/* * 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 . */ package net.sf.l2j.gameserver.ai; import static net.sf.l2j.gameserver.ai.CtrlIntention.AI_INTENTION_ACTIVE; import static net.sf.l2j.gameserver.ai.CtrlIntention.AI_INTENTION_ATTACK; import static net.sf.l2j.gameserver.ai.CtrlIntention.AI_INTENTION_IDLE; import java.util.Collection; import java.util.List; import java.util.concurrent.Future; import javolution.util.FastList; import net.sf.l2j.Config; import net.sf.l2j.gameserver.GameTimeController; import net.sf.l2j.gameserver.GeoData; import net.sf.l2j.gameserver.Territory; import net.sf.l2j.gameserver.ThreadPoolManager; import net.sf.l2j.gameserver.instancemanager.DimensionalRiftManager; import net.sf.l2j.gameserver.model.L2Attackable; import net.sf.l2j.gameserver.model.L2CharPosition; import net.sf.l2j.gameserver.model.L2Character; import net.sf.l2j.gameserver.model.L2Object; import net.sf.l2j.gameserver.model.L2Skill; import net.sf.l2j.gameserver.model.L2Summon; import net.sf.l2j.gameserver.model.actor.instance.L2DoorInstance; import net.sf.l2j.gameserver.model.actor.instance.L2FestivalMonsterInstance; import net.sf.l2j.gameserver.model.actor.instance.L2FolkInstance; import net.sf.l2j.gameserver.model.actor.instance.L2FriendlyMobInstance; import net.sf.l2j.gameserver.model.actor.instance.L2GrandBossInstance; import net.sf.l2j.gameserver.model.actor.instance.L2GuardInstance; import net.sf.l2j.gameserver.model.actor.instance.L2MinionInstance; import net.sf.l2j.gameserver.model.actor.instance.L2MonsterInstance; import net.sf.l2j.gameserver.model.actor.instance.L2NpcInstance; import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance; import net.sf.l2j.gameserver.model.actor.instance.L2PlayableInstance; import net.sf.l2j.gameserver.model.actor.instance.L2RaidBossInstance; import net.sf.l2j.gameserver.model.actor.instance.L2RiftInvaderInstance; import net.sf.l2j.gameserver.model.quest.Quest; import net.sf.l2j.gameserver.taskmanager.DecayTaskManager; import net.sf.l2j.gameserver.util.Util; import net.sf.l2j.util.Rnd; /** * This class manages AI of L2Attackable.

* */ public class L2AttackableAI extends L2CharacterAI implements Runnable { //protected static final Logger _log = Logger.getLogger(L2AttackableAI.class.getName()); private static final int RANDOM_WALK_RATE = 30; // confirmed // private static final int MAX_DRIFT_RANGE = 300; 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; /** 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 /** For attack AI, analysis of mob and its targets */ private SelfAnalysis _selfAnalysis = new SelfAnalysis(); private TargetAnalysis _mostHatedAnalysis = new TargetAnalysis(); private TargetAnalysis _secondMostHatedAnalysis = new TargetAnalysis(); /** * Constructor of L2AttackableAI.

* * @param accessor The AI accessor of the L2Character * */ public L2AttackableAI(L2Character.AIAccessor accessor) { super(accessor); _selfAnalysis.init(); _attackTimeout = Integer.MAX_VALUE; _globalAggro = -10; // 10 seconds timeout of ATTACK after respawn } public void run() { // Launch actions corresponding to the Event Think onEvtThink(); } /** * Return True if the target is autoattackable (depends on the actor type).

* * Actor is a L2GuardInstance :

*
  • The target isn't a Folk or a Door
  • *
  • The target isn't dead, isn't invulnerable, isn't in silent moving mode AND too far (>100)
  • *
  • The target is in the actor Aggro range and is at the same height
  • *
  • The L2PcInstance target has karma (=PK)
  • *
  • The L2MonsterInstance target is aggressive


  • * * Actor is a L2SiegeGuardInstance :

    *
  • The target isn't a Folk or a Door
  • *
  • The target isn't dead, isn't invulnerable, isn't in silent moving mode AND too far (>100)
  • *
  • The target is in the actor Aggro range and is at the same height
  • *
  • A siege is in progress
  • *
  • The L2PcInstance target isn't a Defender


  • * * Actor is a L2FriendlyMobInstance :

    *
  • The target isn't a Folk, a Door or another L2NpcInstance
  • *
  • The target isn't dead, isn't invulnerable, isn't in silent moving mode AND too far (>100)
  • *
  • The target is in the actor Aggro range and is at the same height
  • *
  • The L2PcInstance target has karma (=PK)


  • * * Actor is a L2MonsterInstance :

    *
  • The target isn't a Folk, a Door or another L2NpcInstance
  • *
  • The target isn't dead, isn't invulnerable, isn't in silent moving mode AND too far (>100)
  • *
  • The target is in the actor Aggro range and is at the same height
  • *
  • The actor is Aggressive


