanceTask(_actor))
|
|
{
|
|
_actor.broadcastPacket(new AutoAttackStop(_actor.getObjectId()));
|
|
}
|
|
|
|
// Launch actions corresponding to the Event Think
|
|
onEvtThink();
|
|
}
|
|
|
|
/**
|
|
* Launch actions corresponding to the Event Dead.<br>
|
|
* <B><U> Actions</U> :</B>
|
|
* <ul>
|
|
* <li>Stop an AI Follow Task</li>
|
|
* <li>Kill the actor client side by sending Server->Client packet AutoAttackStop, StopMove/StopRotation, Die (broadcast)</li>
|
|
* </ul>
|
|
*/
|
|
@Override
|
|
protected void onEvtDead()
|
|
{
|
|
// Stop an AI Tasks
|
|
stopAITask();
|
|
|
|
// Kill the actor client side by sending Server->Client packet AutoAttackStop, StopMove/StopRotation, Die (broadcast)
|
|
clientNotifyDead();
|
|
|
|
if (!(_actor instanceof L2Playable))
|
|
{
|
|
_actor.setWalking();
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Launch actions corresponding to the Event Fake Death.<br>
|
|
* <B><U> Actions</U> :</B>
|
|
* <ul>
|
|
* <li>Stop an AI Follow Task</li>
|
|
* </ul>
|
|
*/
|
|
@Override
|
|
protected void onEvtFakeDeath()
|
|
{
|
|
// Stop an AI Follow Task
|
|
stopFollow();
|
|
|
|
// Stop the actor movement and send Server->Client packet StopMove/StopRotation (broadcast)
|
|
clientStopMoving(null);
|
|
|
|
// Init AI
|
|
_intention = AI_INTENTION_IDLE;
|
|
setTarget(null);
|
|
setCastTarget(null);
|
|
setAttackTarget(null);
|
|
}
|
|
|
|
/**
|
|
* Do nothing.
|
|
*/
|
|
@Override
|
|
protected void onEvtFinishCasting()
|
|
{
|
|
// do nothing
|
|
}
|
|
|
|
protected boolean maybeMoveToPosition(ILocational worldPosition, int offset)
|
|
{
|
|
if (worldPosition == null)
|
|
{
|
|
_log.warning("maybeMoveToPosition: worldPosition == NULL!");
|
|
return false;
|
|
}
|
|
|
|
if (offset < 0)
|
|
{
|
|
return false; // skill radius -1
|
|
}
|
|
|
|
if (!_actor.isInsideRadius(worldPosition, offset + _actor.getTemplate().getCollisionRadius(), false, false))
|
|
{
|
|
if (_actor.isMovementDisabled())
|
|
{
|
|
return true;
|
|
}
|
|
|
|
if (!_actor.isRunning() && !(this instanceof L2PlayerAI) && !(this instanceof L2SummonAI))
|
|
{
|
|
_actor.setRunning();
|
|
}
|
|
|
|
stopFollow();
|
|
|
|
int x = _actor.getX();
|
|
int y = _actor.getY();
|
|
|
|
double dx = worldPosition.getX() - x;
|
|
double dy = worldPosition.getY() - y;
|
|
|
|
double dist = Math.sqrt((dx * dx) + (dy * dy));
|
|
|
|
double sin = dy / dist;
|
|
double cos = dx / dist;
|
|
|
|
dist -= offset - 5;
|
|
|
|
x += (int) (dist * cos);
|
|
y += (int) (dist * sin);
|
|
|
|
moveTo(x, y, worldPosition.getZ());
|
|
return true;
|
|
}
|
|
|
|
if (getFollowTarget() != null)
|
|
{
|
|
stopFollow();
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* Manage the Move to Pawn action in function of the distance and of the Interact area.<br>
|
|
* <B><U> Actions</U> :</B>
|
|
* <ul>
|
|
* <li>Get the distance between the current position of the L2Character and the target (x,y)</li>
|
|
* <li>If the distance > offset+20, move the actor (by running) to Pawn server side AND client side by sending Server->Client packet MoveToPawn (broadcast)</li>
|
|
