2700 lines
		
	
	
		
			77 KiB
		
	
	
	
		
			Java
		
	
	
	
	
	
			
		
		
	
	
			2700 lines
		
	
	
		
			77 KiB
		
	
	
	
		
			Java
		
	
	
	
	
	
| /*
 | |
|  * Copyright (C) 2004-2015 L2J Server
 | |
|  * 
 | |
|  * This file is part of L2J Server.
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|  * 
 | |
|  * L2J Server is free software: you can redistribute it and/or modify
 | |
|  * it under the terms of the GNU General Public License as published by
 | |
|  * the Free Software Foundation, either version 3 of the License, or
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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,
 | |
|  * but WITHOUT ANY WARRANTY; without even the implied warranty of
 | |
|  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
 | |
|  * General Public License for more details.
 | |
|  * 
 | |
|  * You should have received a copy of the GNU General Public License
 | |
|  * along with this program. If not, see <http://www.gnu.org/licenses/>.
 | |
|  */
 | |
| package com.l2jserver.gameserver.ai;
 | |
| 
 | |
| import static com.l2jserver.gameserver.ai.CtrlIntention.AI_INTENTION_ACTIVE;
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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_IDLE;
 | |
| 
 | |
| import java.util.Collection;
 | |
| import java.util.List;
 | |
| import java.util.Set;
 | |
| import java.util.concurrent.Future;
 | |
| import java.util.concurrent.TimeUnit;
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| 
 | |
| import com.l2jserver.Config;
 | |
| import com.l2jserver.gameserver.GameTimeController;
 | |
| import com.l2jserver.gameserver.GeoData;
 | |
| import com.l2jserver.gameserver.ThreadPoolManager;
 | |
| import com.l2jserver.gameserver.data.sql.impl.TerritoryTable;
 | |
| import com.l2jserver.gameserver.datatables.SkillData;
 | |
| import com.l2jserver.gameserver.enums.AISkillScope;
 | |
| import com.l2jserver.gameserver.enums.AIType;
 | |
| import com.l2jserver.gameserver.model.L2Object;
 | |
| import com.l2jserver.gameserver.model.Location;
 | |
| import com.l2jserver.gameserver.model.actor.L2Attackable;
 | |
| import com.l2jserver.gameserver.model.actor.L2Character;
 | |
| import com.l2jserver.gameserver.model.actor.L2Npc;
 | |
| import com.l2jserver.gameserver.model.actor.L2Playable;
 | |
| import com.l2jserver.gameserver.model.actor.L2Summon;
 | |
| import com.l2jserver.gameserver.model.actor.instance.L2FriendlyMobInstance;
 | |
| import com.l2jserver.gameserver.model.actor.instance.L2GrandBossInstance;
 | |
| import com.l2jserver.gameserver.model.actor.instance.L2GuardInstance;
 | |
| import com.l2jserver.gameserver.model.actor.instance.L2MonsterInstance;
 | |
| import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
 | |
| import com.l2jserver.gameserver.model.actor.instance.L2RaidBossInstance;
 | |
| import com.l2jserver.gameserver.model.actor.instance.L2StaticObjectInstance;
 | |
| import com.l2jserver.gameserver.model.effects.L2EffectType;
 | |
| import com.l2jserver.gameserver.model.events.EventDispatcher;
 | |
| import com.l2jserver.gameserver.model.events.impl.character.npc.attackable.OnAttackableFactionCall;
 | |
| import com.l2jserver.gameserver.model.events.impl.character.npc.attackable.OnAttackableHate;
 | |
| import com.l2jserver.gameserver.model.events.returns.TerminateReturn;
 | |
| import com.l2jserver.gameserver.model.skills.AbnormalVisualEffect;
 | |
| import com.l2jserver.gameserver.model.skills.Skill;
 | |
| import com.l2jserver.gameserver.model.skills.targets.L2TargetType;
 | |
| import com.l2jserver.gameserver.model.zone.ZoneId;
 | |
| import com.l2jserver.gameserver.util.Util;
 | |
| import com.l2jserver.util.Rnd;
 | |
| 
 | |
| /**
 | |
|  * This class manages AI of L2Attackable.
 | |
|  * @author Zoey76
 | |
|  */
 | |
| public class L2AttackableAI extends L2CharacterAI implements Runnable
 | |
| {
 | |
| 	/**
 | |
| 	 * Fear task.
 | |
| 	 * @author Zoey76
 | |
| 	 */
 | |
| 	public static class FearTask implements Runnable
 | |
| 	{
 | |
| 		private final L2AttackableAI _ai;
 | |
| 		private final L2Character _effector;
 | |
| 		private boolean _start;
 | |
| 		
 | |
| 		public FearTask(L2AttackableAI ai, L2Character effector, boolean start)
 | |
| 		{
 | |
| 			_ai = ai;
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| 			_effector = effector;
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| 			_start = start;
 | |
| 		}
 | |
| 		
 | |
| 		@Override
 | |
| 		public void run()
 | |
| 		{
 | |
| 			final int fearTimeLeft = _ai.getFearTime() - FEAR_TICKS;
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| 			_ai.setFearTime(fearTimeLeft);
 | |
| 			_ai.onEvtAfraid(_effector, _start);
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| 			_start = false;
 | |
| 		}
 | |
| 	}
 | |
| 	
 | |
| 	protected static final int FEAR_TICKS = 5;
 | |
| 	private static final int RANDOM_WALK_RATE = 30; // confirmed
 | |
| 	// private static final int MAX_DRIFT_RANGE = 300;
 | |
| 	private static final int MAX_ATTACK_TIMEOUT = 1200; // int ticks, i.e. 2min
 | |
| 	/** The L2Attackable AI task executed every 1s (call onEvtThink method). */
 | |
| 	private Future<?> _aiTask;
 | |
| 	/** The delay after which the attacked is stopped. */
 | |
| 	private int _attackTimeout;
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| 	/** The L2Attackable aggro counter. */
 | |
| 	private int _globalAggro;
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| 	/** The flag used to indicate that a thinking action is in progress, to prevent recursive thinking. */
 | |
| 	private boolean _thinking;
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| 	
 | |
| 	private int _timePass = 0;
 | |
| 	private int _chaosTime = 0;
 | |
| 	private int _lastBuffTick;
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| 	// Fear parameters
 | |
| 	private int _fearTime;
 | |
| 	private Future<?> _fearTask = null;
 | |
| 	
 | |
| 	/**
 | |
| 	 * Constructor of L2AttackableAI.
 | |
| 	 * @param creature the creature
 | |
| 	 */
 | |
| 	public L2AttackableAI(L2Attackable creature)
 | |
| 	{
 | |
| 		super(creature);
 | |
| 		_attackTimeout = Integer.MAX_VALUE;
 | |
| 		_globalAggro = -10; // 10 seconds timeout of ATTACK after respawn
 | |
| 	}
 | |
| 	
 | |
| 	@Override
 | |
| 	public void run()
 | |
| 	{
 | |
| 		// Launch actions corresponding to the Event Think
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| 		onEvtThink();
 | |
| 	}
 | |
| 	
 | |
| 	/**
 | |
| 	 * <B><U> Actor is a L2GuardInstance</U> :</B>
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| 	 * <ul>
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| 	 * <li>The target isn't a Folk or a Door</li>
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| 	 * <li>The target isn't dead, isn't invulnerable, isn't in silent moving mode AND too far (>100)</li>
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| 	 * <li>The target is in the actor Aggro range and is at the same height</li>
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| 	 * <li>The L2PcInstance target has karma (=PK)</li>
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| 	 * <li>The L2MonsterInstance target is aggressive</li>
 | |
| 	 * </ul>
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| 	 * <B><U> Actor is a L2SiegeGuardInstance</U> :</B>
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| 	 * <ul>
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| 	 * <li>The target isn't a Folk or a Door</li>
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| 	 * <li>The target isn't dead, isn't invulnerable, isn't in silent moving mode AND too far (>100)</li>
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| 	 * <li>The target is in the actor Aggro range and is at the same height</li>
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| 	 * <li>A siege is in progress</li>
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| 	 * <li>The L2PcInstance target isn't a Defender</li>
 | |
| 	 * </ul>
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| 	 * <B><U> Actor is a L2FriendlyMobInstance</U> :</B>
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| 	 * <ul>
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| 	 * <li>The target isn't a Folk, a Door or another L2Npc</li>
 | |
| 	 * <li>The target isn't dead, isn't invulnerable, isn't in silent moving mode AND too far (>100)</li>
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| 	 * <li>The target is in the actor Aggro range and is at the same height</li>
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| 	 * <li>The L2PcInstance target has karma (=PK)</li>
 | |
| 	 * </ul>
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| 	 * <B><U> Actor is a L2MonsterInstance</U> :</B>
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| 	 * <ul>
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| 	 * <li>The target isn't a Folk, a Door or another L2Npc</li>
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| 	 * <li>The target isn't dead, isn't invulnerable, isn't in silent moving mode AND too far (>100)</li>
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| 	 * <li>The target is in the actor Aggro range and is at the same height</li>
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| 	 * <li>The actor is Aggressive</li>
 | |
| 	 * </ul>
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| 	 * @param target The targeted L2Object
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| 	 * @return True if the target is autoattackable (depends on the actor type).
 | |
| 	 */
 | |
| 	private boolean autoAttackCondition(L2Character target)
 | |
| 	{
 | |
| 		if ((target == null) || (getActiveChar() == null))
 | |
| 		{
 | |
| 			return false;
 | |
| 		}
 | |
| 		final L2Attackable me = getActiveChar();
 | |
| 		
 | |
| 		// Check if the target isn't invulnerable
 | |
| 		if (target.isInvul())
 | |
| 		{
 | |
| 			// However EffectInvincible requires to check GMs specially
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| 			if (target.isPlayer() && target.isGM())
 | |
| 			{
 | |
| 				return false;
 | |
| 			}
 | |
| 			if (target.isSummon() && ((L2Summon) target).getOwner().isGM())
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| 			{
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| 				return false;
 | |
| 			}
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| 		}
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| 		
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| 		// Check if the target isn't a Folk or a Door
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| 		if (target.isDoor())
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| 		{
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| 			return false;
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| 		}
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| 		
 | |
| 		// Check if the target isn't dead, is in the Aggro range and is at the same height
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| 		if (target.isAlikeDead() || ((target.isPlayable()) && !me.isInsideRadius(target, me.getAggroRange(), true, false)))
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| 		{
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| 			return false;
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| 		}
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| 		
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| 		// Check if the target is a L2Playable
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| 		if (target.isPlayable())
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| 		{
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| 			// Check if the AI isn't a Raid Boss, can See Silent Moving players and the target isn't in silent move mode
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| 			if (!(me.isRaid()) && !(me.canSeeThroughSilentMove()) && ((L2Playable) target).isSilentMovingAffected())
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| 			{
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| 				return false;
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| 			}
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| 		}
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| 		
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| 		// Gets the player if there is any.
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| 		final L2PcInstance player = target.getActingPlayer();
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| 		if (player != null)
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| 		{
