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+/*
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+ * This program is free software: you can redistribute it and/or modify it under
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+ * the terms of the GNU General Public License as published by the Free Software
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+ * Foundation, either version 3 of the License, or (at your option) any later
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+ * version.
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+ *
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+ * This program is distributed in the hope that it will be useful, but WITHOUT
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+ * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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+ * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
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+ * details.
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+ *
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+ * You should have received a copy of the GNU General Public License along with
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+ * this program. If not, see <http://www.gnu.org/licenses/>.
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+ */
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+package net.sf.l2j.gameserver.ai;
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+
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+import static net.sf.l2j.gameserver.ai.CtrlIntention.AI_INTENTION_ACTIVE;
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+import static net.sf.l2j.gameserver.ai.CtrlIntention.AI_INTENTION_ATTACK;
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+import static net.sf.l2j.gameserver.ai.CtrlIntention.AI_INTENTION_IDLE;
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+
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+import java.util.concurrent.Future;
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+import java.util.logging.Logger;
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+
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+import net.sf.l2j.Config;
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+import net.sf.l2j.gameserver.GameTimeController;
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+import net.sf.l2j.gameserver.GeoData;
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+import net.sf.l2j.gameserver.ThreadPoolManager;
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+import net.sf.l2j.gameserver.model.L2Attackable;
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+import net.sf.l2j.gameserver.model.L2Character;
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+import net.sf.l2j.gameserver.model.L2Effect;
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+import net.sf.l2j.gameserver.model.L2Object;
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+import net.sf.l2j.gameserver.model.L2Skill;
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+import net.sf.l2j.gameserver.model.L2Summon;
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+import net.sf.l2j.gameserver.model.actor.instance.L2DoorInstance;
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+import net.sf.l2j.gameserver.model.actor.instance.L2FolkInstance;
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+import net.sf.l2j.gameserver.model.actor.instance.L2FortBallistaInstance;
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+import net.sf.l2j.gameserver.model.actor.instance.L2FortCommanderInstance;
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+import net.sf.l2j.gameserver.model.actor.instance.L2FortSiegeGuardInstance;
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+import net.sf.l2j.gameserver.model.actor.instance.L2NpcInstance;
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+import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance;
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+import net.sf.l2j.gameserver.model.actor.instance.L2PlayableInstance;
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+import net.sf.l2j.gameserver.templates.skills.L2SkillType;
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+import net.sf.l2j.gameserver.util.Util;
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+import net.sf.l2j.util.Rnd;
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+
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+/**
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+ * This class manages AI of L2Attackable.<BR><BR>
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+ *
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+ */
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+public class L2FortSiegeGuardAI extends L2CharacterAI implements Runnable
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+{
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+
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+ protected static final Logger _log1 = Logger.getLogger(L2FortSiegeGuardAI.class.getName());
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+
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+ private static final int MAX_ATTACK_TIMEOUT = 300; // int ticks, i.e. 30 seconds
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+
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+ /** The L2Attackable AI task executed every 1s (call onEvtThink method)*/
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+ private Future<?> _aiTask;
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+
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+ /** For attack AI, analysis of mob and its targets */
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+ private SelfAnalysis _selfAnalysis = new SelfAnalysis();
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+
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+ /** The delay after which the attacked is stopped */
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+ private int _attackTimeout;
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+
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+ /** The L2Attackable aggro counter */
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+ private int _globalAggro;
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+
