1665 lines
		
	
	
		
			49 KiB
		
	
	
	
		
			Java
		
	
	
	
	
	
			
		
		
	
	
			1665 lines
		
	
	
		
			49 KiB
		
	
	
	
		
			Java
		
	
	
	
	
	
| /*
 | |
|  * Copyright (C) 2004-2015 L2J Server
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|  * 
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|  * This file is part of L2J Server.
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|  * 
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|  * L2J Server is free software: you can redistribute it and/or modify
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|  * it under the terms of the GNU General Public License as published by
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|  * the Free Software Foundation, either version 3 of the License, or
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|  * (at your option) any later version.
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|  * 
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|  * L2J Server is distributed in the hope that it will be useful,
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|  * but WITHOUT ANY WARRANTY; without even the implied warranty of
 | |
|  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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|  * General Public License for more details.
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|  * 
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|  * You should have received a copy of the GNU General Public License
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|  * along with this program. If not, see <http://www.gnu.org/licenses/>.
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|  */
 | |
| 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_CAST;
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| import static com.l2jserver.gameserver.ai.CtrlIntention.AI_INTENTION_FOLLOW;
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| import static com.l2jserver.gameserver.ai.CtrlIntention.AI_INTENTION_IDLE;
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| import static com.l2jserver.gameserver.ai.CtrlIntention.AI_INTENTION_INTERACT;
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| import static com.l2jserver.gameserver.ai.CtrlIntention.AI_INTENTION_MOVE_TO;
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| import static com.l2jserver.gameserver.ai.CtrlIntention.AI_INTENTION_PICK_UP;
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| import static com.l2jserver.gameserver.ai.CtrlIntention.AI_INTENTION_REST;
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| 
 | |
| import java.util.ArrayList;
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| import java.util.List;
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| 
 | |
| import com.l2jserver.Config;
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| import com.l2jserver.gameserver.GameTimeController;
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| import com.l2jserver.gameserver.GeoData;
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| import com.l2jserver.gameserver.ThreadPoolManager;
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| import com.l2jserver.gameserver.enums.ItemLocation;
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| import com.l2jserver.gameserver.instancemanager.WalkingManager;
 | |
| import com.l2jserver.gameserver.model.L2Object;
 | |
| import com.l2jserver.gameserver.model.Location;
 | |
| import com.l2jserver.gameserver.model.actor.L2Attackable;
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| import com.l2jserver.gameserver.model.actor.L2Character;
 | |
| import com.l2jserver.gameserver.model.actor.L2Npc;
 | |
| import com.l2jserver.gameserver.model.actor.L2Playable;
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| import com.l2jserver.gameserver.model.actor.instance.L2DoorInstance;
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| import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
 | |
| import com.l2jserver.gameserver.model.actor.templates.L2NpcTemplate;
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| import com.l2jserver.gameserver.model.effects.L2EffectType;
 | |
| import com.l2jserver.gameserver.model.events.EventDispatcher;
 | |
| import com.l2jserver.gameserver.model.events.impl.character.npc.OnNpcMoveFinished;
 | |
| import com.l2jserver.gameserver.model.interfaces.ILocational;
 | |
| import com.l2jserver.gameserver.model.items.L2Weapon;
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| import com.l2jserver.gameserver.model.items.instance.L2ItemInstance;
 | |
| import com.l2jserver.gameserver.model.items.type.WeaponType;
 | |
| import com.l2jserver.gameserver.model.skills.Skill;
 | |
| import com.l2jserver.gameserver.model.skills.targets.L2TargetType;
 | |
| import com.l2jserver.gameserver.network.SystemMessageId;
 | |
| import com.l2jserver.gameserver.network.serverpackets.ActionFailed;
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| import com.l2jserver.gameserver.network.serverpackets.AutoAttackStop;
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| import com.l2jserver.gameserver.taskmanager.AttackStanceTaskManager;
 | |
| import com.l2jserver.gameserver.util.Util;
 | |
| import com.l2jserver.util.Rnd;
 | |
| 
 | |
| /**
 | |
|  * This class manages AI of L2Character.<br>
 | |
|  * L2CharacterAI :
 | |
|  * <ul>
 | |
|  * <li>L2AttackableAI</li>
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|  * <li>L2DoorAI</li>
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|  * <li>L2PlayerAI</li>
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|  * <li>L2SummonAI</li>
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|  * </ul>
 | |
|  */
 | |
| public class L2CharacterAI extends AbstractAI
 | |
| {
 | |
| 	public static class IntentionCommand
 | |
| 	{
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| 		protected final CtrlIntention _crtlIntention;
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| 		protected final Object _arg0, _arg1;
 | |
| 		
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| 		protected IntentionCommand(CtrlIntention pIntention, Object pArg0, Object pArg1)
 | |
| 		{
 | |
| 			_crtlIntention = pIntention;
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| 			_arg0 = pArg0;
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| 			_arg1 = pArg1;
 | |
| 		}
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| 		
 | |
| 		public CtrlIntention getCtrlIntention()
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| 		{
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| 			return _crtlIntention;
 | |
| 		}
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| 	}
 | |
| 	
 | |
| 	protected static final int FEAR_RANGE = 500;
 | |
| 	
 | |
| 	/**
 | |
| 	 * Cast Task
 | |
| 	 * @author Zoey76
 | |
| 	 */
 | |
| 	public static class CastTask implements Runnable
 | |
| 	{
 | |
| 		private final L2Character _activeChar;
 | |
| 		private final L2Object _target;
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| 		private final Skill _skill;
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| 		
 | |
| 		public CastTask(L2Character actor, Skill skill, L2Object target)
 | |
| 		{
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| 			_activeChar = actor;
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| 			_target = target;
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| 			_skill = skill;
 | |
| 		}
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| 		
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| 		@Override
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| 		public void run()
 | |
| 		{
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| 			if (_activeChar.isAttackingNow())
 | |
| 			{
 | |
| 				_activeChar.abortAttack();
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| 			}
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| 			_activeChar.getAI().changeIntentionToCast(_skill, _target);
 | |
| 		}
 | |
| 	}
 | |
| 	
 | |
| 	/**
 | |
| 	 * Constructor of L2CharacterAI.
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| 	 * @param creature the creature
 | |
| 	 */
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| 	public L2CharacterAI(L2Character creature)
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| 	{
