934 lines
		
	
	
		
			28 KiB
		
	
	
	
		
			Java
		
	
	
	
	
	
			
		
		
	
	
			934 lines
		
	
	
		
			28 KiB
		
	
	
	
		
			Java
		
	
	
	
	
	
| /*
 | |
|  * Copyright (C) 2004-2015 L2J Server
 | |
|  * 
 | |
|  * This file is part of L2J Server.
 | |
|  * 
 | |
|  * L2J Server is free software: you can redistribute it and/or modify
 | |
|  * it under the terms of the GNU General Public License as published by
 | |
|  * the Free Software Foundation, either version 3 of the License, or
 | |
|  * (at your option) any later version.
 | |
|  * 
 | |
|  * L2J Server is distributed in the hope that it will be useful,
 | |
|  * but WITHOUT ANY WARRANTY; without even the implied warranty of
 | |
|  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
 | |
|  * General Public License for more details.
 | |
|  * 
 | |
|  * You should have received a copy of the GNU General Public License
 | |
|  * along with this program. If not, see <http://www.gnu.org/licenses/>.
 | |
|  */
 | |
| package com.l2jserver.gameserver.ai;
 | |
| 
 | |
| import static com.l2jserver.gameserver.ai.CtrlIntention.AI_INTENTION_ACTIVE;
 | |
| import static com.l2jserver.gameserver.ai.CtrlIntention.AI_INTENTION_ATTACK;
 | |
| import static com.l2jserver.gameserver.ai.CtrlIntention.AI_INTENTION_IDLE;
 | |
| 
 | |
| import java.util.Collection;
 | |
| import java.util.concurrent.Future;
 | |
| 
 | |
| import com.l2jserver.Config;
 | |
| import com.l2jserver.gameserver.GameTimeController;
 | |
| import com.l2jserver.gameserver.GeoData;
 | |
| import com.l2jserver.gameserver.ThreadPoolManager;
 | |
| import com.l2jserver.gameserver.model.L2Object;
 | |
| import com.l2jserver.gameserver.model.actor.L2Attackable;
 | |
| import com.l2jserver.gameserver.model.actor.L2Character;
 | |
| import com.l2jserver.gameserver.model.actor.L2Npc;
 | |
| import com.l2jserver.gameserver.model.actor.L2Playable;
 | |
| import com.l2jserver.gameserver.model.actor.L2Summon;
 | |
| import com.l2jserver.gameserver.model.actor.instance.L2DefenderInstance;
 | |
| import com.l2jserver.gameserver.model.actor.instance.L2DoorInstance;
 | |
| import com.l2jserver.gameserver.model.actor.instance.L2NpcInstance;
 | |
| import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
 | |
| import com.l2jserver.gameserver.model.effects.L2EffectType;
 | |
| import com.l2jserver.gameserver.model.skills.Skill;
 | |
| import com.l2jserver.gameserver.util.Util;
 | |
| import com.l2jserver.util.Rnd;
 | |
| 
 | |
| /**
 | |
|  * This class manages AI of L2Attackable.
 | |
|  */
 | |
| public class L2SiegeGuardAI extends L2CharacterAI implements Runnable
 | |
| {
 | |
| 	private static final int MAX_ATTACK_TIMEOUT = 300; // int ticks, i.e. 30 seconds
 | |
| 	
 | |
| 	/** The L2Attackable AI task executed every 1s (call onEvtThink method) */
 | |
| 	private Future<?> _aiTask;
 | |
| 	
 | |
| 	/** For attack AI, analysis of mob and its targets */
 | |
| 	private final SelfAnalysis _selfAnalysis = new SelfAnalysis();
 | |
| 	// private TargetAnalysis _mostHatedAnalysis = new TargetAnalysis();
 | |
| 	
 | |
| 	/** The delay after which the attacked is stopped */
 | |
| 	private int _attackTimeout;
 | |
| 	
 | |
| 	/** The L2Attackable aggro counter */
 | |
| 	private int _globalAggro;
 | |
| 	
 | |
| 	/** The flag used to indicate that a thinking action is in progress */
 | |
| 	private boolean _thinking; // to prevent recursive thinking
 | |
| 	
 | |
| 	private final int _attackRange;
 | |
| 	
 | |
| 	/**
 | |
| 	 * Constructor of L2AttackableAI.
 | |
| 	 * @param creature the creature
 | |
| 	 */
 | |
| 	public L2SiegeGuardAI(L2DefenderInstance creature)
 | |
| 	{
 | |
| 		super(creature);
 | |
| 		_selfAnalysis.init();
 | |
| 		_attackTimeout = Integer.MAX_VALUE;
 | |
| 		_globalAggro = -10; // 10 seconds timeout of ATTACK after respawn
 | |
| 		_attackRange = _actor.getPhysicalAttackRange();
 | |
| 	}
 | |
| 	
 | |
| 	@Override
 | |
| 	public void run()
 | |
| 	{
 | |
| 		// Launch actions corresponding to the Event Think
 | |
| 		onEvtThink();
 | |
| 		
 | |
| 	}
 | |
| 	
 | |
| 	/**
 | |
| 	 * <B><U> Actor is a L2GuardInstance</U> :</B>
 | |
| 	 * <ul>
 | |
| 	 * <li>The target isn't a Folk or a Door</li>
 | |
| 	 * <li>The target isn't dead, isn't invulnerable, isn't in silent moving mode AND too far (>100)</li>
 | |
| 	 * <li>The target is in the actor Aggro range and is at the same height</li>
 | |
| 	 * <li>The L2PcInstance target has karma (=PK)</li>
 | |
| 	 * <li>The L2MonsterInstance target is aggressive</li>