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| 			// Don't take the aggro if the GM has the access level below or equal to GM_DONT_TAKE_AGGRO
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| 			if (player.isGM() && !player.getAccessLevel().canTakeAggro())
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| 			{
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| 				return false;
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| 			}
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| 			
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| 			// check if the target is within the grace period for JUST getting up from fake death
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| 			if (player.isRecentFakeDeath())
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| 			{
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| 				return false;
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| 			}
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| 		}
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| 		
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| 		// Check if the actor is a L2GuardInstance
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| 		if (me instanceof L2GuardInstance)
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| 		{
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| 			if (Config.FACTION_SYSTEM_ENABLED && Config.FACTION_GUARDS_ENABLED && (player != null) && ((player.isGood() && me.getTemplate().isClan(Config.FACTION_EVIL_TEAM_NAME)) || (player.isEvil() && me.getTemplate().isClan(Config.FACTION_GOOD_TEAM_NAME))))
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| 			{
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| 				return GeoData.getInstance().canSeeTarget(me, player);
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| 			}
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| 			// Check if the L2PcInstance target has karma (=PK)
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| 			if ((player != null) && (player.getReputation() < 0))
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| 			{
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| 				return GeoData.getInstance().canSeeTarget(me, player); // Los Check
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| 			}
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| 			// Check if the L2MonsterInstance target is aggressive
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| 			if ((target instanceof L2MonsterInstance) && Config.GUARD_ATTACK_AGGRO_MOB)
 | |
| 			{
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| 				return (((L2MonsterInstance) target).isAggressive() && GeoData.getInstance().canSeeTarget(me, target));
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| 			}
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| 			
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| 			return false;
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| 		}
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| 		else if (me instanceof L2FriendlyMobInstance)
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| 		{
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| 			// Check if the target isn't another L2Npc
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| 			if (target instanceof L2Npc)
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| 			{
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| 				return false;
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| 			}
 | |
| 			
 | |
| 			// Check if the L2PcInstance target has karma (=PK)
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| 			if ((target instanceof L2PcInstance) && (((L2PcInstance) target).getReputation() < 0))
 | |
| 			{
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| 				return GeoData.getInstance().canSeeTarget(me, target); // Los Check
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| 			}
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| 			return false;
 | |
| 		}
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| 		else
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| 		{
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| 			if (target instanceof L2Attackable)
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| 			{
 | |
| 				if (!target.isAutoAttackable(me))
 | |
| 				{
 | |
| 					return false;
 | |
| 				}
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| 				
 | |
| 				if (me.isChaos() && me.isInsideRadius(target, me.getAggroRange(), false, false))
 | |
| 				{
 | |
| 					if (((L2Attackable) target).isInMyClan(me))
 | |
| 					{
 | |
| 						return false;
 | |
| 					}
 | |
| 					// Los Check
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| 					return GeoData.getInstance().canSeeTarget(me, target);
 | |
| 				}
 | |
| 			}
 | |
| 			
 | |
| 			if ((target instanceof L2Attackable) || (target instanceof L2Npc))
 | |
| 			{
 | |
| 				return false;
 | |
| 			}
 | |
| 			
 | |
| 			// depending on config, do not allow mobs to attack _new_ players in peacezones,
 | |
| 			// unless they are already following those players from outside the peacezone.
 | |
| 			if (!Config.ALT_MOB_AGRO_IN_PEACEZONE && target.isInsideZone(ZoneId.PEACE))
 | |
| 			{
 | |
| 				return false;
 | |
| 			}
 | |
| 			
 | |
| 			if (me.isChampion() && Config.L2JMOD_CHAMPION_PASSIVE)
 | |
| 			{
 | |
| 				return false;
 | |
| 			}
 | |
| 			
 | |
| 			// Check if the actor is Aggressive
 | |
| 			return (me.isAggressive() && GeoData.getInstance().canSeeTarget(me, target));
 | |
| 		}
 | |
| 	}
 | |
| 	
 | |
| 	public void startAITask()
 | |
| 	{
 | |
| 		// If not idle - create an AI task (schedule onEvtThink repeatedly)
 | |
| 		if (_aiTask == null)
 | |
| 		{
 | |
| 			_aiTask = ThreadPoolManager.getInstance().scheduleAiAtFixedRate(this, 1000, 1000);
 | |
| 		}
 | |
| 	}
 | |
| 	
 | |
| 	@Override
 | |
| 	public void stopAITask()
 | |
| 	{
 | |
| 		if (_aiTask != null)
 | |
| 		{
 | |
| 			_aiTask.cancel(false);
 | |
| 			_aiTask = null;
 | |
| 		}
 | |
| 		super.stopAITask();
 | |
| 	}
 | |
| 	
 | |
| 	/**
 | |
| 	 * Set the Intention of this L2CharacterAI and create an AI Task executed every 1s (call onEvtThink method) for this L2Attackable.<br>
 | |
| 	 * <FONT COLOR=#FF0000><B> <U>Caution</U> : If actor _knowPlayer isn't EMPTY, AI_INTENTION_IDLE will be change in AI_INTENTION_ACTIVE</B></FONT>
 | |
| 	 * @param intention The new Intention to set to the AI
 | |
| 	 * @param arg0 The first parameter of the Intention
 | |
| 	 * @param arg1 The second parameter of the Intention
 | |
| 	 */
 | |
| 	@Override
 | |
| 	synchronized void changeIntention(CtrlIntention intention, Object arg0, Object arg1)
 | |
| 	{
 | |
| 		if ((intention == AI_INTENTION_IDLE) || (intention == AI_INTENTION_ACTIVE))
 | |
| 		{
 | |
| 			// Check if actor is not dead
 | |
| 			L2Attackable npc = getActiveChar();
 | |
| 			if (!npc.isAlikeDead())
 | |
| 			{
 | |
| 				// If its _knownPlayer isn't empty set the Intention to AI_INTENTION_ACTIVE
 | |
| 				if (!npc.getKnownList().getKnownPlayers().isEmpty())
 | |
| 				{
 | |
| 					intention = AI_INTENTION_ACTIVE;
 | |
| 				}
 | |
| 				else
 | |
| 				{
 | |
| 					if (npc.getSpawn() != null)
 | |
| 					{
 | |
| 						final Location loc = npc.getSpawn().getLocation(npc);
 | |
| 						final int range = Config.MAX_DRIFT_RANGE;
 | |
| 						
 | |
| 						if (!npc.isInsideRadius(loc, range + range, true, false))
 | |
| 						{
 | |
| 							intention = AI_INTENTION_ACTIVE;
 | |
| 						}
 | |
| 					}
 | |
| 				}
 | |
| 			}
 | |
| 			
 | |
| 			if (intention == AI_INTENTION_IDLE)
 | |
| 			{
 | |
| 				// Set the Intention of this L2AttackableAI to AI_INTENTION_IDLE
 | |
| 				super.changeIntention(AI_INTENTION_IDLE, null, null);
 | |
| 				
 | |
| 				// Stop AI task and detach AI from NPC
 | |
| 				stopAITask();
 | |
| 				
 | |
| 				// Cancel the AI
 | |
| 				_actor.detachAI();
 | |
| 				
 | |
| 				return;
 | |
| 			}
 | |
| 		}
 | |
| 		
 | |
| 		// Set the Intention of this L2AttackableAI to intention
 | |
| 		super.changeIntention(intention, arg0, arg1);
 | |
| 		
 | |
| 		// If not idle - create an AI task (schedule onEvtThink repeatedly)
 | |
| 		startAITask();
 | |
| 	}
 | |
| 	
 | |
| 	/**
 | |
| 	 * Manage the Attack Intention : Stop current Attack (if necessary), Calculate attack timeout, Start a new Attack and Launch Think Event.
 | |
| 	 * @param target The L2Character to attack
 | |
| 	 */
 | |
| 	@Override
 | |
| 	protected void onIntentionAttack(L2Character target)
 | |
| 	{
 | |
| 		// Calculate the attack timeout
 | |
| 		_attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getInstance().getGameTicks();
 | |
| 		
 | |
| 		// self and buffs
 | |
| 		if ((_lastBuffTick + 30) < GameTimeController.getInstance().getGameTicks())
 | |
| 		{
 | |
| 			for (Skill buff : getActiveChar().getTemplate().getAISkills(AISkillScope.BUFF))
 | |
| 			{
 | |
| 				if (checkSkillCastConditions(getActiveChar(), buff))
 | |
| 				{
 | |
| 					if (!_actor.isAffectedBySkill(buff.getId()))
 | |
| 					{
 | |
| 						_actor.setTarget(_actor);
 | |
| 						_actor.doCast(buff);
 | |
| 						_actor.setTarget(target);
 | |
| 						// _log.info(this.getActor().getName() + " used buff skill " + buff.getName() + " on " + _actor.getName());
 | |
| 						break;
 | |
| 					}
 | |
| 				}
 | |
| 			}
 | |
| 			_lastBuffTick = GameTimeController.getInstance().getGameTicks();
 | |
| 		}
 | |
| 		
 | |
| 		// Manage the Attack Intention : Stop current Attack (if necessary), Start a new Attack and Launch Think Event
 | |
| 		super.onIntentionAttack(target);
 | |
| 	}
 | |
| 	
 | |
| 	@Override
 | |
| 	protected void onEvtAfraid(L2Character effector, boolean start)
 | |
| 	{
 | |
| 		if ((_fearTime > 0) && (_fearTask == null))
 | |
| 		{
 | |
| 			_fearTask = ThreadPoolManager.getInstance().scheduleAiAtFixedRate(new FearTask(this, effector, start), 0, FEAR_TICKS, TimeUnit.SECONDS);
 | |
| 			_actor.startAbnormalVisualEffect(AbnormalVisualEffect.TURN_FLEE);
 | |
| 		}
 | |
| 		else
 | |
| 		{
 | |
| 			super.onEvtAfraid(effector, start);
 | |
| 			
 | |
| 			if ((_actor.isDead() || (_fearTime <= 0)) && (_fearTask != null))
 | |
| 			{
 | |
| 				_fearTask.cancel(true);
 | |
| 				_fearTask = null;
 | |
| 				_actor.stopAbnormalVisualEffect(AbnormalVisualEffect.TURN_FLEE);
 | |
| 				setIntention(CtrlIntention.AI_INTENTION_IDLE);
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| 	
 | |
| 	protected void thinkCast()
 | |
| 	{
 | |
| 		if (checkTargetLost(getCastTarget()))
 | |
| 		{
 | |
| 			setCastTarget(null);
 | |
| 			return;
 | |
| 		}
 | |
| 		if (maybeMoveToPawn(getCastTarget(), _actor.getMagicalAttackRange(_skill)))
 | |
| 		{
 | |
| 			return;
 | |
| 		}
 | |
| 		clientStopMoving(null);
 | |
| 		setIntention(AI_INTENTION_ACTIVE);
 | |
| 		_actor.doCast(_skill);
 | |
| 	}
 | |
| 	
 | |
| 	/**
 | |
| 	 * Manage AI standard thinks of a L2Attackable (called by onEvtThink). <B><U> Actions</U> :</B>
 | |
| 	 * <ul>
 | |
| 	 * <li>Update every 1s the _globalAggro counter to come close to 0</li>
 | |
| 	 * <li>If the actor is Aggressive and can attack, add all autoAttackable L2Character in its Aggro Range to its _aggroList, chose a target and order to attack it</li>
 | |
| 	 * <li>If the actor is a L2GuardInstance that can't attack, order to it to return to its home location</li>
 | |
| 	 * <li>If the actor is a L2MonsterInstance that can't attack, order to it to random walk (1/100)</li>
 | |
| 	 * </ul>
 | |
| 	 */
 | |
| 	protected void thinkActive()
 | |
| 	{
 | |
| 		L2Attackable npc = getActiveChar();
 | |
| 		
 | |
| 		// Update every 1s the _globalAggro counter to come close to 0
 | |
| 		if (_globalAggro != 0)
 | |
| 		{
 | |
| 			if (_globalAggro < 0)
 | |
| 			{
 | |
| 				_globalAggro++;
 | |
| 			}
 | |
| 			else
 | |
| 			{
 | |
| 				_globalAggro--;
 | |
| 			}
 | |
| 		}
 | |
| 		
 | |
| 		// Add all autoAttackable L2Character in L2Attackable Aggro Range to its _aggroList with 0 damage and 1 hate
 | |
| 		// A L2Attackable isn't aggressive during 10s after its spawn because _globalAggro is set to -10
 | |
| 		if (_globalAggro >= 0)
 | |
| 		{
 | |
| 			// Get all visible objects inside its Aggro Range
 | |
| 			Collection<L2Object> objs = npc.getKnownList().getKnownObjects().values();
 | |
| 			
 | |
| 			for (L2Object obj : objs)
 | |
| 			{
 | |
| 				if (!(obj instanceof L2Character) || (obj instanceof L2StaticObjectInstance))
 | |
| 				{
 | |
| 					continue;
 | |
| 				}
 | |
| 				L2Character target = (L2Character) obj;