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| 		super(creature);
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| 	}
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| 	
 | |
| 	public IntentionCommand getNextIntention()
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| 	{
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| 		return null;
 | |
| 	}
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| 	
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| 	@Override
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| 	protected void onEvtAttacked(L2Character attacker)
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| 	{
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| 		if ((attacker instanceof L2Attackable) && !attacker.isCoreAIDisabled())
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| 		{
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| 			clientStartAutoAttack();
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| 		}
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| 	}
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| 	
 | |
| 	/**
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| 	 * Manage the Idle Intention : Stop Attack, Movement and Stand Up the actor.<br>
 | |
| 	 * <B><U> Actions</U> :</B>
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| 	 * <ul>
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| 	 * <li>Set the AI Intention to AI_INTENTION_IDLE</li>
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| 	 * <li>Init cast and attack target</li>
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| 	 * <li>Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)</li>
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| 	 * <li>Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)</li>
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| 	 * <li>Stand up the actor server side AND client side by sending Server->Client packet ChangeWaitType (broadcast)</li>
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| 	 * </ul>
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| 	 */
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| 	@Override
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| 	protected void onIntentionIdle()
 | |
| 	{
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| 		// Set the AI Intention to AI_INTENTION_IDLE
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| 		changeIntention(AI_INTENTION_IDLE, null, null);
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| 		
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| 		// Init cast and attack target
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| 		setCastTarget(null);
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| 		setAttackTarget(null);
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| 		
 | |
| 		// Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)
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| 		clientStopMoving(null);
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| 		
 | |
| 		// Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)
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| 		clientStopAutoAttack();
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| 		
 | |
| 	}
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| 	
 | |
| 	/**
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| 	 * Manage the Active Intention : Stop Attack, Movement and Launch Think Event.<br>
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| 	 * <B><U> Actions</U> : <I>if the Intention is not already Active</I></B>
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| 	 * <ul>
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| 	 * <li>Set the AI Intention to AI_INTENTION_ACTIVE</li>
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| 	 * <li>Init cast and attack target</li>
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| 	 * <li>Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)</li>
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| 	 * <li>Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)</li>
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| 	 * <li>Launch the Think Event</li>
 | |
| 	 * </ul>
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| 	 */
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| 	@Override
 | |
| 	protected void onIntentionActive()
 | |
| 	{
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| 		// Check if the Intention is not already Active
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| 		if (getIntention() != AI_INTENTION_ACTIVE)
 | |
| 		{
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| 			// Set the AI Intention to AI_INTENTION_ACTIVE
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| 			changeIntention(AI_INTENTION_ACTIVE, null, null);
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| 			
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| 			// Init cast and attack target
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| 			setCastTarget(null);
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| 			setAttackTarget(null);
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| 			
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| 			// Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)
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| 			clientStopMoving(null);
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| 			
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| 			// Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)
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| 			clientStopAutoAttack();
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| 			
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| 			// Also enable random animations for this L2Character if allowed
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| 			// This is only for mobs - town npcs are handled in their constructor
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| 			if (_actor instanceof L2Attackable)
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| 			{
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| 				((L2Npc) _actor).startRandomAnimationTimer();
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| 			}
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| 			
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| 			// Launch the Think Event
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| 			onEvtThink();
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| 		}
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| 	}
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| 	
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| 	/**
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| 	 * Manage the Rest Intention.<br>
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| 	 * <B><U> Actions</U> : </B>
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| 	 * <ul>
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| 	 * <li>Set the AI Intention to AI_INTENTION_IDLE</li>
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| 	 * </ul>
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| 	 */
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| 	@Override
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| 	protected void onIntentionRest()
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| 	{
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| 		// Set the AI Intention to AI_INTENTION_IDLE
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| 		setIntention(AI_INTENTION_IDLE);
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| 	}
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| 	
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| 	/**
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| 	 * Manage the Attack Intention : Stop current Attack (if necessary), Start a new Attack and Launch Think Event.<br>
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| 	 * <B><U> Actions</U> : </B>
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| 	 * <ul>
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| 	 * <li>Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)</li>
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| 	 * <li>Set the Intention of this AI to AI_INTENTION_ATTACK</li>
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| 	 * <li>Set or change the AI attack target</li>