 | |
| 	 * </ul>
 | |
| 	 * <B><U> Actor is a L2SiegeGuardInstance</U> :</B>
 | |
| 	 * <ul>
 | |
| 	 * <li>The target isn't a Folk or a Door</li>
 | |
| 	 * <li>The target isn't dead, isn't invulnerable, isn't in silent moving mode AND too far (>100)</li>
 | |
| 	 * <li>The target is in the actor Aggro range and is at the same height</li>
 | |
| 	 * <li>A siege is in progress</li>
 | |
| 	 * <li>The L2PcInstance target isn't a Defender</li>
 | |
| 	 * </ul>
 | |
| 	 * <B><U> Actor is a L2FriendlyMobInstance</U> :</B>
 | |
| 	 * <ul>
 | |
| 	 * <li>The target isn't a Folk, a Door or another L2NpcInstance</li>
 | |
| 	 * <li>The target isn't dead, isn't invulnerable, isn't in silent moving mode AND too far (>100)</li>
 | |
| 	 * <li>The target is in the actor Aggro range and is at the same height</li>
 | |
| 	 * <li>The L2PcInstance target has karma (=PK)</li>
 | |
| 	 * </ul>
 | |
| 	 * <B><U> Actor is a L2MonsterInstance</U> :</B>
 | |
| 	 * <ul>
 | |
| 	 * <li>The target isn't a Folk, a Door or another L2NpcInstance</li>
 | |
| 	 * <li>The target isn't dead, isn't invulnerable, isn't in silent moving mode AND too far (>100)</li>
 | |
| 	 * <li>The target is in the actor Aggro range and is at the same height</li>
 | |
| 	 * <li>The actor is Aggressive</li>
 | |
| 	 * </ul>
 | |
| 	 * @param target The targeted L2Object
 | |
| 	 * @return True if the target is autoattackable (depends on the actor type).
 | |
| 	 */
 | |
| 	protected boolean autoAttackCondition(L2Character target)
 | |
| 	{
 | |
| 		// Check if the target isn't another guard, folk or a door
 | |
| 		if ((target == null) || (target instanceof L2DefenderInstance) || (target instanceof L2NpcInstance) || (target instanceof L2DoorInstance) || target.isAlikeDead())
 | |
| 		{
 | |
| 			return false;
 | |
| 		}
 | |
| 		
 | |
| 		// Check if the target isn't invulnerable
 | |
| 		if (target.isInvul())
 | |
| 		{
 | |
| 			// However EffectInvincible requires to check GMs specially
 | |
| 			if (target.isPlayer() && target.isGM())
 | |
| 			{
 | |
| 				return false;
 | |
| 			}
 | |
| 			if (target.isSummon() && ((L2Summon) target).getOwner().isGM())
 | |
| 			{
 | |
| 				return false;
 | |
| 			}
 | |
| 		}
 | |
| 		
 | |
| 		// Get the owner if the target is a summon
 | |
| 		if (target instanceof L2Summon)
 | |
| 		{
 | |
| 			L2PcInstance owner = ((L2Summon) target).getOwner();
 | |
| 			if (_actor.isInsideRadius(owner, 1000, true, false))
 | |
| 			{
 | |
| 				target = owner;
 | |
| 			}
 | |
| 		}
 | |
| 		
 | |
| 		// Check if the target is a L2PcInstance
 | |
| 		if (target instanceof L2Playable)
 | |
| 		{
 | |
| 			// Check if the target isn't in silent move mode AND too far (>100)
 | |
| 			if (((L2Playable) target).isSilentMovingAffected() && !_actor.isInsideRadius(target, 250, false, false))
 | |
| 			{
 | |
| 				return false;
 | |
| 			}
 | |
| 		}
 | |
| 		// Los Check Here
 | |
| 		return (_actor.isAutoAttackable(target) && GeoData.getInstance().canSeeTarget(_actor, target));
 | |
| 		
 | |
| 	}
 | |
| 	
 | |
| 	/**
 | |
| 	 * Set the Intention of this L2CharacterAI and create an AI Task executed every 1s (call onEvtThink method) for this L2Attackable.<br>
 | |
| 	 * <FONT COLOR=#FF0000><B> <U>Caution</U> : If actor _knowPlayer isn't EMPTY, AI_INTENTION_IDLE will be change in AI_INTENTION_ACTIVE</B></FONT>
 | |
| 	 * @param intention The new Intention to set to the AI
 | |
| 	 * @param arg0 The first parameter of the Intention
 | |
| 	 * @param arg1 The second parameter of the Intention
 | |
| 	 */
 | |
| 	@Override
 | |
| 	synchronized void changeIntention(CtrlIntention intention, Object arg0, Object arg1)
 | |
| 	{
 | |
| 		if (Config.DEBUG)
 | |
| 		{
 | |
| 			_log.info(getClass().getSimpleName() + ": changeIntention(" + intention + ", " + arg0 + ", " + arg1 + ")");
 | |
| 		}
 | |
| 		
 | |
| 		if (intention == AI_INTENTION_IDLE /* || intention == AI_INTENTION_ACTIVE */) // active becomes idle if only a summon is present
 | |
| 		{
 | |
| 			// Check if actor is not dead
 | |
| 			if (!_actor.isAlikeDead())
 | |
| 			{
 | |
| 				L2Attackable npc = (L2Attackable) _actor;
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| 				
 | |
| 				// If its _knownPlayer isn't empty set the Intention to AI_INTENTION_ACTIVE
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| 				if (!npc.getKnownList().getKnownPlayers().isEmpty())
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| 				{
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| 					intention = AI_INTENTION_ACTIVE;
