l2j_mobius/trunk/java/com/l2jmobius/gameserver/ai/L2SummonAI.java
2016-06-12 01:34:09 +00:00

385 lines
8.3 KiB
Java

/*
* This file is part of the L2J Mobius project.
*
* This program 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.
*
* This program 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.l2jmobius.gameserver.ai;
import static com.l2jmobius.gameserver.ai.CtrlIntention.AI_INTENTION_ATTACK;
import static com.l2jmobius.gameserver.ai.CtrlIntention.AI_INTENTION_FOLLOW;
import static com.l2jmobius.gameserver.ai.CtrlIntention.AI_INTENTION_IDLE;
import java.util.concurrent.Future;
import com.l2jmobius.commons.util.Rnd;
import com.l2jmobius.gameserver.GeoData;
import com.l2jmobius.gameserver.ThreadPoolManager;
import com.l2jmobius.gameserver.model.L2Object;
import com.l2jmobius.gameserver.model.actor.L2Character;
import com.l2jmobius.gameserver.model.actor.L2Summon;
import com.l2jmobius.gameserver.model.items.instance.L2ItemInstance;
import com.l2jmobius.gameserver.model.skills.Skill;
import com.l2jmobius.gameserver.model.skills.SkillCaster;
public class L2SummonAI extends L2PlayableAI implements Runnable
{
private static final int AVOID_RADIUS = 70;
private volatile boolean _thinking; // to prevent recursive thinking
private volatile boolean _startFollow = ((L2Summon) _actor).getFollowStatus();
private L2Character _lastAttack = null;
private volatile boolean _startAvoid;
private volatile boolean _isDefending;
private Future<?> _avoidTask = null;
public L2SummonAI(L2Summon summon)
{
super(summon);
}
@Override
protected void onIntentionIdle()
{
stopFollow();
_startFollow = false;
onIntentionActive();
}
@Override
protected void onIntentionActive()
{
final L2Summon summon = (L2Summon) _actor;
if (_startFollow)
{
setIntention(AI_INTENTION_FOLLOW, summon.getOwner());
}
else
{
super.onIntentionActive();
}
}
@Override
synchronized void changeIntention(CtrlIntention intention, Object... args)
{
switch (intention)
{
case AI_INTENTION_ACTIVE:
case AI_INTENTION_FOLLOW:
{
startAvoidTask();
break;
}
default:
{
stopAvoidTask();
}
}
super.changeIntention(intention, args);
}
private void thinkAttack()
{
final L2Object target = getTarget();
final L2Character attackTarget = (target != null) && target.isCharacter() ? (L2Character) target : null;
if (checkTargetLostOrDead(attackTarget))
{
setTarget(null);
return;
}
if (maybeMoveToPawn(attackTarget, _actor.getPhysicalAttackRange()))
{
return;
}
clientStopMoving(null);
_actor.doAttack(attackTarget);
}
private void thinkCast()
{
final L2Summon summon = (L2Summon) _actor;
if (summon.isCastingNow(SkillCaster::isAnyNormalType))
{
return;
}
final L2Object target = _skill.getTarget(_actor, _forceUse, _dontMove, false);
if (checkTargetLost(target))
{
setTarget(null);
return;
}
final boolean val = _startFollow;
if (maybeMoveToPawn(target, _actor.getMagicalAttackRange(_skill)))
{
return;
}
summon.setFollowStatus(false);
setIntention(AI_INTENTION_IDLE);
_startFollow = val;
_actor.doCast(_skill, _item, _forceUse, _dontMove);
}
private void thinkPickUp()
{
final L2Object target = getTarget();
if (checkTargetLost(target))
{
return;
}
if (maybeMoveToPawn(target, 36))
{
return;
}
setIntention(AI_INTENTION_IDLE);
getActor().doPickupItem(target);
}
private void thinkInteract()
{
final L2Object target = getTarget();
if (checkTargetLost(target))
{
return;
}
if (maybeMoveToPawn(target, 36))
{
return;
}
setIntention(AI_INTENTION_IDLE);
}
@Override
protected void onEvtThink()
{
if (_thinking || _actor.isCastingNow() || _actor.isAllSkillsDisabled())
{
return;
}
_thinking = true;
try
{
switch (getIntention())
{
case AI_INTENTION_ATTACK:
{
thinkAttack();
break;
}
case AI_INTENTION_CAST:
{
thinkCast();
break;
}
case AI_INTENTION_PICK_UP:
{
thinkPickUp();
break;
}
case AI_INTENTION_INTERACT:
{
thinkInteract();
break;
}
}
}
finally
{
_thinking = false;
}
}
@Override
protected void onEvtFinishCasting()
{
if (_lastAttack == null)
{
((L2Summon) _actor).setFollowStatus(_startFollow);
}
else
{
setIntention(CtrlIntention.AI_INTENTION_ATTACK, _lastAttack);
_lastAttack = null;
}
}
@Override
protected void onEvtAttacked(L2Character attacker)
{
super.onEvtAttacked(attacker);
if (isDefending())
{
defendAttack(attacker);
}
else
{
avoidAttack(attacker);
}
}
@Override
protected void onEvtEvaded(L2Character attacker)
{
super.onEvtEvaded(attacker);
if (isDefending())
{
defendAttack(attacker);
}
else
{
avoidAttack(attacker);
}
}
private void avoidAttack(L2Character attacker)
{
// Don't move while casting. It breaks casting animation, but still casts the skill... looks so bugged.