  • * * @param target The targeted L2Object * */ private boolean autoAttackCondition(L2Character target) { if (target == null || !(_actor instanceof L2Attackable)) return false; L2Attackable me = (L2Attackable) _actor; // Check if the target isn't invulnerable if (target.isInvul()) { // However EffectInvincible requires to check GMs specially if (target instanceof L2PcInstance && ((L2PcInstance)target).isGM()) return false; if (target instanceof L2Summon && ((L2Summon)target).getOwner().isGM()) return false; } // Check if the target isn't a Folk or a Door if (target instanceof L2FolkInstance || target instanceof L2DoorInstance) return false; // Check if the target isn't dead, is in the Aggro range and is at the same height if (target.isAlikeDead() || !me.isInsideRadius(target, me.getAggroRange(), false, false) || Math.abs(_actor.getZ() - target.getZ()) > 300) return false; if (_selfAnalysis.cannotMoveOnLand && !target.isInsideZone(L2Character.ZONE_WATER)) return false; // Check if the target is a L2PlayableInstance if (target instanceof L2PlayableInstance) { // Check if the AI isn't a Raid Boss and the target isn't in silent move mode if (!(me instanceof L2RaidBossInstance) && ((L2PlayableInstance)target).isSilentMoving()) return false; } // Check if the target is a L2PcInstance if (target instanceof L2PcInstance) { // Don't take the aggro if the GM has the access level below or equal to GM_DONT_TAKE_AGGRO if (((L2PcInstance)target).isGM() && !((L2PcInstance)target).getAccessLevel().canTakeAggro()) return false; // TODO: Ideally, autoattack condition should be called from the AI script. In that case, // it should only implement the basic behaviors while the script will add more specific // behaviors (like varka/ketra alliance, etc). Once implemented, remove specialized stuff // from this location. (Fulminus) // Check if player is an ally (comparing mem addr) if (me.getFactionId() == "varka" && ((L2PcInstance)target).isAlliedWithVarka()) return false; if (me.getFactionId() == "ketra" && ((L2PcInstance)target).isAlliedWithKetra()) return false; // check if the target is within the grace period for JUST getting up from fake death if (((L2PcInstance)target).isRecentFakeDeath()) return false; if (target.isInParty() && target.getParty().isInDimensionalRift()) { byte riftType = target.getParty().getDimensionalRift().getType(); byte riftRoom = target.getParty().getDimensionalRift().getCurrentRoom(); if (me instanceof L2RiftInvaderInstance && !DimensionalRiftManager.getInstance().getRoom(riftType, riftRoom).checkIfInZone(me.getX(), me.getY(), me.getZ())) return false; } } // Check if the target is a L2Summon if (target instanceof L2Summon) { L2PcInstance owner = ((L2Summon)target).getOwner(); if (owner != null) { // Don't take the aggro if the GM has the access level below or equal to GM_DONT_TAKE_AGGRO if (owner.isGM() && (owner.isInvul() || !owner.getAccessLevel().canTakeAggro())) return false; // Check if player is an ally (comparing mem addr) if (me.getFactionId() == "varka" && owner.isAlliedWithVarka()) return false; if (me.getFactionId() == "ketra" && owner.isAlliedWithKetra()) return false; } } // Check if the actor is a L2GuardInstance if (_actor instanceof L2GuardInstance) { // Check if the L2PcInstance target has karma (=PK) if (target instanceof L2PcInstance && ((L2PcInstance) target).getKarma() > 0) // Los Check return GeoData.getInstance().canSeeTarget(me, target); //if (target instanceof L2Summon) // return ((L2Summon)target).getKarma() > 0; // Check if the L2MonsterInstance target is aggressive if (target instanceof L2MonsterInstance) return (((L2MonsterInstance) target).isAggressive() && GeoData.getInstance().canSeeTarget(me, target)); return false; } else if (_actor instanceof L2FriendlyMobInstance) { // the actor is a L2FriendlyMobInstance // Check if the target isn't another L2NpcInstance if (target instanceof L2NpcInstance) return false; // Check if the L2PcInstance target has karma (=PK) if (target instanceof L2PcInstance && ((L2PcInstance) target).getKarma() > 0) // Los Check return GeoData.getInstance().canSeeTarget(me, target); else return false; } else { //The actor is a L2MonsterInstance // Check if the target isn't another L2NpcInstance if (target instanceof L2NpcInstance) return false; // depending on config, do not allow mobs to attack _new_ players in peacezones, // unless they are already following those players from outside the peacezone. if (!Config.ALT_MOB_AGRO_IN_PEACEZONE && target.isInsideZone(L2Character.ZONE_PEACE)) return false; if (me.isChampion() && Config.L2JMOD_CHAMPION_PASSIVE) return false; // Check if the actor is Aggressive return (me.isAggressive() && GeoData.getInstance().canSeeTarget(me, target)); } } public void startAITask() { // If not idle - create an AI task (schedule onEvtThink repeatedly) if (_aiTask == null) { _aiTask = ThreadPoolManager.getInstance().scheduleAiAtFixedRate(this, 1000, 1000); } } public void stopAITask() { if (_aiTask != null) { _aiTask.cancel(false); _aiTask = null; } } @Override protected void onEvtDead() { stopAITask(); super.onEvtDead(); } /** * Set the Intention of this L2CharacterAI and create an AI Task executed every 1s (call onEvtThink method) for this L2Attackable.

    * * Caution : If actor _knowPlayer isn't EMPTY, AI_INTENTION_IDLE will be change in AI_INTENTION_ACTIVE

    * * @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 (intention == AI_INTENTION_IDLE || intention == AI_INTENTION_ACTIVE) { // 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().size() > 0) intention = AI_INTENTION_ACTIVE; } 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) startAITask(); } /** * 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.getGameTicks(); // self and buffs if (_selfAnalysis.lastBuffTick+100 < GameTimeController.getGameTicks()) { for (L2Skill sk : _selfAnalysis.buffSkills) { if (_actor.getFirstEffect(sk.getId()) == null) { if (_actor.getCurrentMp() < sk.getMpConsume()) continue; if (_actor.isSkillDisabled(sk.getId())) continue; // no clan buffs here? if (sk.getTargetType() == L2Skill.SkillTargetType.TARGET_CLAN) continue; L2Object OldTarget = _actor.getTarget(); _actor.setTarget(_actor); clientStopMoving(null); _accessor.doCast(sk); // forcing long reuse delay so if cast get interrupted or there would be several buffs, doesn't cast again _selfAnalysis.lastBuffTick = GameTimeController.getGameTicks(); _actor.setTarget(OldTarget); } } } // Manage the Attack Intention : Stop current Attack (if necessary), Start a new Attack and Launch Think Event super.onIntentionAttack(target); } /** * Manage AI standard thinks of a L2Attackable (called by onEvtThink).