 | |
| 				}
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| 				else
 | |
| 				{
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| 					intention = AI_INTENTION_IDLE;
 | |
| 				}
 | |
| 			}
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| 			
 | |
| 			if (intention == AI_INTENTION_IDLE)
 | |
| 			{
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| 				// Set the Intention of this L2AttackableAI to AI_INTENTION_IDLE
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| 				super.changeIntention(AI_INTENTION_IDLE, null, null);
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| 				
 | |
| 				// Stop AI task and detach AI from NPC
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| 				if (_aiTask != null)
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| 				{
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| 					_aiTask.cancel(true);
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| 					_aiTask = null;
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| 				}
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| 				
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| 				// Cancel the AI
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| 				_actor.detachAI();
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| 				
 | |
| 				return;
 | |
| 			}
 | |
| 		}
 | |
| 		
 | |
| 		// Set the Intention of this L2AttackableAI to intention
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| 		super.changeIntention(intention, arg0, arg1);
 | |
| 		
 | |
| 		// If not idle - create an AI task (schedule onEvtThink repeatedly)
 | |
| 		if (_aiTask == null)
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| 		{
 | |
| 			_aiTask = ThreadPoolManager.getInstance().scheduleAiAtFixedRate(this, 1000, 1000);
 | |
| 		}
 | |
| 	}
 | |
| 	
 | |
| 	/**
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| 	 * Manage the Attack Intention : Stop current Attack (if necessary), Calculate attack timeout, Start a new Attack and Launch Think Event.
 | |
| 	 * @param target The L2Character to attack
 | |
| 	 */
 | |
| 	@Override
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| 	protected void onIntentionAttack(L2Character target)
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| 	{
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| 		// Calculate the attack timeout
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| 		_attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getInstance().getGameTicks();
 | |
| 		
 | |
| 		// Manage the Attack Intention : Stop current Attack (if necessary), Start a new Attack and Launch Think Event
 | |
| 		// if (_actor.getTarget() != null)
 | |
| 		super.onIntentionAttack(target);
 | |
| 	}
 | |
| 	
 | |
| 	/**
 | |
| 	 * Manage AI standard thinks of a L2Attackable (called by onEvtThink).<br>
 | |
| 	 * <B><U> Actions</U> :</B>
 | |
| 	 * <ul>
 | |
| 	 * <li>Update every 1s the _globalAggro counter to come close to 0</li>
 | |
| 	 * <li>If the actor is Aggressive and can attack, add all autoAttackable L2Character in its Aggro Range to its _aggroList, chose a target and order to attack it</li>
 | |
| 	 * <li>If the actor can't attack, order to it to return to its home location</li>
 | |
| 	 * </ul>
 | |
| 	 */
 | |
| 	private void thinkActive()
 | |
| 	{
 | |
| 		L2Attackable npc = (L2Attackable) _actor;
 | |
| 		
 | |
| 		// Update every 1s the _globalAggro counter to come close to 0
 | |
| 		if (_globalAggro != 0)
 | |
| 		{
 | |
| 			if (_globalAggro < 0)
 | |
| 			{
 | |
| 				_globalAggro++;
 | |
| 			}
 | |
| 			else
 | |
| 			{
 | |
| 				_globalAggro--;
 | |
| 			}
 | |
| 		}
 | |
| 		
 | |
| 		// Add all autoAttackable L2Character in L2Attackable Aggro Range to its _aggroList with 0 damage and 1 hate
 | |
| 		// A L2Attackable isn't aggressive during 10s after its spawn because _globalAggro is set to -10
 | |
| 		if (_globalAggro >= 0)
 | |
| 		{
 | |
| 			for (L2Character target : npc.getKnownList().getKnownCharactersInRadius(_attackRange))
 | |
| 			{
 | |
| 				if (target == null)
 | |
| 				{
 | |
| 					continue;
 | |
| 				}
 | |
| 				if (autoAttackCondition(target)) // check aggression
 | |
| 				{
 | |
| 					// Get the hate level of the L2Attackable against this L2Character target contained in _aggroList
 | |
| 					int hating = npc.getHating(target);
 | |
| 					
 | |
| 					// Add the attacker to the L2Attackable _aggroList with 0 damage and 1 hate
 | |
| 					if (hating == 0)
