/*
* 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 com.l2jserver.gameserver.ai;
import static com.l2jserver.gameserver.ai.CtrlIntention.AI_INTENTION_ACTIVE;
import static com.l2jserver.gameserver.ai.CtrlIntention.AI_INTENTION_ATTACK;
import static com.l2jserver.gameserver.ai.CtrlIntention.AI_INTENTION_IDLE;
import java.util.Collection;
import java.util.concurrent.Future;
import com.l2jserver.Config;
import com.l2jserver.gameserver.GameTimeController;
import com.l2jserver.gameserver.GeoData;
import com.l2jserver.gameserver.Territory;
import com.l2jserver.gameserver.ThreadPoolManager;
import com.l2jserver.gameserver.datatables.NpcTable;
import com.l2jserver.gameserver.instancemanager.DimensionalRiftManager;
import com.l2jserver.gameserver.model.L2CharPosition;
import com.l2jserver.gameserver.model.L2Object;
import com.l2jserver.gameserver.model.L2Skill;
import com.l2jserver.gameserver.model.L2Skill.SkillTargetType;
import com.l2jserver.gameserver.model.actor.L2Attackable;
import com.l2jserver.gameserver.model.actor.L2Character;
import com.l2jserver.gameserver.model.actor.L2Npc;
import com.l2jserver.gameserver.model.actor.L2Playable;
import com.l2jserver.gameserver.model.actor.L2Summon;
import com.l2jserver.gameserver.model.actor.instance.L2DoorInstance;
import com.l2jserver.gameserver.model.actor.instance.L2FestivalMonsterInstance;
import com.l2jserver.gameserver.model.actor.instance.L2FriendlyMobInstance;
import com.l2jserver.gameserver.model.actor.instance.L2GrandBossInstance;
import com.l2jserver.gameserver.model.actor.instance.L2GuardInstance;
import com.l2jserver.gameserver.model.actor.instance.L2MinionInstance;
import com.l2jserver.gameserver.model.actor.instance.L2MonsterInstance;
import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
import com.l2jserver.gameserver.model.actor.instance.L2RaidBossInstance;
import com.l2jserver.gameserver.model.actor.instance.L2RiftInvaderInstance;
import com.l2jserver.gameserver.model.quest.Quest;
import com.l2jserver.gameserver.templates.chars.L2NpcTemplate;
import com.l2jserver.gameserver.templates.skills.L2EffectType;
import com.l2jserver.gameserver.templates.skills.L2SkillType;
import com.l2jserver.gameserver.util.Util;
import com.l2jserver.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
private String clan;
private String enemyClan;
private int timepass = 0;
private int chaostime = 0;
private L2NpcTemplate _skillrender;
int lastBuffTick;
/**
* Constructor of L2AttackableAI.
*
* @param accessor The AI accessor of the L2Character
*
*/
public L2AttackableAI(L2Character.AIAccessor accessor)
{
super(accessor);
_skillrender = NpcTable.getInstance().getTemplate(((L2Npc)_actor).getTemplate().npcId);
//_selfAnalysis.init();
_attackTimeout = Integer.MAX_VALUE;
_globalAggro = -10; // 10 seconds timeout of ATTACK after respawn
if (((L2Attackable)_actor).getEnemyClan() != "none")
setEnemyClan(((L2Attackable)_actor).getEnemyClan());
}
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 L2Npc
* 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 L2Npc
* 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)
return false;
L2Attackable me = (L2Attackable) _actor;
if(target instanceof L2Attackable)
{
setClan(((L2Attackable)target).getClan());
}
// 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 L2DoorInstance) return false;
// Check if the target isn't dead, is in the Aggro range and is at the same height
if (target.isAlikeDead() || (target instanceof L2PcInstance && !me.isInsideRadius(target, me.getAggroRange(), false, false))
||Math.abs(_actor.getZ() - target.getZ()) > 300 || (target instanceof L2Summon && !me.isInsideRadius(target, me.getAggroRange(), false, false))) return false;
// Check if the target is a L2PlayableInstance
if (target instanceof L2Playable)
{
// Check if the AI isn't a Raid Boss, can See Silent Moving players and the target isn't in silent move mode
if (!(me.isRaid()) && !(me.canSeeThroughSilentMove()) && ((L2Playable)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 ("varka".equals(me.getFactionId()) && ((L2PcInstance) target).isAlliedWithVarka())