 | |
| 				
 | |
| 				// For each L2Character check if the target is autoattackable
 | |
| 				if (autoAttackCondition(target)) // check aggression
 | |
| 				{
 | |
| 					if (target.isPlayable())
 | |
| 					{
 | |
| 						final TerminateReturn term = EventDispatcher.getInstance().notifyEvent(new OnAttackableHate(getActiveChar(), target.getActingPlayer(), target.isSummon()), getActiveChar(), TerminateReturn.class);
 | |
| 						if ((term != null) && term.terminate())
 | |
| 						{
 | |
| 							continue;
 | |
| 						}
 | |
| 					}
 | |
| 					
 | |
| 					// Get the hate level of the L2Attackable against this L2Character target contained in _aggroList
 | |
| 					int hating = npc.getHating(target);
 | |
| 					
 | |
| 					// Add the attacker to the L2Attackable _aggroList with 0 damage and 1 hate
 | |
| 					if (hating == 0)
 | |
| 					{
 | |
| 						npc.addDamageHate(target, 0, 0);
 | |
| 					}
 | |
| 				}
 | |
| 			}
 | |
| 			
 | |
| 			// Chose a target from its aggroList
 | |
| 			L2Character hated;
 | |
| 			if (npc.isConfused())
 | |
| 			{
 | |
| 				hated = getAttackTarget(); // effect handles selection
 | |
| 			}
 | |
| 			else
 | |
| 			{
 | |
| 				hated = npc.getMostHated();
 | |
| 			}
 | |
| 			
 | |
| 			// Order to the L2Attackable to attack the target
 | |
| 			if ((hated != null) && !npc.isCoreAIDisabled())
 | |
| 			{
 | |
| 				// Get the hate level of the L2Attackable against this L2Character target contained in _aggroList
 | |
| 				int aggro = npc.getHating(hated);
 | |
| 				
 | |
| 				if ((aggro + _globalAggro) > 0)
 | |
| 				{
 | |
| 					// Set the L2Character movement type to run and send Server->Client packet ChangeMoveType to all others L2PcInstance
 | |
| 					if (!npc.isRunning())
 | |
| 					{
 | |
| 						npc.setRunning();
 | |
| 					}
 | |
| 					
 | |
| 					// Set the AI Intention to AI_INTENTION_ATTACK
 | |
| 					setIntention(CtrlIntention.AI_INTENTION_ATTACK, hated);
 | |
| 				}
 | |
| 				
 | |
| 				return;
 | |
| 			}
 | |
| 		}
 | |
| 		
 | |
| 		// Chance to forget attackers after some time
 | |
| 		if ((npc.getCurrentHp() == npc.getMaxHp()) && (npc.getCurrentMp() == npc.getMaxMp()) && !npc.getAttackByList().isEmpty() && (Rnd.nextInt(500) == 0) && npc.canStopAttackByTime())
 | |
| 		{
 | |
| 			npc.clearAggroList();
 | |
| 			npc.getAttackByList().clear();
 | |
| 			if (npc instanceof L2MonsterInstance)
 | |
| 			{
 | |
| 				if (((L2MonsterInstance) npc).hasMinions())
 | |
| 				{
 | |
| 					((L2MonsterInstance) npc).getMinionList().deleteReusedMinions();
 | |
| 				}
 | |
| 			}
 | |
| 		}
 | |
| 		
 | |
| 		// Check if the mob should not return to spawn point
 | |
| 		if (!npc.canReturnToSpawnPoint())
 | |
| 		{
 | |
| 			return;
 | |
| 		}
 | |
| 		
 | |
| 		// Check if the actor is a L2GuardInstance
 | |
| 		if ((npc instanceof L2GuardInstance) && !npc.isWalker())
 | |
| 		{
 | |
| 			if (Config.ENABLE_GUARD_RETURN && (npc.getSpawn() != null) && (Util.calculateDistance(npc, npc.getSpawn(), false, false) > 50) && /* !npc.isInsideZone(ZoneId.SIEGE) && */!npc.isCastingNow())
 | |
| 			{
 | |
| 				// Custom guard teleport to spawn.
 | |
| 				npc.clearAggroList();
 | |
| 				npc.doCast(SkillData.getInstance().getSkill(1050, 1));
 | |
| 			}
 | |
| 			else
 | |
| 			{
 | |
| 				// Order to the L2GuardInstance to return to its home location because there's no target to attack
 | |
| 				npc.returnHome();
 | |
| 			}
 | |
| 		}
 | |
| 		
 | |
| 		// Minions following leader
 | |
| 		final L2Character leader = npc.getLeader();
 | |
| 		if ((leader != null) && !leader.isAlikeDead())
 | |
| 		{
 | |
| 			final int offset;
 | |
| 			final int minRadius = 30;
 | |
| 			
 | |
| 			if (npc.isRaidMinion())
 | |
| 			{
 | |
| 				offset = 500; // for Raids - need correction
 | |
| 			}
 | |
| 			else
 | |
| 			{
 | |
| 				offset = 200; // for normal minions - need correction :)
 | |
| 			}
 | |
| 			
 | |
| 			if (leader.isRunning())
 | |
| 			{
 | |
| 				npc.setRunning();
 | |
| 			}
 | |
| 			else
 | |
| 			{
 | |
| 				npc.setWalking();
 | |
| 			}
 | |
| 			
 | |
| 			if (npc.calculateDistance(leader, false, true) > (offset * offset))
 | |
| 			{
 | |
| 				int x1, y1, z1;
 | |
| 				x1 = Rnd.get(minRadius * 2, offset * 2); // x
 | |
| 				y1 = Rnd.get(x1, offset * 2); // distance
 | |
| 				y1 = (int) Math.sqrt((y1 * y1) - (x1 * x1)); // y
 | |
| 				if (x1 > (offset + minRadius))
 | |
| 				{
 | |
| 					x1 = (leader.getX() + x1) - offset;
 | |
| 				}
 | |
| 				else
 | |
| 				{
 | |
| 					x1 = (leader.getX() - x1) + minRadius;
 | |
| 				}
 | |
| 				if (y1 > (offset + minRadius))
 | |
| 				{
 | |
| 					y1 = (leader.getY() + y1) - offset;
 | |
| 				}
 | |
| 				else
 | |
| 				{
 | |
| 					y1 = (leader.getY() - y1) + minRadius;
 | |
| 				}
 | |
| 				
 | |
| 				z1 = leader.getZ();
 | |
| 				// Move the actor to Location (x,y,z) server side AND client side by sending Server->Client packet CharMoveToLocation (broadcast)
 | |
| 				moveTo(x1, y1, z1);
 | |
| 				return;
 | |
| 			}
 | |
| 			else if (Rnd.nextInt(RANDOM_WALK_RATE) == 0)
 | |
| 			{
 | |
| 				for (Skill sk : npc.getTemplate().getAISkills(AISkillScope.BUFF))
 | |
| 				{
 | |
| 					if (cast(sk))
 | |
| 					{
 | |
| 						return;
 | |
| 					}
 | |
| 				}
 | |
| 			}
 | |
| 		}
 | |
| 		// Order to the L2MonsterInstance to random walk (1/100)
 | |
| 		else if ((npc.getSpawn() != null) && (Rnd.nextInt(RANDOM_WALK_RATE) == 0) && !npc.isNoRndWalk())
 | |
| 		{
 | |
| 			int x1 = 0;
 | |
| 			int y1 = 0;
 | |
| 			int z1 = 0;
 | |
| 			final int range = Config.MAX_DRIFT_RANGE;
 | |
| 			
 | |
| 			for (Skill sk : npc.getTemplate().getAISkills(AISkillScope.BUFF))
 | |
| 			{
 | |
| 				if (cast(sk))
 | |
| 				{
 | |
| 					return;
 | |
| 				}
 | |
| 			}
 | |
| 			
 | |
| 			// If NPC with random coord in territory - old method (for backward compatibility)
 | |
| 			if ((npc.getSpawn().getX() == 0) && (npc.getSpawn().getY() == 0) && (npc.getSpawn().getSpawnTerritory() == null))
 | |
| 			{
 | |
| 				// Calculate a destination point in the spawn area
 | |
| 				final Location location = TerritoryTable.getInstance().getRandomPoint(npc.getSpawn().getLocationId());
 | |
| 				if (location != null)
 | |
| 				{
 | |
| 					x1 = location.getX();
 | |
| 					y1 = location.getY();
 | |
| 					z1 = location.getZ();
 | |
| 				}
 | |
| 				
 | |
| 				// Calculate the distance between the current position of the L2Character and the target (x,y)
 | |
| 				double distance2 = npc.calculateDistance(x1, y1, 0, false, true);
 | |
| 				
 | |
| 				if (distance2 > ((range + range) * (range + range)))
 | |
| 				{
 | |
| 					npc.setisReturningToSpawnPoint(true);
 | |
| 					float delay = (float) Math.sqrt(distance2) / range;
 | |
| 					x1 = npc.getX() + (int) ((x1 - npc.getX()) / delay);
 | |
| 					y1 = npc.getY() + (int) ((y1 - npc.getY()) / delay);
 | |
| 				}
 | |
| 				
 | |
| 				// If NPC with random fixed coord, don't move (unless needs to return to spawnpoint)
 | |
| 				if (!npc.isReturningToSpawnPoint() && (TerritoryTable.getInstance().getProcMax(npc.getSpawn().getLocationId()) > 0))
 | |
| 				{
 | |
| 					return;
 | |
| 				}
 | |
| 			}
 | |
| 			else
 | |
| 			{
 | |
| 				x1 = npc.getSpawn().getX(npc);
 | |
| 				y1 = npc.getSpawn().getY(npc);
 | |
| 				z1 = npc.getSpawn().getZ(npc);
 | |
| 				
 | |
| 				if (!npc.isInsideRadius(x1, y1, 0, range, false, false))
 | |
| 				{
 | |
| 					npc.setisReturningToSpawnPoint(true);
 | |
| 				}
 | |
| 				else
 | |
| 				{
 | |
| 					int deltaX = Rnd.nextInt(range * 2); // x
 | |
| 					int deltaY = Rnd.get(deltaX, range * 2); // distance
 | |
| 					deltaY = (int) Math.sqrt((deltaY * deltaY) - (deltaX * deltaX)); // y
 | |
| 					x1 = (deltaX + x1) - range;
 | |
| 					y1 = (deltaY + y1) - range;
 | |
| 					z1 = npc.getZ();
 | |
| 				}
 | |
| 			}
 | |
| 			// Move the actor to Location (x,y,z) server side AND client side by sending Server->Client packet CharMoveToLocation (broadcast)
 | |
| 			final Location moveLoc = GeoData.getInstance().moveCheck(npc.getX(), npc.getY(), npc.getZ(), x1, y1, z1, npc.getInstanceId());
 | |
| 			
 | |
| 			moveTo(moveLoc.getX(), moveLoc.getY(), moveLoc.getZ());
 | |
| 		}
 | |
| 	}
 | |
| 	
 | |
| 	/**
 | |
| 	 * Manage AI attack thinks of a L2Attackable (called by onEvtThink). <B><U> Actions</U> :</B>
 | |
| 	 * <ul>
 | |
| 	 * <li>Update the attack timeout if actor is running</li>
 | |
| 	 * <li>If target is dead or timeout is expired, stop this attack and set the Intention to AI_INTENTION_ACTIVE</li>
 | |
| 	 * <li>Call all L2Object of its Faction inside the Faction Range</li>
 | |
| 	 * <li>Chose a target and order to attack it with magic skill or physical attack</li>
 | |
| 	 * </ul>
 | |
| 	 */
 | |
| 	protected void thinkAttack()
 | |
| 	{
 | |
| 		final L2Attackable npc = getActiveChar();
 | |
| 		if (npc.isCastingNow())
 | |
| 		{
 | |
| 			return;
 | |
| 		}
 | |
| 		
 | |
| 		L2Character originalAttackTarget = getAttackTarget();
 | |
| 		// Check if target is dead or if timeout is expired to stop this attack
 | |
| 		if ((originalAttackTarget == null) || originalAttackTarget.isAlikeDead())
 | |
| 		{
 | |
| 			// Stop hating this target after the attack timeout or if target is dead
 | |
| 			npc.stopHating(originalAttackTarget);
 | |
| 			
 | |
| 			// Set the AI Intention to AI_INTENTION_ACTIVE
 | |
| 			setIntention(AI_INTENTION_ACTIVE);
 | |
| 			
 | |
| 			npc.setWalking();
 | |
| 			return;
 | |
| 		}
 | |
| 		
 | |
| 		if ((_attackTimeout < GameTimeController.getInstance().getGameTicks()) && npc.canStopAttackByTime())
 | |
| 		{
 | |
| 			// Set the AI Intention to AI_INTENTION_ACTIVE
 | |
| 			setIntention(AI_INTENTION_ACTIVE);
 | |
| 			
 | |
| 			npc.setWalking();
 | |
| 			
 | |
| 			// Monster teleport to spawn
 | |
| 			if (npc.isMonster() && (npc.getSpawn() != null))
 | |
| 			{
 | |
| 				npc.teleToLocation(npc.getSpawn(), false);
 | |
| 			}
 | |
| 			return;
 | |
| 		}
 | |
| 		
 | |
| 		final int collision = npc.getTemplate().getCollisionRadius();
 | |
| 		
 | |
| 		// Handle all L2Object of its Faction inside the Faction Range
 | |
| 		
 | |
| 		Set<Integer> clans = getActiveChar().getTemplate().getClans();
 | |
| 		if ((clans != null) && !clans.isEmpty())
 | |
| 		{
 | |
| 			final int factionRange = npc.getTemplate().getClanHelpRange() + collision;
 | |
| 			// Go through all L2Object that belong to its faction
 | |
| 			try
 | |
| 			{
 | |
| 				for (L2Object obj : npc.getKnownList().getKnownCharactersInRadius(factionRange))
 | |
| 				{
 | |
| 					if (obj instanceof L2Npc)
 | |
| 					{
 | |
| 						L2Npc called = (L2Npc) obj;
 | |
| 						
 | |
| 						if (!getActiveChar().getTemplate().isClan(called.getTemplate().getClans()))
 | |
| 						{
 | |
| 							continue;
 | |
| 						}
 | |
| 						
 | |
| 						// Check if the L2Object is inside the Faction Range of the actor
 | |
| 						if (called.hasAI())
 | |
| 						{
 | |
| 							if ((Math.abs(originalAttackTarget.getZ() - called.getZ()) < 600) && npc.getAttackByList().contains(originalAttackTarget) && ((called.getAI()._intention == CtrlIntention.AI_INTENTION_IDLE) || (called.getAI()._intention == CtrlIntention.AI_INTENTION_ACTIVE)) && (called.getInstanceId() == npc.getInstanceId()))
 | |
| 							{
 | |
| 								if (originalAttackTarget.isPlayable())
 | |
| 								{
 | |
| 									// By default, when a faction member calls for help, attack the caller's attacker.
 | |
| 									// Notify the AI with EVT_AGGRESSION
 | |
| 									called.getAI().notifyEvent(CtrlEvent.EVT_AGGRESSION, originalAttackTarget, 1);
 | |
| 									EventDispatcher.getInstance().notifyEventAsync(new OnAttackableFactionCall(called, getActiveChar(), originalAttackTarget.getActingPlayer(), originalAttackTarget.isSummon()), called);
 | |
| 								}
 | |
| 								else if ((called instanceof L2Attackable) && (getAttackTarget() != null) && (called.getAI()._intention != CtrlIntention.AI_INTENTION_ATTACK))
 | |
| 								{
 | |
| 									((L2Attackable) called).addDamageHate(getAttackTarget(), 0, npc.getHating(getAttackTarget()));
 | |
| 									called.getAI().setIntention(CtrlIntention.AI_INTENTION_ATTACK, getAttackTarget());
 | |
| 								}
 | |
| 							}
 | |
| 						}
 | |
| 					}
 | |
| 				}
 | |
| 			}
 | |
| 			catch (NullPointerException e)
 | |
| 			{
 | |
| 				// _log.warning(getClass().getSimpleName() + ": There has been a problem trying to think the attack!");
 | |
| 			}
 | |
| 		}
 | |
| 		
 | |
| 		if (npc.isCoreAIDisabled())
 | |
| 		{
 | |
| 			return;
 | |
| 		}
 | |
| 		
 | |
