365 lines
		
	
	
		
			9.9 KiB
		
	
	
	
		
			Java
		
	
	
	
	
	
			
		
		
	
	
			365 lines
		
	
	
		
			9.9 KiB
		
	
	
	
		
			Java
		
	
	
	
	
	
| /*
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|  * Copyright (C) 2004-2015 L2J Server
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|  * 
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|  * This file is part of L2J Server.
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|  * 
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|  * L2J Server is free software: you can redistribute it and/or modify
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|  * it under the terms of the GNU General Public License as published by
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|  * the Free Software Foundation, either version 3 of the License, or
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|  * (at your option) any later version.
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|  * 
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|  * L2J Server is distributed in the hope that it will be useful,
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|  * but WITHOUT ANY WARRANTY; without even the implied warranty of
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|  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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|  * General Public License for more details.
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|  * 
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|  * You should have received a copy of the GNU General Public License
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|  * along with this program. If not, see <http://www.gnu.org/licenses/>.
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|  */
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| package com.l2jserver.gameserver.ai;
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| 
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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_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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| 
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| import com.l2jserver.gameserver.enums.DuelState;
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| import com.l2jserver.gameserver.model.L2Object;
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| import com.l2jserver.gameserver.model.Location;
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| import com.l2jserver.gameserver.model.actor.L2Character;
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| import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
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| import com.l2jserver.gameserver.model.actor.instance.L2StaticObjectInstance;
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| import com.l2jserver.gameserver.model.skills.Skill;
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| import com.l2jserver.gameserver.model.skills.targets.L2TargetType;
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| import com.l2jserver.gameserver.network.SystemMessageId;
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| import com.l2jserver.gameserver.network.serverpackets.SystemMessage;
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| 
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| public class L2PlayerAI extends L2PlayableAI
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| {
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| 	private boolean _thinking; // to prevent recursive thinking
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| 	
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| 	private IntentionCommand _nextIntention = null;
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| 	
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| 	public L2PlayerAI(L2PcInstance creature)
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| 	{
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| 		super(creature);
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| 	}
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| 	
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| 	void saveNextIntention(CtrlIntention intention, Object arg0, Object arg1)
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| 	{
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| 		_nextIntention = new IntentionCommand(intention, arg0, arg1);
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| 	}
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| 	
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| 	@Override
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| 	public IntentionCommand getNextIntention()
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| 	{
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| 		return _nextIntention;
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| 	}
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| 	
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| 	/**
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| 	 * Saves the current Intention for this L2PlayerAI if necessary and calls changeIntention in AbstractAI.
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| 	 * @param intention The new Intention to set to the AI
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| 	 * @param arg0 The first parameter of the Intention
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| 	 * @param arg1 The second parameter of the Intention
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| 	 */
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| 	@Override
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| 	protected synchronized void changeIntention(CtrlIntention intention, Object arg0, Object arg1)
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| 	{
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| 		// Forget next if it's not cast or it's cast and skill is toggle.
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| 		if ((intention != AI_INTENTION_CAST) || ((arg0 != null) && !((Skill) arg0).isToggle()))
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| 		{
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| 			_nextIntention = null;
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| 			super.changeIntention(intention, arg0, arg1);
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| 			return;
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| 		}
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| 		
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| 		// do nothing if next intention is same as current one.
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| 		if ((intention == _intention) && (arg0 == _intentionArg0) && (arg1 == _intentionArg1))
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| 		{
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| 			super.changeIntention(intention, arg0, arg1);
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| 			return;
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| 		}
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| 		
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| 		// save current intention so it can be used after cast
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| 		saveNextIntention(_intention, _intentionArg0, _intentionArg1);
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| 		super.changeIntention(intention, arg0, arg1);
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| 	}
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| 	
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| 	/**
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| 	 * Launch actions corresponding to the Event ReadyToAct.<br>
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| 	 * <B><U> Actions</U> :</B>
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| 	 * <ul>
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| 	 * <li>Launch actions corresponding to the Event Think</li>
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| 	 * </ul>
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| 	 */
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| 	@Override
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| 	protected void onEvtReadyToAct()
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| 	{
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| 		// Launch actions corresponding to the Event Think
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| 		if (_nextIntention != null)
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| 		{
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| 			setIntention(_nextIntention._crtlIntention, _nextIntention._arg0, _nextIntention._arg1);
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| 			_nextIntention = null;
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| 		}
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| 		super.onEvtReadyToAct();
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| 	}
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| 	
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| 	/**
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| 	 * Launch actions corresponding to the Event Cancel.<br>
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| 	 * <B><U> Actions</U> :</B>
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| 	 * <ul>
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| 	 * <li>Stop an AI Follow Task</li>