 | |
| 					{
 | |
| 						npc.addDamageHate(target, 0, 1);
 | |
| 					}
 | |
| 				}
 | |
| 			}
 | |
| 			
 | |
| 			// Chose a target from its aggroList
 | |
| 			L2Character hated;
 | |
| 			if (_actor.isConfused())
 | |
| 			{
 | |
| 				hated = getAttackTarget(); // Force mobs to attack anybody if confused
 | |
| 			}
 | |
| 			else
 | |
| 			{
 | |
| 				hated = npc.getMostHated();
 | |
| 				// _mostHatedAnalysis.Update(hated);
 | |
| 			}
 | |
| 			
 | |
| 			// Order to the L2Attackable to attack the target
 | |
| 			if (hated != null)
 | |
| 			{
 | |
| 				// Get the hate level of the L2Attackable against this L2Character target contained in _aggroList
 | |
| 				int aggro = npc.getHating(hated);
 | |
| 				
 | |
| 				if ((aggro + _globalAggro) > 0)
 | |
| 				{
 | |
| 					// Set the L2Character movement type to run and send Server->Client packet ChangeMoveType to all others L2PcInstance
 | |
| 					if (!_actor.isRunning())
 | |
| 					{
 | |
| 						_actor.setRunning();
 | |
| 					}
 | |
| 					
 | |
| 					// Set the AI Intention to AI_INTENTION_ATTACK
 | |
| 					setIntention(CtrlIntention.AI_INTENTION_ATTACK, hated, null);
 | |
| 				}
 | |
| 				
 | |
| 				return;
 | |
| 			}
 | |
| 			
 | |
| 		}
 | |
| 		// Order to the L2DefenderInstance to return to its home location because there's no target to attack
 | |
| 		((L2DefenderInstance) _actor).returnHome();
 | |
| 	}
 | |
| 	
 | |
| 	/**
 | |
| 	 * Manage AI attack thinks of a L2Attackable (called by onEvtThink).<br>
 | |
| 	 * <B><U> Actions</U> :</B>
 | |
| 	 * <ul>
 | |
| 	 * <li>Update the attack timeout if actor is running</li>
 | |
| 	 * <li>If target is dead or timeout is expired, stop this attack and set the Intention to AI_INTENTION_ACTIVE</li>
 | |
| 	 * <li>Call all L2Object of its Faction inside the Faction Range</li>
 | |
| 	 * <li>Chose a target and order to attack it with magic skill or physical attack</li>
 | |
| 	 * </ul>
 | |
| 	 * TODO: Manage casting rules to healer mobs (like Ant Nurses)
 | |
| 	 */
 | |
| 	private void thinkAttack()
 | |
| 	{
 | |
| 		if (Config.DEBUG)
 | |
| 		{
 | |
| 			_log.info(getClass().getSimpleName() + ": thinkAttack(); timeout=" + (_attackTimeout - GameTimeController.getInstance().getGameTicks()));
 | |
| 		}
 | |
| 		
 | |
| 		if (_attackTimeout < GameTimeController.getInstance().getGameTicks())
 | |
| 		{
 | |
| 			// Check if the actor is running
 | |
| 			if (_actor.isRunning())
 | |
| 			{
 | |
| 				// Set the actor movement type to walk and send Server->Client packet ChangeMoveType to all others L2PcInstance
 | |
| 				_actor.setWalking();
 | |
| 				
 | |
| 				// Calculate a new attack timeout
 | |
| 				_attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getInstance().getGameTicks();
 | |
| 			}
 | |
| 		}
 | |
| 		
 | |
| 		L2Character attackTarget = getAttackTarget();
 | |
| 		// Check if target is dead or if timeout is expired to stop this attack
 | |
| 		if ((attackTarget == null) || attackTarget.isAlikeDead() || (_attackTimeout < GameTimeController.getInstance().getGameTicks()))
 | |
| 		{
 | |
| 			// Stop hating this target after the attack timeout or if target is dead
 | |
| 			if (attackTarget != null)
 | |
| 			{
 | |
| 				L2Attackable npc = (L2Attackable) _actor;
 | |
| 				npc.stopHating(attackTarget);
 | |
| 			}
 | |
| 			
 | |
| 			// Cancel target and timeout
 | |
| 			_attackTimeout = Integer.MAX_VALUE;
 | |
| 			setAttackTarget(null);
 | |
| 			
 | |
| 			// Set the AI Intention to AI_INTENTION_ACTIVE
 | |
| 			setIntention(AI_INTENTION_ACTIVE, null, null);
 | |
| 			
 | |
| 			_actor.setWalking();
 | |
| 			return;
 | |
| 		}
 | |
| 		
 | |
| 		factionNotifyAndSupport();
 | |
| 		attackPrepare();
 | |
| 	}
 | |
| 	
 | |
| 	private final void factionNotifyAndSupport()
 | |
| 	{
 | |
| 		L2Character target = getAttackTarget();
 | |
| 		// Call all L2Object of its Faction inside the Faction Range
 | |
| 		if ((((L2Npc) _actor).getTemplate().getClans() == null) || (target == null))
 | |
| 		{
 | |
| 			return;
 | |
| 		}
 | |
| 		
 | |
| 		if (target.isInvul())
 | |
| 		{
 | |
| 			return; // speeding it up for siege guards
 | |
| 		}
 | |
| 		
 | |
| 		// Go through all L2Character that belong to its faction
 | |
| 		// for (L2Character cha : _actor.getKnownList().getKnownCharactersInRadius(((L2NpcInstance) _actor).getFactionRange()+_actor.getTemplate().collisionRadius))
 | |
| 		for (L2Character cha : _actor.getKnownList().getKnownCharactersInRadius(1000))
 | |
| 		{
 | |