* <li>If the distance <= offset+20, Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)</li>
|
|
* </ul>
|
|
* <B><U> Example of use </U> :</B>
|
|
* <ul>
|
|
* <li>L2PLayerAI, L2SummonAI</li>
|
|
* </ul>
|
|
* @param target The targeted L2Object
|
|
* @param offset The Interact area radius
|
|
* @return True if a movement must be done
|
|
*/
|
|
protected boolean maybeMoveToPawn(L2Object target, int offset)
|
|
{
|
|
// Get the distance between the current position of the L2Character and the target (x,y)
|
|
if (target == null)
|
|
{
|
|
_log.warning("maybeMoveToPawn: target == NULL!");
|
|
return false;
|
|
}
|
|
if (offset < 0)
|
|
{
|
|
return false; // skill radius -1
|
|
}
|
|
|
|
offset += _actor.getTemplate().getCollisionRadius();
|
|
if (target instanceof L2Character)
|
|
{
|
|
offset += ((L2Character) target).getTemplate().getCollisionRadius();
|
|
}
|
|
|
|
if (!_actor.isInsideRadius(target, offset, false, false))
|
|
{
|
|
// Caller should be L2Playable and thinkAttack/thinkCast/thinkInteract/thinkPickUp
|
|
if (getFollowTarget() != null)
|
|
{
|
|
|
|
// allow larger hit range when the target is moving (check is run only once per second)
|
|
if (!_actor.isInsideRadius(target, offset + 100, false, false))
|
|
{
|
|
return true;
|
|
}
|
|
stopFollow();
|
|
return false;
|
|
}
|
|
|
|
if (_actor.isMovementDisabled())
|
|
{
|
|
// If player is trying attack target but he cannot move to attack target
|
|
// change his intention to idle
|
|
if (_actor.getAI().getIntention() == CtrlIntention.AI_INTENTION_ATTACK)
|
|
{
|
|
_actor.getAI().setIntention(CtrlIntention.AI_INTENTION_IDLE);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
// while flying there is no move to cast
|
|
if ((_actor.getAI().getIntention() == CtrlIntention.AI_INTENTION_CAST) && (_actor instanceof L2PcInstance) && _actor.isTransformed())
|
|
{
|
|
if (!_actor.getTransformation().isCombat())
|
|
{
|
|
_actor.sendPacket(SystemMessageId.THE_DISTANCE_IS_TOO_FAR_AND_SO_THE_CASTING_HAS_BEEN_STOPPED);
|
|
_actor.sendPacket(ActionFailed.STATIC_PACKET);
|
|
return true;
|
|
}
|
|
}
|
|
|
|
// If not running, set the L2Character movement type to run and send Server->Client packet ChangeMoveType to all others L2PcInstance
|
|
if (!_actor.isRunning() && !(this instanceof L2PlayerAI) && !(this instanceof L2SummonAI))
|
|
{
|
|
_actor.setRunning();
|
|
}
|
|
|
|
stopFollow();
|
|
if ((target instanceof L2Character) && !(target instanceof L2DoorInstance))
|
|
{
|
|
if (((L2Character) target).isMoving())
|
|
{
|
|
offset -= 100;
|
|
}
|
|
if (offset < 5)
|
|
{
|
|
offset = 5;
|
|
}
|
|
|
|
startFollow((L2Character) target, offset);
|
|
}
|
|
else
|
|
{
|
|
// Move the actor to Pawn server side AND client side by sending Server->Client packet MoveToPawn (broadcast)
|
|
moveToPawn(target, offset);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
if (getFollowTarget() != null)
|
|
{
|
|
stopFollow();
|
|
}
|
|
|
|
// Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)
|
|
// clientStopMoving(null);
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* Modify current Intention and actions if the target is lost or dead.<br>