    * * Actions :

    *
  • Update every 1s the _globalAggro counter to come close to 0
  • *
  • 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
  • *
  • If the actor is a L2GuardInstance that can't attack, order to it to return to its home location
  • *
  • If the actor is a L2MonsterInstance that can't attack, order to it to random walk (1/100)


  • * */ 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) { // Get all visible objects inside its Aggro Range //L2Object[] objects = L2World.getInstance().getVisibleObjects(_actor, ((L2NpcInstance)_actor).getAggroRange()); // Go through visible objects Collection objs = npc.getKnownList().getKnownObjects().values(); //synchronized (npc.getKnownList().getKnownObjects()) { for (L2Object obj : objs) { if (!(obj instanceof L2Character)) continue; L2Character target = (L2Character) obj; /* * Check to see if this is a festival mob spawn. * If it is, then check to see if the aggro trigger * is a festival participant...if so, move to attack it. */ if ((_actor instanceof L2FestivalMonsterInstance) && obj instanceof L2PcInstance) { L2PcInstance targetPlayer = (L2PcInstance) obj; if (!(targetPlayer.isFestivalParticipant())) continue; } /* * Temporarily adding this commented code as a concept to be used eventually. * However, the way it is written below will NOT work correctly. The NPC * should only notify Aggro Range Enter when someone enters the range from outside. * Instead, the below code will keep notifying even while someone remains within * the range. Perhaps we need a short knownlist of range = aggroRange for just * people who are actively within the npc's aggro range?...(Fulminus) // notify AI that a playable instance came within aggro range if ((obj instanceof L2PcInstance) || (obj instanceof L2Summon)) { if ( !((L2Character)obj).isAlikeDead() && !npc.isInsideRadius(obj, npc.getAggroRange(), true, false) ) { L2PcInstance targetPlayer = (obj instanceof L2PcInstance)? (L2PcInstance) obj: ((L2Summon) obj).getOwner(); if (npc.getTemplate().getEventQuests(Quest.QuestEventType.ON_AGGRO_RANGE_ENTER) !=null) for (Quest quest: npc.getTemplate().getEventQuests(Quest.QuestEventType.ON_AGGRO_RANGE_ENTER)) quest.notifyAggroRangeEnter(npc, targetPlayer, (obj instanceof L2Summon)); } } */ // TODO: The AI Script ought to handle aggro behaviors in onSee. Once implemented, aggro behaviors ought // to be removed from here. (Fulminus) // For each L2Character check if the target is autoattackable 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(); // effect handles selection else hated = npc.getMostHated(); // 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); } return; } } // Check if the actor is a L2GuardInstance if (_actor instanceof L2GuardInstance) { // Order to the L2GuardInstance to return to its home location because there's no target to attack ((L2GuardInstance) _actor).returnHome(); } // If this is a festival monster, then it remains in the same location. if (_actor instanceof L2FestivalMonsterInstance) return; // Check if the mob should not return to spawn point if (!npc.canReturnToSpawnPoint()) return; // Minions following leader if (_actor instanceof L2MinionInstance && ((L2MinionInstance)_actor).getLeader() != null) { int offset; if (_actor.isRaid()) offset = 500; // for Raids - need correction else offset = 200; // for normal minions - need correction :) if(((L2MinionInstance)_actor).getLeader().isRunning()) _actor.setRunning(); else _actor.setWalking(); if (_actor.getPlanDistanceSq(((L2MinionInstance)_actor).getLeader()) > offset*offset) { int x1, y1, z1; x1 = ((L2MinionInstance)_actor).getLeader().getX() + Rnd.nextInt( (offset - 30) * 2 ) - ( offset - 30 ); y1 = ((L2MinionInstance)_actor).getLeader().getY() + Rnd.nextInt( (offset - 30) * 2 ) - ( offset - 30 ); z1 = ((L2MinionInstance)_actor).getLeader().getZ(); // Move the actor to Location (x,y,z) server side AND client side by sending Server->Client packet CharMoveToLocation (broadcast) moveTo(x1, y1, z1); return; } else if (Rnd.nextInt(RANDOM_WALK_RATE) == 0) { // self and clan buffs for (L2Skill sk : _selfAnalysis.buffSkills) { if (_actor.getFirstEffect(sk.getId()) == null) { // if clan buffs, don't buff every time if (sk.getTargetType() != L2Skill.SkillTargetType.TARGET_SELF && Rnd.nextInt(2) != 0) continue; if (_actor.getCurrentMp() < sk.getMpConsume()) continue; if (_actor.isSkillDisabled(sk.getId())) continue; L2Object OldTarget = _actor.getTarget(); _actor.setTarget(_actor); clientStopMoving(null); _accessor.doCast(sk); _actor.setTarget(OldTarget); return; } } } } // Order to the L2MonsterInstance to random walk (1/100) else if (npc.getSpawn() != null && Rnd.nextInt(RANDOM_WALK_RATE) == 0 && !(_actor instanceof L2RaidBossInstance || _actor instanceof L2MinionInstance)) { int x1, y1, z1; int range = Config.MAX_DRIFT_RANGE; // self and clan buffs for (L2Skill sk : _selfAnalysis.buffSkills) { if (_actor.getFirstEffect(sk.getId()) == null) { // if clan buffs, don't buff every time if (sk.getTargetType() != L2Skill.SkillTargetType.TARGET_SELF && Rnd.nextInt(2) != 0) continue; if (_actor.getCurrentMp() < sk.getMpConsume()) continue; if (_actor.isSkillDisabled(sk.getId())) continue; L2Object OldTarget = _actor.getTarget(); _actor.setTarget(_actor); clientStopMoving(null); _accessor.doCast(sk); _actor.setTarget(OldTarget); return; } } // If NPC with random coord in territory if (npc.getSpawn().getLocx() == 0 && npc.getSpawn().getLocy() == 0) { // Calculate a destination point in the spawn area int p[] = Territory.getInstance().getRandomPoint(npc.getSpawn().getLocation()); x1 = p[0]; y1 = p[1]; z1 = p[2]; // Calculate the distance between the current position of the L2Character and the target (x,y) double distance2 = _actor.getPlanDistanceSq(x1, y1); if (distance2 > range * range) { npc.setisReturningToSpawnPoint(true); float delay = (float) Math.sqrt(distance2) / range; x1 = _actor.getX() + (int) ((x1 - _actor.getX()) / delay); y1 = _actor.getY() + (int) ((y1 - _actor.getY()) / delay); } // If NPC with random fixed coord, don't move (unless needs to return to spawnpoint) if (Territory.getInstance().getProcMax(npc.getSpawn().getLocation()) > 0 && !npc.isReturningToSpawnPoint()) return; } else { // If NPC with fixed coord x1 = npc.getSpawn().getLocx() + Rnd.nextInt(range * 2) - range; y1 = npc.getSpawn().getLocy() + Rnd.nextInt(range * 2) - range; z1 = npc.getZ(); } //_log.config("Curent pos ("+getX()+", "+getY()+"), moving to ("+x1+", "+y1+")."); // Move the actor to Location (x,y,z) server side AND client side by sending Server->Client packet CharMoveToLocation (broadcast) moveTo(x1, y1, z1); } } /** * Manage AI attack thinks of a L2Attackable (called by onEvtThink).

