/* * 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; import static com.l2jserver.gameserver.ai.CtrlIntention.AI_INTENTION_ATTACK; import static com.l2jserver.gameserver.ai.CtrlIntention.AI_INTENTION_CAST; import static com.l2jserver.gameserver.ai.CtrlIntention.AI_INTENTION_IDLE; import static com.l2jserver.gameserver.ai.CtrlIntention.AI_INTENTION_INTERACT; import static com.l2jserver.gameserver.ai.CtrlIntention.AI_INTENTION_MOVE_TO; import static com.l2jserver.gameserver.ai.CtrlIntention.AI_INTENTION_PICK_UP; import static com.l2jserver.gameserver.ai.CtrlIntention.AI_INTENTION_REST; import com.l2jserver.gameserver.model.L2Object; import com.l2jserver.gameserver.model.Location; import com.l2jserver.gameserver.model.actor.L2Character; import com.l2jserver.gameserver.model.actor.instance.L2PcInstance; import com.l2jserver.gameserver.model.actor.instance.L2StaticObjectInstance; import com.l2jserver.gameserver.model.skills.Skill; import com.l2jserver.gameserver.model.skills.targets.L2TargetType; public class L2PlayerAI extends L2PlayableAI { private boolean _thinking; // to prevent recursive thinking private IntentionCommand _nextIntention = null; public L2PlayerAI(L2PcInstance creature) { super(creature); } void saveNextIntention(CtrlIntention intention, Object arg0, Object arg1) { _nextIntention = new IntentionCommand(intention, arg0, arg1); } @Override public IntentionCommand getNextIntention() { return _nextIntention; } /** * Saves the current Intention for this L2PlayerAI if necessary and calls changeIntention in AbstractAI. * @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 protected synchronized void changeIntention(CtrlIntention intention, Object arg0, Object arg1) { // Forget next if it's not cast or it's cast and skill is toggle. if ((intention != AI_INTENTION_CAST) || ((arg0 != null) && !((Skill) arg0).isToggle())) { _nextIntention = null; super.changeIntention(intention, arg0, arg1); return; } // do nothing if next intention is same as current one. if ((intention == _intention) && (arg0 == _intentionArg0) && (arg1 == _intentionArg1)) { super.changeIntention(intention, arg0, arg1); return; } // save current intention so it can be used after cast saveNextIntention(_intention, _intentionArg0, _intentionArg1); super.changeIntention(intention, arg0, arg1); } /** * Launch actions corresponding to the Event ReadyToAct.
* Actions : * */ @Override protected void onEvtReadyToAct() { // Launch actions corresponding to the Event Think if (_nextIntention != null) { setIntention(_nextIntention._crtlIntention, _nextIntention._arg0, _nextIntention._arg1); _nextIntention = null; } super.onEvtReadyToAct(); } /** * Launch actions corresponding to the Event Cancel.
* Actions : * */ @Override protected void onEvtCancel() { _nextIntention = null; super.onEvtCancel(); } /** * Finalize the casting of a skill. This method overrides L2CharacterAI method.
* What it does:
* Check if actual intention is set to CAST and, if so, retrieves latest intention before the actual CAST and set it as the current intention for the player. */ @Override protected void onEvtFinishCasting() { if (getIntention() == AI_INTENTION_CAST) { // run interrupted or next intention IntentionCommand nextIntention = _nextIntention; if (nextIntention != null) { if (nextIntention._crtlIntention != AI_INTENTION_CAST) // previous state shouldn't be casting { setIntention(nextIntention._crtlIntention, nextIntention._arg0, nextIntention._arg1); } else { setIntention(AI_INTENTION_IDLE); } } else { // set intention to idle if skill doesn't change intention. setIntention(AI_INTENTION_IDLE); } } } @Override protected void onIntentionRest() { if (getIntention() != AI_INTENTION_REST) { changeIntention(AI_INTENTION_REST, null, null); setTarget(null); if (getAttackTarget() != null) { setAttackTarget(null); } clientStopMoving(null); } } @Override protected void onIntentionActive() { setIntention(AI_INTENTION_IDLE); } /** * Manage the Move To Intention : Stop current Attack and Launch a Move to Location Task.
* Actions : * */ @Override protected void onIntentionMoveTo(Location loc) { if (getIntention() == AI_INTENTION_REST) { // Cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor clientActionFailed(); return; } if (_actor.isAllSkillsDisabled() || _actor.isCastingNow() || _actor.isAttackingNow()) { clientActionFailed(); saveNextIntention(AI_INTENTION_MOVE_TO, loc, null); return; } // Set the Intention of this AbstractAI to AI_INTENTION_MOVE_TO changeIntention(AI_INTENTION_MOVE_TO, loc, null); // Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast) clientStopAutoAttack(); // Abort the attack of the L2Character and send Server->Client ActionFailed packet _actor.abortAttack(); // Move the actor to Location (x,y,z) server side AND client side by sending Server->Client packet CharMoveToLocation (broadcast) moveTo(loc.getX(), loc.getY(), loc.getZ()); } @Override protected void clientNotifyDead() { _clientMovingToPawnOffset = 0; _clientMoving = false; super.clientNotifyDead(); } private void thinkAttack() { L2Character target = getAttackTarget(); if (target == null) { return; } if (checkTargetLostOrDead(target)) { // Notify the target setAttackTarget(null); return; } if (maybeMoveToPawn(target, _actor.getPhysicalAttackRange())) { return; } _actor.doAttack(target); } private void thinkCast() { L2Character target = getCastTarget(); if ((_skill.getTargetType() == L2TargetType.GROUND) && (_actor instanceof L2PcInstance)) { if (maybeMoveToPosition(((L2PcInstance) _actor).getCurrentSkillWorldPosition(), _actor.getMagicalAttackRange(_skill))) { _actor.setIsCastingNow(false); return; } } else { if (checkTargetLost(target)) { if (_skill.isBad() && (getAttackTarget() != null)) { // Notify the target setCastTarget(null); } _actor.setIsCastingNow(false); return; } if ((target != null) && maybeMoveToPawn(target, _actor.getMagicalAttackRange(_skill))) { _actor.setIsCastingNow(false); return; } } if ((_skill.getHitTime() > 50) && !_skill.isSimultaneousCast()) { clientStopMoving(null); } _actor.doCast(_skill); } private void thinkPickUp() { if (_actor.isAllSkillsDisabled() || _actor.isCastingNow()) { return; } L2Object target = getTarget(); if (checkTargetLost(target)) { return; } if (maybeMoveToPawn(target, 36)) { return; } setIntention(AI_INTENTION_IDLE); _actor.getActingPlayer().doPickupItem(target); } private void thinkInteract() { if (_actor.isAllSkillsDisabled() || _actor.isCastingNow()) { return; } L2Object target = getTarget(); if (checkTargetLost(target)) { return; } if (maybeMoveToPawn(target, 36)) { return; } if (!(target instanceof L2StaticObjectInstance)) { _actor.getActingPlayer().doInteract((L2Character) target); } setIntention(AI_INTENTION_IDLE); } @Override protected void onEvtThink() { if (_thinking && (getIntention() != AI_INTENTION_CAST)) { return; } _thinking = true; try { if (getIntention() == AI_INTENTION_ATTACK) { thinkAttack(); } else if (getIntention() == AI_INTENTION_CAST) { thinkCast(); } else if (getIntention() == AI_INTENTION_PICK_UP) { thinkPickUp(); } else if (getIntention() == AI_INTENTION_INTERACT) { thinkInteract(); } } finally { _thinking = false; } } }