|
|
* <B><U> Actions</U> : <I>If the target is lost or dead</I></B>
|
|
* <ul>
|
|
* <li>Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)</li>
|
|
* <li>Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)</li>
|
|
* <li>Set the Intention of this AbstractAI to AI_INTENTION_ACTIVE</li>
|
|
* </ul>
|
|
* <B><U> Example of use </U> :</B>
|
|
* <ul>
|
|
* <li>L2PLayerAI, L2SummonAI</li>
|
|
* </ul>
|
|
* @param target The targeted L2Object
|
|
* @return True if the target is lost or dead (false if fakedeath)
|
|
*/
|
|
protected boolean checkTargetLostOrDead(L2Character target)
|
|
{
|
|
if ((target == null) || target.isAlikeDead())
|
|
{
|
|
// check if player is fakedeath
|
|
if ((target instanceof L2PcInstance) && ((L2PcInstance) target).isFakeDeath())
|
|
{
|
|
target.stopFakeDeath(true);
|
|
return false;
|
|
}
|
|
|
|
// Set the Intention of this AbstractAI to AI_INTENTION_ACTIVE
|
|
setIntention(AI_INTENTION_ACTIVE);
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* Modify current Intention and actions if the target is lost.<br>
|
|
* <B><U> Actions</U> : <I>If the target is lost</I></B>
|
|
* <ul>
|
|
* <li>Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)</li>
|
|
* <li>Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)</li>
|
|
* <li>Set the Intention of this AbstractAI to AI_INTENTION_ACTIVE</li>
|
|
* </ul>
|
|
* <B><U> Example of use </U> :</B>
|
|
* <ul>
|
|
* <li>L2PLayerAI, L2SummonAI</li>
|
|
* </ul>
|
|
* @param target The targeted L2Object
|
|
* @return True if the target is lost
|
|
*/
|
|
protected boolean checkTargetLost(L2Object target)
|
|
{
|
|
// check if player is fakedeath
|
|
if (target instanceof L2PcInstance)
|
|
{
|
|
L2PcInstance target2 = (L2PcInstance) target; // convert object to chara
|
|
|
|
if (target2.isFakeDeath())
|
|
{
|
|
target2.stopFakeDeath(true);
|
|
return false;
|
|
}
|
|
}
|
|
if (target == null)
|
|
{
|
|
// Set the Intention of this AbstractAI to AI_INTENTION_ACTIVE
|
|
setIntention(AI_INTENTION_ACTIVE);
|
|
return true;
|
|
}
|
|
if ((_actor != null) && (_skill != null) && _skill.isBad() && (_skill.getAffectRange() > 0) && (Config.GEODATA > 0) && !GeoData.getInstance().canSeeTarget(_actor, target))
|
|
{
|
|
setIntention(AI_INTENTION_ACTIVE);
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
protected class SelfAnalysis
|
|
{
|
|
public boolean isMage = false;
|
|
public boolean isBalanced;
|
|
public boolean isArcher = false;
|
|
public boolean isHealer = false;
|
|
public boolean isFighter = false;
|
|
public boolean cannotMoveOnLand = false;
|
|
public List<Skill> generalSkills = new FastList<>();
|
|
public List<Skill> buffSkills = new FastList<>();
|
|
public int lastBuffTick = 0;
|
|
public List<Skill> debuffSkills = new FastList<>();
|
|
public int lastDebuffTick = 0;
|
|
public List<Skill> cancelSkills = new FastList<>();
|
|
public List<Skill> healSkills = new FastList<>();
|
|
// public List<L2Skill> trickSkills = new FastList<>();
|
|
public List<Skill> generalDisablers = new FastList<>();
|
|
public List<Skill> sleepSkills = new FastList<>();
|
|