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| 	 * <li>Start the actor Auto Attack client side by sending Server->Client packet AutoAttackStart (broadcast)</li>
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| 	 * <li>Launch the Think Event</li>
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| 	 * </ul>
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| 	 * <B><U> Overridden in</U> :</B>
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| 	 * <ul>
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| 	 * <li>L2AttackableAI : Calculate attack timeout</li>
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| 	 * </ul>
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| 	 */
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| 	@Override
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| 	protected void onIntentionAttack(L2Character target)
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| 	{
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| 		if (target == null)
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| 		{
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| 			clientActionFailed();
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| 			return;
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| 		}
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| 		
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| 		if (getIntention() == AI_INTENTION_REST)
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| 		{
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| 			// Cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor
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| 			clientActionFailed();
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| 			return;
 | |
| 		}
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| 		
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| 		if (_actor.isAllSkillsDisabled() || _actor.isCastingNow() || _actor.isAfraid())
 | |
| 		{
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| 			// Cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor
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| 			clientActionFailed();
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| 			return;
 | |
| 		}
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| 		
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| 		// Check if the Intention is already AI_INTENTION_ATTACK
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| 		if (getIntention() == AI_INTENTION_ATTACK)
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| 		{
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| 			// Check if the AI already targets the L2Character
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| 			if (getAttackTarget() != target)
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| 			{
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| 				// Set the AI attack target (change target)
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| 				setAttackTarget(target);
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| 				
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| 				stopFollow();
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| 				
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| 				// Launch the Think Event
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| 				notifyEvent(CtrlEvent.EVT_THINK);
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| 				
 | |
| 			}
 | |
| 			else
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| 			{
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| 				clientActionFailed(); // else client freezes until cancel target
 | |
| 			}
 | |
| 		}
 | |
| 		else
 | |
| 		{
 | |
| 			// Set the Intention of this AbstractAI to AI_INTENTION_ATTACK
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| 			changeIntention(AI_INTENTION_ATTACK, target, null);
 | |
| 			
 | |
| 			// Set the AI attack target
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| 			setAttackTarget(target);
 | |
| 			
 | |
| 			stopFollow();
 | |
| 			
 | |
| 			// Launch the Think Event
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| 			notifyEvent(CtrlEvent.EVT_THINK);
 | |
| 		}
 | |
| 	}
 | |
| 	
 | |
| 	/**
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| 	 * Manage the Cast Intention : Stop current Attack, Init the AI in order to cast and Launch Think Event.<br>
 | |
| 	 * <B><U> Actions</U> : </B>
 | |
| 	 * <ul>
 | |
| 	 * <li>Set the AI cast target</li>
 | |
| 	 * <li>Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)</li>
 | |
| 	 * <li>Cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor</li>
 | |
| 	 * <li>Set the AI skill used by INTENTION_CAST</li>
 | |
| 	 * <li>Set the Intention of this AI to AI_INTENTION_CAST</li>
 | |
| 	 * <li>Launch the Think Event</li>
 | |
| 	 * </ul>
 | |
| 	 */
 | |
| 	@Override
 | |
| 	protected void onIntentionCast(Skill skill, L2Object target)
 | |
| 	{
 | |
| 		if ((getIntention() == AI_INTENTION_REST) && skill.isMagic())
 | |
| 		{
 | |
| 			clientActionFailed();
 | |
| 			_actor.setIsCastingNow(false);
 | |
| 			return;
 | |
| 		}
 | |
| 		
 | |
| 		if (_actor.getBowAttackEndTime() > GameTimeController.getInstance().getGameTicks())
 | |
| 		{
 | |
| 			ThreadPoolManager.getInstance().scheduleGeneral(new CastTask(_actor, skill, target), (_actor.getBowAttackEndTime() - GameTimeController.getInstance().getGameTicks()) * GameTimeController.MILLIS_IN_TICK);
 | |
| 		}
 | |
| 		else
 | |
| 		{
 | |
| 			changeIntentionToCast(skill, target);
 | |
| 		}
 | |
| 	}
 | |
| 	
 | |
| 	protected void changeIntentionToCast(Skill skill, L2Object target)
 | |
| 	{
 | |
| 		// Set the AI cast target
 | |
| 		setCastTarget((L2Character) target);
 | |
| 		// Set the AI skill used by INTENTION_CAST
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| 		_skill = skill;
 | |
| 		// Change the Intention of this AbstractAI to AI_INTENTION_CAST
 | |
| 		changeIntention(AI_INTENTION_CAST, skill, target);
 | |
| 		
 | |
| 		// Launch the Think Event
 | |
| 		notifyEvent(CtrlEvent.EVT_THINK);
 | |
| 	}
 | |
| 	
 | |
| 	/**
 | |
| 	 * Manage the Move To Intention : Stop current Attack and Launch a Move to Location Task.<br>
 | |
| 	 * <B><U> Actions</U> : </B>
 | |
| 	 * <ul>
 | |
| 	 * <li>Stop the actor auto-attack server side AND client side by sending Server->Client packet AutoAttackStop (broadcast)</li>
 | |
| 	 * <li>Set the Intention of this AI to AI_INTENTION_MOVE_TO</li>
 | |
| 	 * <li>Move the actor to Location (x,y,z) server side AND client side by sending Server->Client packet CharMoveToLocation (broadcast)</li>
 | |
| 	 * </ul>
 | |
| 	 */
 | |
| 	@Override
 | |
| 	protected void onIntentionMoveTo(Location loc)
 | |
| 	{
 | |
| 		if (getIntention() == AI_INTENTION_REST)
 | |
| 		{
 | |
| 			// Cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor
 | |
| 			clientActionFailed();
 | |
| 			return;
 | |
| 		}
 | |
| 		
 | |
| 		if (_actor.isAllSkillsDisabled() || _actor.isCastingNow())
 | |
| 		{
 | |
| 			// Cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor
 | |
| 			clientActionFailed();
 | |
| 			return;
 | |
| 		}
 | |
| 		
 | |
| 		// Set the Intention of this AbstractAI to AI_INTENTION_MOVE_TO
 | |
| 		changeIntention(AI_INTENTION_MOVE_TO, loc, null);
 | |
| 		
 | |
| 		// Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)
 | |
| 		clientStopAutoAttack();
 | |
| 		
 | |
| 		// Abort the attack of the L2Character and send Server->Client ActionFailed packet
 | |
| 		_actor.abortAttack();
 | |
| 		
 | |
| 		// Move the actor to Location (x,y,z) server side AND client side by sending Server->Client packet CharMoveToLocation (broadcast)
 | |
| 		moveTo(loc.getX(), loc.getY(), loc.getZ());
 | |
| 	}
 | |
| 	
 | |
| 	/**
 | |
| 	 * Manage the Follow Intention : Stop current Attack and Launch a Follow Task.<br>
 | |
| 	 * <B><U> Actions</U> : </B>
 | |
| 	 * <ul>
 | |
| 	 * <li>Stop the actor auto-attack server side AND client side by sending Server->Client packet AutoAttackStop (broadcast)</li>
 | |
| 	 * <li>Set the Intention of this AI to AI_INTENTION_FOLLOW</li>
 | |
| 	 * <li>Create and Launch an AI Follow Task to execute every 1s</li>
 | |
| 	 * </ul>
 | |
| 	 */
 | |
| 	@Override
 | |
| 	protected void onIntentionFollow(L2Character target)
 | |
| 	{
 | |
| 		if (getIntention() == AI_INTENTION_REST)