    * * Actions :

    *
  • Update the attack timeout if actor is running
  • *
  • If target is dead or timeout is expired, stop this attack and set the Intention to AI_INTENTION_ACTIVE
  • *
  • Call all L2Object of its Faction inside the Faction Range
  • *
  • Chose a target and order to attack it with magic skill or physical attack


  • * * TODO: Manage casting rules to healer mobs (like Ant Nurses) * */ private void thinkAttack() { if (_attackTimeout < GameTimeController.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.getGameTicks(); } } L2Character originalAttackTarget = getAttackTarget(); // Check if target is dead or if timeout is expired to stop this attack if (originalAttackTarget == null || originalAttackTarget.isAlikeDead() || _attackTimeout < GameTimeController.getGameTicks()) { // Stop hating this target after the attack timeout or if target is dead if (originalAttackTarget != null) ((L2Attackable) _actor).stopHating(originalAttackTarget); // Set the AI Intention to AI_INTENTION_ACTIVE setIntention(AI_INTENTION_ACTIVE); _actor.setWalking(); return; } // Handle all L2Object of its Faction inside the Faction Range if (((L2NpcInstance) _actor).getFactionId() != null) { String faction_id = ((L2NpcInstance) _actor).getFactionId(); // Go through all L2Object that belong to its faction Collection objs = _actor.getKnownList().getKnownObjects().values(); //synchronized (_actor.getKnownList().getKnownObjects()) { for (L2Object obj : objs) { if (obj instanceof L2NpcInstance) { L2NpcInstance npc = (L2NpcInstance) obj; if (faction_id != npc.getFactionId()) continue; // Check if the L2Object is inside the Faction Range of // the actor if (_actor.isInsideRadius(npc, npc.getFactionRange() + npc.getTemplate().collisionRadius, true, false) && npc.getAI() != null) { if (Math.abs(originalAttackTarget.getZ() - npc.getZ()) < 600 && _actor.getAttackByList().contains(originalAttackTarget) && (npc.getAI()._intention == CtrlIntention.AI_INTENTION_IDLE || npc.getAI()._intention == CtrlIntention.AI_INTENTION_ACTIVE) && GeoData.getInstance().canSeeTarget(_actor, npc)) { if ((originalAttackTarget instanceof L2PcInstance) || (originalAttackTarget instanceof L2Summon)) { if (npc.getTemplate().getEventQuests(Quest.QuestEventType.ON_FACTION_CALL) != null) { L2PcInstance player = (originalAttackTarget instanceof L2PcInstance) ? (L2PcInstance) originalAttackTarget : ((L2Summon) originalAttackTarget).getOwner(); for (Quest quest : npc.getTemplate().getEventQuests(Quest.QuestEventType.ON_FACTION_CALL)) quest.notifyFactionCall(npc, (L2NpcInstance) _actor, player, (originalAttackTarget instanceof L2Summon)); } } } // heal or resurrect friends if (_selfAnalysis.hasHealOrResurrect && !_actor.isAttackingDisabled() && npc.getCurrentHp() < npc.getMaxHp() * 0.6 && _actor.getCurrentHp() > _actor.getMaxHp() / 2 && _actor.getCurrentMp() > _actor.getMaxMp() / 2 ) { if (npc.isDead() && _actor instanceof L2MinionInstance) { if (((L2MinionInstance) _actor).getLeader() == npc) { for (L2Skill sk : _selfAnalysis.resurrectSkills) { if (_actor.getCurrentMp() < sk.getMpConsume()) continue; if (_actor.isSkillDisabled(sk.getId())) continue; if (!Util.checkIfInRange(sk.getCastRange(), _actor, npc, true)) continue; if (10 >= Rnd.get(100)) // chance continue; if (!GeoData.getInstance().canSeeTarget(_actor, npc)) break; L2Object OldTarget = _actor.getTarget(); _actor.setTarget(npc); // would this ever be fast enough // for the decay not to run? // giving some extra seconds DecayTaskManager.getInstance().cancelDecayTask(npc); DecayTaskManager.getInstance().addDecayTask(npc); clientStopMoving(null); _accessor.doCast(sk); _actor.setTarget(OldTarget); return; } } } else if (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 (_actor instanceof L2MinionInstance) { // minions support boss if (((L2MinionInstance) _actor).getLeader() == npc) chance = 6; else chance = 3; } if (npc instanceof L2GrandBossInstance) chance = 6; 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; } } } } } } } } if(_actor.isAttackingDisabled()) return; // Get 2 most hated chars List hated = ((L2Attackable) _actor).get2MostHated(); if (_actor.isConfused()) { if (hated != null) hated.set(0, originalAttackTarget); // effect handles selection else { hated = new FastList(); hated.add(originalAttackTarget); hated.add(null); } } if (hated == null || hated.get(0) == null) { setIntention(AI_INTENTION_ACTIVE); return; } if (hated.get(0) != originalAttackTarget) { setAttackTarget(hated.get(0)); } _mostHatedAnalysis.update(hated.get(0)); _secondMostHatedAnalysis.update(hated.get(1)); // Get all information needed to choose between physical or magical attack _actor.setTarget(_mostHatedAnalysis.character); double dist2 = _actor.getPlanDistanceSq(_mostHatedAnalysis.character.getX(), _mostHatedAnalysis.character.getY()); int combinedCollision = _actor.getTemplate().collisionRadius + _mostHatedAnalysis.character.getTemplate().collisionRadius; int range = _actor.getPhysicalAttackRange() + combinedCollision; // Reconsider target next round if _actor hasn't got hits in for last 14 seconds if (!