| 		// Initialize data
 | |
| 		L2Character mostHate = npc.getMostHated();
 | |
| 		if (mostHate == null)
 | |
| 		{
 | |
| 			setIntention(AI_INTENTION_ACTIVE);
 | |
| 			return;
 | |
| 		}
 | |
| 		
 | |
| 		setAttackTarget(mostHate);
 | |
| 		npc.setTarget(mostHate);
 | |
| 		
 | |
| 		final int combinedCollision = collision + mostHate.getTemplate().getCollisionRadius();
 | |
| 		
 | |
| 		final List<Skill> aiSuicideSkills = npc.getTemplate().getAISkills(AISkillScope.SUICIDE);
 | |
| 		if (!aiSuicideSkills.isEmpty() && ((int) ((npc.getCurrentHp() / npc.getMaxHp()) * 100) < 30))
 | |
| 		{
 | |
| 			final Skill skill = aiSuicideSkills.get(Rnd.get(aiSuicideSkills.size()));
 | |
| 			if (Util.checkIfInRange(skill.getAffectRange(), getActiveChar(), mostHate, false) && npc.hasSkillChance())
 | |
| 			{
 | |
| 				if (cast(skill))
 | |
| 				{
 | |
| 					// _log.info(this.getActor().getName() + " used suicide skill " + skill.getName());
 | |
| 					return;
 | |
| 				}
 | |
| 			}
 | |
| 		}
 | |
| 		
 | |
| 		// ------------------------------------------------------
 | |
| 		// In case many mobs are trying to hit from same place, move a bit, circling around the target
 | |
| 		// Note from Gnacik:
 | |
| 		// On l2js because of that sometimes mobs don't attack player only running
 | |
| 		// around player without any sense, so decrease chance for now
 | |
| 		if (!npc.isMovementDisabled() && (Rnd.nextInt(100) <= 3))
 | |
| 		{
 | |
| 			for (L2Object nearby : npc.getKnownList().getKnownObjects().values())
 | |
| 			{
 | |
| 				if ((nearby instanceof L2Attackable) && npc.isInsideRadius(nearby, collision, false, false) && (nearby != mostHate))
 | |
| 				{
 | |
| 					int newX = combinedCollision + Rnd.get(40);
 | |
| 					if (Rnd.nextBoolean())
 | |
| 					{
 | |
| 						newX = mostHate.getX() + newX;
 | |
| 					}
 | |
| 					else
 | |
| 					{
 | |
| 						newX = mostHate.getX() - newX;
 | |
| 					}
 | |
| 					int newY = combinedCollision + Rnd.get(40);
 | |
| 					if (Rnd.nextBoolean())
 | |
| 					{
 | |
| 						newY = mostHate.getY() + newY;
 | |
| 					}
 | |
| 					else
 | |
| 					{
 | |
| 						newY = mostHate.getY() - newY;
 | |
| 					}
 | |
| 					
 | |
| 					if (!npc.isInsideRadius(newX, newY, 0, collision, false, false))
 | |
| 					{
 | |
| 						int newZ = npc.getZ() + 30;
 | |
| 						if (GeoData.getInstance().canMove(npc.getX(), npc.getY(), npc.getZ(), newX, newY, newZ, npc.getInstanceId()))
 | |
| 						{
 | |
| 							moveTo(newX, newY, newZ);
 | |
| 						}
 | |
| 					}
 | |
| 					return;
 | |
| 				}
 | |
| 			}
 | |
| 		}
 | |
| 		// Dodge if its needed
 | |
| 		if (!npc.isMovementDisabled() && (npc.getDodge() > 0))
 | |
| 		{
 | |
| 			if (Rnd.get(100) <= npc.getDodge())
 | |
| 			{
 | |
| 				// Micht: kepping this one otherwise we should do 2 sqrt
 | |
| 				double distance2 = npc.calculateDistance(mostHate, false, true);
 | |
| 				if (Math.sqrt(distance2) <= (60 + combinedCollision))
 | |
| 				{
 | |
| 					int posX = npc.getX();
 | |
| 					int posY = npc.getY();
 | |
| 					int posZ = npc.getZ() + 30;
 | |
| 					
 | |
| 					if (originalAttackTarget.getX() < posX)
 | |
| 					{
 | |
| 						posX = posX + 300;
 | |
| 					}
 | |
| 					else
 | |
| 					{
 | |
| 						posX = posX - 300;
 | |
| 					}
 | |
| 					
 | |
| 					if (originalAttackTarget.getY() < posY)
 | |
| 					{
 | |
| 						posY = posY + 300;
 | |
| 					}
 | |
| 					else
 | |
| 					{
 | |
| 						posY = posY - 300;
 | |
| 					}
 | |
| 					
 | |
| 					if (GeoData.getInstance().canMove(npc.getX(), npc.getY(), npc.getZ(), posX, posY, posZ, npc.getInstanceId()))
 | |
| 					{
 | |
| 						setIntention(CtrlIntention.AI_INTENTION_MOVE_TO, new Location(posX, posY, posZ, 0));
 | |
| 					}
 | |
| 					return;
 | |
| 				}
 | |
| 			}
 | |
| 		}
 | |
| 		
 | |
| 		// ------------------------------------------------------------------------------
 | |
| 		// BOSS/Raid Minion Target Reconsider
 | |
| 		if (npc.isRaid() || npc.isRaidMinion())
 | |
| 		{
 | |
| 			_chaosTime++;
 | |
| 			if (npc instanceof L2RaidBossInstance)
 | |
| 			{
 | |
| 				if (!((L2MonsterInstance) npc).hasMinions())
 | |
| 				{
 | |
| 					if (_chaosTime > Config.RAID_CHAOS_TIME)
 | |
| 					{
 | |
| 						if (Rnd.get(100) <= (100 - ((npc.getCurrentHp() * 100) / npc.getMaxHp())))
 | |
| 						{
 | |
| 							aggroReconsider();
 | |
| 							_chaosTime = 0;
 | |
| 							return;
 | |
| 						}
 | |
| 					}
 | |
| 				}
 | |
| 				else
 | |
| 				{
 | |
| 					if (_chaosTime > Config.RAID_CHAOS_TIME)
 | |
| 					{
 | |
| 						if (Rnd.get(100) <= (100 - ((npc.getCurrentHp() * 200) / npc.getMaxHp())))
 | |
| 						{
 | |
| 							aggroReconsider();
 | |
| 							_chaosTime = 0;
 | |
| 							return;
 | |
| 						}
 | |
| 					}
 | |
| 				}
 | |
| 			}
 | |
| 			else if (npc instanceof L2GrandBossInstance)
 | |
| 			{
 | |
| 				if (_chaosTime > Config.GRAND_CHAOS_TIME)
 | |
| 				{
 | |
| 					double chaosRate = 100 - ((npc.getCurrentHp() * 300) / npc.getMaxHp());
 | |
| 					if (((chaosRate <= 10) && (Rnd.get(100) <= 10)) || ((chaosRate > 10) && (Rnd.get(100) <= chaosRate)))
 | |
| 					{
 | |
| 						aggroReconsider();
 | |
| 						_chaosTime = 0;
 | |
| 						return;
 | |
| 					}
 | |
| 				}
 | |
| 			}
 | |
| 			else
 | |
| 			{
 | |
| 				if (_chaosTime > Config.MINION_CHAOS_TIME)
 | |
| 				{
 | |
| 					if (Rnd.get(100) <= (100 - ((npc.getCurrentHp() * 200) / npc.getMaxHp())))
 | |
| 					{
 | |
| 						aggroReconsider();
 | |
| 						_chaosTime = 0;
 | |
| 						return;
 | |
| 					}
 | |
| 				}
 | |
| 			}
 | |
| 		}
 | |
| 		
 | |
| 		final List<Skill> generalSkills = npc.getTemplate().getAISkills(AISkillScope.GENERAL);
 | |
| 		if (!generalSkills.isEmpty())
 | |
| 		{
 | |
| 			// -------------------------------------------------------------------------------
 | |
| 			// Heal Condition
 | |
| 			final List<Skill> aiHealSkills = npc.getTemplate().getAISkills(AISkillScope.HEAL);
 | |
| 			if (!aiHealSkills.isEmpty())
 | |
| 			{
 | |
| 				double percentage = (npc.getCurrentHp() / npc.getMaxHp()) * 100;
 | |
| 				if (npc.isMinion())
 | |
| 				{
 | |
| 					L2Character leader = npc.getLeader();
 | |
| 					if ((leader != null) && !leader.isDead() && (Rnd.get(100) > ((leader.getCurrentHp() / leader.getMaxHp()) * 100)))
 | |
| 					{
 | |
| 						for (Skill healSkill : aiHealSkills)
 | |
| 						{
 | |
| 							if (healSkill.getTargetType() == L2TargetType.SELF)
 | |
| 							{
 | |
| 								continue;
 | |
| 							}
 | |
| 							
 | |
| 							if (!checkSkillCastConditions(npc, healSkill))
 | |
| 							{
 | |
| 								continue;
 | |
| 							}
 | |
| 							
 | |
| 							if (!Util.checkIfInRange((healSkill.getCastRange() + collision + leader.getTemplate().getCollisionRadius()), npc, leader, false) && !isParty(healSkill) && !npc.isMovementDisabled())
 | |
| 							{
 | |
| 								moveToPawn(leader, healSkill.getCastRange() + collision + leader.getTemplate().getCollisionRadius());
 | |
| 								return;
 | |
| 							}
 | |
| 							
 | |
| 							if (GeoData.getInstance().canSeeTarget(npc, leader))
 | |
| 							{
 | |
| 								clientStopMoving(null);
 | |
| 								final L2Object target = npc.getTarget();
 | |
| 								npc.setTarget(leader);
 | |
| 								npc.doCast(healSkill);
 | |
| 								npc.setTarget(target);
 | |
| 								// _log.info(this.getActor().getName() + " used heal skill " + healSkill.getName() + " on leader " + leader.getName());
 | |
| 								return;
 | |
| 							}
 | |
| 						}
 | |
| 					}
 | |
| 				}
 | |
| 				
 | |
| 				if (Rnd.get(100) < ((100 - percentage) / 3))
 | |
| 				{
 | |
| 					for (Skill sk : aiHealSkills)
 | |
| 					{
 | |
| 						if (!checkSkillCastConditions(npc, sk))
 | |
| 						{
 | |
| 							continue;
 | |
| 						}
 | |
| 						
 | |
| 						clientStopMoving(null);
 | |
| 						final L2Object target = npc.getTarget();
 | |
| 						npc.setTarget(npc);
 | |
| 						npc.doCast(sk);
 | |
| 						npc.setTarget(target);
 | |
| 						// _log.info(this.getActor().getName() + " used heal skill " + sk.getName() + " on itself");
 | |
| 						return;
 | |
| 					}
 | |
| 				}
 | |
| 				
 | |
| 				for (Skill sk : aiHealSkills)
 | |
| 				{
 | |
| 					if (!checkSkillCastConditions(npc, sk))
 | |
| 					{
 | |
| 						continue;
 | |
| 					}
 | |
| 					
 | |
| 					if (sk.getTargetType() == L2TargetType.ONE)
 | |
| 					{
 | |
| 						for (L2Character obj : npc.getKnownList().getKnownCharactersInRadius(sk.getCastRange() + collision))
 | |
| 						{
 | |
| 							if (!(obj instanceof L2Attackable) || obj.isDead())
 | |
| 							{
 | |
| 								continue;
 | |
| 							}
 | |
| 							
 | |
| 							final L2Attackable targets = (L2Attackable) obj;
 | |
| 							if (!targets.isInMyClan(npc))
 | |
| 							{
 | |
| 								continue;
 | |
| 							}
 | |
| 							
 | |
| 							percentage = (targets.getCurrentHp() / targets.getMaxHp()) * 100;
 | |
| 							if (Rnd.get(100) < ((100 - percentage) / 10))
 | |
| 							{
 | |
| 								if (GeoData.getInstance().canSeeTarget(npc, targets))
 | |
| 								{
 | |
| 									clientStopMoving(null);
 | |
| 									final L2Object target = npc.getTarget();
 | |
| 									npc.setTarget(obj);
 | |
| 									npc.doCast(sk);
 | |
| 									npc.setTarget(target);
 | |
| 									// _log.info(this.getActor().getName() + " used heal skill " + sk.getName() + " on " + obj.getName());
 | |
| 									return;
 | |
| 								}
 | |
| 							}
 | |
| 						}
 | |
| 					}
 | |
| 					
 | |
| 					if (isParty(sk))
 | |
| 					{
 | |
| 						clientStopMoving(null);
 | |
| 						npc.doCast(sk);
 | |
| 						return;
 | |
| 					}
 | |
| 				}
 | |
| 			}
 | |
| 			
 | |
| 			// -------------------------------------------------------------------------------
 | |
| 			// Res Skill Condition
 | |
| 			final List<Skill> aiResSkills = npc.getTemplate().getAISkills(AISkillScope.RES);
 | |
| 			if (!aiResSkills.isEmpty())
 | |
| 			{
 | |
| 				if (npc.isMinion())
 | |
| 				{
 | |
| 					L2Character leader = npc.getLeader();
 | |
| 					if ((leader != null) && leader.isDead())
 | |
| 					{
 | |
| 						for (Skill sk : aiResSkills)
 | |
| 						{
 | |
| 							if (sk.getTargetType() == L2TargetType.SELF)
 | |
| 							{
 | |
| 								continue;
 | |
| 							}
 | |
| 							
 | |
| 							if (!checkSkillCastConditions(npc, sk))
 | |
| 							{
 | |
| 								continue;
 | |
| 							}
 | |
| 							
 | |
| 							if (!Util.checkIfInRange((sk.getCastRange() + collision + leader.getTemplate().getCollisionRadius()), npc, leader, false) && !isParty(sk) && !npc.isMovementDisabled())
 | |
| 							{
 | |
| 								moveToPawn(leader, sk.getCastRange() + collision + leader.getTemplate().getCollisionRadius());
 | |
| 								return;
 | |
| 							}
 | |
| 							
 | |
| 							if (GeoData.getInstance().canSeeTarget(npc, leader))
 | |
| 							{
 | |
| 								clientStopMoving(null);
 | |
| 								final L2Object target = npc.getTarget();
 | |
| 								npc.setTarget(leader);
 | |
| 								npc.doCast(sk);
 | |
| 								npc.setTarget(target);
 | |
| 								// _log.info(this.getActor().getName() + " used resurrection skill " + sk.getName() + " on leader " + leader.getName());
 | |
| 								return;
 | |
| 							}
 | |
| 						}
 | |
| 					}
 | |
| 				}
 | |
| 				
 | |
| 				for (Skill sk : aiResSkills)
 | |
| 				{
 | |
| 					if (!checkSkillCastConditions(npc, sk))
 | |
| 					{
 | |
| 						continue;
 | |
| 					}
 | |
| 					if (sk.getTargetType() == L2TargetType.ONE)
 | |
| 					{
 | |
| 						for (L2Character obj : npc.getKnownList().getKnownCharactersInRadius(sk.getCastRange() + collision))
 | |
| 						{
 | |
| 							if (!(obj instanceof L2Attackable) || !obj.isDead())
 | |
| 							{
 | |
| 								continue;
 | |
| 							}
 | |
| 							
 | |
| 							L2Attackable targets = ((L2Attackable) obj);
 | |
| 							if (!npc.isInMyClan(targets))
 | |
| 							{
 | |
| 								continue;
 | |
| 							}
 | |
| 							if (Rnd.get(100) < 10)
 | |
| 							{
 | |
| 								if (GeoData.getInstance().canSeeTarget(npc, targets))
 | |
| 								{
 | |
| 									clientStopMoving(null);
 | |
| 									final L2Object target = npc.getTarget();
 | |
| 									npc.setTarget(obj);
 | |
| 									npc.doCast(sk);
 | |
| 									npc.setTarget(target);
 | |
| 									// _log.info(this.getActor().getName() + " used heal skill " + sk.getName() + " on clan member " + obj.getName());
 | |
| 									return;
 | |
| 								}
 | |
| 							}
 | |
| 						}
 | |
| 					}
 | |
| 					
 | |
| 					if (isParty(sk))
 | |
| 					{
 | |
| 						clientStopMoving(null);