 | |
| 		{
 | |
| 			// Cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor
 | |
| 			clientActionFailed();
 | |
| 			return;
 | |
| 		}
 | |
| 		
 | |
| 		if (_actor.isAllSkillsDisabled() || _actor.isCastingNow())
 | |
| 		{
 | |
| 			// Cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor
 | |
| 			clientActionFailed();
 | |
| 			return;
 | |
| 		}
 | |
| 		
 | |
| 		if (_actor.isMovementDisabled())
 | |
| 		{
 | |
| 			// Cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor
 | |
| 			clientActionFailed();
 | |
| 			return;
 | |
| 		}
 | |
| 		
 | |
| 		// Dead actors can`t follow
 | |
| 		if (_actor.isDead())
 | |
| 		{
 | |
| 			clientActionFailed();
 | |
| 			return;
 | |
| 		}
 | |
| 		
 | |
| 		// do not follow yourself
 | |
| 		if (_actor == target)
 | |
| 		{
 | |
| 			clientActionFailed();
 | |
| 			return;
 | |
| 		}
 | |
| 		
 | |
| 		// Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)
 | |
| 		clientStopAutoAttack();
 | |
| 		
 | |
| 		// Set the Intention of this AbstractAI to AI_INTENTION_FOLLOW
 | |
| 		changeIntention(AI_INTENTION_FOLLOW, target, null);
 | |
| 		
 | |
| 		// Create and Launch an AI Follow Task to execute every 1s
 | |
| 		startFollow(target);
 | |
| 	}
 | |
| 	
 | |
| 	/**
 | |
| 	 * Manage the PickUp Intention : Set the pick up target and Launch a Move To Pawn Task (offset=20).<br>
 | |
| 	 * <B><U> Actions</U> : </B>
 | |
| 	 * <ul>
 | |
| 	 * <li>Set the AI pick up target</li>
 | |
| 	 * <li>Set the Intention of this AI to AI_INTENTION_PICK_UP</li>
 | |
| 	 * <li>Move the actor to Pawn server side AND client side by sending Server->Client packet MoveToPawn (broadcast)</li>
 | |
| 	 * </ul>
 | |
| 	 */
 | |
| 	@Override
 | |
| 	protected void onIntentionPickUp(L2Object object)
 | |
| 	{
 | |
| 		if (getIntention() == AI_INTENTION_REST)
 | |
| 		{
 | |
| 			// Cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor
 | |
| 			clientActionFailed();
 | |
| 			return;
 | |
| 		}
 | |
| 		
 | |
| 		if (_actor.isAllSkillsDisabled() || _actor.isCastingNow())
 | |
| 		{
 | |
| 			// Cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor
 | |
| 			clientActionFailed();
 | |
| 			return;
 | |
| 		}
 | |
| 		
 | |
| 		// Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)
 | |
| 		clientStopAutoAttack();
 | |
| 		
 | |
| 		if ((object instanceof L2ItemInstance) && (((L2ItemInstance) object).getItemLocation() != ItemLocation.VOID))
 | |
| 		{
 | |
| 			return;
 | |
| 		}
 | |
| 		
 | |
| 		// Set the Intention of this AbstractAI to AI_INTENTION_PICK_UP
 | |
| 		changeIntention(AI_INTENTION_PICK_UP, object, null);
 | |
| 		
 | |
| 		// Set the AI pick up target
 | |
| 		setTarget(object);
 | |
| 		if ((object.getX() == 0) && (object.getY() == 0)) // TODO: Find the drop&spawn bug
 | |
| 		{
 | |
| 			_log.warning("Object in coords 0,0 - using a temporary fix");
 | |
| 			object.setXYZ(getActor().getX(), getActor().getY(), getActor().getZ() + 5);
 | |
| 		}
 | |
| 		
 | |
| 		// Move the actor to Pawn server side AND client side by sending Server->Client packet MoveToPawn (broadcast)
 | |
| 		moveToPawn(object, 20);
 | |
| 	}
 | |
| 	
 | |
| 	/**
 | |
| 	 * Manage the Interact Intention : Set the interact target and Launch a Move To Pawn Task (offset=60).<br>
 | |
| 	 * <B><U> Actions</U> : </B>
 | |
| 	 * <ul>
 | |
| 	 * <li>Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)</li>
 | |
| 	 * <li>Set the AI interact target</li>
 | |
| 	 * <li>Set the Intention of this AI to AI_INTENTION_INTERACT</li>
 | |
| 	 * <li>Move the actor to Pawn server side AND client side by sending Server->Client packet MoveToPawn (broadcast)</li>
 | |
| 	 * </ul>
 | |
| 	 */
 | |
| 	@Override
 | |
| 	protected void onIntentionInteract(L2Object object)
 | |
| 	{
 | |
| 		if (getIntention() == AI_INTENTION_REST)
 | |
| 		{
 | |
| 			// Cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor
 | |
| 			clientActionFailed();
 | |
| 			return;
 | |
| 		}
 | |
| 		
 | |
| 		if (_actor.isAllSkillsDisabled() || _actor.isCastingNow())
 | |
| 		{
 | |
| 			// Cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor
 | |
| 			clientActionFailed();
 | |
| 			return;
 | |
| 		}
 | |
| 		
 | |
| 		// Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)
 | |
| 		clientStopAutoAttack();
 | |
| 		
 | |
| 		if (getIntention() != AI_INTENTION_INTERACT)
 | |
| 		{
 | |
| 			// Set the Intention of this AbstractAI to AI_INTENTION_INTERACT
 | |
| 			changeIntention(AI_INTENTION_INTERACT, object, null);
 | |
| 			
 | |
| 			// Set the AI interact target
 | |
| 			setTarget(object);
 | |
| 			
 | |
| 			// Move the actor to Pawn server side AND client side by sending Server->Client packet MoveToPawn (broadcast)
 | |
| 			moveToPawn(object, 60);
 | |
| 		}
 | |
| 	}
 | |
| 	
 | |
| 	/**
 | |
| 	 * Do nothing.
 | |
| 	 */
 | |
| 	@Override
 | |
| 	protected void onEvtThink()
 | |
| 	{
 | |
| 		// do nothing
 | |
| 	}
 | |
| 	
 | |
| 	/**
 | |
| 	 * Do nothing.
 | |
| 	 */
 | |
| 	@Override
 | |
| 	protected void onEvtAggression(L2Character target, int aggro)
 | |
| 	{
 | |
| 		// do nothing
 | |
| 	}
 | |
| 	
 | |
| 	/**
 | |
| 	 * Launch actions corresponding to the Event Stunned then onAttacked Event.<br>
 | |
| 	 * <B><U> Actions</U> :</B>
 | |
| 	 * <ul>
 | |
| 	 * <li>Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)</li>
 | |
| 	 * <li>Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)</li>
 | |
| 	 * <li>Break an attack and send Server->Client ActionFailed packet and a System Message to the L2Character</li>
 | |
| 	 * <li>Break a cast and send Server->Client ActionFailed packet and a System Message to the L2Character</li>
 | |
| 	 * <li>Launch actions corresponding to the Event onAttacked (only for L2AttackableAI after the stunning periode)</li>
 | |
| 	 * </ul>
 | |
| 	 */
 | |
| 	@Override
 | |
| 	protected void onEvtStunned(L2Character attacker)
 | |
| 	{
 | |
| 		// Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)
 | |
| 		_actor.broadcastPacket(new AutoAttackStop(_actor.getObjectId()));
 | |
| 		if (AttackStanceTaskManager.getInstance().hasAttackStanceTask(_actor))
 | |
| 		{
 | |
| 			AttackStanceTaskManager.getInstance().removeAttackStanceTask(_actor);
 | |
| 		}
 | |
| 		
 | |
| 		// Stop Server AutoAttack also
 | |
| 		setAutoAttacking(false);
 | |
| 		
 | |
| 		// Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)
 | |
| 		clientStopMoving(null);
 | |
| 		
 | |
| 		// Launch actions corresponding to the Event onAttacked (only for L2AttackableAI after the stunning periode)
 | |
| 		onEvtAttacked(attacker);
 | |
| 	}
 | |
| 	
 | |
| 	@Override
 | |
| 	protected void onEvtParalyzed(L2Character attacker)
 | |
| 	{
 | |
| 		// Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)
 | |
| 		_actor.broadcastPacket(new AutoAttackStop(_actor.getObjectId()));
 | |
| 		if (AttackStanceTaskManager.getInstance().hasAttackStanceTask(_actor))
 | |
| 		{
 | |
| 			AttackStanceTaskManager.getInstance().removeAttackStanceTask(_actor);
 | |
| 		}
 | |
| 		
 | |
| 		// Stop Server AutoAttack also
 | |
| 		setAutoAttacking(false);
 | |
| 		
 | |
| 		// Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)
 | |
| 		clientStopMoving(null);
 | |
| 		
 | |
| 		// Launch actions corresponding to the Event onAttacked (only for L2AttackableAI after the stunning periode)
 | |
| 		onEvtAttacked(attacker);
 | |
| 	}
 | |
| 	
 | |
| 	/**
 | |
| 	 * Launch actions corresponding to the Event Sleeping.<br>
 | |
| 	 * <B><U> Actions</U> :</B>
 | |
| 	 * <ul>
 | |
| 	 * <li>Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)</li>
 | |
| 	 * <li>Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)</li>
 | |
| 	 * <li>Break an attack and send Server->Client ActionFailed packet and a System Message to the L2Character</li>
 | |
| 	 * <li>Break a cast and send Server->Client ActionFailed packet and a System Message to the L2Character</li>
 | |
| 	 * </ul>
 | |
| 	 */
 | |
| 	@Override
 | |
| 	protected void onEvtSleeping(L2Character attacker)
 | |
| 	{
 | |
| 		// Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)
 | |
| 		_actor.broadcastPacket(new AutoAttackStop(_actor.getObjectId()));
 | |
| 		if (AttackStanceTaskManager.getInstance().hasAttackStanceTask(_actor))
 | |
| 		{
 | |
| 			AttackStanceTaskManager.getInstance().removeAttackStanceTask(_actor);
 | |
| 		}
 | |
| 		
 | |
| 		// stop Server AutoAttack also
