969 lines
29 KiB
Java
969 lines
29 KiB
Java
/*
|
|
* Copyright (C) 2004-2014 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.L2FortCommanderInstance;
|
|
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 L2FortSiegeGuardAI 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();
|
|
|
|
/** 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 accessor The AI accessor of the L2Character
|
|
*/
|
|
public L2FortSiegeGuardAI(L2Character.AIAccessor accessor)
|
|
{
|
|
super(accessor);
|
|
_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).
|
|
*/
|
|
private 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() || (target instanceof L2FortCommanderInstance) || (target instanceof L2Playable))
|
|
{
|
|
L2PcInstance player = null;
|
|
if (target instanceof L2PcInstance)
|
|
{
|
|
player = ((L2PcInstance) target);
|
|
}
|
|
else if (target instanceof L2Summon)
|
|
{
|
|
player = ((L2Summon) target).getOwner();
|
|
}
|
|
if ((player == null) || ((player.getClan() != null) && (player.getClan().getFortId() == ((L2Npc) _actor).getFort().getResidenceId())))
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// Check if the target isn't invulnerable
|
|
if ((target != null) && target.isInvul())
|
|
{
|
|
// However EffectInvincible requires to check GMs specially
|
|
if ((target instanceof L2PcInstance) && target.isGM())
|
|
{
|
|
return false;
|
|
}
|
|
if ((target instanceof L2Summon) && ((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.warning(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;
|
|
|
|
// If its _knownPlayer isn't empty set the Intention to AI_INTENTION_ACTIVE
|
|
if (!npc.getKnownList().getKnownPlayers().isEmpty())
|
|
{
|
|
intention = AI_INTENTION_ACTIVE;
|
|
}
|
|
else
|
|
{
|
|
intention = AI_INTENTION_IDLE;
|
|
}
|
|
}
|
|
|
|
if (intention == AI_INTENTION_IDLE)
|
|
{
|
|
// Set the Intention of this L2AttackableAI to AI_INTENTION_IDLE
|
|
super.changeIntention(AI_INTENTION_IDLE, null, null);
|
|
|
|
// Stop AI task and detach AI from NPC
|
|
if (_aiTask != null)
|
|
{
|
|
_aiTask.cancel(true);
|
|
_aiTask = null;
|
|
}
|
|
|
|
// Cancel the AI
|
|
_accessor.detachAI();
|
|
|
|
return;
|
|
}
|
|
}
|
|
|
|
// Set the Intention of this L2AttackableAI to intention
|
|
super.changeIntention(intention, arg0, arg1);
|
|
|
|
// If not idle - create an AI task (schedule onEvtThink repeatedly)
|
|
if (_aiTask == null)
|
|
{
|
|
_aiTask = ThreadPoolManager.getInstance().scheduleAiAtFixedRate(this, 1000, 1000);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Manage the Attack Intention : Stop current Attack (if necessary), Calculate attack timeout, Start a new Attack and Launch Think Event.
|
|
* @param target The L2Character to attack
|
|
*/
|
|
@Override
|
|
protected void onIntentionAttack(L2Character target)
|
|
{
|
|
// Calculate the attack timeout
|
|
_attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getInstance().getGameTicks();
|
|
|
|
// 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 L2SiegeGuardInstance to return to its home location because there's no target to attack
|
|
if (_actor.getWalkSpeed() >= 0)
|
|
{
|
|
if (_actor instanceof L2DefenderInstance)
|
|
{
|
|
((L2DefenderInstance) _actor).returnHome();
|
|
}
|
|
else
|
|
{
|
|
((L2FortCommanderInstance) _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.warning(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).getFort().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);
|
|
_accessor.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);
|
|
_accessor.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;
|
|
if (_actor instanceof L2FortCommanderInstance)
|
|
{
|
|
sGuard = (L2FortCommanderInstance) _actor;
|
|
}
|
|
else
|
|
{
|
|
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)
|
|
{
|
|
// _log.warning("AttackableAI: Attack target is NULL.");
|
|
_actor.setTarget(null);
|
|
setIntention(AI_INTENTION_IDLE, null, null);
|
|
return;
|
|
}
|
|
|
|
// never attack defenders
|
|
if ((attackTarget instanceof L2PcInstance) && sGuard.getFort().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);
|
|
_accessor.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.isMage)
|
|
{
|
|
range = _selfAnalysis.maxCastRange - 50;
|
|
}
|
|
if (_actor.getWalkSpeed() <= 0)
|
|
{
|
|
return;
|
|
}
|
|
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)))
|
|
{
|
|
// 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 (_actor.getWalkSpeed() <= 0)
|
|
{
|
|
return;
|
|
}
|
|
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);
|
|
_accessor.doCast(sk);
|
|
_actor.setTarget(OldTarget);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
// Finally, do the physical attack itself
|
|
_accessor.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 actor can't use skills and if a thinking action isn't 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;
|
|
if (_actor instanceof L2FortCommanderInstance)
|
|
{
|
|
sGuard = (L2FortCommanderInstance) _actor;
|
|
}
|
|
else
|
|
{
|
|
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;
|
|
}
|
|
_accessor.detachAI();
|
|
super.stopAITask();
|
|
}
|
|
} |