_actor.isMuted() && _attackTimeout - 160 < GameTimeController.getGameTicks() && _secondMostHatedAnalysis.character != null) { if (Util.checkIfInRange(900, _actor, hated.get(1), true)) { // take off 2* the amount the aggro is larger than second most ((L2Attackable) _actor).reduceHate(hated.get(0), 2 * (((L2Attackable) _actor).getHating(hated.get(0)) - ((L2Attackable) _actor).getHating(hated.get(1)))); // Calculate a new attack timeout _attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks(); } } // Reconsider target during next round if actor is rooted and cannot reach mostHated but can // reach secondMostHated if (_actor.isRooted() && _secondMostHatedAnalysis.character != null) { if (_selfAnalysis.isMage && dist2 > _selfAnalysis.maxCastRange*_selfAnalysis.maxCastRange && _actor.getPlanDistanceSq(_secondMostHatedAnalysis.character.getX(), _secondMostHatedAnalysis.character.getY()) < _selfAnalysis.maxCastRange*_selfAnalysis.maxCastRange) { ((L2Attackable) _actor).reduceHate(hated.get(0), 1+(((L2Attackable) _actor).getHating(hated.get(0)) - ((L2Attackable) _actor).getHating(hated.get(1)))); } else if (dist2 > range*range && _actor.getPlanDistanceSq(_secondMostHatedAnalysis.character.getX(), _secondMostHatedAnalysis.character.getY()) < range*range) { ((L2Attackable) _actor).reduceHate(hated.get(0), 1+(((L2Attackable) _actor).getHating(hated.get(0)) - ((L2Attackable) _actor).getHating(hated.get(1)))); } } // Considering, if bigger range will be attempted if ( (dist2 < 10000 + combinedCollision*combinedCollision) && !_selfAnalysis.isFighter && !_selfAnalysis.isBalanced && (_selfAnalysis.hasLongRangeSkills || _selfAnalysis.isArcher) && (_mostHatedAnalysis.isBalanced || _mostHatedAnalysis.isFighter) && (_mostHatedAnalysis.character.isRooted() || _mostHatedAnalysis.isSlower) && (Config.GEODATA == 2 ? 20 : 12) >= Rnd.get(100) // chance ) { int posX = _actor.getX(); int posY = _actor.getY(); int posZ = _actor.getZ(); double distance = Math.sqrt(dist2); // This way, we only do the sqrt if we need it int signx=-1; int signy=-1; if (_actor.getX()>_mostHatedAnalysis.character.getX()) signx=1; if (_actor.getY()>_mostHatedAnalysis.character.getY()) signy=1; posX += Math.round((float)((signx * ((range / 2) + (Rnd.get(range)))) - distance)); posY += Math.round((float)((signy * ((range / 2) + (Rnd.get(range)))) - distance)); setIntention(CtrlIntention.AI_INTENTION_MOVE_TO, new L2CharPosition(posX, posY, posZ, 0)); return; } // Cannot see target, needs to go closer, currently just goes to range 300 if mage if ((dist2 > 310*310 + combinedCollision*combinedCollision) && this._selfAnalysis.hasLongRangeSkills && !GeoData.getInstance().canSeeTarget(_actor, _mostHatedAnalysis.character) ) { if (!(_selfAnalysis.isMage && _actor.isMuted())) { moveToPawn(_mostHatedAnalysis.character, 300); return; } } if (_mostHatedAnalysis.character.isMoving()) range += 50; // Check if the actor is far from target if (dist2 > range*range) { if (!_actor.isMuted() && (_selfAnalysis.hasLongRangeSkills || !_selfAnalysis.healSkills.isEmpty())) { // check for long ranged skills and heal/buff skills if (!_mostHatedAnalysis.isCanceled) { for (L2Skill sk : _selfAnalysis.cancelSkills) { int castRange = sk.getCastRange() + combinedCollision; if (_actor.isSkillDisabled(sk.getId()) || _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk) || (dist2 > castRange * castRange) ) continue; if (Rnd.nextInt(100) <= 8) { clientStopMoving(null); _accessor.doCast(sk); _mostHatedAnalysis.isCanceled = true; _attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks(); return; } } } if (this._selfAnalysis.lastDebuffTick+60 < GameTimeController.getGameTicks()) { for (L2Skill sk : _selfAnalysis.debuffSkills) { int castRange = sk.getCastRange() + combinedCollision; if (_actor.isSkillDisabled(sk.getId()) || _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk) || (dist2 > castRange * castRange) ) continue; int chance = 8; if (_selfAnalysis.isFighter && _mostHatedAnalysis.isMage) chance = 3; if (_selfAnalysis.isFighter && _mostHatedAnalysis.isArcher) chance = 12; if (_selfAnalysis.isMage && !_mostHatedAnalysis.isMage) chance = 10; if (_mostHatedAnalysis.isMagicResistant) chance /= 2; if (Rnd.nextInt(100) <= chance) { clientStopMoving(null); _accessor.doCast(sk); _selfAnalysis.lastDebuffTick = GameTimeController.getGameTicks(); _attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks(); return; } } } if (!_mostHatedAnalysis.character.isMuted()) { int chance = 8; if (!(_mostHatedAnalysis.isMage || _mostHatedAnalysis.isBalanced)) chance = 3; for (L2Skill sk : _selfAnalysis.muteSkills) { int castRange = sk.getCastRange() + combinedCollision; if (_actor.isSkillDisabled(sk.getId()) || _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk) || (dist2 > castRange * castRange) ) continue; if (Rnd.nextInt(100) <= chance) { clientStopMoving(null); _accessor.doCast(sk); _attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks(); return; } } } if (_secondMostHatedAnalysis.character != null && !_secondMostHatedAnalysis.character.isMuted() && (_secondMostHatedAnalysis.isMage || _secondMostHatedAnalysis.isBalanced)) { double secondHatedDist2 = _actor.getPlanDistanceSq(_secondMostHatedAnalysis.character.getX(), _secondMostHatedAnalysis.character.getY()); for (L2Skill sk : _selfAnalysis.muteSkills) { int castRange = sk.getCastRange() + combinedCollision; if (_actor.isSkillDisabled(sk.getId()) || _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk) || (secondHatedDist2 > castRange * castRange) ) continue; if (Rnd.nextInt(100) <= 2) { _actor.setTarget(_secondMostHatedAnalysis.character); clientStopMoving(null); _accessor.doCast(sk); _actor.setTarget(_mostHatedAnalysis.character); return; } } } if (!_mostHatedAnalysis.character.isSleeping()) { for (L2Skill sk : _selfAnalysis.sleepSkills) { int castRange = sk.getCastRange() + combinedCollision; if (_actor.isSkillDisabled(sk.getId()) || _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk) || (dist2 > castRange * castRange) ) continue; if (Rnd.nextInt(100) <= 1) { clientStopMoving(null); _accessor.doCast(sk); _attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks(); return; } } } if (_secondMostHatedAnalysis.character != null && !