 | |
| 		setAutoAttacking(false);
 | |
| 		
 | |
| 		// Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)
 | |
| 		clientStopMoving(null);
 | |
| 	}
 | |
| 	
 | |
| 	/**
 | |
| 	 * Launch actions corresponding to the Event Rooted.<br>
 | |
| 	 * <B><U> Actions</U> :</B>
 | |
| 	 * <ul>
 | |
| 	 * <li>Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)</li>
 | |
| 	 * <li>Launch actions corresponding to the Event onAttacked</li>
 | |
| 	 * </ul>
 | |
| 	 */
 | |
| 	@Override
 | |
| 	protected void onEvtRooted(L2Character attacker)
 | |
| 	{
 | |
| 		// Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)
 | |
| 		// _actor.broadcastPacket(new AutoAttackStop(_actor.getObjectId()));
 | |
| 		// if (AttackStanceTaskManager.getInstance().hasAttackStanceTask(_actor))
 | |
| 		// AttackStanceTaskManager.getInstance().removeAttackStanceTask(_actor);
 | |
| 		
 | |
| 		// Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)
 | |
| 		clientStopMoving(null);
 | |
| 		
 | |
| 		// Launch actions corresponding to the Event onAttacked
 | |
| 		onEvtAttacked(attacker);
 | |
| 		
 | |
| 	}
 | |
| 	
 | |
| 	/**
 | |
| 	 * Launch actions corresponding to the Event Confused.<br>
 | |
| 	 * <B><U> Actions</U> :</B>
 | |
| 	 * <ul>
 | |
| 	 * <li>Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)</li>
 | |
| 	 * <li>Launch actions corresponding to the Event onAttacked</li>
 | |
| 	 * </ul>
 | |
| 	 */
 | |
| 	@Override
 | |
| 	protected void onEvtConfused(L2Character attacker)
 | |
| 	{
 | |
| 		// Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)
 | |
| 		clientStopMoving(null);
 | |
| 		
 | |
| 		// Launch actions corresponding to the Event onAttacked
 | |
| 		onEvtAttacked(attacker);
 | |
| 	}
 | |
| 	
 | |
| 	/**
 | |
| 	 * Launch actions corresponding to the Event Muted.<br>
 | |
| 	 * <B><U> Actions</U> :</B>
 | |
| 	 * <ul>
 | |
| 	 * <li>Break a cast and send Server->Client ActionFailed packet and a System Message to the L2Character</li>
 | |
| 	 * </ul>
 | |
| 	 */
 | |
| 	@Override
 | |
| 	protected void onEvtMuted(L2Character attacker)
 | |
| 	{
 | |
| 		// Break a cast and send Server->Client ActionFailed packet and a System Message to the L2Character
 | |
| 		onEvtAttacked(attacker);
 | |
| 	}
 | |
| 	
 | |
| 	/**
 | |
| 	 * Do nothing.
 | |
| 	 */
 | |
| 	@Override
 | |
| 	protected void onEvtEvaded(L2Character attacker)
 | |
| 	{
 | |
| 		// do nothing
 | |
| 	}
 | |
| 	
 | |
| 	/**
 | |
| 	 * Launch actions corresponding to the Event ReadyToAct.<br>
 | |
| 	 * <B><U> Actions</U> :</B>
 | |
| 	 * <ul>
 | |
| 	 * <li>Launch actions corresponding to the Event Think</li>
 | |
| 	 * </ul>
 | |
| 	 */
 | |
| 	@Override
 | |
| 	protected void onEvtReadyToAct()
 | |
| 	{
 | |
| 		// Launch actions corresponding to the Event Think
 | |
| 		onEvtThink();
 | |
| 	}
 | |
| 	
 | |
| 	/**
 | |
| 	 * Do nothing.
 | |
| 	 */
 | |
| 	@Override
 | |
| 	protected void onEvtUserCmd(Object arg0, Object arg1)
 | |
| 	{
 | |
| 		// do nothing
 | |
| 	}
 | |
| 	
 | |
| 	/**
 | |
| 	 * Launch actions corresponding to the Event Arrived.<br>
 | |
| 	 * <B><U> Actions</U> :</B>
 | |
| 	 * <ul>
 | |
| 	 * <li>If the Intention was AI_INTENTION_MOVE_TO, set the Intention to AI_INTENTION_ACTIVE</li>
 | |
| 	 * <li>Launch actions corresponding to the Event Think</li>
 | |
| 	 * </ul>
 | |
| 	 */
 | |
| 	@Override
 | |
| 	protected void onEvtArrived()
 | |
| 	{
 | |
| 		_actor.revalidateZone(true);
 | |
| 		
 | |
| 		if (_actor.moveToNextRoutePoint())
 | |
| 		{
 | |
| 			return;
 | |
| 		}
 | |
| 		
 | |
| 		if (_actor instanceof L2Attackable)
 | |
| 		{
 | |
| 			((L2Attackable) _actor).setisReturningToSpawnPoint(false);
 | |
| 		}
 | |
| 		clientStoppedMoving();
 | |
| 		
 | |
| 		if (_actor instanceof L2Npc)
 | |
| 		{
 | |
| 			L2Npc npc = (L2Npc) _actor;
 | |
| 			WalkingManager.getInstance().onArrived(npc); // Walking Manager support
 | |
| 			
 | |
| 			// Notify to scripts
 | |
| 			EventDispatcher.getInstance().notifyEventAsync(new OnNpcMoveFinished(npc), npc);
 | |
| 		}
 | |
| 		
 | |
| 		// If the Intention was AI_INTENTION_MOVE_TO, set the Intention to AI_INTENTION_ACTIVE
 | |
| 		if (getIntention() == AI_INTENTION_MOVE_TO)
 | |
| 		{
 | |
| 			setIntention(AI_INTENTION_ACTIVE);
 | |
| 		}
 | |
| 		
 | |
| 		// Launch actions corresponding to the Event Think
 | |
| 		onEvtThink();
 | |
| 	}
 | |
| 	
 | |
| 	/**
 | |
| 	 * Launch actions corresponding to the Event ArrivedRevalidate.<br>
 | |
| 	 * <B><U> Actions</U> :</B>
 | |
| 	 * <ul>
 | |
| 	 * <li>Launch actions corresponding to the Event Think</li>
 | |
| 	 * </ul>
 | |
| 	 */
 | |
| 	@Override
 | |
| 	protected void onEvtArrivedRevalidate()
 | |
| 	{
 | |
| 		// Launch actions corresponding to the Event Think
 | |
| 		onEvtThink();
 | |
| 	}
 | |
| 	
 | |
| 	/**
 | |
| 	 * Launch actions corresponding to the Event ArrivedBlocked.<br>
 | |
| 	 * <B><U> Actions</U> :</B>
 | |
| 	 * <ul>
 | |
| 	 * <li>Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)</li>
 | |
| 	 * <li>If the Intention was AI_INTENTION_MOVE_TO, set the Intention to AI_INTENTION_ACTIVE</li>
 | |
| 	 * <li>Launch actions corresponding to the Event Think</li>
 | |
| 	 * </ul>
 | |
| 	 */
 | |
| 	@Override
 | |
| 	protected void onEvtArrivedBlocked(Location blocked_at_loc)
 | |
| 	{
 | |
| 		// If the Intention was AI_INTENTION_MOVE_TO, set the Intention to AI_INTENTION_ACTIVE
 | |
| 		if ((getIntention() == AI_INTENTION_MOVE_TO) || (getIntention() == AI_INTENTION_CAST))
 | |
| 		{
 | |
| 			setIntention(AI_INTENTION_ACTIVE);
 | |
| 		}
 | |
| 		
 | |
| 		// Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)
 | |
| 		clientStopMoving(blocked_at_loc);
 | |
| 		
 | |
| 		// Launch actions corresponding to the Event Think
 | |
| 		onEvtThink();
 | |
| 	}
 | |
| 	
 | |
| 	/**
 | |
| 	 * Launch actions corresponding to the Event ForgetObject.<br>
 | |
| 	 * <B><U> Actions</U> :</B>
 | |
| 	 * <ul>
 | |
| 	 * <li>If the object was targeted and the Intention was AI_INTENTION_INTERACT or AI_INTENTION_PICK_UP, set the Intention to AI_INTENTION_ACTIVE</li>
 | |
| 	 * <li>If the object was targeted to attack, stop the auto-attack, cancel target and set the Intention to AI_INTENTION_ACTIVE</li>
 | |
| 	 * <li>If the object was targeted to cast, cancel target and set the Intention to AI_INTENTION_ACTIVE</li>
 | |
| 	 * <li>If the object was targeted to follow, stop the movement, cancel AI Follow Task and set the Intention to AI_INTENTION_ACTIVE</li>
 | |
| 	 * <li>If the targeted object was the actor , cancel AI target, stop AI Follow Task, stop the movement and set the Intention to AI_INTENTION_IDLE</li>
 | |
| 	 * </ul>
 | |
| 	 */
 | |
| 	@Override
 | |
| 	protected void onEvtForgetObject(L2Object object)
 | |
| 	{
 | |
| 		// If the object was targeted and the Intention was AI_INTENTION_INTERACT or AI_INTENTION_PICK_UP, set the Intention to AI_INTENTION_ACTIVE
 | |
| 		if (getTarget() == object)
 | |
| 		{
 | |
| 			setTarget(null);
 | |
| 			
 | |
| 			if ((getIntention() == AI_INTENTION_INTERACT) || (getIntention() == AI_INTENTION_PICK_UP))
 | |
| 			{
 | |
| 				setIntention(AI_INTENTION_ACTIVE);
 | |
| 			}
 | |
| 		}
 | |
| 		
 | |
| 		// Check if the object was targeted to attack
 | |
| 		if (getAttackTarget() == object)
 | |
| 		{
 | |
| 			// Cancel attack target
 | |
| 			setAttackTarget(null);
 | |
| 			
 | |
| 			// Set the Intention of this AbstractAI to AI_INTENTION_ACTIVE
 | |
| 			setIntention(AI_INTENTION_ACTIVE);
 | |
| 		}
 | |
| 		
 | |
| 		// Check if the object was targeted to cast
 | |
| 		if (getCastTarget() == object)
 | |
| 		{
 | |
| 			// Cancel cast target
 | |
| 			setCastTarget(null);
 | |
| 			
 | |
| 			// Set the Intention of this AbstractAI to AI_INTENTION_ACTIVE
 | |
| 			setIntention(AI_INTENTION_ACTIVE);
 | |
| 		}
 | |
| 		
 | |
| 		// Check if the object was targeted to follow
 | |
| 		if (getFollowTarget() == object)
 | |
| 		{
 | |
| 			// Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)
 | |
| 			clientStopMoving(null);
 | |
| 			
 | |
| 			// Stop an AI Follow Task
 | |
| 			stopFollow();
 | |
| 			
 | |
| 			// Set the Intention of this AbstractAI to AI_INTENTION_ACTIVE
 | |
| 			setIntention(AI_INTENTION_ACTIVE);
 | |
| 		}
 | |
| 		
 | |
| 		// Check if the targeted object was the actor
 | |
| 		if (_actor == object)
 | |
| 		{
 | |
| 			// Cancel AI target
 | |
| 			setTarget(null);