public List<Skill> rootSkills = new FastList<>();
|
|
public List<Skill> muteSkills = new FastList<>();
|
|
public List<Skill> resurrectSkills = new FastList<>();
|
|
public boolean hasHealOrResurrect = false;
|
|
public boolean hasLongRangeSkills = false;
|
|
public boolean hasLongRangeDamageSkills = false;
|
|
public int maxCastRange = 0;
|
|
|
|
public SelfAnalysis()
|
|
{
|
|
}
|
|
|
|
public void init()
|
|
{
|
|
switch (((L2NpcTemplate) _actor.getTemplate()).getAIType())
|
|
{
|
|
case FIGHTER:
|
|
isFighter = true;
|
|
break;
|
|
case MAGE:
|
|
isMage = true;
|
|
break;
|
|
case CORPSE:
|
|
case BALANCED:
|
|
isBalanced = true;
|
|
break;
|
|
case ARCHER:
|
|
isArcher = true;
|
|
break;
|
|
case HEALER:
|
|
isHealer = true;
|
|
break;
|
|
default:
|
|
isFighter = true;
|
|
break;
|
|
}
|
|
// water movement analysis
|
|
if (_actor.isNpc())
|
|
{
|
|
switch (_actor.getId())
|
|
{
|
|
case 20314: // great white shark
|
|
case 20849: // Light Worm
|
|
cannotMoveOnLand = true;
|
|
break;
|
|
default:
|
|
cannotMoveOnLand = false;
|
|
break;
|
|
}
|
|
}
|
|
// skill analysis
|
|
for (Skill sk : _actor.getAllSkills())
|
|
{
|
|
if (sk.isPassive())
|
|
{
|
|
continue;
|
|
}
|
|
int castRange = sk.getCastRange();
|
|
boolean hasLongRangeDamageSkill = false;
|
|
|
|
if (sk.isContinuous())
|
|
{
|
|
if (!sk.isDebuff())
|
|
{
|
|
buffSkills.add(sk);
|
|
}
|
|
else
|
|
{
|
|
debuffSkills.add(sk);
|
|
}
|
|
continue;
|
|
}
|
|
|
|
if (sk.hasEffectType(L2EffectType.DISPEL, L2EffectType.DISPEL_BY_SLOT))
|
|
{
|
|
cancelSkills.add(sk);
|
|
}
|
|
else if (sk.hasEffectType(L2EffectType.HEAL))
|
|
{
|
|
healSkills.add(sk);
|
|
hasHealOrResurrect = true;
|
|
}
|
|
else if (sk.hasEffectType(L2EffectType.SLEEP))
|
|
{
|
|
sleepSkills.add(sk);
|
|
}
|
|
else if (sk.hasEffectType(L2EffectType.STUN, L2EffectType.PARALYZE))
|
|
{
|
|
// hardcoding petrification until improvements are made to
|
|
// EffectTemplate... petrification is totally different for
|
|
// AI than paralyze
|
|
switch (sk.getId())
|
|
{
|
|
case 367:
|
|
case 4111:
|
|
case 4383:
|
|
case 4616:
|
|
case 4578:
|
|
sleepSkills.add(sk);
|
|
break;
|
|
default:
|
|
generalDisablers.add(sk);
|
|
break;
|
|
}
|
|
}
|
|
else if (sk.hasEffectType(L2EffectType.ROOT))
|
|
{
|
|
rootSkills.add(sk);
|
|
}
|
|
else if (sk.hasEffectType(L2EffectType.FEAR))
|
|
{
|
|
debuffSkills.add(sk);
|
|
}
|
|
else if (sk.hasEffectType(L2EffectType.MUTE))
|
|
{
|
|
muteSkills.add(sk);
|
|
}
|
|
else if (sk.hasEffectType(L2EffectType.RESURRECTION))
|
|
{
|
|
resurrectSkills.add(sk);
|
|
hasHealOrResurrect = true;
|
|
}
|
|
else
|
|
{
|
|
generalSkills.add(sk);
|
|
hasLongRangeDamageSkill = true;
|
|
}
|
|
|
|
if (castRange > 70)
|
|
{
|
|
hasLongRangeSkills = true;
|
|
if (hasLongRangeDamageSkill)
|
|
{
|
|
hasLongRangeDamageSkills = true;
|
|
}
|
|
}
|
|
if (castRange > maxCastRange)
|
|
{
|
|
maxCastRange = castRange;
|
|
}
|
|
|
|
}
|
|
// Because of missing skills, some mages/balanced cannot play like mages
|
|
if (!hasLongRangeDamageSkills && isMage)
|
|
{
|
|
isBalanced = true;
|
|
isMage = false;
|
|
isFighter = false;
|
|
}
|
|