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| 	 * <li>Launch actions corresponding to the Event Think</li>
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| 	 * </ul>
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| 	 */
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| 	@Override
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| 	protected void onEvtCancel()
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| 	{
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| 		_nextIntention = null;
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| 		super.onEvtCancel();
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| 	}
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| 	
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| 	/**
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| 	 * Finalize the casting of a skill. This method overrides L2CharacterAI method.<br>
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| 	 * <B>What it does:</B><br>
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| 	 * Check if actual intention is set to CAST and, if so, retrieves latest intention before the actual CAST and set it as the current intention for the player.
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| 	 */
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| 	@Override
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| 	protected void onEvtFinishCasting()
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| 	{
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| 		if (getIntention() == AI_INTENTION_CAST)
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| 		{
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| 			// run interrupted or next intention
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| 			
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| 			IntentionCommand nextIntention = _nextIntention;
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| 			if (nextIntention != null)
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| 			{
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| 				if (nextIntention._crtlIntention != AI_INTENTION_CAST) // previous state shouldn't be casting
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| 				{
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| 					setIntention(nextIntention._crtlIntention, nextIntention._arg0, nextIntention._arg1);
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| 				}
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| 				else
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| 				{
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| 					setIntention(AI_INTENTION_IDLE);
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| 				}
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| 			}
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| 			else
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| 			{
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| 				// set intention to idle if skill doesn't change intention.
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| 				setIntention(AI_INTENTION_IDLE);
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| 			}
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| 		}
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| 	}
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| 	
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| 	@Override
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| 	protected void onIntentionRest()
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| 	{
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| 		if (getIntention() != AI_INTENTION_REST)
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| 		{
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| 			changeIntention(AI_INTENTION_REST, null, null);
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| 			setTarget(null);
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| 			if (getAttackTarget() != null)
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| 			{
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| 				setAttackTarget(null);
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| 			}
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| 			clientStopMoving(null);
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| 		}
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| 	}
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| 	
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| 	@Override
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| 	protected void onIntentionActive()
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| 	{
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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 Move To Intention : Stop current Attack and Launch a Move to Location Task.<br>
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| 	 * <B><U> Actions</U> : </B>
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| 	 * <ul>
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| 	 * <li>Stop the actor auto-attack server side AND client side by sending Server->Client packet AutoAttackStop (broadcast)</li>
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| 	 * <li>Set the Intention of this AI to AI_INTENTION_MOVE_TO</li>
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| 	 * <li>Move the actor to Location (x,y,z) server side AND client side by sending Server->Client packet CharMoveToLocation (broadcast)</li>
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| 	 * </ul>
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| 	 */
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| 	@Override
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| 	protected void onIntentionMoveTo(Location loc)
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| 	{
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| 		if (getIntention() == AI_INTENTION_REST)
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| 		{
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| 			// Cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor
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| 			clientActionFailed();
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| 			return;
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| 		}
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| 		if (_actor.getActingPlayer().getDuelState() == DuelState.DEAD)
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| 		{
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| 			clientActionFailed();
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| 			_actor.getActingPlayer().sendPacket(SystemMessage.getSystemMessage(SystemMessageId.YOU_CANNOT_MOVE_WHILE_FROZEN_PLEASE_WAIT));
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| 			return;
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| 		}
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| 		if (_actor.isAllSkillsDisabled() || _actor.isCastingNow() || _actor.isAttackingNow())
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| 		{
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| 			clientActionFailed();
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| 			saveNextIntention(AI_INTENTION_MOVE_TO, loc, null);
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| 			return;
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| 		}
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| 		
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| 		// Set the Intention of this AbstractAI to AI_INTENTION_MOVE_TO
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| 		changeIntention(AI_INTENTION_MOVE_TO, loc, null);
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| 		
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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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| 		// Abort the attack of the L2Character and send Server->Client ActionFailed packet
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| 		_actor.abortAttack();
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| 		
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| 		// Move the actor to Location (x,y,z) server side AND client side by sending Server->Client packet CharMoveToLocation (broadcast)
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| 		moveTo(loc.getX(), loc.getY(), loc.getZ());
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| 	}
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| 	
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| 	@Override
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| 	protected void clientNotifyDead()
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| 	{
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| 		_clientMovingToPawnOffset = 0;
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| 		_clientMoving = false;
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| 		
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| 		super.clientNotifyDead();
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| 	}
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| 	
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| 	private void thinkAttack()
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| 	{
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| 		L2Character target = getAttackTarget();
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| 		if (target == null)