 | |
| 			setAttackTarget(null);
 | |
| 			setCastTarget(null);
 | |
| 			
 | |
| 			// Stop an AI Follow Task
 | |
| 			stopFollow();
 | |
| 			
 | |
| 			// Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)
 | |
| 			clientStopMoving(null);
 | |
| 			
 | |
| 			// Set the Intention of this AbstractAI to AI_INTENTION_IDLE
 | |
| 			changeIntention(AI_INTENTION_IDLE, null, null);
 | |
| 		}
 | |
| 	}
 | |
| 	
 | |
| 	/**
 | |
| 	 * Launch actions corresponding to the Event Cancel.<br>
 | |
| 	 * <B><U> Actions</U> :</B>
 | |
| 	 * <ul>
 | |
| 	 * <li>Stop an AI Follow Task</li>
 | |
| 	 * <li>Launch actions corresponding to the Event Think</li>
 | |
| 	 * </ul>
 | |
| 	 */
 | |
| 	@Override
 | |
| 	protected void onEvtCancel()
 | |
| 	{
 | |
| 		_actor.abortCast();
 | |
| 		
 | |
| 		// Stop an AI Follow Task
 | |
| 		stopFollow();
 | |
| 		
 | |
| 		if (!AttackStanceTaskManager.getInstance().hasAttackStanceTask(_actor))
 | |
| 		{
 | |
| 			_actor.broadcastPacket(new AutoAttackStop(_actor.getObjectId()));
 | |
| 		}
 | |
| 		
 | |
| 		// Launch actions corresponding to the Event Think
 | |
| 		onEvtThink();
 | |
| 	}
 | |
| 	
 | |
| 	/**
 | |
| 	 * Launch actions corresponding to the Event Dead.<br>
 | |
| 	 * <B><U> Actions</U> :</B>
 | |
| 	 * <ul>
 | |
| 	 * <li>Stop an AI Follow Task</li>
 | |
| 	 * <li>Kill the actor client side by sending Server->Client packet AutoAttackStop, StopMove/StopRotation, Die (broadcast)</li>
 | |
| 	 * </ul>
 | |
| 	 */
 | |
| 	@Override
 | |
| 	protected void onEvtDead()
 | |
| 	{
 | |
| 		// Stop an AI Tasks
 | |
| 		stopAITask();
 | |
| 		
 | |
| 		// Kill the actor client side by sending Server->Client packet AutoAttackStop, StopMove/StopRotation, Die (broadcast)
 | |
| 		clientNotifyDead();
 | |
| 		
 | |
| 		if (!(_actor instanceof L2Playable))
 | |
| 		{
 | |
| 			_actor.setWalking();
 | |
| 		}
 | |
| 	}
 | |
| 	
 | |
| 	/**
 | |
| 	 * Launch actions corresponding to the Event Fake Death.<br>
 | |
| 	 * <B><U> Actions</U> :</B>
 | |
| 	 * <ul>
 | |
| 	 * <li>Stop an AI Follow Task</li>
 | |
| 	 * </ul>
 | |
| 	 */
 | |
| 	@Override
 | |
| 	protected void onEvtFakeDeath()
 | |
| 	{
 | |
| 		// Stop an AI Follow Task
 | |
| 		stopFollow();
 | |
| 		
 | |
| 		// Stop the actor movement and send Server->Client packet StopMove/StopRotation (broadcast)
 | |
| 		clientStopMoving(null);
 | |
| 		
 | |
| 		// Init AI
 | |
| 		_intention = AI_INTENTION_IDLE;
 | |
| 		setTarget(null);
 | |
| 		setCastTarget(null);
 | |
| 		setAttackTarget(null);
 | |
| 	}
 | |
| 	
 | |
| 	/**
 | |
| 	 * Do nothing.
 | |
| 	 */
 | |
| 	@Override
 | |
| 	protected void onEvtFinishCasting()
 | |
| 	{
 | |
| 		// do nothing
 | |
| 	}
 | |
| 	
 | |
| 	@Override
 | |
| 	protected void onEvtAfraid(L2Character effector, boolean start)
 | |
| 	{
 | |
| 		double radians = Math.toRadians(start ? Util.calculateAngleFrom(effector, _actor) : Util.convertHeadingToDegree(_actor.getHeading()));
 | |
| 		
 | |
| 		int posX = (int) (_actor.getX() + (FEAR_RANGE * Math.cos(radians)));
 | |
| 		int posY = (int) (_actor.getY() + (FEAR_RANGE * Math.sin(radians)));
 | |
| 		int posZ = _actor.getZ();
 | |
| 		
 | |
| 		if (!_actor.isPet())
 | |
| 		{
 | |
| 			_actor.setRunning();
 | |
| 		}
 | |
| 		
 | |
| 		// If pathfinding enabled the creature will go to the destination or it will go to the nearest obstacle.
 | |
| 		final Location destination;
 | |
| 		if (Config.PATHFINDING > 0)
 | |
| 		{
 | |
| 			destination = GeoData.getInstance().moveCheck(_actor.getX(), _actor.getY(), _actor.getZ(), posX, posY, posZ, _actor.getInstanceId());
 | |
| 		}
 | |
| 		else
 | |
| 		{
 | |
| 			destination = new Location(posX, posY, posZ);
 | |
| 		}
 | |
| 		setIntention(CtrlIntention.AI_INTENTION_MOVE_TO, destination);
 | |
| 	}
 | |
| 	
 | |
| 	protected boolean maybeMoveToPosition(ILocational worldPosition, int offset)
 | |
| 	{
 | |
| 		if (worldPosition == null)
 | |
| 		{
 | |
| 			_log.warning("maybeMoveToPosition: worldPosition == NULL!");
 | |
| 			return false;
 | |
| 		}
 | |
| 		
 | |
| 		if (offset < 0)
 | |
| 		{
 | |
| 			return false; // skill radius -1
 | |
| 		}
 | |
| 		
 | |
| 		if (!_actor.isInsideRadius(worldPosition, offset + _actor.getTemplate().getCollisionRadius(), false, false))
 | |
| 		{
 | |
| 			if (_actor.isMovementDisabled())
 | |
| 			{
 | |
| 				return true;
 | |
| 			}
 | |
| 			
 | |
| 			if (!_actor.isRunning() && !(this instanceof L2PlayerAI) && !(this instanceof L2SummonAI))
 | |
| 			{
 | |
| 				_actor.setRunning();
 | |
| 			}
 | |
| 			
 | |
| 			stopFollow();
 | |
| 			
 | |
| 			int x = _actor.getX();
 | |
| 			int y = _actor.getY();
 | |
| 			
 | |
| 			double dx = worldPosition.getX() - x;
 | |
| 			double dy = worldPosition.getY() - y;
 | |
| 			
 | |
| 			double dist = Math.sqrt((dx * dx) + (dy * dy));
 | |
| 			
 | |
| 			double sin = dy / dist;
 | |
| 			double cos = dx / dist;
 | |
| 			
 | |
| 			dist -= offset - 5;
 | |
| 			
 | |
| 			x += (int) (dist * cos);
 | |
| 			y += (int) (dist * sin);
 | |
| 			
 | |
| 			moveTo(x, y, worldPosition.getZ());
 | |
| 			return true;
 | |
| 		}
 | |
| 		
 | |
| 		if (getFollowTarget() != null)
 | |
| 		{
 | |
| 			stopFollow();
 | |
| 		}
 | |
| 		
 | |
| 		return false;
 | |
| 	}
 | |
| 	
 | |
| 	/**
 | |
| 	 * Manage the Move to Pawn action in function of the distance and of the Interact area.<br>
 | |
| 	 * <B><U> Actions</U> :</B>
 | |
| 	 * <ul>
 | |
| 	 * <li>Get the distance between the current position of the L2Character and the target (x,y)</li>
 | |
| 	 * <li>If the distance > offset+20, move the actor (by running) to Pawn server side AND client side by sending Server->Client packet MoveToPawn (broadcast)</li>
 | |
| 	 * <li>If the distance <= offset+20, Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)</li>
 | |
| 	 * </ul>
 | |
| 	 * <B><U> Example of use </U> :</B>
 | |
| 	 * <ul>
 | |
| 	 * <li>L2PLayerAI, L2SummonAI</li>
 | |
| 	 * </ul>
 | |
| 	 * @param target The targeted L2Object
 | |
| 	 * @param offset The Interact area radius
 | |
| 	 * @return True if a movement must be done
 | |
| 	 */
 | |
| 	protected boolean maybeMoveToPawn(L2Object target, int offset)
 | |
| 	{
 | |
| 		// Get the distance between the current position of the L2Character and the target (x,y)
 | |
| 		if (target == null)
 | |
| 		{
 | |
| 			_log.warning("maybeMoveToPawn: target == NULL!");
 | |
| 			return false;
 | |
| 		}
 | |
| 		if (offset < 0)
 | |
| 		{
 | |
| 			return false; // skill radius -1
 | |
| 		}
 | |
| 		
 | |
| 		offset += _actor.getTemplate().getCollisionRadius();
 | |
| 		if (target instanceof L2Character)
 | |
| 		{
 | |
| 			offset += ((L2Character) target).getTemplate().getCollisionRadius();
 | |
| 		}
 | |
| 		
 | |
| 		if (!_actor.isInsideRadius(target, offset, false, false))
 | |
| 		{
 | |
| 			// Caller should be L2Playable and thinkAttack/thinkCast/thinkInteract/thinkPickUp
 | |
| 			if (getFollowTarget() != null)
 | |
| 			{
 | |
| 				
 | |
| 				// allow larger hit range when the target is moving (check is run only once per second)
 | |
| 				if (!_actor.isInsideRadius(target, offset + 100, false, false))
 | |
| 				{
 | |
| 					return true;
 | |
| 				}
 | |
| 				stopFollow();
 | |
| 				return false;
 | |
| 			}
 | |
| 			
 | |
| 			if (_actor.isMovementDisabled())
 | |
| 			{
 | |
| 				// If player is trying attack target but he cannot move to attack target
 | |
| 				// change his intention to idle
 | |
| 				if (_actor.getAI().getIntention() == CtrlIntention.AI_INTENTION_ATTACK)
 | |
| 				{
 | |
| 					_actor.getAI().setIntention(CtrlIntention.AI_INTENTION_IDLE);
 | |
| 				}
 | |
| 				
 | |
| 				return true;
 | |
| 			}
 | |
| 			
 | |
| 			// while flying there is no move to cast
 | |
| 			if ((_actor.getAI().getIntention() == CtrlIntention.AI_INTENTION_CAST) && (_actor instanceof L2PcInstance) && _actor.isTransformed())
 | |
| 			{
 | |
| 				if (!_actor.getTransformation().isCombat())
 | |
| 				{
 | |
| 					_actor.sendPacket(SystemMessageId.THE_DISTANCE_IS_TOO_FAR_AND_SO_THE_CASTING_HAS_BEEN_STOPPED);
 | |
| 					_actor.sendPacket(ActionFailed.STATIC_PACKET);
 | |
| 					return true;
 | |
| 				}
 | |
| 			}
 | |
| 			
 | |
| 			// If not running, set the L2Character movement type to run and send Server->Client packet ChangeMoveType to all others L2PcInstance
 | |