if (_actor.isCastingNow())
{
return;
}
final L2Character owner = getActor().getOwner();
// trying to avoid if summon near owner
if ((owner != null) && (owner != attacker) && owner.isInsideRadius(_actor, 2 * AVOID_RADIUS, true, false))
{
_startAvoid = true;
}
}
public void defendAttack(L2Character attacker)
{
// Cannot defend while attacking or casting.
if (_actor.isAttackingNow() || _actor.isCastingNow())
{
return;
}
final L2Summon summon = getActor();
if ((summon.getOwner() != null) && (summon.getOwner() != attacker) && !summon.isMoving() && summon.canAttack(attacker, false) && summon.getOwner().isInsideRadius(_actor, 2 * AVOID_RADIUS, true, false))
{
summon.doAttack(attacker);
}
}
@Override
public void run()
{
if (_startAvoid)
{
_startAvoid = false;
if (!_clientMoving && !_actor.isDead() && !_actor.isMovementDisabled() && (_actor.getMoveSpeed() > 0))
{
final int ownerX = ((L2Summon) _actor).getOwner().getX();
final int ownerY = ((L2Summon) _actor).getOwner().getY();
final double angle = Math.toRadians(Rnd.get(-90, 90)) + Math.atan2(ownerY - _actor.getY(), ownerX - _actor.getX());
final int targetX = ownerX + (int) (AVOID_RADIUS * Math.cos(angle));
final int targetY = ownerY + (int) (AVOID_RADIUS * Math.sin(angle));
if (GeoData.getInstance().canMove(_actor, targetX, targetY, _actor.getZ()))
{
moveTo(targetX, targetY, _actor.getZ());
}
}
}
}
public void notifyFollowStatusChange()
{
_startFollow = !_startFollow;
switch (getIntention())
{
case AI_INTENTION_ACTIVE:
case AI_INTENTION_FOLLOW:
case AI_INTENTION_IDLE:
case AI_INTENTION_MOVE_TO:
case AI_INTENTION_PICK_UP:
{
((L2Summon) _actor).setFollowStatus(_startFollow);
}
}
}
public void setStartFollowController(boolean val)
{
_startFollow = val;
}
@Override
protected void onIntentionCast(Skill skill, L2Object target, L2ItemInstance item, boolean forceUse, boolean dontMove)
{
if (getIntention() == AI_INTENTION_ATTACK)
{
_lastAttack = (getTarget() != null) && getTarget().isCharacter() ? (L2Character) getTarget() : null;
}
else
{
_lastAttack = null;
}
super.onIntentionCast(skill, target, item, forceUse, dontMove);
}
private void startAvoidTask()
{
if (_avoidTask == null)
{
_avoidTask = ThreadPoolManager.getInstance().scheduleAiAtFixedRate(this, 100, 100);
}
}
private void stopAvoidTask()
{
if (_avoidTask != null)
{
_avoidTask.cancel(false);
_avoidTask = null;
}
}
@Override
public void stopAITask()
{
stopAvoidTask();
super.stopAITask();
}
@Override
public L2Summon getActor()
{
return (L2Summon) super.getActor();
}
/**
* @return if the summon is defending itself or master.
*/
public boolean isDefending()
{
return _isDefending;
}
/**
* @param isDefending set the summon to defend itself and master, or be passive and avoid while being attacked.
*/
public void setDefending(boolean isDefending)
{
_isDefending = isDefending;
}
}