| 			if (cha == null)
 | |
| 			{
 | |
| 				continue;
 | |
| 			}
 | |
| 			
 | |
| 			if (!(cha instanceof L2Npc))
 | |
| 			{
 | |
| 				if (_selfAnalysis.hasHealOrResurrect && (cha instanceof L2PcInstance) && (((L2Npc) _actor).getCastle().getSiege().checkIsDefender(((L2PcInstance) cha).getClan())))
 | |
| 				{
 | |
| 					// heal friends
 | |
| 					if (!_actor.isAttackingDisabled() && (cha.getCurrentHp() < (cha.getMaxHp() * 0.6)) && (_actor.getCurrentHp() > (_actor.getMaxHp() / 2)) && (_actor.getCurrentMp() > (_actor.getMaxMp() / 2)) && cha.isInCombat())
 | |
| 					{
 | |
| 						for (Skill sk : _selfAnalysis.healSkills)
 | |
| 						{
 | |
| 							if (_actor.getCurrentMp() < sk.getMpConsume())
 | |
| 							{
 | |
| 								continue;
 | |
| 							}
 | |
| 							if (_actor.isSkillDisabled(sk))
 | |
| 							{
 | |
| 								continue;
 | |
| 							}
 | |
| 							if (!Util.checkIfInRange(sk.getCastRange(), _actor, cha, true))
 | |
| 							{
 | |
| 								continue;
 | |
| 							}
 | |
| 							
 | |
| 							int chance = 5;
 | |
| 							if (chance >= Rnd.get(100))
 | |
| 							{
 | |
| 								continue;
 | |
| 							}
 | |
| 							if (!GeoData.getInstance().canSeeTarget(_actor, cha))
 | |
| 							{
 | |
| 								break;
 | |
| 							}
 | |
| 							
 | |
| 							L2Object OldTarget = _actor.getTarget();
 | |
| 							_actor.setTarget(cha);
 | |
| 							clientStopMoving(null);
 | |
| 							_actor.doCast(sk);
 | |
| 							_actor.setTarget(OldTarget);
 | |
| 							return;
 | |
| 						}
 | |
| 					}
 | |
| 				}
 | |
| 				continue;
 | |
| 			}
 | |
| 			
 | |
| 			L2Npc npc = (L2Npc) cha;
 | |
| 			
 | |
| 			if (!npc.isInMyClan((L2Npc) _actor))
 | |
| 			{
 | |
| 				continue;
 | |
| 			}
 | |
| 			
 | |
| 			if (npc.getAI() != null) // TODO: possibly check not needed
 | |
| 			{
 | |
| 				if (!npc.isDead() && (Math.abs(target.getZ() - npc.getZ()) < 600)
 | |
| 				// && _actor.getAttackByList().contains(getAttackTarget())
 | |
| 				&& ((npc.getAI()._intention == CtrlIntention.AI_INTENTION_IDLE) || (npc.getAI()._intention == CtrlIntention.AI_INTENTION_ACTIVE))
 | |
| 				// limiting aggro for siege guards
 | |
| 				&& target.isInsideRadius(npc, 1500, true, false) && GeoData.getInstance().canSeeTarget(npc, target))
 | |
| 				{
 | |
| 					// Notify the L2Object AI with EVT_AGGRESSION
 | |
| 					npc.getAI().notifyEvent(CtrlEvent.EVT_AGGRESSION, getAttackTarget(), 1);
 | |
| 					return;
 | |
| 				}
 | |
| 				// heal friends
 | |
| 				if (_selfAnalysis.hasHealOrResurrect && !_actor.isAttackingDisabled() && (npc.getCurrentHp() < (npc.getMaxHp() * 0.6)) && (_actor.getCurrentHp() > (_actor.getMaxHp() / 2)) && (_actor.getCurrentMp() > (_actor.getMaxMp() / 2)) && npc.isInCombat())
 | |
| 				{
 | |
| 					for (Skill sk : _selfAnalysis.healSkills)
 | |
| 					{
 | |
| 						if (_actor.getCurrentMp() < sk.getMpConsume())
 | |
| 						{
 | |
| 							continue;
 | |
| 						}
 | |
| 						if (_actor.isSkillDisabled(sk))
 | |
| 						{
 | |
| 							continue;
 | |
| 						}
 | |
| 						if (!Util.checkIfInRange(sk.getCastRange(), _actor, npc, true))
 | |
| 						{
 | |
| 							continue;
 | |
| 						}
 | |
| 						
 | |
| 						int chance = 4;
 | |
| 						if (chance >= Rnd.get(100))
 | |
| 						{
 | |
| 							continue;
 | |
| 						}
 | |
| 						if (!GeoData.getInstance().canSeeTarget(_actor, npc))
 | |
| 						{
 | |
| 							break;
 | |
| 						}
 | |
| 						
 | |
| 						L2Object OldTarget = _actor.getTarget();
 | |
| 						_actor.setTarget(npc);
 | |
| 						clientStopMoving(null);
 | |
| 						_actor.doCast(sk);
 | |
| 						_actor.setTarget(OldTarget);
 | |
| 						return;
 | |
| 					}
 | |
| 				}
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| 	
 | |
| 	private void attackPrepare()
 | |
| 	{
 | |
| 		// Get all information needed to choose between physical or magical attack
 | |
| 		Collection<Skill> skills = null;
 | |
| 		double dist_2 = 0;
 | |
| 		int range = 0;
 | |
| 		L2DefenderInstance sGuard = (L2DefenderInstance) _actor;
 | |
| 		L2Character attackTarget = getAttackTarget();
 | |
| 		
 | |
| 		try
 | |
| 		{
 | |
| 			_actor.setTarget(attackTarget);
 | |
| 			skills = _actor.getAllSkills();
 | |
| 			dist_2 = _actor.calculateDistance(attackTarget, false, true);
 | |
| 			range = _actor.getPhysicalAttackRange() + _actor.getTemplate().getCollisionRadius() + attackTarget.getTemplate().getCollisionRadius();
 | |
| 			if (attackTarget.isMoving())
 | |
| 			{
 | |
| 				range += 50;
 | |
| 			}
