/* * Copyright (C) 2004-2015 L2J Server * * This file is part of L2J Server. * * L2J Server is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * L2J Server is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . */ package com.l2jserver.gameserver.ai; /** * This class contains an enum of each possibles events that can happen on an AI character. */ public enum CtrlEvent { /** * Something has changed, usually a previous step has being completed or maybe was completed, the AI must thing on next action. */ EVT_THINK, /** * The actor was attacked. This event comes each time a physical or magical
* attack was done on the actor. NPC may start attack in response, or ignore
* this event if they already attack someone, or change target and so on. */ EVT_ATTACKED, /** Increase/decrease aggression towards a target, or reduce global aggression if target is null */ EVT_AGGRESSION, /** Actor is in stun state */ EVT_STUNNED, /** Actor is paralyzed or petrified */ EVT_PARALYZED, /** Actor starts/stops sleeping */ EVT_SLEEPING, /** Actor is in rooted state (cannot move) */ EVT_ROOTED, /** Actor evaded hit **/ EVT_EVADED, /** * An event that previous action was completed. The action may be an attempt to physically/magically hit an enemy, or an action that discarded attack attempt has finished. */ EVT_READY_TO_ACT, /** * User's command, like using a combat magic or changing weapon, etc. The command is not intended to change final goal */ EVT_USER_CMD, /** * The actor arrived to assigned location, or it's a time to modify movement destination (follow, interact, random move and others intentions). */ EVT_ARRIVED, /** * The actor arrived to an intermediate point, and needs to revalidate destination. This is sent when follow/move to pawn if destination is far away. */ EVT_ARRIVED_REVALIDATE, /** The actor cannot move anymore. */ EVT_ARRIVED_BLOCKED, /** Forgets an object (if it's used as attack target, follow target and so on */ EVT_FORGET_OBJECT, /** * Attempt to cancel current step execution, but not change the intention.
* For example, the actor was put into a stun, so it's current attack
* or movement has to be canceled. But after the stun state expired,
* the actor may try to attack again. Another usage for CANCEL is a user's
* attempt to cancel a cast/bow attack and so on. */ EVT_CANCEL, /** The character is dead */ EVT_DEAD, /** The character looks like dead */ EVT_FAKE_DEATH, /** The character attack anyone randomly **/ EVT_CONFUSED, /** The character cannot cast spells anymore **/ EVT_MUTED, /** The character flee in random directions **/ EVT_AFRAID, /** The character finish casting **/ EVT_FINISH_CASTING, /** The character betrayed its master */ EVT_BETRAYED }