_secondMostHatedAnalysis.character.isSleeping()) { double secondHatedDist2 = _actor.getPlanDistanceSq(_secondMostHatedAnalysis.character.getX(), _secondMostHatedAnalysis.character.getY()); for (L2Skill sk : _selfAnalysis.sleepSkills) { int castRange = sk.getCastRange() + combinedCollision; if (_actor.isSkillDisabled(sk.getId()) || _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk) || (secondHatedDist2 > castRange * castRange) ) continue; if (Rnd.nextInt(100) <= 3) { _actor.setTarget(_secondMostHatedAnalysis.character); clientStopMoving(null); _accessor.doCast(sk); _actor.setTarget(_mostHatedAnalysis.character); return; } } } if (!_mostHatedAnalysis.character.isRooted()) { for (L2Skill sk : _selfAnalysis.rootSkills) { int castRange = sk.getCastRange() + combinedCollision; if (_actor.isSkillDisabled(sk.getId()) || _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk) || (dist2 > castRange * castRange) ) continue; if (Rnd.nextInt(100) <= (_mostHatedAnalysis.isSlower ? 3 : 8)) { clientStopMoving(null); _accessor.doCast(sk); _attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks(); return; } } } if (!_mostHatedAnalysis.character.isAttackingDisabled()) { for (L2Skill sk : _selfAnalysis.generalDisablers) { int castRange = sk.getCastRange() + combinedCollision; if (_actor.isSkillDisabled(sk.getId()) || _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk) || (dist2 > castRange * castRange) ) continue; if (Rnd.nextInt(100) <= ((_selfAnalysis.isFighter && _actor.isRooted()) ? 15 : 7)) { clientStopMoving(null); _accessor.doCast(sk); _attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks(); return; } } } if (_actor.getCurrentHp() < _actor.getMaxHp()*0.4) { for (L2Skill sk : _selfAnalysis.healSkills) { if (_actor.isSkillDisabled(sk.getId()) || _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk) ) continue; int chance = 7; if (_mostHatedAnalysis.character.isAttackingDisabled()) chance += 10; if (_secondMostHatedAnalysis.character == null || _secondMostHatedAnalysis.character.isAttackingDisabled()) chance += 10; if (Rnd.nextInt(100) <= chance) { _actor.setTarget(_actor); clientStopMoving(null); _accessor.doCast(sk); _actor.setTarget(_mostHatedAnalysis.character); return; } } } // chance decision for launching long range skills int castingChance = 5; if (_selfAnalysis.isMage) castingChance = 50; // mages if (_selfAnalysis.isBalanced) { if (!_mostHatedAnalysis.isFighter) // advance to mages castingChance = 15; else castingChance = 25; // stay away from fighters } if (_selfAnalysis.isFighter) { if(_mostHatedAnalysis.isMage) castingChance = 3; else castingChance = 7; if (_actor.isRooted()) castingChance = 20; // doesn't matter if no success first round } for (L2Skill sk : _selfAnalysis.generalSkills) { int castRange = sk.getCastRange() + combinedCollision; if (_actor.isSkillDisabled(sk.getId()) || _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk) || (dist2 > castRange * castRange) ) continue; if (Rnd.nextInt(100) <= castingChance) { clientStopMoving(null); _accessor.doCast(sk); _attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks(); return; } } } // Move the actor to Pawn server side AND client side by sending Server->Client packet MoveToPawn (broadcast) if (_selfAnalysis.isMage) { if (_actor.isMuted()) return; range = _selfAnalysis.maxCastRange; } if (_mostHatedAnalysis.character.isMoving()) range -= 100; if (range < 5) range = 5; moveToPawn(_mostHatedAnalysis.character, range); return; } // ************************************************** // Else, if this is close enough for physical attacks else { // In case many mobs are trying to hit from same place, move a bit, // circling around the target if (Rnd.nextInt(100) <= 33) // check it once per 3 seconds { for (L2Object nearby : _actor.getKnownList().getKnownCharactersInRadius(10)) { if (nearby instanceof L2Attackable && nearby != _mostHatedAnalysis.character) { int diffx = Rnd.get(combinedCollision, combinedCollision+40); if (Rnd.get(10)<5) diffx = -diffx; int diffy = Rnd.get(combinedCollision, combinedCollision+40); if (Rnd.get(10)<5) diffy = -diffy; moveTo(_mostHatedAnalysis.character.getX() + diffx, _mostHatedAnalysis.character.getY() + diffy, _mostHatedAnalysis.character.getZ()); return; } } } // Calculate a new attack timeout. _attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks(); // check for close combat skills && heal/buff skills if (!_mostHatedAnalysis.isCanceled) { for (L2Skill sk : _selfAnalysis.cancelSkills) { if ((_actor.isMuted() && sk.isMagic()) || (_actor.isPhysicalMuted() && !sk.isMagic())) continue; int castRange = sk.getCastRange() + combinedCollision; if (_actor.isSkillDisabled(sk.getId()) || _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk) || (dist2 > castRange * castRange)) continue; if (Rnd.nextInt(100) <= 8) { clientStopMoving(null); _accessor.doCast(sk); _mostHatedAnalysis.isCanceled = true; return; } } } if (this._selfAnalysis.lastDebuffTick+60 < GameTimeController.getGameTicks()) { for (L2Skill sk : _selfAnalysis.debuffSkills) { if ((_actor.isMuted() && sk.isMagic()) || (_actor.isPhysicalMuted() && !sk.isMagic())) continue; int castRange = sk.getCastRange() + combinedCollision; if (_actor.isSkillDisabled(sk.getId()) || _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk) || (dist2 > castRange * castRange)) continue; int chance = 5; if (_selfAnalysis.isFighter && _mostHatedAnalysis.isMage) chance = 3; if (_selfAnalysis.isFighter && _mostHatedAnalysis.isArcher) chance = 3; if (_selfAnalysis.isMage && !