 | |
| 						final L2Object target = npc.getTarget();
 | |
| 						npc.setTarget(npc);
 | |
| 						npc.doCast(sk);
 | |
| 						npc.setTarget(target);
 | |
| 						// _log.info(this.getActor().getName() + " used heal skill " + sk.getName() + " on party");
 | |
| 						return;
 | |
| 					}
 | |
| 				}
 | |
| 			}
 | |
| 		}
 | |
| 		
 | |
| 		double dist = npc.calculateDistance(mostHate, false, false);
 | |
| 		int dist2 = (int) dist - collision;
 | |
| 		int range = npc.getPhysicalAttackRange() + combinedCollision;
 | |
| 		if (mostHate.isMoving())
 | |
| 		{
 | |
| 			range = range + 50;
 | |
| 			if (npc.isMoving())
 | |
| 			{
 | |
| 				range = range + 50;
 | |
| 			}
 | |
| 		}
 | |
| 		
 | |
| 		// -------------------------------------------------------------------------------
 | |
| 		// Immobilize Condition
 | |
| 		if ((npc.isMovementDisabled() && ((dist > range) || mostHate.isMoving())) || ((dist > range) && mostHate.isMoving()))
 | |
| 		{
 | |
| 			movementDisable();
 | |
| 			return;
 | |
| 		}
 | |
| 		
 | |
| 		setTimepass(0);
 | |
| 		
 | |
| 		// --------------------------------------------------------------------------------
 | |
| 		// Long/Short Range skill usage.
 | |
| 		if (!npc.getShortRangeSkills().isEmpty() && npc.hasSkillChance())
 | |
| 		{
 | |
| 			final Skill shortRangeSkill = npc.getShortRangeSkills().get(Rnd.get(npc.getShortRangeSkills().size()));
 | |
| 			if (checkSkillCastConditions(npc, shortRangeSkill))
 | |
| 			{
 | |
| 				clientStopMoving(null);
 | |
| 				npc.doCast(shortRangeSkill);
 | |
| 				// _log.info(this.getActor().getName() + " used short range skill " + shortRangeSkill.getName() + " on " + npc.getTarget().getName());
 | |
| 				return;
 | |
| 			}
 | |
| 		}
 | |
| 		
 | |
| 		if (!npc.getLongRangeSkills().isEmpty() && npc.hasSkillChance())
 | |
| 		{
 | |
| 			final Skill longRangeSkill = npc.getLongRangeSkills().get(Rnd.get(npc.getLongRangeSkills().size()));
 | |
| 			if (checkSkillCastConditions(npc, longRangeSkill))
 | |
| 			{
 | |
| 				clientStopMoving(null);
 | |
| 				npc.doCast(longRangeSkill);
 | |
| 				// _log.info(this.getActor().getName() + " used long range skill " + longRangeSkill.getName() + " on " + npc.getTarget().getName());
 | |
| 				return;
 | |
| 			}
 | |
| 		}
 | |
| 		
 | |
| 		// --------------------------------------------------------------------------------
 | |
| 		// Starts melee attack
 | |
| 		if ((dist2 > range) || !GeoData.getInstance().canSeeTarget(npc, mostHate))
 | |
| 		{
 | |
| 			if (npc.isMovementDisabled())
 | |
| 			{
 | |
| 				targetReconsider();
 | |
| 			}
 | |
| 			else
 | |
| 			{
 | |
| 				final L2Character target = getAttackTarget();
 | |
| 				if (target != null)
 | |
| 				{
 | |
| 					if (target.isMoving())
 | |
| 					{
 | |
| 						range -= 100;
 | |
| 					}
 | |
| 					moveToPawn(target, Math.max(range, 5));
 | |
| 				}
 | |
| 			}
 | |
| 			return;
 | |
| 		}
 | |
| 		
 | |
| 		// Attacks target
 | |
| 		_actor.doAttack(getAttackTarget());
 | |
| 	}
 | |
| 	
 | |
| 	private boolean cast(Skill sk)
 | |
| 	{
 | |
| 		if (sk == null)
 | |
| 		{
 | |
| 			return false;
 | |
| 		}
 | |
| 		
 | |
| 		final L2Attackable caster = getActiveChar();
 | |
| 		if (!checkSkillCastConditions(caster, sk))
 | |
| 		{
 | |
| 			return false;
 | |
| 		}
 | |
| 		
 | |
| 		if (getAttackTarget() == null)
 | |
| 		{
 | |
| 			if (caster.getMostHated() != null)
 | |
| 			{
 | |
| 				setAttackTarget(caster.getMostHated());
 | |
| 			}
 | |
| 		}
 | |
| 		
 | |
| 		final L2Character attackTarget = getAttackTarget();
 | |
| 		if (attackTarget == null)
 | |
| 		{
 | |
| 			return false;
 | |
| 		}
 | |
| 		
 | |
| 		double dist = caster.calculateDistance(attackTarget, false, false);
 | |
| 		double dist2 = dist - attackTarget.getTemplate().getCollisionRadius();
 | |
| 		double range = caster.getPhysicalAttackRange() + caster.getTemplate().getCollisionRadius() + attackTarget.getTemplate().getCollisionRadius();
 | |
| 		double srange = sk.getCastRange() + caster.getTemplate().getCollisionRadius();
 | |
| 		if (attackTarget.isMoving())
 | |
| 		{
 | |
| 			dist2 = dist2 - 30;
 | |
| 		}
 | |
| 		
 | |
| 		if (sk.isContinuous())
 | |
| 		{
 | |
| 			if (!sk.isDebuff())
 | |
| 			{
 | |
| 				if (!caster.isAffectedBySkill(sk.getId()))
 | |
| 				{
 | |
| 					clientStopMoving(null);
 | |
| 					caster.setTarget(caster);
 | |
| 					caster.doCast(sk);
 | |
| 					_actor.setTarget(attackTarget);
 | |
| 					return true;
 | |
| 				}
 | |
| 				// ----------------------------------------
 | |
| 				// If actor already have buff, start looking at others same faction mob to cast
 | |
| 				if (sk.getTargetType() == L2TargetType.SELF)
 | |
| 				{
 | |
| 					return false;
 | |
| 				}
 | |
| 				if (sk.getTargetType() == L2TargetType.ONE)
 | |
| 				{
 | |
| 					L2Character target = effectTargetReconsider(sk, true);
 | |
| 					if (target != null)
 | |
| 					{
 | |
| 						clientStopMoving(null);
 | |
| 						caster.setTarget(target);
 | |
| 						caster.doCast(sk);
 | |
| 						caster.setTarget(attackTarget);
 | |
| 						return true;
 | |
| 					}
 | |
| 				}
 | |
| 				if (canParty(sk))
 | |
| 				{
 | |
| 					clientStopMoving(null);
 | |
| 					caster.setTarget(caster);
 | |
| 					caster.doCast(sk);
 | |
| 					caster.setTarget(attackTarget);
 | |
| 					return true;
 | |
| 				}
 | |
| 			}
 | |
| 			else
 | |
| 			{
 | |
| 				if (GeoData.getInstance().canSeeTarget(caster, attackTarget) && !canAOE(sk) && !attackTarget.isDead() && (dist2 <= srange))
 | |
| 				{
 | |
| 					if (!attackTarget.isAffectedBySkill(sk.getId()))
 | |
| 					{
 | |
| 						clientStopMoving(null);
 | |
| 						caster.doCast(sk);
 | |
| 						return true;
 | |
| 					}
 | |
| 				}
 | |
| 				else if (canAOE(sk))
 | |
| 				{
 | |
| 					if ((sk.getTargetType() == L2TargetType.AURA) || (sk.getTargetType() == L2TargetType.BEHIND_AURA) || (sk.getTargetType() == L2TargetType.FRONT_AURA) || (sk.getTargetType() == L2TargetType.AURA_CORPSE_MOB))
 | |
| 					{
 | |
| 						clientStopMoving(null);
 | |
| 						caster.doCast(sk);
 | |
| 						return true;
 | |
| 					}
 | |
| 					if (((sk.getTargetType() == L2TargetType.AREA) || (sk.getTargetType() == L2TargetType.BEHIND_AREA) || (sk.getTargetType() == L2TargetType.FRONT_AREA)) && GeoData.getInstance().canSeeTarget(caster, attackTarget) && !attackTarget.isDead() && (dist2 <= srange))
 | |
| 					{
 | |
| 						clientStopMoving(null);
 | |
| 						caster.doCast(sk);
 | |
| 						return true;
 | |
| 					}
 | |
| 				}
 | |
| 				else if (sk.getTargetType() == L2TargetType.ONE)
 | |
| 				{
 | |
| 					L2Character target = effectTargetReconsider(sk, false);
 | |
| 					if (target != null)
 | |
| 					{
 | |
| 						clientStopMoving(null);
 | |
| 						caster.doCast(sk);
 | |
| 						return true;
 | |
| 					}
 | |
| 				}
 | |
| 			}
 | |
| 		}
 | |
| 		
 | |
| 		if (sk.hasEffectType(L2EffectType.DISPEL, L2EffectType.DISPEL_BY_SLOT))
 | |
| 		{
 | |
| 			if (sk.getTargetType() == L2TargetType.ONE)
 | |
| 			{
 | |
| 				if ((attackTarget.getEffectList().getFirstEffect(L2EffectType.BUFF) != null) && GeoData.getInstance().canSeeTarget(caster, attackTarget) && !attackTarget.isDead() && (dist2 <= srange))
 | |
| 				{
 | |
| 					clientStopMoving(null);
 | |
| 					caster.doCast(sk);
 | |
| 					return true;
 | |
| 				}
 | |
| 				L2Character target = effectTargetReconsider(sk, false);
 | |
| 				if (target != null)
 | |
| 				{
 | |
| 					clientStopMoving(null);
 | |
| 					caster.setTarget(target);
 | |
| 					caster.doCast(sk);
 | |
| 					caster.setTarget(attackTarget);
 | |
| 					return true;
 | |
| 				}
 | |
| 			}
 | |
| 			else if (canAOE(sk))
 | |
| 			{
 | |
| 				if (((sk.getTargetType() == L2TargetType.AURA) || (sk.getTargetType() == L2TargetType.BEHIND_AURA) || (sk.getTargetType() == L2TargetType.FRONT_AURA)) && GeoData.getInstance().canSeeTarget(caster, attackTarget))
 | |
| 				
 | |
| 				{
 | |
| 					clientStopMoving(null);
 | |
| 					caster.doCast(sk);
 | |
| 					return true;
 | |
| 				}
 | |
| 				else if (((sk.getTargetType() == L2TargetType.AREA) || (sk.getTargetType() == L2TargetType.BEHIND_AREA) || (sk.getTargetType() == L2TargetType.FRONT_AREA)) && GeoData.getInstance().canSeeTarget(caster, attackTarget) && !attackTarget.isDead() && (dist2 <= srange))
 | |
| 				{
 | |
| 					clientStopMoving(null);
 | |
| 					caster.doCast(sk);
 | |
| 					return true;
 | |
| 				}
 | |
| 			}
 | |
| 		}
 | |
| 		
 | |
| 		if (sk.hasEffectType(L2EffectType.HEAL))
 | |
| 		{
 | |
| 			double percentage = (caster.getCurrentHp() / caster.getMaxHp()) * 100;
 | |
| 			if (caster.isMinion() && (sk.getTargetType() != L2TargetType.SELF))
 | |
| 			{
 | |
| 				L2Character leader = caster.getLeader();
 | |
| 				if ((leader != null) && !leader.isDead() && (Rnd.get(100) > ((leader.getCurrentHp() / leader.getMaxHp()) * 100)))
 | |
| 				{
 | |
| 					if (!Util.checkIfInRange((sk.getCastRange() + caster.getTemplate().getCollisionRadius() + leader.getTemplate().getCollisionRadius()), caster, leader, false) && !isParty(sk) && !caster.isMovementDisabled())
 | |
| 					{
 | |
| 						moveToPawn(leader, sk.getCastRange() + caster.getTemplate().getCollisionRadius() + leader.getTemplate().getCollisionRadius());
 | |
| 					}
 | |
| 					if (GeoData.getInstance().canSeeTarget(caster, leader))
 | |
| 					{
 | |
| 						clientStopMoving(null);
 | |
| 						caster.setTarget(leader);
 | |
| 						caster.doCast(sk);
 | |
| 						caster.setTarget(attackTarget);
 | |
| 						return true;
 | |
| 					}
 | |
| 				}
 | |
| 			}
 | |
| 			
 | |
| 			if (Rnd.get(100) < ((100 - percentage) / 3))
 | |
| 			{
 | |
| 				clientStopMoving(null);
 | |
| 				caster.setTarget(caster);
 | |
| 				caster.doCast(sk);
 | |
| 				caster.setTarget(attackTarget);
 | |
| 				return true;
 | |
| 			}
 | |
| 			
 | |
| 			if (sk.getTargetType() == L2TargetType.ONE)
 | |
| 			{
 | |
| 				for (L2Character obj : caster.getKnownList().getKnownCharactersInRadius(sk.getCastRange() + caster.getTemplate().getCollisionRadius()))
 | |
| 				{
 | |
| 					if (!(obj instanceof L2Attackable) || obj.isDead())
 | |
| 					{
 | |
| 						continue;
 | |
| 					}
 | |
| 					
 | |
| 					L2Attackable targets = ((L2Attackable) obj);
 | |
| 					if (!caster.isInMyClan(targets))
 | |
| 					{
 | |
| 						continue;
 | |
| 					}
 | |
| 					
 | |
| 					percentage = (targets.getCurrentHp() / targets.getMaxHp()) * 100;
 | |
| 					if (Rnd.get(100) < ((100 - percentage) / 10))
 | |
| 					{
 | |
| 						if (GeoData.getInstance().canSeeTarget(caster, targets))
 | |
| 						{
 | |
| 							clientStopMoving(null);
 | |
| 							caster.setTarget(obj);
 | |
| 							caster.doCast(sk);
 | |
| 							caster.setTarget(attackTarget);
 | |
| 							return true;
 | |
| 						}
 | |
| 					}
 | |
| 				}
 | |
| 			}
 | |
| 			if (isParty(sk))
 | |
| 			{
 | |
| 				for (L2Character obj : caster.getKnownList().getKnownCharactersInRadius(sk.getAffectRange() + caster.getTemplate().getCollisionRadius()))
 | |
| 				{
 | |
| 					if (!(obj instanceof L2Attackable))
 | |
| 					{
 | |
| 						continue;
 | |
| 					}
 | |
| 					
 | |
| 					L2Npc targets = ((L2Npc) obj);
 | |
| 					if (targets.isInMyClan(caster))
 | |
| 					{
 | |
| 						if ((obj.getCurrentHp() < obj.getMaxHp()) && (Rnd.get(100) <= 20))
 | |
| 						{
 | |
| 							clientStopMoving(null);
 | |
| 							caster.setTarget(caster);
 | |
| 							caster.doCast(sk);
 | |
| 							caster.setTarget(attackTarget);
 | |
| 							return true;
 | |
| 						}
 | |
| 					}
 | |
| 				}
 | |
| 			}
 | |
| 		}
 | |
| 		
 | |
| 		if (sk.hasEffectType(L2EffectType.PHYSICAL_ATTACK, L2EffectType.PHYSICAL_ATTACK_HP_LINK, L2EffectType.MAGICAL_ATTACK, L2EffectType.DEATH_LINK, L2EffectType.HP_DRAIN))
 | |
| 		{
 | |
| 			if (!canAura(sk))
 | |
| 			{
 | |
| 				if (GeoData.getInstance().canSeeTarget(caster, attackTarget) && !attackTarget.isDead() && (dist2 <= srange))
 | |
| 				{
 | |
| 					clientStopMoving(null);
 | |
| 					caster.doCast(sk);
 | |
| 					return true;
 | |
| 				}
 | |
| 				
 | |
| 				L2Character target = skillTargetReconsider(sk);
 | |
| 				if (target != null)
 | |
| 				{
 | |
| 					clientStopMoving(null);
 | |
| 					caster.setTarget(target);
 | |
| 					caster.doCast(sk);
 | |
| 					caster.setTarget(attackTarget);
 | |
| 					return true;
 | |
| 				}
 | |
| 			}
 | |
| 			else
 | |
| 			{
 | |
| 				clientStopMoving(null);
 | |
| 				caster.doCast(sk);
 | |
| 				return true;
 | |
| 			}
 | |
| 		}
 | |
| 		
 | |
| 		if (sk.hasEffectType(L2EffectType.SLEEP))
 | |
| 		{