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+ /** The flag used to indicate that a thinking action is in progress */
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+ private boolean _thinking; // to prevent recursive thinking
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+
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+ private int _attackRange;
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+
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+ /**
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+ * Constructor of L2AttackableAI.<BR><BR>
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+ *
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+ * @param accessor The AI accessor of the L2Character
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+ *
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+ */
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+ public L2FortSiegeGuardAI(L2Character.AIAccessor accessor)
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+ {
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+ super(accessor);
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+ _selfAnalysis.init();
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+ _attackTimeout = Integer.MAX_VALUE;
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+ _globalAggro = -10; // 10 seconds timeout of ATTACK after respawn
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+ _attackRange = ((L2Attackable) _actor).getPhysicalAttackRange();
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+ }
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+
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+ public void run()
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+ {
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+ // Launch actions corresponding to the Event Think
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+ onEvtThink();
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+ }
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+
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+ /**
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+ * Return True if the target is autoattackable (depends on the actor type).<BR><BR>
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+ *
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+ * <B><U> Actor is a L2GuardInstance</U> :</B><BR><BR>
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+ * <li>The target isn't a Folk or a Door</li>
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+ * <li>The target isn't dead, isn't invulnerable, isn't in silent moving mode AND too far (>100)</li>
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+ * <li>The target is in the actor Aggro range and is at the same height</li>
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+ * <li>The L2PcInstance target has karma (=PK)</li>
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+ * <li>The L2MonsterInstance target is aggressive</li><BR><BR>
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+ *
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+ * <B><U> Actor is a L2SiegeGuardInstance</U> :</B><BR><BR>
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+ * <li>The target isn't a Folk or a Door</li>
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+ * <li>The target isn't dead, isn't invulnerable, isn't in silent moving mode AND too far (>100)</li>
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+ * <li>The target is in the actor Aggro range and is at the same height</li>
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+ * <li>A siege is in progress</li>
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+ * <li>The L2PcInstance target isn't a Defender</li><BR><BR>
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+ *
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+ * <B><U> Actor is a L2FriendlyMobInstance</U> :</B><BR><BR>
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+ * <li>The target isn't a Folk, a Door or another L2NpcInstance</li>
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+ * <li>The target isn't dead, isn't invulnerable, isn't in silent moving mode AND too far (>100)</li>
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+ * <li>The target is in the actor Aggro range and is at the same height</li>
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+ * <li>The L2PcInstance target has karma (=PK)</li><BR><BR>
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+ *
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+ * <B><U> Actor is a L2MonsterInstance</U> :</B><BR><BR>
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+ * <li>The target isn't a Folk, a Door or another L2NpcInstance</li>
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+ * <li>The target isn't dead, isn't invulnerable, isn't in silent moving mode AND too far (>100)</li>
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+ * <li>The target is in the actor Aggro range and is at the same height</li>
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+ * <li>The actor is Aggressive</li><BR><BR>
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+ *
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+ * @param target The targeted L2Object
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+ *
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+ */
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+ private boolean autoAttackCondition(L2Character target)
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+ {
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+ // Check if the target isn't another guard, folk or a door
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+ if (target == null || target instanceof L2FortSiegeGuardInstance || target instanceof L2FolkInstance || target instanceof L2DoorInstance
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+ || target.isAlikeDead() || target instanceof L2FortBallistaInstance || target instanceof L2FortCommanderInstance
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+ || target instanceof L2PlayableInstance)
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+ {
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+ L2PcInstance player = null;
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+ if (target instanceof L2PcInstance)