_mostHatedAnalysis.isMage) chance = 4; if (_mostHatedAnalysis.isMagicResistant) chance /= 2; if (sk.getCastRange() < 200) chance += 3; if (Rnd.nextInt(100) <= chance) { clientStopMoving(null); _accessor.doCast(sk); _selfAnalysis.lastDebuffTick = GameTimeController.getGameTicks(); return; } } } if (!_mostHatedAnalysis.character.isMuted() && (_mostHatedAnalysis.isMage || _mostHatedAnalysis.isBalanced)) { for (L2Skill sk : _selfAnalysis.muteSkills) { if ((_actor.isMuted() && sk.isMagic()) || (_actor.isPhysicalMuted() && !sk.isMagic())) continue; int castRange = sk.getCastRange() + combinedCollision; if (_actor.isSkillDisabled(sk.getId()) || _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk) || (dist2 > castRange * castRange)) continue; if (Rnd.nextInt(100) <= 7) { clientStopMoving(null); _accessor.doCast(sk); return; } } } if (_secondMostHatedAnalysis.character != null && !_secondMostHatedAnalysis.character.isMuted() && (_secondMostHatedAnalysis.isMage || _secondMostHatedAnalysis.isBalanced)) { double secondHatedDist2 = _actor.getPlanDistanceSq(_secondMostHatedAnalysis.character.getX(), _secondMostHatedAnalysis.character.getY()); for (L2Skill sk : _selfAnalysis.muteSkills) { if ((_actor.isMuted() && sk.isMagic()) || (_actor.isPhysicalMuted() && !sk.isMagic())) continue; int castRange = sk.getCastRange() + combinedCollision; if (_actor.isSkillDisabled(sk.getId()) || _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk) || (secondHatedDist2 > castRange * castRange)) continue; if (Rnd.nextInt(100) <= 3) { _actor.setTarget(_secondMostHatedAnalysis.character); clientStopMoving(null); _accessor.doCast(sk); _actor.setTarget(_mostHatedAnalysis.character); return; } } } if (_secondMostHatedAnalysis.character != null && !_secondMostHatedAnalysis.character.isSleeping()) { double secondHatedDist2 = _actor.getPlanDistanceSq(_secondMostHatedAnalysis.character.getX(), _secondMostHatedAnalysis.character.getY()); for (L2Skill sk : _selfAnalysis.sleepSkills) { if ((_actor.isMuted() && sk.isMagic()) || (_actor.isPhysicalMuted() && !sk.isMagic())) continue; int castRange = sk.getCastRange() + combinedCollision; if (_actor.isSkillDisabled(sk.getId()) || _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk) || (secondHatedDist2 > castRange * castRange)) continue; if (Rnd.nextInt(100) <= 4) { _actor.setTarget(_secondMostHatedAnalysis.character); clientStopMoving(null); _accessor.doCast(sk); _actor.setTarget(_mostHatedAnalysis.character); return; } } } if (!_mostHatedAnalysis.character.isRooted() && _mostHatedAnalysis.isFighter && !_selfAnalysis.isFighter) { for (L2Skill sk : _selfAnalysis.rootSkills) { if ((_actor.isMuted() && sk.isMagic()) || (_actor.isPhysicalMuted() && !sk.isMagic())) continue; int castRange = sk.getCastRange() + combinedCollision; if (_actor.isSkillDisabled(sk.getId()) || _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk) || (dist2 > castRange * castRange)) continue; if (Rnd.nextInt(100) <= 4) { clientStopMoving(null); _accessor.doCast(sk); return; } } } if (!_mostHatedAnalysis.character.isAttackingDisabled()) { for (L2Skill sk : _selfAnalysis.generalDisablers) { if ((_actor.isMuted() && sk.isMagic()) || (_actor.isPhysicalMuted() && !sk.isMagic())) continue; int castRange = sk.getCastRange() + combinedCollision; if (_actor.isSkillDisabled(sk.getId()) || _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk) || (dist2 > castRange * castRange)) continue; if (Rnd.nextInt(100) <= ((sk.getCastRange() < 200) ? 10 : 7)) { clientStopMoving(null); _accessor.doCast(sk); return; } } } if (_actor.getCurrentHp() < _actor.getMaxHp()*0.4) { for (L2Skill sk : _selfAnalysis.healSkills) { if ((_actor.isMuted() && sk.isMagic()) || (_actor.isPhysicalMuted() && !sk.isMagic())) continue; if (_actor.isSkillDisabled(sk.getId()) || _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk)) continue; int chance = 7; if (_mostHatedAnalysis.character.isAttackingDisabled()) chance += 10; if (_secondMostHatedAnalysis.character == null || _secondMostHatedAnalysis.character.isAttackingDisabled()) chance += 10; if (Rnd.nextInt(100) <= chance) { _actor.setTarget(_actor); clientStopMoving(null); _accessor.doCast(sk); _actor.setTarget(_mostHatedAnalysis.character); return; } } } for (L2Skill sk : _selfAnalysis.generalSkills) { if ((_actor.isMuted() && sk.isMagic()) || (_actor.isPhysicalMuted() && !sk.isMagic())) continue; int castRange = sk.getCastRange() + combinedCollision; if (_actor.isSkillDisabled(sk.getId()) || _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk) || (dist2 > castRange * castRange)) continue; // chance decision for launching general skills in melee fight // close range skills should be higher, long range lower int castingChance = 5; if (_selfAnalysis.isMage) { if (sk.getCastRange() < 200) castingChance = 35; else castingChance = 25; // mages } if (_selfAnalysis.isBalanced) { if (sk.getCastRange() < 200) castingChance = 12; else { if (_mostHatedAnalysis.isMage) // hit mages castingChance = 2; else castingChance = 5; } } if (_selfAnalysis.isFighter) { if (sk.getCastRange() < 200) castingChance = 12; else { if(_mostHatedAnalysis.isMage) castingChance = 1; else castingChance = 3; } } if (Rnd.nextInt(100) <= castingChance) { clientStopMoving(null); _accessor.doCast(sk); return; } } // Finally, physical attacks clientStopMoving(null); _accessor.doAttack(getAttackTarget()); } } /** * Manage AI thinking actions of a L2Attackable.