 | |
| 		}
 | |
| 		catch (NullPointerException e)
 | |
| 		{
 | |
| 			_actor.setTarget(null);
 | |
| 			setIntention(AI_INTENTION_IDLE, null, null);
 | |
| 			return;
 | |
| 		}
 | |
| 		
 | |
| 		// never attack defenders
 | |
| 		if (attackTarget instanceof L2PcInstance)
 | |
| 		{
 | |
| 			if ((sGuard.getConquerableHall() == null) && sGuard.getCastle().getSiege().checkIsDefender(((L2PcInstance) attackTarget).getClan()))
 | |
| 			{
 | |
| 				// Cancel the target
 | |
| 				sGuard.stopHating(attackTarget);
 | |
| 				_actor.setTarget(null);
 | |
| 				setIntention(AI_INTENTION_IDLE, null, null);
 | |
| 				return;
 | |
| 			}
 | |
| 		}
 | |
| 		
 | |
| 		if (!GeoData.getInstance().canSeeTarget(_actor, attackTarget))
 | |
| 		{
 | |
| 			// Siege guards differ from normal mobs currently:
 | |
| 			// If target cannot seen, don't attack any more
 | |
| 			sGuard.stopHating(attackTarget);
 | |
| 			_actor.setTarget(null);
 | |
| 			setIntention(AI_INTENTION_IDLE, null, null);
 | |
| 			return;
 | |
| 		}
 | |
| 		
 | |
| 		// Check if the actor isn't muted and if it is far from target
 | |
| 		if (!_actor.isMuted() && (dist_2 > (range * range)))
 | |
| 		{
 | |
| 			// check for long ranged skills and heal/buff skills
 | |
| 			for (Skill sk : skills)
 | |
| 			{
 | |
| 				int castRange = sk.getCastRange();
 | |
| 				
 | |
| 				if ((dist_2 <= (castRange * castRange)) && (castRange > 70) && !_actor.isSkillDisabled(sk) && (_actor.getCurrentMp() >= _actor.getStat().getMpConsume(sk)) && !sk.isPassive())
 | |
| 				{
 | |
| 					
 | |
| 					L2Object OldTarget = _actor.getTarget();
 | |
| 					if ((sk.isContinuous() && !sk.isDebuff()) || (sk.hasEffectType(L2EffectType.HEAL)))
 | |
| 					{
 | |
| 						boolean useSkillSelf = true;
 | |
| 						if ((sk.hasEffectType(L2EffectType.HEAL)) && (_actor.getCurrentHp() > (int) (_actor.getMaxHp() / 1.5)))
 | |
| 						{
 | |
| 							useSkillSelf = false;
 | |
| 							break;
 | |
| 						}
 | |
| 						
 | |
| 						if ((sk.isContinuous() && !sk.isDebuff()) && _actor.isAffectedBySkill(sk.getId()))
 | |
| 						{
 | |
| 							useSkillSelf = false;
 | |
| 						}
 | |
| 						
 | |
| 						if (useSkillSelf)
 | |
| 						{
 | |
| 							_actor.setTarget(_actor);
 | |
| 						}
 | |
| 					}
 | |
| 					
 | |
| 					clientStopMoving(null);
 | |
| 					_actor.doCast(sk);
 | |
| 					_actor.setTarget(OldTarget);
 | |
| 					return;
 | |
| 				}
 | |
| 			}
 | |
| 			
 | |
| 			// Check if the L2SiegeGuardInstance is attacking, knows the target and can't run
 | |
| 			if (!(_actor.isAttackingNow()) && (_actor.getRunSpeed() == 0) && (_actor.getKnownList().knowsObject(attackTarget)))
 | |
| 			{
 | |
| 				// Cancel the target
 | |
| 				_actor.getKnownList().removeKnownObject(attackTarget);
 | |
| 				_actor.setTarget(null);
 | |
| 				setIntention(AI_INTENTION_IDLE, null, null);
 | |
| 			}
 | |
| 			else
 | |
| 			{
 | |
| 				double dx = _actor.getX() - attackTarget.getX();
 | |
| 				double dy = _actor.getY() - attackTarget.getY();
 | |
| 				double dz = _actor.getZ() - attackTarget.getZ();
 | |
| 				double homeX = attackTarget.getX() - sGuard.getSpawn().getX();
 | |
| 				double homeY = attackTarget.getY() - sGuard.getSpawn().getY();
 | |
| 				
 | |
| 				// Check if the L2SiegeGuardInstance isn't too far from it's home location
 | |
| 				if ((((dx * dx) + (dy * dy)) > 10000) && (((homeX * homeX) + (homeY * homeY)) > 3240000) // 1800 * 1800
 | |
| 					&& (_actor.getKnownList().knowsObject(attackTarget)))
 | |
| 				{
 | |
| 					// Cancel the target
 | |
| 					_actor.getKnownList().removeKnownObject(attackTarget);
 | |
| 					_actor.setTarget(null);
 | |
| 					setIntention(AI_INTENTION_IDLE, null, null);
 | |
| 				}
 | |
| 				else
 | |
| 				// Move the actor to Pawn server side AND client side by sending Server->Client packet MoveToPawn (broadcast)
 | |
| 				{
 | |
| 					// Temporary hack for preventing guards jumping off towers,
 | |
| 					// before replacing this with effective geodata checks and AI modification
 | |
| 					if ((dz * dz) < (170 * 170)) // normally 130 if guard z coordinates correct
 | |
| 					{
 | |
| 						if (_selfAnalysis.isHealer)
 | |
| 						{
 | |
| 							return;
 | |
| 						}
 | |
| 						if (_selfAnalysis.isMage)
 | |
| 						{
 | |
| 							range = _selfAnalysis.maxCastRange - 50;
 | |
| 						}
 | |
| 						if (attackTarget.isMoving())
 | |
| 						{
 | |
| 							moveToPawn(attackTarget, range - 70);
 | |
| 						}
 | |
| 						else
 | |