| 			if (!_actor.isRunning() && !(this instanceof L2PlayerAI) && !(this instanceof L2SummonAI))
 | |
| 			{
 | |
| 				_actor.setRunning();
 | |
| 			}
 | |
| 			
 | |
| 			stopFollow();
 | |
| 			if ((target instanceof L2Character) && !(target instanceof L2DoorInstance))
 | |
| 			{
 | |
| 				if (((L2Character) target).isMoving())
 | |
| 				{
 | |
| 					offset -= 100;
 | |
| 				}
 | |
| 				if (offset < 5)
 | |
| 				{
 | |
| 					offset = 5;
 | |
| 				}
 | |
| 				
 | |
| 				startFollow((L2Character) target, offset);
 | |
| 			}
 | |
| 			else
 | |
| 			{
 | |
| 				// Move the actor to Pawn server side AND client side by sending Server->Client packet MoveToPawn (broadcast)
 | |
| 				moveToPawn(target, offset);
 | |
| 			}
 | |
| 			return true;
 | |
| 		}
 | |
| 		
 | |
| 		if (getFollowTarget() != null)
 | |
| 		{
 | |
| 			stopFollow();
 | |
| 		}
 | |
| 		
 | |
| 		// Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)
 | |
| 		// clientStopMoving(null);
 | |
| 		return false;
 | |
| 	}
 | |
| 	
 | |
| 	/**
 | |
| 	 * Modify current Intention and actions if the target is lost or dead.<br>
 | |
| 	 * <B><U> Actions</U> : <I>If the target is lost or dead</I></B>
 | |
| 	 * <ul>
 | |
| 	 * <li>Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)</li>
 | |
| 	 * <li>Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)</li>
 | |
| 	 * <li>Set the Intention of this AbstractAI to AI_INTENTION_ACTIVE</li>
 | |
| 	 * </ul>
 | |
| 	 * <B><U> Example of use </U> :</B>
 | |
| 	 * <ul>
 | |
| 	 * <li>L2PLayerAI, L2SummonAI</li>
 | |
| 	 * </ul>
 | |
| 	 * @param target The targeted L2Object
 | |
| 	 * @return True if the target is lost or dead (false if fakedeath)
 | |
| 	 */
 | |
| 	protected boolean checkTargetLostOrDead(L2Character target)
 | |
| 	{
 | |
| 		if ((target == null) || target.isAlikeDead())
 | |
| 		{
 | |
| 			// check if player is fakedeath
 | |
| 			if ((target instanceof L2PcInstance) && ((L2PcInstance) target).isFakeDeath())
 | |
| 			{
 | |
| 				target.stopFakeDeath(true);
 | |
| 				return false;
 | |
| 			}
 | |
| 			
 | |
| 			// Set the Intention of this AbstractAI to AI_INTENTION_ACTIVE
 | |
| 			setIntention(AI_INTENTION_ACTIVE);
 | |
| 			return true;
 | |
| 		}
 | |
| 		return false;
 | |
| 	}
 | |
| 	
 | |
| 	/**
 | |
| 	 * Modify current Intention and actions if the target is lost.<br>
 | |
| 	 * <B><U> Actions</U> : <I>If the target is lost</I></B>
 | |
| 	 * <ul>
 | |
| 	 * <li>Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)</li>
 | |
| 	 * <li>Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)</li>
 | |
| 	 * <li>Set the Intention of this AbstractAI to AI_INTENTION_ACTIVE</li>
 | |
| 	 * </ul>
 | |
| 	 * <B><U> Example of use </U> :</B>
 | |
| 	 * <ul>
 | |
| 	 * <li>L2PLayerAI, L2SummonAI</li>
 | |
| 	 * </ul>
 | |
| 	 * @param target The targeted L2Object
 | |
| 	 * @return True if the target is lost
 | |
| 	 */
 | |
| 	protected boolean checkTargetLost(L2Object target)
 | |
| 	{
 | |
| 		// check if player is fakedeath
 | |
| 		if (target instanceof L2PcInstance)
 | |
| 		{
 | |
| 			L2PcInstance target2 = (L2PcInstance) target; // convert object to chara
 | |
| 			
 | |
| 			if (target2.isFakeDeath())
 | |
| 			{
 | |
| 				target2.stopFakeDeath(true);
 | |
| 				return false;
 | |
| 			}
 | |
| 		}
 | |
| 		if (target == null)
 | |
| 		{
 | |
| 			// Set the Intention of this AbstractAI to AI_INTENTION_ACTIVE
 | |
| 			setIntention(AI_INTENTION_ACTIVE);
 | |
| 			return true;
 | |
| 		}
 | |
| 		if ((_actor != null) && (_skill != null) && _skill.isBad() && (_skill.getAffectRange() > 0) && !GeoData.getInstance().canSeeTarget(_actor, target))
 | |
| 		{
 | |
| 			setIntention(AI_INTENTION_ACTIVE);
 | |
| 			return true;
 | |
| 		}
 | |
| 		return false;
 | |
| 	}
 | |
| 	
 | |
| 	protected class SelfAnalysis
 | |
| 	{
 | |
| 		public boolean isMage = false;
 | |
| 		public boolean isBalanced;
 | |
| 		public boolean isArcher = false;
 | |
| 		public boolean isHealer = false;
 | |
| 		public boolean isFighter = false;
 | |
| 		public boolean cannotMoveOnLand = false;
 | |
| 		public List<Skill> generalSkills = new ArrayList<>();
 | |
| 		public List<Skill> buffSkills = new ArrayList<>();
 | |
| 		public int lastBuffTick = 0;
 | |
| 		public List<Skill> debuffSkills = new ArrayList<>();
 | |
| 		public int lastDebuffTick = 0;
 | |
| 		public List<Skill> cancelSkills = new ArrayList<>();
 | |
| 		public List<Skill> healSkills = new ArrayList<>();
 | |
| 		// public List<L2Skill> trickSkills = new ArrayList<>();
 | |
| 		public List<Skill> generalDisablers = new ArrayList<>();
 | |
| 		public List<Skill> sleepSkills = new ArrayList<>();
 | |
| 		public List<Skill> rootSkills = new ArrayList<>();
 | |
| 		public List<Skill> muteSkills = new ArrayList<>();
 | |
| 		public List<Skill> resurrectSkills = new ArrayList<>();
 | |
| 		public boolean hasHealOrResurrect = false;
 | |
| 		public boolean hasLongRangeSkills = false;
 | |
| 		public boolean hasLongRangeDamageSkills = false;
 | |
| 		public int maxCastRange = 0;
 | |
| 		
 | |
| 		public SelfAnalysis()
 | |
| 		{
 | |
| 		}
 | |
| 		
 | |
| 		public void init()
 | |
| 		{
 | |
| 			switch (((L2NpcTemplate) _actor.getTemplate()).getAIType())
 | |
| 			{
 | |
| 				case FIGHTER:
 | |
| 					isFighter = true;
 | |
| 					break;
 | |
| 				case MAGE:
 | |
| 					isMage = true;
 | |
| 					break;
 | |
| 				case CORPSE:
 | |
| 				case BALANCED:
 | |
| 					isBalanced = true;
 | |
| 					break;
 | |
| 				case ARCHER:
 | |
| 					isArcher = true;
 | |
| 					break;
 | |
| 				case HEALER:
 | |
| 					isHealer = true;
 | |
| 					break;
 | |
| 				default:
 | |
| 					isFighter = true;
 | |
| 					break;
 | |
| 			}
 | |
| 			// water movement analysis
 | |
| 			if (_actor.isNpc())
 | |
| 			{
 | |
| 				switch (_actor.getId())
 | |
| 				{
 | |
| 					case 20314: // great white shark
 | |
| 					case 20849: // Light Worm
 | |
| 						cannotMoveOnLand = true;
 | |
| 						break;
 | |
| 					default:
 | |
| 						cannotMoveOnLand = false;
 | |
| 						break;
 | |
| 				}
 | |
| 			}
 | |
| 			// skill analysis
 | |
| 			for (Skill sk : _actor.getAllSkills())
 | |
| 			{
 | |
| 				if (sk.isPassive())
 | |
| 				{
 | |
| 					continue;
 | |
| 				}
 | |
| 				int castRange = sk.getCastRange();
 | |
| 				boolean hasLongRangeDamageSkill = false;
 | |
| 				
 | |
| 				if (sk.isContinuous())
 | |
| 				{
 | |
| 					if (!sk.isDebuff())
 | |
| 					{
 | |
| 						buffSkills.add(sk);
 | |
| 					}
 | |
| 					else
 | |
| 					{
 | |
| 						debuffSkills.add(sk);
 | |
| 					}
 | |
| 					continue;
 | |
| 				}
 | |
| 				
 | |
| 				if (sk.hasEffectType(L2EffectType.DISPEL, L2EffectType.DISPEL_BY_SLOT))
 | |
| 				{
 | |
| 					cancelSkills.add(sk);
 | |
| 				}
 | |
| 				else if (sk.hasEffectType(L2EffectType.HEAL))
 | |
| 				{
 | |
| 					healSkills.add(sk);
 | |
| 					hasHealOrResurrect = true;
 | |
| 				}
 | |
| 				else if (sk.hasEffectType(L2EffectType.SLEEP))
 | |
| 				{
 | |
| 					sleepSkills.add(sk);
 | |
| 				}
 | |
| 				else if (sk.hasEffectType(L2EffectType.STUN, L2EffectType.PARALYZE))
 | |
| 				{
 | |
| 					// hardcoding petrification until improvements are made to
 | |
| 					// EffectTemplate... petrification is totally different for
 | |
| 					// AI than paralyze
 | |
| 					switch (sk.getId())
 | |
| 					{
 | |
| 						case 367:
 | |
| 						case 4111:
 | |
| 						case 4383:
 | |
| 						case 4616:
 | |
| 						case 4578:
 | |
| 							sleepSkills.add(sk);
 | |
| 							break;
 | |
| 						default:
 | |
| 							generalDisablers.add(sk);
 | |
| 							break;
 | |
| 					}
 | |
| 				}
 | |
| 				else if (sk.hasEffectType(L2EffectType.ROOT))
 | |
| 				{
 | |
| 					rootSkills.add(sk);
 | |
| 				}
 | |
| 				else if (sk.hasEffectType(L2EffectType.FEAR))
 | |
| 				{
 | |
| 					debuffSkills.add(sk);
 | |
| 				}
 | |
| 				else if (sk.hasEffectType(L2EffectType.MUTE))
 | |
| 				{
 | |
| 					muteSkills.add(sk);
 | |
| 				}
 | |
| 				else if (sk.hasEffectType(L2EffectType.RESURRECTION))
 | |
| 				{
 | |
| 					resurrectSkills.add(sk);
 | |
| 					hasHealOrResurrect = true;
 | |
| 				}
 | |
| 				else
 | |
| 				{
 | |
| 					generalSkills.add(sk);
 | |
| 					hasLongRangeDamageSkill = true;
 | |
| 				}
 | |
| 				
 | |
| 				if (castRange > 70)
 | |
| 				{
 | |
| 					hasLongRangeSkills = true;
 | |
| 					if (hasLongRangeDamageSkill)
 | |
| 					{