if (!hasLongRangeSkills && (isMage || isBalanced))
|
|
{
|
|
isBalanced = false;
|
|
isMage = false;
|
|
isFighter = true;
|
|
}
|
|
if (generalSkills.isEmpty() && isMage)
|
|
{
|
|
isBalanced = true;
|
|
isMage = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
protected class TargetAnalysis
|
|
{
|
|
public L2Character character;
|
|
public boolean isMage;
|
|
public boolean isBalanced;
|
|
public boolean isArcher;
|
|
public boolean isFighter;
|
|
public boolean isCanceled;
|
|
public boolean isSlower;
|
|
public boolean isMagicResistant;
|
|
|
|
public TargetAnalysis()
|
|
{
|
|
}
|
|
|
|
public void update(L2Character target)
|
|
{
|
|
// update status once in 4 seconds
|
|
if ((target == character) && (Rnd.nextInt(100) > 25))
|
|
{
|
|
return;
|
|
}
|
|
character = target;
|
|
if (target == null)
|
|
{
|
|
return;
|
|
}
|
|
isMage = false;
|
|
isBalanced = false;
|
|
isArcher = false;
|
|
isFighter = false;
|
|
isCanceled = false;
|
|
|
|
if (target.getMAtk(null, null) > (1.5 * target.getPAtk(null)))
|
|
{
|
|
isMage = true;
|
|
}
|
|
else if (((target.getPAtk(null) * 0.8) < target.getMAtk(null, null)) || ((target.getMAtk(null, null) * 0.8) > target.getPAtk(null)))
|
|
{
|
|
isBalanced = true;
|
|
}
|
|
else
|
|
{
|
|
L2Weapon weapon = target.getActiveWeaponItem();
|
|
if ((weapon != null) && ((weapon.getItemType() == WeaponType.BOW) || (weapon.getItemType() == WeaponType.CROSSBOW)))
|
|
{
|
|
isArcher = true;
|
|
}
|
|
else
|
|
{
|
|
isFighter = true;
|
|
}
|
|
}
|
|
if (target.getRunSpeed() < (_actor.getRunSpeed() - 3))
|
|
{
|
|
isSlower = true;
|
|
}
|
|
else
|
|
{
|
|
isSlower = false;
|
|
}
|
|
if ((target.getMDef(null, null) * 1.2) > _actor.getMAtk(null, null))
|
|
{
|
|
isMagicResistant = true;
|
|
}
|
|
else
|
|
{
|
|
isMagicResistant = false;
|
|
}
|
|
if (target.getBuffCount() < 4)
|
|
{
|
|
isCanceled = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
public boolean canAura(Skill sk)
|
|
{
|
|
if ((sk.getTargetType() == L2TargetType.AURA) || (sk.getTargetType() == L2TargetType.BEHIND_AURA) || (sk.getTargetType() == L2TargetType.FRONT_AURA) || (sk.getTargetType() == L2TargetType.AURA_CORPSE_MOB))
|
|
{
|
|
for (L2Object target : _actor.getKnownList().getKnownCharactersInRadius(sk.getAffectRange()))
|
|
{
|
|
if (target == getAttackTarget())
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
public boolean canAOE(Skill sk)
|
|
{
|
|
if (sk.hasEffectType(L2EffectType.DISPEL, L2EffectType.DISPEL_BY_SLOT))
|
|
{
|
|
if ((sk.getTargetType() == L2TargetType.AURA) || (sk.getTargetType() == L2TargetType.BEHIND_AURA) || (sk.getTargetType() == L2TargetType.FRONT_AURA) || (sk.getTargetType() == L2TargetType.AURA_CORPSE_MOB))
|
|
{
|
|
boolean cancast = true;
|
|
for (L2Character target : _actor.getKnownList().getKnownCharactersInRadius(sk.getAffectRange()))
|
|
{
|
|
if (!GeoData.getInstance().canSeeTarget(_actor, target))
|
|
{
|
|
continue;
|
|
}
|
|
if (target instanceof L2Attackable)
|
|
{
|
|
L2Npc actors = ((L2Npc) _actor);
|
|
|
|
if (!actors.isChaos())
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
|
|
if (target.isAffectedBySkill(sk.getId()))