 | |
| 			if (sk.getTargetType() == L2TargetType.ONE)
 | |
| 			{
 | |
| 				if (!attackTarget.isDead() && (dist2 <= srange))
 | |
| 				{
 | |
| 					if ((dist2 > range) || attackTarget.isMoving())
 | |
| 					{
 | |
| 						if (!attackTarget.isAffectedBySkill(sk.getId()))
 | |
| 						{
 | |
| 							clientStopMoving(null);
 | |
| 							caster.doCast(sk);
 | |
| 							return true;
 | |
| 						}
 | |
| 					}
 | |
| 				}
 | |
| 				
 | |
| 				L2Character target = effectTargetReconsider(sk, false);
 | |
| 				if (target != null)
 | |
| 				{
 | |
| 					clientStopMoving(null);
 | |
| 					caster.doCast(sk);
 | |
| 					return true;
 | |
| 				}
 | |
| 			}
 | |
| 			else if (canAOE(sk))
 | |
| 			{
 | |
| 				if ((sk.getTargetType() == L2TargetType.AURA) || (sk.getTargetType() == L2TargetType.BEHIND_AURA) || (sk.getTargetType() == L2TargetType.FRONT_AURA))
 | |
| 				{
 | |
| 					clientStopMoving(null);
 | |
| 					caster.doCast(sk);
 | |
| 					return true;
 | |
| 				}
 | |
| 				if (((sk.getTargetType() == L2TargetType.AREA) || (sk.getTargetType() == L2TargetType.BEHIND_AREA) || (sk.getTargetType() == L2TargetType.FRONT_AREA)) && GeoData.getInstance().canSeeTarget(caster, attackTarget) && !attackTarget.isDead() && (dist2 <= srange))
 | |
| 				{
 | |
| 					clientStopMoving(null);
 | |
| 					caster.doCast(sk);
 | |
| 					return true;
 | |
| 				}
 | |
| 			}
 | |
| 		}
 | |
| 		
 | |
| 		if (sk.hasEffectType(L2EffectType.STUN, L2EffectType.ROOT, L2EffectType.PARALYZE, L2EffectType.MUTE, L2EffectType.FEAR))
 | |
| 		{
 | |
| 			if (GeoData.getInstance().canSeeTarget(caster, attackTarget) && !canAOE(sk) && (dist2 <= srange))
 | |
| 			{
 | |
| 				if (!attackTarget.isAffectedBySkill(sk.getId()))
 | |
| 				{
 | |
| 					clientStopMoving(null);
 | |
| 					caster.doCast(sk);
 | |
| 					return true;
 | |
| 				}
 | |
| 			}
 | |
| 			else if (canAOE(sk))
 | |
| 			{
 | |
| 				if ((sk.getTargetType() == L2TargetType.AURA) || (sk.getTargetType() == L2TargetType.BEHIND_AURA) || (sk.getTargetType() == L2TargetType.FRONT_AURA))
 | |
| 				{
 | |
| 					clientStopMoving(null);
 | |
| 					caster.doCast(sk);
 | |
| 					return true;
 | |
| 				}
 | |
| 				if (((sk.getTargetType() == L2TargetType.AREA) || (sk.getTargetType() == L2TargetType.BEHIND_AREA) || (sk.getTargetType() == L2TargetType.FRONT_AREA)) && GeoData.getInstance().canSeeTarget(caster, attackTarget) && !attackTarget.isDead() && (dist2 <= srange))
 | |
| 				{
 | |
| 					clientStopMoving(null);
 | |
| 					caster.doCast(sk);
 | |
| 					return true;
 | |
| 				}
 | |
| 			}
 | |
| 			else if (sk.getTargetType() == L2TargetType.ONE)
 | |
| 			{
 | |
| 				L2Character target = effectTargetReconsider(sk, false);
 | |
| 				if (target != null)
 | |
| 				{
 | |
| 					clientStopMoving(null);
 | |
| 					caster.doCast(sk);
 | |
| 					return true;
 | |
| 				}
 | |
| 			}
 | |
| 		}
 | |
| 		
 | |
| 		if (sk.hasEffectType(L2EffectType.DMG_OVER_TIME, L2EffectType.DMG_OVER_TIME_PERCENT))
 | |
| 		{
 | |
| 			if (GeoData.getInstance().canSeeTarget(caster, attackTarget) && !canAOE(sk) && !attackTarget.isDead() && (dist2 <= srange))
 | |
| 			{
 | |
| 				if (!attackTarget.isAffectedBySkill(sk.getId()))
 | |
| 				{
 | |
| 					clientStopMoving(null);
 | |
| 					caster.doCast(sk);
 | |
| 					return true;
 | |
| 				}
 | |
| 			}
 | |
| 			else if (canAOE(sk))
 | |
| 			{
 | |
| 				if ((sk.getTargetType() == L2TargetType.AURA) || (sk.getTargetType() == L2TargetType.BEHIND_AURA) || (sk.getTargetType() == L2TargetType.FRONT_AURA) || (sk.getTargetType() == L2TargetType.AURA_CORPSE_MOB))
 | |
| 				{
 | |
| 					clientStopMoving(null);
 | |
| 					caster.doCast(sk);
 | |
| 					return true;
 | |
| 				}
 | |
| 				if (((sk.getTargetType() == L2TargetType.AREA) || (sk.getTargetType() == L2TargetType.BEHIND_AREA) || (sk.getTargetType() == L2TargetType.FRONT_AREA)) && GeoData.getInstance().canSeeTarget(caster, attackTarget) && !attackTarget.isDead() && (dist2 <= srange))
 | |
| 				{
 | |
| 					clientStopMoving(null);
 | |
| 					caster.doCast(sk);
 | |
| 					return true;
 | |
| 				}
 | |
| 			}
 | |
| 			else if (sk.getTargetType() == L2TargetType.ONE)
 | |
| 			{
 | |
| 				L2Character target = effectTargetReconsider(sk, false);
 | |
| 				if (target != null)
 | |
| 				{
 | |
| 					clientStopMoving(null);
 | |
| 					caster.doCast(sk);
 | |
| 					return true;
 | |
| 				}
 | |
| 			}
 | |
| 		}
 | |
| 		
 | |
| 		if (sk.hasEffectType(L2EffectType.RESURRECTION))
 | |
| 		{
 | |
| 			if (!isParty(sk))
 | |
| 			{
 | |
| 				if (caster.isMinion() && (sk.getTargetType() != L2TargetType.SELF))
 | |
| 				{
 | |
| 					L2Character leader = caster.getLeader();
 | |
| 					if (leader != null)
 | |
| 					{
 | |
| 						if (leader.isDead())
 | |
| 						{
 | |
| 							if (!Util.checkIfInRange((sk.getCastRange() + caster.getTemplate().getCollisionRadius() + leader.getTemplate().getCollisionRadius()), caster, leader, false) && !isParty(sk) && !caster.isMovementDisabled())
 | |
| 							{
 | |
| 								moveToPawn(leader, sk.getCastRange() + caster.getTemplate().getCollisionRadius() + leader.getTemplate().getCollisionRadius());
 | |
| 							}
 | |
| 						}
 | |
| 						if (GeoData.getInstance().canSeeTarget(caster, leader))
 | |
| 						{
 | |
| 							clientStopMoving(null);
 | |
| 							caster.setTarget(leader);
 | |
| 							caster.doCast(sk);
 | |
| 							caster.setTarget(attackTarget);
 | |
| 							return true;
 | |
| 						}
 | |
| 					}
 | |
| 				}
 | |
| 				
 | |
| 				for (L2Character obj : caster.getKnownList().getKnownCharactersInRadius(sk.getCastRange() + caster.getTemplate().getCollisionRadius()))
 | |
| 				{
 | |
| 					if (!(obj instanceof L2Attackable) || !obj.isDead())
 | |
| 					{
 | |
| 						continue;
 | |
| 					}
 | |
| 					
 | |
| 					L2Attackable targets = ((L2Attackable) obj);
 | |
| 					if (!caster.isInMyClan(targets))
 | |
| 					{
 | |
| 						continue;
 | |
| 					}
 | |
| 					
 | |
| 					if (Rnd.get(100) < 10)
 | |
| 					{
 | |
| 						if (GeoData.getInstance().canSeeTarget(caster, targets))
 | |
| 						{
 | |
| 							clientStopMoving(null);
 | |
| 							caster.setTarget(obj);
 | |
| 							caster.doCast(sk);
 | |
| 							caster.setTarget(attackTarget);
 | |
| 							return true;
 | |
| 						}
 | |
| 					}
 | |
| 				}
 | |
| 			}
 | |
| 			else if (isParty(sk))
 | |
| 			{
 | |
| 				for (L2Character obj : caster.getKnownList().getKnownCharactersInRadius(sk.getAffectRange() + caster.getTemplate().getCollisionRadius()))
 | |
| 				{
 | |
| 					if (!(obj instanceof L2Attackable))
 | |
| 					{
 | |
| 						continue;
 | |
| 					}
 | |
| 					L2Npc targets = ((L2Npc) obj);
 | |
| 					if (caster.isInMyClan(targets))
 | |
| 					{
 | |
| 						if ((obj.getCurrentHp() < obj.getMaxHp()) && (Rnd.get(100) <= 20))
 | |
| 						{
 | |
| 							clientStopMoving(null);
 | |
| 							caster.setTarget(caster);
 | |
| 							caster.doCast(sk);
 | |
| 							caster.setTarget(attackTarget);
 | |
| 							return true;
 | |
| 						}
 | |
| 					}
 | |
| 				}
 | |
| 			}
 | |
| 		}
 | |
| 		
 | |
| 		if (!canAura(sk))
 | |
| 		{
 | |
| 			
 | |
| 			if (GeoData.getInstance().canSeeTarget(caster, attackTarget) && !attackTarget.isDead() && (dist2 <= srange))
 | |
| 			{
 | |
| 				clientStopMoving(null);
 | |
| 				caster.doCast(sk);
 | |
| 				return true;
 | |
| 			}
 | |
| 			
 | |
| 			L2Character target = skillTargetReconsider(sk);
 | |
| 			if (target != null)
 | |
| 			{
 | |
| 				clientStopMoving(null);
 | |
| 				caster.setTarget(target);
 | |
| 				caster.doCast(sk);
 | |
| 				caster.setTarget(attackTarget);
 | |
| 				return true;
 | |
| 			}
 | |
| 		}
 | |
| 		else
 | |
| 		{
 | |
| 			clientStopMoving(null);
 | |
| 			caster.doCast(sk);
 | |
| 			return true;
 | |
| 		}
 | |
| 		return false;
 | |
| 	}
 | |
| 	
 | |
| 	/**
 | |
| 	 * This AI task will start when ACTOR cannot move and attack range larger than distance
 | |
| 	 */
 | |
| 	// TODO(Zoey76): Rework this method.
 | |
| 	private void movementDisable()
 | |
| 	{
 | |
| 		final L2Attackable npc = getActiveChar();
 | |
| 		double dist = 0;
 | |
| 		double dist2 = 0;
 | |
| 		int range = 0;
 | |
| 		try
 | |
| 		{
 | |
| 			if (npc.getTarget() == null)
 | |
| 			{
 | |
| 				npc.setTarget(getAttackTarget());
 | |
| 			}
 | |
| 			dist = npc.calculateDistance(getAttackTarget(), false, false);
 | |
| 			dist2 = dist - npc.getTemplate().getCollisionRadius();
 | |
| 			range = npc.getPhysicalAttackRange() + npc.getTemplate().getCollisionRadius() + getAttackTarget().getTemplate().getCollisionRadius();
 | |
| 			if (getAttackTarget().isMoving())
 | |
| 			{
 | |
| 				dist = dist - 30;
 | |
| 				if (npc.isMoving())
 | |
| 				{
 | |
| 					dist = dist - 50;
 | |
| 				}
 | |
| 			}
 | |
| 			
 | |
| 			// Check if activeChar has any skill
 | |
| 			if (!npc.getTemplate().getAISkills(AISkillScope.GENERAL).isEmpty())
 | |
| 			{
 | |
| 				// -------------------------------------------------------------
 | |
| 				// Try to stop the target or disable the target as priority
 | |
| 				int random = Rnd.get(100);
 | |
| 				if (!getAttackTarget().isImmobilized() && (random < 2))
 | |
| 				{
 | |
| 					for (Skill sk : npc.getTemplate().getAISkills(AISkillScope.IMMOBILIZE))
 | |
| 					{
 | |
| 						if (!checkSkillCastConditions(npc, sk) || (((sk.getCastRange() + npc.getTemplate().getCollisionRadius() + getAttackTarget().getTemplate().getCollisionRadius()) <= dist2) && !canAura(sk)))
 | |
| 						{
 | |
| 							continue;
 | |
| 						}
 | |
| 						if (!GeoData.getInstance().canSeeTarget(npc, getAttackTarget()))
 | |
| 						{
 | |
| 							continue;
 | |
| 						}
 | |
| 						if (!getAttackTarget().isAffectedBySkill(sk.getId()))
 | |
| 						{
 | |
| 							clientStopMoving(null);
 | |
| 							// L2Object target = getAttackTarget();
 | |
| 							// _actor.setTarget(_actor);
 | |
| 							npc.doCast(sk);
 | |
| 							// _actor.setTarget(target);
 | |
| 							return;
 | |
| 						}
 | |
| 					}
 | |
| 				}
 | |
| 				// -------------------------------------------------------------
 | |
| 				// Same as Above, but with Mute/FEAR etc....
 | |
| 				if (random < 5)
 | |
| 				{
 | |
| 					for (Skill sk : npc.getTemplate().getAISkills(AISkillScope.COT))
 | |
| 					{
 | |
| 						if (!checkSkillCastConditions(npc, sk) || (((sk.getCastRange() + npc.getTemplate().getCollisionRadius() + getAttackTarget().getTemplate().getCollisionRadius()) <= dist2) && !canAura(sk)))
 | |
| 						{
 | |
| 							continue;
 | |
| 						}
 | |
| 						if (!GeoData.getInstance().canSeeTarget(npc, getAttackTarget()))
 | |
| 						{
 | |
| 							continue;
 | |
| 						}
 | |
| 						if (!getAttackTarget().isAffectedBySkill(sk.getId()))
 | |
| 						{
 | |
| 							clientStopMoving(null);
 | |
| 							// L2Object target = getAttackTarget();
 | |
| 							// _actor.setTarget(_actor);
 | |
| 							npc.doCast(sk);
 | |
| 							// _actor.setTarget(target);
 | |
| 							return;
 | |
| 						}
 | |
| 					}
 | |
| 				}
 | |
| 				// -------------------------------------------------------------
 | |
| 				if (random < 8)
 | |
| 				{
 | |
| 					for (Skill sk : npc.getTemplate().getAISkills(AISkillScope.DEBUFF))
 | |
| 					{
 | |
| 						if (!checkSkillCastConditions(npc, sk) || (((sk.getCastRange() + npc.getTemplate().getCollisionRadius() + getAttackTarget().getTemplate().getCollisionRadius()) <= dist2) && !canAura(sk)))
 | |
| 						{
 | |
| 							continue;
 | |
| 						}
 | |
| 						if (!GeoData.getInstance().canSeeTarget(npc, getAttackTarget()))
 | |
| 						{
 | |
| 							continue;
 | |
| 						}
 | |
| 						if (!getAttackTarget().isAffectedBySkill(sk.getId()))
 | |
| 						{
 | |
| 							clientStopMoving(null);
 | |
| 							// L2Object target = getAttackTarget();
 | |
| 							// _actor.setTarget(_actor);
 | |
| 							npc.doCast(sk);
 | |
| 							// _actor.setTarget(target);
 | |
| 							return;
 | |
| 						}
 | |
| 					}
 | |
| 				}
 | |
| 				// -------------------------------------------------------------
 | |
| 				// Some side effect skill like CANCEL or NEGATE
 | |
| 				if (random < 9)
 | |
| 				{
 | |
| 					for (Skill sk : npc.getTemplate().getAISkills(AISkillScope.NEGATIVE))
 | |
| 					{
 | |
| 						if (!checkSkillCastConditions(npc, sk) || (((sk.getCastRange() + npc.getTemplate().getCollisionRadius() + getAttackTarget().getTemplate().getCollisionRadius()) <= dist2) && !canAura(sk)))
 | |
| 						{
 | |
| 							continue;
 | |
| 						}
 | |
| 						if (!GeoData.getInstance().canSeeTarget(npc, getAttackTarget()))
 | |
| 						{