| 						{
 | |
| 							moveToPawn(attackTarget, range);
 | |
| 						}
 | |
| 					}
 | |
| 				}
 | |
| 			}
 | |
| 			
 | |
| 			return;
 | |
| 			
 | |
| 		}
 | |
| 		// Else, if the actor is muted and far from target, just "move to pawn"
 | |
| 		else if (_actor.isMuted() && (dist_2 > (range * range)) && !_selfAnalysis.isHealer)
 | |
| 		{
 | |
| 			// Temporary hack for preventing guards jumping off towers,
 | |
| 			// before replacing this with effective geodata checks and AI modification
 | |
| 			double dz = _actor.getZ() - attackTarget.getZ();
 | |
| 			if ((dz * dz) < (170 * 170)) // normally 130 if guard z coordinates correct
 | |
| 			{
 | |
| 				if (_selfAnalysis.isMage)
 | |
| 				{
 | |
| 					range = _selfAnalysis.maxCastRange - 50;
 | |
| 				}
 | |
| 				if (attackTarget.isMoving())
 | |
| 				{
 | |
| 					moveToPawn(attackTarget, range - 70);
 | |
| 				}
 | |
| 				else
 | |
| 				{
 | |
| 					moveToPawn(attackTarget, range);
 | |
| 				}
 | |
| 			}
 | |
| 			return;
 | |
| 		}
 | |
| 		// Else, if this is close enough to attack
 | |
| 		else if (dist_2 <= (range * range))
 | |
| 		{
 | |
| 			// Force mobs to attack anybody if confused
 | |
| 			L2Character hated = null;
 | |
| 			if (_actor.isConfused())
 | |
| 			{
 | |
| 				hated = attackTarget;
 | |
| 			}
 | |
| 			else
 | |
| 			{
 | |
| 				hated = ((L2Attackable) _actor).getMostHated();
 | |
| 			}
 | |
| 			
 | |
| 			if (hated == null)
 | |
| 			{
 | |
| 				setIntention(AI_INTENTION_ACTIVE, null, null);
 | |
| 				return;
 | |
| 			}
 | |
| 			if (hated != attackTarget)
 | |
| 			{
 | |
| 				attackTarget = hated;
 | |
| 			}
 | |
| 			
 | |
| 			_attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getInstance().getGameTicks();
 | |
| 			
 | |
| 			// check for close combat skills && heal/buff skills
 | |
| 			if (!_actor.isMuted() && (Rnd.nextInt(100) <= 5))
 | |
| 			{
 | |
| 				for (Skill sk : skills)
 | |
| 				{
 | |
| 					int castRange = sk.getCastRange();
 | |
| 					
 | |
| 					if (((castRange * castRange) >= dist_2) && !sk.isPassive() && (_actor.getCurrentMp() >= _actor.getStat().getMpConsume(sk)) && !_actor.isSkillDisabled(sk))
 | |
| 					{
 | |
| 						L2Object OldTarget = _actor.getTarget();
 | |
| 						if ((sk.isContinuous() && !sk.isDebuff()) || (sk.hasEffectType(L2EffectType.HEAL)))
 | |
| 						{
 | |
| 							boolean useSkillSelf = true;
 | |
| 							if ((sk.hasEffectType(L2EffectType.HEAL)) && (_actor.getCurrentHp() > (int) (_actor.getMaxHp() / 1.5)))
 | |
| 							{
 | |
| 								useSkillSelf = false;
 | |
| 								break;
 | |
| 							}
 | |
| 							
 | |
| 							if ((sk.isContinuous() && !sk.isDebuff()) && _actor.isAffectedBySkill(sk.getId()))
 | |
| 							{
 | |
| 								useSkillSelf = false;
 | |
| 							}
 | |
| 							
 | |
| 							if (useSkillSelf)
 | |
| 							{
 | |
| 								_actor.setTarget(_actor);
 | |
| 							}
 | |
| 						}
 | |
| 						
 | |
| 						clientStopMoving(null);
 | |
| 						_actor.doCast(sk);
 | |
| 						_actor.setTarget(OldTarget);
 | |
| 						return;
 | |
| 					}
 | |
| 				}
 | |
| 			}
 | |
| 			// Finally, do the physical attack itself
 | |
| 			if (!_selfAnalysis.isHealer)
 | |
| 			{
 | |
| 				_actor.doAttack(attackTarget);
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| 	
 | |
| 	/**
 | |
| 	 * Manage AI thinking actions of a L2Attackable.
 | |
| 	 */
 | |
| 	@Override
 | |
| 	protected void onEvtThink()
 | |
| 	{
 | |
| 		// if(getIntention() != AI_INTENTION_IDLE && (!_actor.isVisible() || !_actor.hasAI() || !_actor.isKnownPlayers()))
 | |
| 		// setIntention(AI_INTENTION_IDLE);
 | |
| 		
 | |
| 		// Check if the thinking action is already in progress
 | |
| 		if (_thinking || _actor.isCastingNow() || _actor.isAllSkillsDisabled())
 | |
| 		{
 | |
| 			return;
 | |
| 		}
 | |
| 		
 | |
| 		// Start thinking action
 | |
| 		_thinking = true;
 | |
| 		
 | |
| 		try
 | |
| 		{
 | |
| 			// Manage AI thinks of a L2Attackable
 | |
| 			if (getIntention() == AI_INTENTION_ACTIVE)
 | |
| 			{
 | |
| 				thinkActive();
 | |
| 			}
 | |
| 			else if (getIntention() == AI_INTENTION_ATTACK)
 | |
| 			{
 | |
| 				thinkAttack();
 | |
| 			}
 | |
| 		}
 | |
| 		finally
 | |
| 		{
 | |
| 			// Stop thinking action
 | |
| 			_thinking = false;
 | |
| 		}
 | |
| 	}
 | |
| 	
 | |
| 	/**
 | |
| 	 * Launch actions corresponding to the Event Attacked.<br>
 | |
| 	 * <B><U> Actions</U> :</B>
 | |
| 	 * <ul>
 | |
| 	 * <li>Init the attack : Calculate the attack timeout, Set the _globalAggro to 0, Add the attacker to the actor _aggroList</li>