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+ player = ((L2PcInstance)target);
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+ else if (target instanceof L2Summon)
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+ player = ((L2Summon) target).getOwner();
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+ if (player == null || (player != null && player.getClan() != null && player.getClan().getHasFort() == ((L2NpcInstance) _actor).getFort().getFortId()))
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+ return false;
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+ }
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+
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+ // Check if the target isn't invulnerable
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+ if (target.isInvul())
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+ {
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+ // However EffectInvincible requires to check GMs specially
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+ if (target instanceof L2PcInstance && ((L2PcInstance) target).isGM())
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+ return false;
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+ if (target instanceof L2Summon && ((L2Summon) target).getOwner().isGM())
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+ return false;
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+ }
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+
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+ // Get the owner if the target is a summon
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+ if (target instanceof L2Summon)
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+ {
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+ L2PcInstance owner = ((L2Summon) target).getOwner();
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+ if (_actor.isInsideRadius(owner, 1000, true, false))
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+ target = owner;
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+ }
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+
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+ // Check if the target is a L2PcInstance
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+ if (target instanceof L2PlayableInstance)
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+ {
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+ // Check if the target isn't in silent move mode AND too far (>100)
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+ if (((L2PlayableInstance) target).isSilentMoving() && !_actor.isInsideRadius(target, 250, false, false))
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+ return false;
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+ }
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+ // Los Check Here
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+ return (_actor.isAutoAttackable(target) && GeoData.getInstance().canSeeTarget(_actor, target));
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+
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+ }
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+
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+ /**
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+ * Set the Intention of this L2CharacterAI and create an AI Task executed every 1s (call onEvtThink method) for this L2Attackable.<BR><BR>
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+ *
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+ * <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><BR><BR>
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+ *
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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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+ */
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+ @Override
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+ synchronized void changeIntention(CtrlIntention intention, Object arg0, Object arg1)
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+ {
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+ if (Config.DEBUG)
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+ _log1.info("L2SiegeAI.changeIntention(" + intention + ", " + arg0 + ", " + arg1 + ")");
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+
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+ if (intention == AI_INTENTION_IDLE /*|| intention == AI_INTENTION_ACTIVE*/) // active becomes idle if only a summon is present
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+ {
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+ // Check if actor is not dead
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+ if (!_actor.isAlikeDead())
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+ {
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+ L2Attackable npc = (L2Attackable) _actor;
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+
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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().size() > 0)
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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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+ }
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+
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+ if (intention == AI_INTENTION_IDLE)
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+ {
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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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+
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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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+ _accessor.detachAI();
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+
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+ return;
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+ }
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+ }
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+
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+ // Set the Intention of this L2AttackableAI to intention
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+ super.changeIntention(intention, arg0, arg1);
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+