 | |
| 							continue;
 | |
| 						}
 | |
| 						if (getAttackTarget().getEffectList().getFirstEffect(L2EffectType.BUFF) != null)
 | |
| 						{
 | |
| 							clientStopMoving(null);
 | |
| 							// L2Object target = getAttackTarget();
 | |
| 							// _actor.setTarget(_actor);
 | |
| 							npc.doCast(sk);
 | |
| 							// _actor.setTarget(target);
 | |
| 							return;
 | |
| 						}
 | |
| 					}
 | |
| 				}
 | |
| 				// -------------------------------------------------------------
 | |
| 				// Start ATK SKILL when nothing can be done
 | |
| 				if ((npc.isMovementDisabled() || (npc.getAiType() == AIType.MAGE) || (npc.getAiType() == AIType.HEALER)))
 | |
| 				{
 | |
| 					for (Skill sk : npc.getTemplate().getAISkills(AISkillScope.ATTACK))
 | |
| 					{
 | |
| 						if (!checkSkillCastConditions(npc, sk) || (((sk.getCastRange() + npc.getTemplate().getCollisionRadius() + getAttackTarget().getTemplate().getCollisionRadius()) <= dist2) && !canAura(sk)))
 | |
| 						{
 | |
| 							continue;
 | |
| 						}
 | |
| 						if (!GeoData.getInstance().canSeeTarget(npc, getAttackTarget()))
 | |
| 						{
 | |
| 							continue;
 | |
| 						}
 | |
| 						clientStopMoving(null);
 | |
| 						// L2Object target = getAttackTarget();
 | |
| 						// _actor.setTarget(_actor);
 | |
| 						npc.doCast(sk);
 | |
| 						// _actor.setTarget(target);
 | |
| 						return;
 | |
| 					}
 | |
| 				}
 | |
| 				// -------------------------------------------------------------
 | |
| 				// if there is no ATK skill to use, then try Universal skill
 | |
| 				// @formatter:off
 | |
| 				/*
 | |
| 				for(L2Skill sk:_skillrender.getUniversalSkills())
 | |
| 				{
 | |
| 					if(sk.getMpConsume()>=_actor.getCurrentMp()
 | |
| 							|| _actor.isSkillDisabled(sk.getId())
 | |
| 							||(sk.getCastRange()+ _actor.getTemplate().getCollisionRadius() + getAttackTarget().getTemplate().getCollisionRadius() <= dist2 && !canAura(sk))
 | |
| 							||(sk.isMagic()&&_actor.isMuted())
 | |
| 							||(!sk.isMagic()&&_actor.isPhysicalMuted()))
 | |
| 					{
 | |
| 						continue;
 | |
| 					}
 | |
| 					if(!GeoData.getInstance().canSeeTarget(_actor,getAttackTarget()))
 | |
| 						continue;
 | |
| 					clientStopMoving(null);
 | |
| 					L2Object target = getAttackTarget();
 | |
| 					//_actor.setTarget(_actor);
 | |
| 					_actor.doCast(sk);
 | |
| 					//_actor.setTarget(target);
 | |
| 					return;
 | |
| 				}
 | |
| 				*/
 | |
| 				// @formatter:on
 | |
| 			}
 | |
| 			// timepass = timepass + 1;
 | |
| 			if (npc.isMovementDisabled())
 | |
| 			{
 | |
| 				// timepass = 0;
 | |
| 				targetReconsider();
 | |
| 				
 | |
| 				return;
 | |
| 			}
 | |
| 			// else if(timepass>=5)
 | |
| 			// {
 | |
| 			// timepass = 0;
 | |
| 			// AggroReconsider();
 | |
| 			// return;
 | |
| 			// }
 | |
| 			
 | |
| 			if ((dist > range) || !GeoData.getInstance().canSeeTarget(npc, getAttackTarget()))
 | |
| 			{
 | |
| 				if (getAttackTarget().isMoving())
 | |
| 				{
 | |
| 					range -= 100;
 | |
| 				}
 | |
| 				if (range < 5)
 | |
| 				{
 | |
| 					range = 5;
 | |
| 				}
 | |
| 				moveToPawn(getAttackTarget(), range);
 | |
| 				return;
 | |
| 				
 | |
| 			}
 | |
| 			
 | |
| 			// Attacks target
 | |
| 			_actor.doAttack(getAttackTarget());
 | |
| 		}
 | |
| 		catch (NullPointerException e)
 | |
| 		{
 | |
| 			setIntention(AI_INTENTION_ACTIVE);
 | |
| 			// _log.warning(getClass().getSimpleName() + ": " + this.getActor().getName() + " - failed executing movementDisable()!");
 | |
| 			return;
 | |
| 		}
 | |
| 	}
 | |
| 	
 | |
| 	/**
 | |
| 	 * @param caster the caster
 | |
| 	 * @param skill the skill to check.
 | |
| 	 * @return {@code true} if the skill is available for casting {@code false} otherwise.
 | |
| 	 */
 | |
| 	private boolean checkSkillCastConditions(L2Attackable caster, Skill skill)
 | |
| 	{
 | |
| 		if (caster.isCastingNow() && !skill.isSimultaneousCast())
 | |
| 		{
 | |
| 			return false;
 | |
| 		}
 | |
| 		
 | |
| 		// Not enough MP.
 | |
| 		if (skill.getMpConsume() >= getActiveChar().getCurrentMp())
 | |
| 		{
 | |
| 			return false;
 | |
| 		}
 | |
| 		// Character is in "skill disabled" mode.
 | |
| 		if (getActiveChar().isSkillDisabled(skill))
 | |
| 		{
 | |
| 			return false;
 | |
| 		}
 | |
| 		// If is a static skill and magic skill and character is muted or is a physical skill muted and character is physically muted.
 | |
| 		if (!skill.isStatic() && ((skill.isMagic() && getActiveChar().isMuted()) || getActiveChar().isPhysicalMuted()))
 | |
| 		{
 | |
| 			return false;
 | |
| 		}
 | |
| 		return true;
 | |
| 	}
 | |
| 	
 | |
| 	private L2Character effectTargetReconsider(Skill sk, boolean positive)
 | |
| 	{
 | |
| 		if (sk == null)
 | |
| 		{
 | |
| 			return null;
 | |
| 		}
 | |
| 		L2Attackable actor = getActiveChar();
 | |
| 		if (!sk.hasEffectType(L2EffectType.DISPEL, L2EffectType.DISPEL_BY_SLOT))
 | |
| 		{
 | |
| 			if (!positive)
 | |
| 			{
 | |
| 				double dist = 0;
 | |
| 				double dist2 = 0;
 | |
| 				int range = 0;
 | |
| 				
 | |
| 				for (L2Character obj : actor.getAttackByList())
 | |
| 				{
 | |
| 					if ((obj == null) || obj.isDead() || !GeoData.getInstance().canSeeTarget(actor, obj) || (obj == getAttackTarget()))
 | |
| 					{
 | |
| 						continue;
 | |
| 					}
 | |
| 					try
 | |
| 					{
 | |
| 						actor.setTarget(getAttackTarget());
 | |
| 						dist = actor.calculateDistance(obj, false, false);
 | |
| 						dist2 = dist - actor.getTemplate().getCollisionRadius();
 | |
| 						range = sk.getCastRange() + actor.getTemplate().getCollisionRadius() + obj.getTemplate().getCollisionRadius();
 | |
| 						if (obj.isMoving())
 | |
| 						{
 | |
| 							dist2 = dist2 - 70;
 | |
| 						}
 | |
| 					}
 | |
| 					catch (NullPointerException e)
 | |
| 					{
 | |
| 						continue;
 | |
| 					}
 | |
| 					if (dist2 <= range)
 | |
| 					{
 | |
| 						if (!getAttackTarget().isAffectedBySkill(sk.getId()))
 | |
| 						{
 | |
| 							return obj;
 | |
| 						}
 | |
| 					}
 | |
| 				}
 | |
| 				
 | |
| 				// ----------------------------------------------------------------------
 | |
| 				// If there is nearby Target with aggro, start going on random target that is attackable
 | |
| 				for (L2Character obj : actor.getKnownList().getKnownCharactersInRadius(range))
 | |
| 				{
 | |
| 					if (obj.isDead() || !GeoData.getInstance().canSeeTarget(actor, obj))
 | |
| 					{
 | |
| 						continue;
 | |
| 					}
 | |
| 					try
 | |
| 					{
 | |
| 						actor.setTarget(getAttackTarget());
 | |
| 						dist = actor.calculateDistance(obj, false, false);
 | |
| 						dist2 = dist;
 | |
| 						range = sk.getCastRange() + actor.getTemplate().getCollisionRadius() + obj.getTemplate().getCollisionRadius();
 | |
| 						if (obj.isMoving())
 | |
| 						{
 | |
| 							dist2 = dist2 - 70;
 | |
| 						}
 | |
| 					}
 | |
| 					catch (NullPointerException e)
 | |
| 					{
 | |
| 						continue;
 | |
| 					}
 | |
| 					
 | |
| 					if ((obj instanceof L2PcInstance) || (obj instanceof L2Summon))
 | |
| 					{
 | |
| 						if (dist2 <= range)
 | |
| 						{
 | |
| 							if (!getAttackTarget().isAffectedBySkill(sk.getId()))
 | |
| 							{
 | |
| 								return obj;
 | |
| 							}
 | |
| 						}
 | |
| 					}
 | |
| 				}
 | |
| 			}
 | |
| 			else if (positive)
 | |
| 			{
 | |
| 				double dist = 0;
 | |
| 				double dist2 = 0;
 | |
| 				int range = 0;
 | |
| 				for (L2Character obj : actor.getKnownList().getKnownCharactersInRadius(range))
 | |
| 				{
 | |
| 					if (!(obj instanceof L2Attackable) || obj.isDead() || !GeoData.getInstance().canSeeTarget(actor, obj))
 | |
| 					{
 | |
| 						continue;
 | |
| 					}
 | |
| 					
 | |
| 					L2Attackable targets = ((L2Attackable) obj);
 | |
| 					if (targets.isInMyClan(actor))
 | |
| 					{
 | |
| 						continue;
 | |
| 					}
 | |
| 					
 | |
| 					try
 | |
| 					{
 | |
| 						actor.setTarget(getAttackTarget());
 | |
| 						dist = actor.calculateDistance(obj, false, false);
 | |
| 						dist2 = dist - actor.getTemplate().getCollisionRadius();
 | |
| 						range = sk.getCastRange() + actor.getTemplate().getCollisionRadius() + obj.getTemplate().getCollisionRadius();
 | |
| 						if (obj.isMoving())
 | |
| 						{
 | |
| 							dist2 = dist2 - 70;
 | |
| 						}
 | |
| 					}
 | |
| 					catch (NullPointerException e)
 | |
| 					{
 | |
| 						continue;
 | |
| 					}
 | |
| 					if (dist2 <= range)
 | |
| 					{
 | |
| 						if (!obj.isAffectedBySkill(sk.getId()))
 | |
| 						{
 | |
| 							return obj;
 | |
| 						}
 | |
| 					}
 | |
| 				}
 | |
| 			}
 | |
| 		}
 | |
| 		else
 | |
| 		{
 | |
| 			double dist = 0;
 | |
| 			double dist2 = 0;
 | |
| 			int range = 0;
 | |
| 			range = sk.getCastRange() + actor.getTemplate().getCollisionRadius() + getAttackTarget().getTemplate().getCollisionRadius();
 | |
| 			for (L2Character obj : actor.getKnownList().getKnownCharactersInRadius(range))
 | |
| 			{
 | |
| 				if ((obj == null) || obj.isDead() || !GeoData.getInstance().canSeeTarget(actor, obj))
 | |
| 				{
 | |
| 					continue;
 | |
| 				}
 | |
| 				try
 | |
| 				{
 | |
| 					actor.setTarget(getAttackTarget());
 | |
| 					dist = actor.calculateDistance(obj, false, false);
 | |
| 					dist2 = dist - actor.getTemplate().getCollisionRadius();
 | |
| 					range = sk.getCastRange() + actor.getTemplate().getCollisionRadius() + obj.getTemplate().getCollisionRadius();
 | |
| 					if (obj.isMoving())
 | |
| 					{
 | |
| 						dist2 = dist2 - 70;
 | |
| 					}
 | |
| 				}
 | |
| 				catch (NullPointerException e)
 | |
| 				{
 | |
| 					continue;
 | |
| 				}
 | |
| 				
 | |
| 				if ((obj instanceof L2PcInstance) || (obj instanceof L2Summon))
 | |
| 				{
 | |
| 					
 | |
| 					if (dist2 <= range)
 | |
| 					{
 | |
| 						if (getAttackTarget().getEffectList().getFirstEffect(L2EffectType.BUFF) != null)
 | |
| 						{
 | |
| 							return obj;
 | |
| 						}
 | |
| 					}
 | |
| 				}
 | |
| 			}
 | |
| 		}
 | |
| 		return null;
 | |
| 	}
 | |
| 	
 | |
| 	private L2Character skillTargetReconsider(Skill sk)
 | |
| 	{
 | |
| 		double dist = 0;
 | |
| 		double dist2 = 0;
 | |
| 		int range = 0;
 | |
| 		L2Attackable actor = getActiveChar();
 | |
| 		if (actor.getHateList() != null)
 | |
| 		{
 | |
| 			for (L2Character obj : actor.getHateList())
 | |
| 			{
 | |
| 				if ((obj == null) || !GeoData.getInstance().canSeeTarget(actor, obj) || obj.isDead())
 | |
| 				{
 | |
| 					continue;
 | |
| 				}
 | |
| 				try
 | |
| 				{
 | |
| 					actor.setTarget(getAttackTarget());
 | |
| 					dist = actor.calculateDistance(obj, false, false);
 | |
| 					dist2 = dist - actor.getTemplate().getCollisionRadius();
 | |
| 					range = sk.getCastRange() + actor.getTemplate().getCollisionRadius() + getAttackTarget().getTemplate().getCollisionRadius();
 | |
| 					// if(obj.isMoving())
 | |
| 					// dist2 = dist2 - 40;
 | |
| 				}
 | |
| 				catch (NullPointerException e)
 | |
| 				{
 | |
| 					continue;
 | |
| 				}
 | |
| 				if (dist2 <= range)
 | |
| 				{
 | |
| 					return obj;
 | |
| 				}
 | |
| 			}
 | |
| 		}
 | |
| 		
 | |
| 		if (!(actor instanceof L2GuardInstance))
 | |
| 		{
 | |
| 			Collection<L2Object> objs = actor.getKnownList().getKnownObjects().values();
 | |
| 			for (L2Object target : objs)
 | |
| 			{
 | |
| 				try
 | |
| 				{
 | |
| 					actor.setTarget(getAttackTarget());
 | |
| 					dist = actor.calculateDistance(target, false, false);
 | |
| 					dist2 = dist;
 | |
| 					range = sk.getCastRange() + actor.getTemplate().getCollisionRadius() + getAttackTarget().getTemplate().getCollisionRadius();
 | |
| 					// if(obj.isMoving())
 | |
| 					// dist2 = dist2 - 40;
 | |
| 				}
 | |
| 				catch (NullPointerException e)
 | |
| 				{
 | |
| 					continue;
 | |
| 				}
 | |
| 				L2Character obj = null;
 | |
| 				if (target instanceof L2Character)
 | |
| 				{
 | |
| 					obj = (L2Character) target;
 | |
| 				}
 | |
| 				if ((obj == null) || !GeoData.getInstance().canSeeTarget(actor, obj) || (dist2 > range))
 | |
| 				{
 | |
| 					continue;
 | |
| 				}
 | |
| 				if (obj instanceof L2PcInstance)
 | |
| 				{
 | |
| 					return obj;
 | |
| 					
 | |
| 				}
 | |
| 				if (obj instanceof L2Attackable)
 | |
| 				{
 | |
| 					if (actor.isChaos())
 | |
| 					{
 | |
| 						if (((L2Attackable) obj).isInMyClan(actor))
 | |
| 						{
 | |
| 							continue;
 | |
| 						}
 | |
| 						
 | |
| 						return obj;
 | |
| 					}
 | |
| 				}
 | |
| 				if (obj instanceof L2Summon)
 | |
| 				{
 | |
| 					return obj;
 | |
| 				}
 | |
| 			}
 | |
| 		}
 | |
| 		return null;