|
|
{
|
|
cancast = false;
|
|
}
|
|
}
|
|
if (cancast)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
else if ((sk.getTargetType() == L2TargetType.AREA) || (sk.getTargetType() == L2TargetType.BEHIND_AREA) || (sk.getTargetType() == L2TargetType.FRONT_AREA))
|
|
{
|
|
boolean cancast = true;
|
|
for (L2Character target : getAttackTarget().getKnownList().getKnownCharactersInRadius(sk.getAffectRange()))
|
|
{
|
|
if (!GeoData.getInstance().canSeeTarget(_actor, target) || (target == null))
|
|
{
|
|
continue;
|
|
}
|
|
if (target instanceof L2Attackable)
|
|
{
|
|
L2Npc actors = ((L2Npc) _actor);
|
|
|
|
if (!actors.isChaos())
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
|
|
if (!target.getEffectList().isEmpty())
|
|
{
|
|
cancast = true;
|
|
}
|
|
}
|
|
if (cancast)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ((sk.getTargetType() == L2TargetType.AURA) || (sk.getTargetType() == L2TargetType.BEHIND_AURA) || (sk.getTargetType() == L2TargetType.FRONT_AURA) || (sk.getTargetType() == L2TargetType.AURA_CORPSE_MOB))
|
|
{
|
|
boolean cancast = false;
|
|
for (L2Character target : _actor.getKnownList().getKnownCharactersInRadius(sk.getAffectRange()))
|
|
{
|
|
if (!GeoData.getInstance().canSeeTarget(_actor, target))
|
|
{
|
|
continue;
|
|
}
|
|
if (target instanceof L2Attackable)
|
|
{
|
|
L2Npc actors = ((L2Npc) _actor);
|
|
|
|
if (!actors.isChaos())
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
|
|
if (!target.getEffectList().isEmpty())
|
|
{
|
|
cancast = true;
|
|
}
|
|
}
|
|
if (cancast)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
else if ((sk.getTargetType() == L2TargetType.AREA) || (sk.getTargetType() == L2TargetType.BEHIND_AREA) || (sk.getTargetType() == L2TargetType.FRONT_AREA))
|
|
{
|
|
boolean cancast = true;
|
|
for (L2Character target : getAttackTarget().getKnownList().getKnownCharactersInRadius(sk.getAffectRange()))
|
|
{
|
|
if (!GeoData.getInstance().canSeeTarget(_actor, target))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (target instanceof L2Attackable)
|
|
{
|
|
L2Npc actors = ((L2Npc) _actor);
|
|
if (!actors.isChaos())
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
|
|
if (target.isAffectedBySkill(sk.getId()))
|
|
{
|
|
cancast = false;
|
|
}
|
|
}
|
|
if (cancast)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
public boolean canParty(Skill sk)
|
|
{
|
|
if (sk.getTargetType() == L2TargetType.PARTY)
|
|
{
|
|
int count = 0;
|
|
int ccount = 0;
|
|
for (L2Character target : _actor.getKnownList().getKnownCharactersInRadius(sk.getAffectRange()))
|
|
{
|
|
if (!(target instanceof L2Attackable) || !GeoData.getInstance().canSeeTarget(_actor, target))
|
|
{
|
|
continue;
|
|
}
|
|
L2Npc targets = ((L2Npc) target);
|
|
L2Npc actors = ((L2Npc) _actor);
|
|
if (targets.isInMyClan(actors))
|
|
{
|
|
count++;
|
|
if (target.isAffectedBySkill(sk.getId()))
|
|
{
|
|
ccount++;
|
|
}
|
|
}
|
|
}
|
|
if (ccount < count)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
public boolean isParty(Skill sk)
|
|
{
|
|
return (sk.getTargetType() == L2TargetType.PARTY);
|
|
}
|
|
}
|