    */ @Override protected void onEvtThink() { // Check if the actor can't use skills and if a thinking action isn't already in progress if (_thinking || _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.

    * * Actions :

    *
  • Init the attack : Calculate the attack timeout, Set the _globalAggro to 0, Add the attacker to the actor _aggroList
  • *
  • Set the L2Character movement type to run and send Server->Client packet ChangeMoveType to all others L2PcInstance
  • *
  • Set the Intention to AI_INTENTION_ATTACK


  • * * @param attacker The L2Character that attacks the actor * */ @Override protected void onEvtAttacked(L2Character attacker) { //if (_actor instanceof L2ChestInstance && !((L2ChestInstance)_actor).isInteracted()) //{ //((L2ChestInstance)_actor).deleteMe(); //((L2ChestInstance)_actor).getSpawn().startRespawn(); //return; //} // 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); } else if (((L2Attackable) _actor).getMostHated() != getAttackTarget()) { setIntention(CtrlIntention.AI_INTENTION_ATTACK, attacker); } super.onEvtAttacked(attacker); } /** * Launch actions corresponding to the Event Aggression.

    * * Actions :

    *
  • Add the target to the actor _aggroList or update hate if already present
  • *
  • Set the actor Intention to AI_INTENTION_ATTACK (if actor is L2GuardInstance check if it isn't too far from its home location)


  • * * @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) { 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); // 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(); setIntention(CtrlIntention.AI_INTENTION_ATTACK, target); } } } @Override protected void onIntentionActive() { // Cancel attack timeout _attackTimeout = Integer.MAX_VALUE; super.onIntentionActive(); } public void setGlobalAggro(int value) { _globalAggro = value; } }