 | |
| 	}
 | |
| 	
 | |
| 	private void targetReconsider()
 | |
| 	{
 | |
| 		double dist = 0;
 | |
| 		double dist2 = 0;
 | |
| 		int range = 0;
 | |
| 		L2Attackable actor = getActiveChar();
 | |
| 		L2Character MostHate = actor.getMostHated();
 | |
| 		if (actor.getHateList() != null)
 | |
| 		{
 | |
| 			for (L2Character obj : actor.getHateList())
 | |
| 			{
 | |
| 				if ((obj == null) || !GeoData.getInstance().canSeeTarget(actor, obj) || obj.isDead() || (obj != MostHate) || (obj == actor))
 | |
| 				{
 | |
| 					continue;
 | |
| 				}
 | |
| 				try
 | |
| 				{
 | |
| 					dist = actor.calculateDistance(obj, false, false);
 | |
| 					dist2 = dist - actor.getTemplate().getCollisionRadius();
 | |
| 					range = actor.getPhysicalAttackRange() + actor.getTemplate().getCollisionRadius() + obj.getTemplate().getCollisionRadius();
 | |
| 					if (obj.isMoving())
 | |
| 					{
 | |
| 						dist2 = dist2 - 70;
 | |
| 					}
 | |
| 				}
 | |
| 				catch (NullPointerException e)
 | |
| 				{
 | |
| 					continue;
 | |
| 				}
 | |
| 				
 | |
| 				if (dist2 <= range)
 | |
| 				{
 | |
| 					if (MostHate != null)
 | |
| 					{
 | |
| 						actor.addDamageHate(obj, 0, actor.getHating(MostHate));
 | |
| 					}
 | |
| 					else
 | |
| 					{
 | |
| 						actor.addDamageHate(obj, 0, 2000);
 | |
| 					}
 | |
| 					actor.setTarget(obj);
 | |
| 					setAttackTarget(obj);
 | |
| 					return;
 | |
| 				}
 | |
| 			}
 | |
| 		}
 | |
| 		if (!(actor instanceof L2GuardInstance))
 | |
| 		{
 | |
| 			Collection<L2Object> objs = actor.getKnownList().getKnownObjects().values();
 | |
| 			for (L2Object target : objs)
 | |
| 			{
 | |
| 				L2Character obj = null;
 | |
| 				if (target instanceof L2Character)
 | |
| 				{
 | |
| 					obj = (L2Character) target;
 | |
| 				}
 | |
| 				
 | |
| 				if ((obj == null) || !GeoData.getInstance().canSeeTarget(actor, obj) || obj.isDead() || (obj != MostHate) || (obj == actor) || (obj == getAttackTarget()))
 | |
| 				{
 | |
| 					continue;
 | |
| 				}
 | |
| 				if (obj instanceof L2PcInstance)
 | |
| 				{
 | |
| 					if (MostHate != null)
 | |
| 					{
 | |
| 						actor.addDamageHate(obj, 0, actor.getHating(MostHate));
 | |
| 					}
 | |
| 					else
 | |
| 					{
 | |
| 						actor.addDamageHate(obj, 0, 2000);
 | |
| 					}
 | |
| 					actor.setTarget(obj);
 | |
| 					setAttackTarget(obj);
 | |
| 					
 | |
| 				}
 | |
| 				else if (obj instanceof L2Attackable)
 | |
| 				{
 | |
| 					if (actor.isChaos())
 | |
| 					{
 | |
| 						if (((L2Attackable) obj).isInMyClan(actor))
 | |
| 						{
 | |
| 							continue;
 | |
| 						}
 | |
| 						
 | |
| 						if (MostHate != null)
 | |
| 						{
 | |
| 							actor.addDamageHate(obj, 0, actor.getHating(MostHate));
 | |
| 						}
 | |
| 						else
 | |
| 						{
 | |
| 							actor.addDamageHate(obj, 0, 2000);
 | |
| 						}
 | |
| 						actor.setTarget(obj);
 | |
| 						setAttackTarget(obj);
 | |
| 					}
 | |
| 				}
 | |
| 				else if (obj instanceof L2Summon)
 | |
| 				{
 | |
| 					if (MostHate != null)
 | |
| 					{
 | |
| 						actor.addDamageHate(obj, 0, actor.getHating(MostHate));
 | |
| 					}
 | |
| 					else
 | |
| 					{
 | |
| 						actor.addDamageHate(obj, 0, 2000);
 | |
| 					}
 | |
| 					actor.setTarget(obj);
 | |
| 					setAttackTarget(obj);
 | |
| 				}
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| 	
 | |
| 	private void aggroReconsider()
 | |
| 	{
 | |
| 		L2Attackable actor = getActiveChar();
 | |
| 		L2Character MostHate = actor.getMostHated();
 | |
| 		if (actor.getHateList() != null)
 | |
| 		{
 | |
| 			
 | |
| 			int rand = Rnd.get(actor.getHateList().size());
 | |
| 			int count = 0;
 | |
| 			for (L2Character obj : actor.getHateList())
 | |
| 			{
 | |
| 				if (count < rand)
 | |
| 				{
 | |
| 					count++;
 | |
| 					continue;
 | |
| 				}
 | |
| 				
 | |
| 				if ((obj == null) || !GeoData.getInstance().canSeeTarget(actor, obj) || obj.isDead() || (obj == getAttackTarget()) || (obj == actor))
 | |
| 				{
 | |
| 					continue;
 | |
| 				}
 | |
| 				
 | |
| 				try
 | |
| 				{
 | |
| 					actor.setTarget(getAttackTarget());
 | |
| 				}
 | |
| 				catch (NullPointerException e)
 | |
| 				{
 | |
| 					continue;
 | |
| 				}
 | |
| 				if (MostHate != null)
 | |
| 				{
 | |
| 					actor.addDamageHate(obj, 0, actor.getHating(MostHate));
 | |
| 				}
 | |
| 				else
 | |
| 				{
 | |
| 					actor.addDamageHate(obj, 0, 2000);
 | |
| 				}
 | |
| 				actor.setTarget(obj);
 | |
| 				setAttackTarget(obj);
 | |
| 				return;
 | |
| 			}
 | |
| 		}
 | |
| 		
 | |
| 		if (!(actor instanceof L2GuardInstance))
 | |
| 		{
 | |
| 			Collection<L2Object> objs = actor.getKnownList().getKnownObjects().values();
 | |
| 			for (L2Object target : objs)
 | |
| 			{
 | |
| 				L2Character obj = null;
 | |
| 				if (target instanceof L2Character)
 | |
| 				{
 | |
| 					obj = (L2Character) target;
 | |
| 				}
 | |
| 				else
 | |
| 				{
 | |
| 					continue;
 | |
| 				}
 | |
| 				
 | |
| 				if (!GeoData.getInstance().canSeeTarget(actor, obj) || obj.isDead() || (obj != MostHate) || (obj == actor))
 | |
| 				{
 | |
| 					continue;
 | |
| 				}
 | |
| 				if (obj instanceof L2PcInstance)
 | |
| 				{
 | |
| 					if ((MostHate != null) && !MostHate.isDead())
 | |
| 					{
 | |
| 						actor.addDamageHate(obj, 0, actor.getHating(MostHate));
 | |
| 					}
 | |
| 					else
 | |
| 					{
 | |
| 						actor.addDamageHate(obj, 0, 2000);
 | |
| 					}
 | |
| 					actor.setTarget(obj);
 | |
| 					setAttackTarget(obj);
 | |
| 				}
 | |
| 				else if (obj instanceof L2Attackable)
 | |
| 				{
 | |
| 					if (actor.isChaos())
 | |
| 					{
 | |
| 						if (((L2Attackable) obj).isInMyClan(actor))
 | |
| 						{
 | |
| 							continue;
 | |
| 						}
 | |
| 						
 | |
| 						if (MostHate != null)
 | |
| 						{
 | |
| 							actor.addDamageHate(obj, 0, actor.getHating(MostHate));
 | |
| 						}
 | |
| 						else
 | |
| 						{
 | |
| 							actor.addDamageHate(obj, 0, 2000);
 | |
| 						}
 | |
| 						actor.setTarget(obj);
 | |
| 						setAttackTarget(obj);
 | |
| 					}
 | |
| 				}
 | |
| 				else if (obj instanceof L2Summon)
 | |
| 				{
 | |
| 					if (MostHate != null)
 | |
| 					{
 | |
| 						actor.addDamageHate(obj, 0, actor.getHating(MostHate));
 | |
| 					}
 | |
| 					else
 | |
| 					{
 | |
| 						actor.addDamageHate(obj, 0, 2000);
 | |
| 					}
 | |
| 					actor.setTarget(obj);
 | |
| 					setAttackTarget(obj);
 | |
| 				}
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| 	
 | |
| 	/**
 | |
| 	 * Manage AI thinking actions of a L2Attackable.
 | |
| 	 */
 | |
| 	@Override
 | |
| 	protected void onEvtThink()
 | |
| 	{
 | |
| 		// Check if the actor can't use skills and if a thinking action isn't already in progress
 | |
| 		if (_thinking || getActiveChar().isAllSkillsDisabled())
 | |
| 		{
 | |
| 			return;
 | |
| 		}
 | |
| 		
 | |
| 		// Start thinking action
 | |
| 		_thinking = true;
 | |
| 		
 | |
| 		try
 | |
| 		{
 | |
| 			// Manage AI thinks of a L2Attackable
 | |
| 			switch (getIntention())
 | |
| 			{
 | |
| 				case AI_INTENTION_ACTIVE:
 | |
| 					thinkActive();
 | |
| 					break;
 | |
| 				case AI_INTENTION_ATTACK:
 | |
| 					thinkAttack();
 | |
| 					break;
 | |
| 				case AI_INTENTION_CAST:
 | |
| 					thinkCast();
 | |
| 					break;
 | |
| 			}
 | |
| 		}
 | |
| 		catch (Exception e)
 | |
| 		{
 | |
| 			// _log.warning(getClass().getSimpleName() + ": " + this.getActor().getName() + " - onEvtThink() failed!");
 | |
| 		}
 | |
| 		finally
 | |
| 		{
 | |
| 			// Stop thinking action
 | |
| 			_thinking = false;
 | |
| 		}
 | |
| 	}
 | |
| 	
 | |
| 	/**
 | |
| 	 * Launch actions corresponding to the Event Attacked.<br>
 | |
| 	 * <B><U> Actions</U> :</B>
 | |
| 	 * <ul>
 | |
| 	 * <li>Init the attack : Calculate the attack timeout, Set the _globalAggro to 0, Add the attacker to the actor _aggroList</li>
 | |
| 	 * <li>Set the L2Character movement type to run and send Server->Client packet ChangeMoveType to all others L2PcInstance</li>
 | |
| 	 * <li>Set the Intention to AI_INTENTION_ATTACK</li>
 | |
| 	 * </ul>
 | |
| 	 * @param attacker The L2Character that attacks the actor
 | |
| 	 */
 | |
| 	@Override
 | |
| 	protected void onEvtAttacked(L2Character attacker)
 | |
| 	{
 | |
| 		L2Attackable me = getActiveChar();
 | |
| 		
 | |
| 		// Calculate the attack timeout
 | |
| 		_attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getInstance().getGameTicks();
 | |
| 		
 | |
| 		// Set the _globalAggro to 0 to permit attack even just after spawn
 | |
| 		if (_globalAggro < 0)
 | |
| 		{
 | |
| 			_globalAggro = 0;
 | |
| 		}
 | |
| 		
 | |
| 		// Add the attacker to the _aggroList of the actor
 | |
| 		me.addDamageHate(attacker, 0, 1);
 | |
| 		
 | |
| 		// Set the L2Character movement type to run and send Server->Client packet ChangeMoveType to all others L2PcInstance
 | |
| 		if (!me.isRunning())
 | |
| 		{
 | |
| 			me.setRunning();
 | |
| 		}
 | |
| 		
 | |
| 		// Set the Intention to AI_INTENTION_ATTACK
 | |
| 		if (getIntention() != AI_INTENTION_ATTACK)
 | |
| 		{
 | |
| 			setIntention(CtrlIntention.AI_INTENTION_ATTACK, attacker);
 | |
| 		}
 | |
| 		else if (me.getMostHated() != getAttackTarget())
 | |
| 		{
 | |
| 			setIntention(CtrlIntention.AI_INTENTION_ATTACK, attacker);
 | |
| 		}
 | |
| 		
 | |
| 		if (me instanceof L2MonsterInstance)
 | |
| 		{
 | |
| 			L2MonsterInstance master = (L2MonsterInstance) me;
 | |
| 			
 | |
| 			if (master.hasMinions())
 | |
| 			{
 | |
| 				master.getMinionList().onAssist(me, attacker);
 | |
| 			}
 | |
| 			
 | |
| 			master = master.getLeader();
 | |
| 			if ((master != null) && master.hasMinions())
 | |
| 			{
 | |
| 				master.getMinionList().onAssist(me, attacker);
 | |
| 			}
 | |
| 		}
 | |
| 		
 | |
| 		super.onEvtAttacked(attacker);
 | |
| 	}
 | |
| 	
 | |
| 	/**
 | |
| 	 * Launch actions corresponding to the Event Aggression.<br>
 | |
| 	 * <B><U> Actions</U> :</B>
 | |
| 	 * <ul>
 | |
| 	 * <li>Add the target to the actor _aggroList or update hate if already present</li>
 | |
| 	 * <li>Set the actor Intention to AI_INTENTION_ATTACK (if actor is L2GuardInstance check if it isn't too far from its home location)</li>
 | |
| 	 * </ul>
 | |
| 	 * @param aggro The value of hate to add to the actor against the target
 | |
| 	 */
 | |
| 	@Override
 | |
| 	protected void onEvtAggression(L2Character target, int aggro)
 | |
| 	{
 | |
| 		final L2Attackable me = getActiveChar();
 | |
| 		if (me.isDead())
 | |
| 		{
 | |
| 			return;
 | |
| 		}
 | |
| 		
 | |
| 		if (target != null)
 | |
| 		{
 | |
| 			// Add the target to the actor _aggroList or update hate if already present
 | |
| 			me.addDamageHate(target, 0, aggro);
 | |
| 			
 | |
| 			// Set the actor AI Intention to AI_INTENTION_ATTACK
 | |
| 			if (getIntention() != CtrlIntention.AI_INTENTION_ATTACK)
 | |
| 			{
 | |
| 				// Set the L2Character movement type to run and send Server->Client packet ChangeMoveType to all others L2PcInstance
 | |
| 				if (!me.isRunning())
 | |
| 				{
 | |
| 					me.setRunning();
 | |
| 				}
 | |
| 				
 | |
| 				setIntention(CtrlIntention.AI_INTENTION_ATTACK, target);
 | |
| 			}
 | |
| 			
 | |
| 			if (me instanceof L2MonsterInstance)
 | |
| 			{
 | |
| 				L2MonsterInstance master = (L2MonsterInstance) me;
 | |
| 				
 | |
| 				if (master.hasMinions())
 | |
| 				{
 | |
| 					master.getMinionList().onAssist(me, target);
 | |
| 				}
 | |
| 				
 | |
| 				master = master.getLeader();
 | |
| 				if ((master != null) && master.hasMinions())
 | |
| 				{
 | |
| 					master.getMinionList().onAssist(me, target);
 | |
| 				}
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| 	
 | |
| 	@Override
 | |
| 	protected void onIntentionActive()
 | |
| 	{
 | |
| 		// Cancel attack timeout
 | |
| 		_attackTimeout = Integer.MAX_VALUE;
 | |
| 		super.onIntentionActive();
 | |
| 	}
 | |
| 	
 | |
| 	public void setGlobalAggro(int value)
 | |
| 	{
 | |
| 		_globalAggro = value;
 | |
| 	}
 | |
| 	
 | |
| 	/**
 | |
| 	 * @param TP The timepass to set.
 | |
| 	 */
 | |
| 	public void setTimepass(int TP)
 | |
| 	{
 | |
| 		_timePass = TP;
 | |
| 	}
 | |
| 	
 | |
| 	/**
 | |
| 	 * @return Returns the timepass.
 | |
| 	 */
 | |
| 	public int getTimepass()
 | |
| 	{
 | |
| 		return _timePass;
 | |
| 	}
 | |
| 	
 | |
| 	public L2Attackable getActiveChar()
 | |
| 	{
 | |
| 		return (L2Attackable) _actor;
 | |
| 	}
 | |
| 	
 | |
| 	public int getFearTime()
 | |
| 	{
 | |
| 		return _fearTime;
 | |
| 	}
 | |
| 	
 | |
| 	public void setFearTime(int fearTime)
 | |
| 	{
 | |
| 		_fearTime = fearTime;
 | |
| 	}
 | |
| }
 | 