 | |
| 						hasLongRangeDamageSkills = true;
 | |
| 					}
 | |
| 				}
 | |
| 				if (castRange > maxCastRange)
 | |
| 				{
 | |
| 					maxCastRange = castRange;
 | |
| 				}
 | |
| 				
 | |
| 			}
 | |
| 			// Because of missing skills, some mages/balanced cannot play like mages
 | |
| 			if (!hasLongRangeDamageSkills && isMage)
 | |
| 			{
 | |
| 				isBalanced = true;
 | |
| 				isMage = false;
 | |
| 				isFighter = false;
 | |
| 			}
 | |
| 			if (!hasLongRangeSkills && (isMage || isBalanced))
 | |
| 			{
 | |
| 				isBalanced = false;
 | |
| 				isMage = false;
 | |
| 				isFighter = true;
 | |
| 			}
 | |
| 			if (generalSkills.isEmpty() && isMage)
 | |
| 			{
 | |
| 				isBalanced = true;
 | |
| 				isMage = false;
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| 	
 | |
| 	protected class TargetAnalysis
 | |
| 	{
 | |
| 		public L2Character character;
 | |
| 		public boolean isMage;
 | |
| 		public boolean isBalanced;
 | |
| 		public boolean isArcher;
 | |
| 		public boolean isFighter;
 | |
| 		public boolean isCanceled;
 | |
| 		public boolean isSlower;
 | |
| 		public boolean isMagicResistant;
 | |
| 		
 | |
| 		public TargetAnalysis()
 | |
| 		{
 | |
| 		}
 | |
| 		
 | |
| 		public void update(L2Character target)
 | |
| 		{
 | |
| 			// update status once in 4 seconds
 | |
| 			if ((target == character) && (Rnd.nextInt(100) > 25))
 | |
| 			{
 | |
| 				return;
 | |
| 			}
 | |
| 			character = target;
 | |
| 			if (target == null)
 | |
| 			{
 | |
| 				return;
 | |
| 			}
 | |
| 			isMage = false;
 | |
| 			isBalanced = false;
 | |
| 			isArcher = false;
 | |
| 			isFighter = false;
 | |
| 			isCanceled = false;
 | |
| 			
 | |
| 			if (target.getMAtk(null, null) > (1.5 * target.getPAtk(null)))
 | |
| 			{
 | |
| 				isMage = true;
 | |
| 			}
 | |
| 			else if (((target.getPAtk(null) * 0.8) < target.getMAtk(null, null)) || ((target.getMAtk(null, null) * 0.8) > target.getPAtk(null)))
 | |
| 			{
 | |
| 				isBalanced = true;
 | |
| 			}
 | |
| 			else
 | |
| 			{
 | |
| 				L2Weapon weapon = target.getActiveWeaponItem();
 | |
| 				if ((weapon != null) && ((weapon.getItemType() == WeaponType.BOW) || (weapon.getItemType() == WeaponType.CROSSBOW)))
 | |
| 				{
 | |
| 					isArcher = true;
 | |
| 				}
 | |
| 				else
 | |
| 				{
 | |
| 					isFighter = true;
 | |
| 				}
 | |
| 			}
 | |
| 			if (target.getRunSpeed() < (_actor.getRunSpeed() - 3))
 | |
| 			{
 | |
| 				isSlower = true;
 | |
| 			}
 | |
| 			else
 | |
| 			{
 | |
| 				isSlower = false;
 | |
| 			}
 | |
| 			if ((target.getMDef(null, null) * 1.2) > _actor.getMAtk(null, null))
 | |
| 			{
 | |
| 				isMagicResistant = true;
 | |
| 			}
 | |
| 			else
 | |
| 			{
 | |
| 				isMagicResistant = false;
 | |
| 			}
 | |
| 			if (target.getBuffCount() < 4)
 | |
| 			{
 | |
| 				isCanceled = true;
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| 	
 | |
| 	public boolean canAura(Skill sk)
 | |
| 	{
 | |
| 		if ((sk.getTargetType() == L2TargetType.AURA) || (sk.getTargetType() == L2TargetType.BEHIND_AURA) || (sk.getTargetType() == L2TargetType.FRONT_AURA) || (sk.getTargetType() == L2TargetType.AURA_CORPSE_MOB))
 | |
| 		{
 | |
| 			for (L2Object target : _actor.getKnownList().getKnownCharactersInRadius(sk.getAffectRange()))
 | |
| 			{
 | |
| 				if (target == getAttackTarget())
 | |
| 				{
 | |
| 					return true;
 | |
| 				}
 | |
| 			}
 | |
| 		}
 | |
| 		return false;
 | |
| 	}
 | |
| 	
 | |
| 	public boolean canAOE(Skill sk)
 | |
| 	{
 | |
| 		if (sk.hasEffectType(L2EffectType.DISPEL, L2EffectType.DISPEL_BY_SLOT))
 | |
| 		{
 | |
| 			if ((sk.getTargetType() == L2TargetType.AURA) || (sk.getTargetType() == L2TargetType.BEHIND_AURA) || (sk.getTargetType() == L2TargetType.FRONT_AURA) || (sk.getTargetType() == L2TargetType.AURA_CORPSE_MOB))
 | |
| 			{
 | |
| 				boolean cancast = true;
 | |
| 				for (L2Character target : _actor.getKnownList().getKnownCharactersInRadius(sk.getAffectRange()))
 | |
| 				{
 | |
| 					if (!GeoData.getInstance().canSeeTarget(_actor, target))
 | |
| 					{
 | |
| 						continue;
 | |
| 					}
 | |
| 					if (target instanceof L2Attackable)
 | |
| 					{
 | |
| 						L2Npc actors = ((L2Npc) _actor);
 | |
| 						
 | |
| 						if (!actors.isChaos())
 | |
| 						{
 | |
| 							continue;
 | |
| 						}
 | |
| 					}
 | |
| 					
 | |
| 					if (target.isAffectedBySkill(sk.getId()))
 | |
| 					{
 | |
| 						cancast = false;
 | |
| 					}
 | |
| 				}
 | |
| 				if (cancast)
 | |
| 				{
 | |
| 					return true;
 | |
| 				}
 | |
| 			}
 | |
| 			else if ((sk.getTargetType() == L2TargetType.AREA) || (sk.getTargetType() == L2TargetType.BEHIND_AREA) || (sk.getTargetType() == L2TargetType.FRONT_AREA))
 | |
| 			{
 | |
| 				boolean cancast = true;
 | |
| 				for (L2Character target : getAttackTarget().getKnownList().getKnownCharactersInRadius(sk.getAffectRange()))
 | |
| 				{
 | |
| 					if (!GeoData.getInstance().canSeeTarget(_actor, target) || (target == null))
 | |
| 					{
 | |
| 						continue;
 | |
| 					}
 | |
| 					if (target instanceof L2Attackable)
 | |
| 					{
 | |
| 						L2Npc actors = ((L2Npc) _actor);
 | |
| 						
 | |
| 						if (!actors.isChaos())
 | |
| 						{
 | |
| 							continue;
 | |
| 						}
 | |
| 					}
 | |
| 					
 | |
| 					if (!target.getEffectList().isEmpty())
 | |
| 					{
 | |
| 						cancast = true;
 | |
| 					}
 | |
| 				}
 | |
| 				if (cancast)
 | |
| 				{
 | |
| 					return true;
 | |
| 				}
 | |
| 			}
 | |
| 		}
 | |
| 		else
 | |
| 		{
 | |
| 			if ((sk.getTargetType() == L2TargetType.AURA) || (sk.getTargetType() == L2TargetType.BEHIND_AURA) || (sk.getTargetType() == L2TargetType.FRONT_AURA) || (sk.getTargetType() == L2TargetType.AURA_CORPSE_MOB))
 | |
| 			{
 | |
| 				boolean cancast = false;
 | |
| 				for (L2Character target : _actor.getKnownList().getKnownCharactersInRadius(sk.getAffectRange()))
 | |
| 				{
 | |
| 					if (!GeoData.getInstance().canSeeTarget(_actor, target))
 | |
| 					{
 | |
| 						continue;
 | |
| 					}
 | |
| 					if (target instanceof L2Attackable)
 | |
| 					{
 | |
| 						L2Npc actors = ((L2Npc) _actor);
 | |
| 						
 | |
| 						if (!actors.isChaos())
 | |
| 						{
 | |
| 							continue;
 | |
| 						}
 | |
| 					}
 | |
| 					
 | |
| 					if (!target.getEffectList().isEmpty())
 | |
| 					{
 | |
| 						cancast = true;
 | |
| 					}
 | |
| 				}
 | |
| 				if (cancast)
 | |
| 				{
 | |
| 					return true;
 | |
| 				}
 | |
| 			}
 | |
| 			else if ((sk.getTargetType() == L2TargetType.AREA) || (sk.getTargetType() == L2TargetType.BEHIND_AREA) || (sk.getTargetType() == L2TargetType.FRONT_AREA))
 | |
| 			{
 | |
| 				boolean cancast = true;
 | |
| 				for (L2Character target : getAttackTarget().getKnownList().getKnownCharactersInRadius(sk.getAffectRange()))
 | |
| 				{
 | |
| 					if (!GeoData.getInstance().canSeeTarget(_actor, target))
 | |
| 					{
 | |
| 						continue;
 | |
| 					}
 | |
| 					
 | |
| 					if (target instanceof L2Attackable)
 | |
| 					{
 | |
| 						L2Npc actors = ((L2Npc) _actor);
 | |
| 						if (!actors.isChaos())
 | |
| 						{
 | |
| 							continue;
 | |
| 						}
 | |
| 					}
 | |
| 					
 | |
| 					if (target.isAffectedBySkill(sk.getId()))
 | |
| 					{
 | |
| 						cancast = false;
 | |
| 					}
 | |
| 				}
 | |
| 				if (cancast)
 | |
| 				{
 | |
| 					return true;
 | |
| 				}
 | |
| 			}
 | |
| 		}
 | |
| 		return false;
 | |
| 	}
 | |
| 	
 | |
| 	public boolean canParty(Skill sk)
 | |
| 	{
 | |
| 		if (isParty(sk))
 | |
| 		{
 | |
| 			int count = 0;
 | |
| 			int ccount = 0;
 | |
| 			for (L2Character target : _actor.getKnownList().getKnownCharactersInRadius(sk.getAffectRange()))
 | |
| 			{
 | |
| 				if (!(target instanceof L2Attackable) || !GeoData.getInstance().canSeeTarget(_actor, target))
 | |
| 				{
 | |
| 					continue;
 | |
| 				}
 | |
| 				L2Npc targets = ((L2Npc) target);
 | |
| 				L2Npc actors = ((L2Npc) _actor);
 | |
| 				if (targets.isInMyClan(actors))
 | |
| 				{
 | |
| 					count++;
 | |
| 					if (target.isAffectedBySkill(sk.getId()))
 | |
| 					{
 | |
| 						ccount++;
 | |
| 					}
 | |
| 				}
 | |
| 			}
 | |
| 			if (ccount < count)
 | |
| 			{
 | |
| 				return true;
 | |
| 			}
 | |
| 		}
 | |
| 		return false;
 | |
| 	}
 | |
| 	
 | |
| 	public boolean isParty(Skill sk)
 | |
| 	{
 | |
| 		return (sk.getTargetType() == L2TargetType.PARTY);
 | |
| 	}
 | |
| }
 | 