 | |
| 	 * <li>Set the L2Character movement type to run and send Server->Client packet ChangeMoveType to all others L2PcInstance</li>
 | |
| 	 * <li>Set the Intention to AI_INTENTION_ATTACK</li>
 | |
| 	 * </ul>
 | |
| 	 * @param attacker The L2Character that attacks the actor
 | |
| 	 */
 | |
| 	@Override
 | |
| 	protected void onEvtAttacked(L2Character attacker)
 | |
| 	{
 | |
| 		// Calculate the attack timeout
 | |
| 		_attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getInstance().getGameTicks();
 | |
| 		
 | |
| 		// Set the _globalAggro to 0 to permit attack even just after spawn
 | |
| 		if (_globalAggro < 0)
 | |
| 		{
 | |
| 			_globalAggro = 0;
 | |
| 		}
 | |
| 		
 | |
| 		// Add the attacker to the _aggroList of the actor
 | |
| 		((L2Attackable) _actor).addDamageHate(attacker, 0, 1);
 | |
| 		
 | |
| 		// Set the L2Character movement type to run and send Server->Client packet ChangeMoveType to all others L2PcInstance
 | |
| 		if (!_actor.isRunning())
 | |
| 		{
 | |
| 			_actor.setRunning();
 | |
| 		}
 | |
| 		
 | |
| 		// Set the Intention to AI_INTENTION_ATTACK
 | |
| 		if (getIntention() != AI_INTENTION_ATTACK)
 | |
| 		{
 | |
| 			setIntention(CtrlIntention.AI_INTENTION_ATTACK, attacker, null);
 | |
| 		}
 | |
| 		
 | |
| 		super.onEvtAttacked(attacker);
 | |
| 	}
 | |
| 	
 | |
| 	/**
 | |
| 	 * Launch actions corresponding to the Event Aggression.<br>
 | |
| 	 * <B><U> Actions</U> :</B>
 | |
| 	 * <ul>
 | |
| 	 * <li>Add the target to the actor _aggroList or update hate if already present</li>
 | |
| 	 * <li>Set the actor Intention to AI_INTENTION_ATTACK (if actor is L2GuardInstance check if it isn't too far from its home location)</li>
 | |
| 	 * </ul>
 | |
| 	 * @param aggro The value of hate to add to the actor against the target
 | |
| 	 */
 | |
| 	@Override
 | |
| 	protected void onEvtAggression(L2Character target, int aggro)
 | |
| 	{
 | |
| 		if (_actor == null)
 | |
| 		{
 | |
| 			return;
 | |
| 		}
 | |
| 		L2Attackable me = (L2Attackable) _actor;
 | |
| 		
 | |
| 		if (target != null)
 | |
| 		{
 | |
| 			// Add the target to the actor _aggroList or update hate if already present
 | |
| 			me.addDamageHate(target, 0, aggro);
 | |
| 			
 | |
| 			// Get the hate of the actor against the target
 | |
| 			aggro = me.getHating(target);
 | |
| 			
 | |
| 			if (aggro <= 0)
 | |
| 			{
 | |
| 				if (me.getMostHated() == null)
 | |
| 				{
 | |
| 					_globalAggro = -25;
 | |
| 					me.clearAggroList();
 | |
| 					setIntention(AI_INTENTION_IDLE, null, null);
 | |
| 				}
 | |
| 				return;
 | |
| 			}
 | |
| 			
 | |
| 			// Set the actor AI Intention to AI_INTENTION_ATTACK
 | |
| 			if (getIntention() != CtrlIntention.AI_INTENTION_ATTACK)
 | |
| 			{
 | |
| 				// Set the L2Character movement type to run and send Server->Client packet ChangeMoveType to all others L2PcInstance
 | |
| 				if (!_actor.isRunning())
 | |
| 				{
 | |
| 					_actor.setRunning();
 | |
| 				}
 | |
| 				
 | |
| 				L2DefenderInstance sGuard = (L2DefenderInstance) _actor;
 | |
| 				double homeX = target.getX() - sGuard.getSpawn().getX();
 | |
| 				double homeY = target.getY() - sGuard.getSpawn().getY();
 | |
| 				
 | |
| 				// Check if the L2SiegeGuardInstance is not too far from its home location
 | |
| 				if (((homeX * homeX) + (homeY * homeY)) < 3240000)
 | |
| 				{
 | |
| 					setIntention(CtrlIntention.AI_INTENTION_ATTACK, target, null);
 | |
| 				}
 | |
| 			}
 | |
| 		}
 | |
| 		else
 | |
| 		{
 | |
| 			// currently only for setting lower general aggro
 | |
| 			if (aggro >= 0)
 | |
| 			{
 | |
| 				return;
 | |
| 			}
 | |
| 			
 | |
| 			L2Character mostHated = me.getMostHated();
 | |
| 			if (mostHated == null)
 | |
| 			{
 | |
| 				_globalAggro = -25;
 | |
| 				return;
 | |
| 			}
 | |
| 			
 | |
| 			for (L2Character aggroed : me.getAggroList().keySet())
 | |
| 			{
 | |
| 				me.addDamageHate(aggroed, 0, aggro);
 | |
| 			}
 | |
| 			
 | |
| 			aggro = me.getHating(mostHated);
 | |
| 			if (aggro <= 0)
 | |
| 			{
 | |
| 				_globalAggro = -25;
 | |
| 				me.clearAggroList();
 | |
| 				setIntention(AI_INTENTION_IDLE, null, null);
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| 	
 | |
| 	@Override
 | |
| 	public void stopAITask()
 | |
| 	{
 | |
| 		if (_aiTask != null)
 | |
| 		{
 | |
| 			_aiTask.cancel(false);
 | |
| 			_aiTask = null;
 | |
| 		}
 | |
| 		_actor.detachAI();
 | |
| 		super.stopAITask();
 | |
| 	}
 | |
| }
 | 