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| 		{
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| 			return;
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| 		}
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| 		if (checkTargetLostOrDead(target))
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| 		{
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| 			// Notify the target
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| 			setAttackTarget(null);
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| 			return;
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| 		}
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| 		if (maybeMoveToPawn(target, _actor.getPhysicalAttackRange()))
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| 		{
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| 			return;
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| 		}
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| 		
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| 		_actor.doAttack(target);
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| 	}
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| 	
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| 	private void thinkCast()
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| 	{
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| 		L2Character target = getCastTarget();
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| 		if ((_skill.getTargetType() == L2TargetType.GROUND) && (_actor instanceof L2PcInstance))
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| 		{
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| 			if (maybeMoveToPosition(((L2PcInstance) _actor).getCurrentSkillWorldPosition(), _actor.getMagicalAttackRange(_skill)))
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| 			{
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| 				_actor.setIsCastingNow(false);
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| 				return;
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| 			}
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| 		}
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| 		else
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| 		{
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| 			if (checkTargetLost(target))
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| 			{
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| 				if (_skill.isBad() && (getAttackTarget() != null))
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| 				{
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| 					// Notify the target
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| 					setCastTarget(null);
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| 				}
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| 				_actor.setIsCastingNow(false);
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| 				return;
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| 			}
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| 			if ((target != null) && maybeMoveToPawn(target, _actor.getMagicalAttackRange(_skill)))
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| 			{
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| 				_actor.setIsCastingNow(false);
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| 				return;
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| 			}
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| 		}
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| 		
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| 		if ((_skill.getHitTime() > 50) && !_skill.isSimultaneousCast())
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| 		{
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| 			clientStopMoving(null);
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| 		}
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| 		
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| 		_actor.doCast(_skill);
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| 	}
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| 	
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| 	private void thinkPickUp()
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| 	{
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| 		if (_actor.isAllSkillsDisabled() || _actor.isCastingNow())
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| 		{
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| 			return;
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| 		}
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| 		L2Object target = getTarget();
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| 		if (checkTargetLost(target))
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| 		{
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| 			return;
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| 		}
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| 		if (maybeMoveToPawn(target, 36))
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| 		{
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| 			return;
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| 		}
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| 		setIntention(AI_INTENTION_IDLE);
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| 		_actor.getActingPlayer().doPickupItem(target);
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| 	}
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| 	
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| 	private void thinkInteract()
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| 	{
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| 		if (_actor.isAllSkillsDisabled() || _actor.isCastingNow())
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| 		{
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| 			return;
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| 		}
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| 		L2Object target = getTarget();
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| 		if (checkTargetLost(target))
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| 		{
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| 			return;
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| 		}
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| 		if (maybeMoveToPawn(target, 36))
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| 		{
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| 			return;
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| 		}
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| 		if (!(target instanceof L2StaticObjectInstance))
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| 		{
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| 			_actor.getActingPlayer().doInteract((L2Character) target);
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| 		}
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| 		setIntention(AI_INTENTION_IDLE);
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| 	}
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| 	
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| 	@Override
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| 	protected void onEvtThink()
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| 	{
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| 		if (_thinking && (getIntention() != AI_INTENTION_CAST))
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| 		{
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| 			return;
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| 		}
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| 		
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| 		_thinking = true;
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| 		try
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| 		{
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| 			if (getIntention() == AI_INTENTION_ATTACK)
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| 			{
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| 				thinkAttack();
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| 			}
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| 			else if (getIntention() == AI_INTENTION_CAST)
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| 			{
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| 				thinkCast();
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| 			}
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| 			else if (getIntention() == AI_INTENTION_PICK_UP)
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| 			{
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| 				thinkPickUp();
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| 			}
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| 			else if (getIntention() == AI_INTENTION_INTERACT)
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| 			{
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| 				thinkInteract();
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| 			}
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| 		}
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| 		finally
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| 		{
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| 			_thinking = false;
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| 		}
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| 	}
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| }
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