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+ // If not idle - create an AI task (schedule onEvtThink repeatedly)
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+ if (_aiTask == null)
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+ {
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+ _aiTask = ThreadPoolManager.getInstance().scheduleAiAtFixedRate(this, 1000, 1000);
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+ }
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+ }
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+
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+ /**
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+ * Manage the Attack Intention : Stop current Attack (if necessary), Calculate attack timeout, Start a new Attack and Launch Think Event.<BR><BR>
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+ *
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+ * @param target The L2Character to attack
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+ *
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+ */
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+ @Override
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+ protected void onIntentionAttack(L2Character target)
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+ {
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+ // Calculate the attack timeout
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+ _attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks();
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+
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+ // Manage the Attack Intention : Stop current Attack (if necessary), Start a new Attack and Launch Think Event
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+ //if (_actor.getTarget() != null)
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+ super.onIntentionAttack(target);
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+ }
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+
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+ /**
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+ * Manage AI standard thinks of a L2Attackable (called by onEvtThink).<BR><BR>
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+ *
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+ * <B><U> Actions</U> :</B><BR><BR>
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+ * <li>Update every 1s the _globalAggro counter to come close to 0</li>
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+ * <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>
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+ * <li>If the actor can't attack, order to it to return to its home location</li>
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+ *
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+ */
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+ private void thinkActive()
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+ {
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+ L2Attackable npc = (L2Attackable) _actor;
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+
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+ // Update every 1s the _globalAggro counter to come close to 0
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+ if (_globalAggro != 0)
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+ {
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+ if (_globalAggro < 0)
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+ _globalAggro++;
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+ else
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+ _globalAggro--;
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+ }
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+
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+ // Add all autoAttackable L2Character in L2Attackable Aggro Range to its _aggroList with 0 damage and 1 hate
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+ // A L2Attackable isn't aggressive during 10s after its spawn because _globalAggro is set to -10
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+ if (_globalAggro >= 0)
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+ {
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+ for (L2Character target : npc.getKnownList().getKnownCharactersInRadius(_attackRange))
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+ {
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+ if (target == null)
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+ continue;
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+ if (autoAttackCondition(target)) // check aggression
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+ {
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+ // Get the hate level of the L2Attackable against this L2Character target contained in _aggroList
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+ int hating = npc.getHating(target);
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+
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+ // Add the attacker to the L2Attackable _aggroList with 0 damage and 1 hate
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+ if (hating == 0)
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+ npc.addDamageHate(target, 0, 1);
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+ }
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+ }
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+
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+ // Chose a target from its aggroList
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+ L2Character hated;
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+ if (_actor.isConfused())
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+ hated = getAttackTarget(); // Force mobs to attack anybody if confused
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+ else
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+ hated = npc.getMostHated();
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+ //_mostHatedAnalysis.Update(hated);
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+
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+ // Order to the L2Attackable to attack the target
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+ if (hated != null)
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+ {
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+ // Get the hate level of the L2Attackable against this L2Character target contained in _aggroList
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+ int aggro = npc.getHating(hated);
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+
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+ if (aggro + _globalAggro > 0)
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+ {
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+ // Set the L2Character movement type to run and send Server->Client packet ChangeMoveType to all others L2PcInstance
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+ if (!_actor.isRunning())
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+ _actor.setRunning();
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+
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+ // Set the AI Intention to AI_INTENTION_ATTACK
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+ setIntention(CtrlIntention.AI_INTENTION_ATTACK, hated, null);
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+ }
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+
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+ return;
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+ }
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+
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+ }
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+ // Order to the L2SiegeGuardInstance to return to its home location because there's no target to attack
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+ if (_actor.getWalkSpeed() >= 0)
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+ {
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+ if (_actor instanceof L2FortSiegeGuardInstance)
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+ ((L2FortSiegeGuardInstance) _actor).returnHome();
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+ else
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+ ((L2FortCommanderInstance) _actor).returnHome();
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+ }
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+ return;
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+ }
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+
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+ /**
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+ * Manage AI attack thinks of a L2Attackable (called by onEvtThink).<BR><BR>
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+ *
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+ * <B><U> Actions</U> :</B><BR><BR>
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+ * <li>Update the attack timeout if actor is running</li>
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+ * <li>If target is dead or timeout is expired, stop this attack and set the Intention to AI_INTENTION_ACTIVE</li>
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+ * <li>Call all L2Object of its Faction inside the Faction Range</li>
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+ * <li>Chose a target and order to attack it with magic skill or physical attack</li><BR><BR>
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+ *
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+ * TODO: Manage casting rules to healer mobs (like Ant Nurses)
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+ *
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+ */
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+ private void thinkAttack()
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+ {
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+ if (Config.DEBUG)
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+ _log1.info("L2FortSiegeGuardAI.thinkAttack(); timeout=" + (_attackTimeout - GameTimeController.getGameTicks()));
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+
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+ if (_attackTimeout < GameTimeController.getGameTicks())
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+ {
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+ // Check if the actor is running
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+ if (_actor.isRunning())
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+ {
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+ // Set the actor movement type to walk and send Server->Client packet ChangeMoveType to all others L2PcInstance
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+ _actor.setWalking();
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+
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+ // Calculate a new attack timeout
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+ _attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks();
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+ }
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+ }
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+
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+ L2Character attackTarget = getAttackTarget();
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+ // Check if target is dead or if timeout is expired to stop this attack
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+ if (attackTarget == null || attackTarget.isAlikeDead() || _attackTimeout < GameTimeController.getGameTicks())
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+ {
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+ // Stop hating this target after the attack timeout or if target is dead
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+ if (attackTarget != null)
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+ {
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+ L2Attackable npc = (L2Attackable) _actor;
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|
|
+ 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 (((L2NpcInstance) _actor).getFactionId() == null || target == null)
|
|
|
+ return;
|
|
|
+
|
|
|
+ if (target.isInvul())
|
|
|
+ return; // speeding it up for siege guards
|
|
|
+
|
|
|
+ if (Rnd.get(10) > 4) return; // test for reducing CPU load
|
|
|
+
|
|
|
+ String faction_id = ((L2NpcInstance) _actor).getFactionId();
|
|
|
+
|
|
|
+ // 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 L2NpcInstance))
|
|
|
+ {
|
|
|
+ if (_selfAnalysis.hasHealOrResurrect && cha instanceof L2PcInstance && ((L2NpcInstance) _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 (L2Skill sk : _selfAnalysis.healSkills)
|
|
|
+ {
|
|
|
+ if (_actor.getCurrentMp() < sk.getMpConsume())
|
|
|
+ continue;
|
|
|
+ if (_actor.isSkillDisabled(sk.getId()))
|
|
|
+ continue;
|
|
|
+ if (!Util.checkIfInRange(sk.getCastRange(), _actor, cha, true))
|
|
|
+ continue;
|
|
|
+
|
|
|
+ int chance = 5;
|
|
|
+ if (chance >= Rnd.get(100)) // chance
|
|
|
+ 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;
|
|
|
+ }
|
|
|
+
|
|
|
+ L2NpcInstance npc = (L2NpcInstance) cha;
|
|
|
+
|
|
|
+ if (faction_id != npc.getFactionId())
|
|
|
+ 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);
|
|
|
+ }
|
|
|
+ // 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 (L2Skill sk : _selfAnalysis.healSkills)
|
|
|
+ {
|
|
|
+ if (_actor.getCurrentMp() < sk.getMpConsume())
|
|
|
+ continue;
|
|
|
+ if (_actor.isSkillDisabled(sk.getId()))
|
|
|
+ continue;
|
|
|
+ if (!Util.checkIfInRange(sk.getCastRange(), _actor, npc, true))
|
|
|
+ continue;
|
|
|
+
|
|
|
+ int chance = 4;
|
|
|
+ if (chance >= Rnd.get(100)) // chance
|
|
|
+ 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
|
|
|
+ L2Skill[] skills = null;
|
|
|
+ double dist_2 = 0;
|
|
|
+ int range = 0;
|
|
|
+ L2FortSiegeGuardInstance sGuard;
|
|
|
+ if (_actor instanceof L2FortSiegeGuardInstance)
|
|
|
+ sGuard = (L2FortSiegeGuardInstance) _actor;
|
|
|
+ else
|
|
|
+ sGuard = (L2FortCommanderInstance) _actor;
|
|
|
+ L2Character attackTarget = getAttackTarget();
|
|
|
+
|
|
|
+ try
|
|
|
+ {
|
|
|
+ _actor.setTarget(attackTarget);
|
|
|
+ skills = _actor.getAllSkills();
|
|
|
+ dist_2 = _actor.getPlanDistanceSq(attackTarget.getX(), attackTarget.getY());
|
|
|
+ range = _actor.getPhysicalAttackRange() + _actor.getTemplate().collisionRadius + attackTarget.getTemplate().collisionRadius;
|
|
|
+ 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 (L2Skill sk : skills)
|
|
|
+ {
|
|
|
+ int castRange = sk.getCastRange();
|
|
|
+
|
|
|
+ if ((dist_2 <= castRange * castRange) && castRange > 70 && !_actor.isSkillDisabled(sk.getId()) && _actor.getCurrentMp() >= _actor.getStat().getMpConsume(sk) && !sk.isPassive())
|
|
|
+ {
|
|
|
+
|
|
|
+ L2Object OldTarget = _actor.getTarget();
|
|
|
+ if (sk.getSkillType() == L2SkillType.BUFF || sk.getSkillType() == L2SkillType.HEAL)
|
|
|
+ {
|
|
|
+ boolean useSkillSelf = true;
|
|
|
+ if (sk.getSkillType() == L2SkillType.HEAL && _actor.getCurrentHp() > (int) (_actor.getMaxHp() / 1.5))
|
|
|
+ {
|
|
|
+ useSkillSelf = false;
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ if (sk.getSkillType() == L2SkillType.BUFF)
|
|
|
+ {
|
|
|
+ L2Effect[] effects = _actor.getAllEffects();
|
|
|
+ for (int i = 0; effects != null && i < effects.length; i++)
|
|
|
+ {
|
|
|
+ L2Effect effect = effects[i];
|
|
|
+ if (effect.getSkill() == sk)
|
|
|
+ {
|
|
|
+ useSkillSelf = false;
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ 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().getLocx();
|
|
|
+ double homeY = attackTarget.getY() - sGuard.getSpawn().getLocy();
|
|
|
+
|
|
|
+ // 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.getGameTicks();
|
|
|
+
|
|
|
+ // check for close combat skills && heal/buff skills
|
|
|
+ if (!_actor.isMuted() && Rnd.nextInt(100) <= 5)
|
|
|
+ {
|
|
|
+ for (L2Skill sk : skills)
|
|
|
+ {
|
|
|
+ int castRange = sk.getCastRange();
|
|
|
+
|
|
|
+ if (castRange * castRange >= dist_2 && !sk.isPassive() && _actor.getCurrentMp() >= _actor.getStat().getMpConsume(sk) && !_actor.isSkillDisabled(sk.getId()))
|
|
|
+ {
|
|
|
+ L2Object OldTarget = _actor.getTarget();
|
|
|
+ if (sk.getSkillType() == L2SkillType.BUFF || sk.getSkillType() == L2SkillType.HEAL)
|
|
|
+ {
|
|
|
+ boolean useSkillSelf = true;
|
|
|
+ if (sk.getSkillType() == L2SkillType.HEAL && _actor.getCurrentHp() > (int) (_actor.getMaxHp() / 1.5))
|
|
|
+ {
|
|
|
+ useSkillSelf = false;
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ if (sk.getSkillType() == L2SkillType.BUFF)
|
|
|
+ {
|
|
|
+ L2Effect[] effects = _actor.getAllEffects();
|
|
|
+ for (int i = 0; effects != null && i < effects.length; i++)
|
|
|
+ {
|
|
|
+ L2Effect effect = effects[i];
|
|
|
+ if (effect.getSkill() == sk)
|
|
|
+ {
|
|
|
+ useSkillSelf = false;
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ 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.<BR><BR>
|
|
|
+ */
|
|
|
+ @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><BR>
|
|
|
+ *
|
|
|
+ * <B><U> Actions</U> :</B><BR><BR>
|
|
|
+ * <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><BR><BR>
|
|
|
+ *
|
|
|
+ * @param attacker The L2Character that attacks the actor
|
|
|
+ *
|
|
|
+ */
|
|
|
+ @Override
|
|
|
+ protected void onEvtAttacked(L2Character attacker)
|
|
|
+ {
|
|
|
+ // Calculate the attack timeout
|
|
|
+ _attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.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><BR>
|
|
|
+ *
|
|
|
+ * <B><U> Actions</U> :</B><BR><BR>
|
|
|
+ * <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><BR><BR>
|
|
|
+ *
|
|
|
+ * @param attacker The L2Character that attacks
|
|
|
+ * @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();
|
|
|
+
|
|
|
+ L2FortSiegeGuardInstance sGuard;
|
|
|
+ if (_actor instanceof L2FortSiegeGuardInstance)
|
|
|
+ sGuard = (L2FortSiegeGuardInstance) _actor;
|
|
|
+ else
|
|
|
+ sGuard = (L2FortCommanderInstance) _actor;
|
|
|
+ double homeX = target.getX() - sGuard.getSpawn().getLocx();
|
|
|
+ double homeY = target.getY() - sGuard.getSpawn().getLocy();
|
|
|
+
|
|
|
+ // Check if the L2SiegeGuardInstance is not too far from its home location
|
|
|
+ if (homeX * homeX + homeY * homeY < 3240000) // 1800 * 1800
|
|
|
+ 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;
|
|
|
+ }
|
|
|
+ else
|
|
|
+ for (L2Character aggroed : me.getAggroListRP().keySet())
|
|
|
+ me.addDamageHate(aggroed, 0, aggro);
|
|
|
+
|
|
|
+ aggro = me.getHating(mostHated);
|
|
|
+ if (aggro <= 0)
|
|
|
+ {
|
|
|
+ _globalAggro = -25;
|
|
|
+ me.clearAggroList();
|
|
|
+ setIntention(AI_INTENTION_IDLE, null, null);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ @Override
|
|
|
+ protected void onEvtDead()
|
|
|
+ {
|
|
|
+ stopAITask();
|
|
|
+ super.onEvtDead();
|
|
|
+ }
|
|
|
+
|
|
|
+ public void stopAITask()
|
|
|
+ {
|
|
|
+ if (_aiTask != null)
|
|
|
+ {
|
|
|
+ _aiTask.cancel(false);
|
|
|
+ _aiTask = null;
|
|
|
+ }
|
|
|
+ _accessor.detachAI();
|
|
|
+ }
|
|
|
+
|
|
|
+}
|