return false;
if ("ketra".equals(me.getFactionId()) && ((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;
}
//if (_selfAnalysis.cannotMoveOnLand && !target.isInsideZone(L2Character.ZONE_WATER))
// 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 ("varka".equals(me.getFactionId()) && owner.isAlliedWithVarka())
return false;
if ("ketra".equals(me.getFactionId()) && 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 && Config.GUARD_ATTACK_AGGRO_MOB)
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 L2Npc
if (target instanceof L2Npc)
return false;
// Check if the L2PcInstance target has karma (=PK)
if (target instanceof L2PcInstance && ((L2PcInstance) target).getKarma() > 0)
return GeoData.getInstance().canSeeTarget(me, target); // Los Check
else
return false;
}
else
{
if(target instanceof L2Attackable)
{
if ("none".equals(((L2Attackable)_actor).getEnemyClan()) || "none".equals(((L2Attackable)target).getClan()))
return false;
if (((L2Attackable)_actor).getEnemyClan().equals(((L2Attackable)target).getClan()))
{
if (_actor.isInsideRadius(target, ((L2Attackable)_actor).getEnemyRange(), false, false))
{
return GeoData.getInstance().canSeeTarget(_actor, target);
}
else return false;
}
if (((L2Attackable)_actor).getIsChaos() > 0 && me.isInsideRadius(target, ((L2Attackable)_actor).getIsChaos(), false, false) )
{
if (((L2Attackable)_actor).getFactionId() != null && ((L2Attackable)_actor).getFactionId().equals(((L2Attackable) target).getFactionId()))
{
return false;
}
// Los Check
return GeoData.getInstance().canSeeTarget(me, target);
}
}
if (target instanceof L2Attackable || target instanceof L2Npc)
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().isEmpty())
intention = AI_INTENTION_ACTIVE;
else
{
if (npc.getSpawn() != null)
{
final int range = Config.MAX_DRIFT_RANGE;
if (!npc.isInsideRadius(npc.getSpawn().getLocx(), npc.getSpawn().getLocy(), npc.getSpawn().getLocz(), range + range, true, false))
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 (lastBuffTick+30 < GameTimeController.getGameTicks())
{
if(_skillrender.hasBuffSkill())
for (L2Skill sk : _skillrender._buffskills)
if (Cast(sk))
break;
lastBuffTick = GameTimeController.getGameTicks();
}
// 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
Collection objs = _actor.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;
}
// 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, 0);
}
}
}
// 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.isRaidMinion())
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)
{
if(_skillrender.hasBuffSkill())
for (L2Skill sk : _skillrender._buffskills)
if (Cast(sk))
return;
}
}
// Order to the L2MonsterInstance to random walk (1/100)
else if (npc.getSpawn() != null && Rnd.nextInt(RANDOM_WALK_RATE) == 0
&& !_actor.isNoRndWalk())
{
int x1, y1, z1;
final int range = Config.MAX_DRIFT_RANGE;
if(_skillrender.hasBuffSkill())
for (L2Skill sk : _skillrender._buffskills)
if (Cast(sk))
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) * (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();
y1 = npc.getSpawn().getLocy();
z1 = npc.getSpawn().getLocz();
if (!_actor.isInsideRadius(x1, y1, z1, range + range, true, false))
npc.setisReturningToSpawnPoint(true);
else
{
x1 += Rnd.nextInt(range * 2) - range;
y1 += 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();
}
}
if (_actor.isCastingNow())
return;
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 (((L2Npc) _actor).getFactionId() != null)
{
String faction_id = ((L2Npc) _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 L2Npc)
{
L2Npc npc = (L2Npc) obj;
//Handle SevenSigns mob Factions
String npcfaction = npc.getFactionId();
boolean sevenSignFaction = false;
// TODO: Unhardcode this by AI scripts (DrHouse)
//Catacomb mobs should assist lilim and nephilim other than dungeon
if ("c_dungeon_clan".equals(faction_id) &&
("c_dungeon_lilim".equals(npcfaction) || "c_dungeon_nephi".equals(npcfaction)))
sevenSignFaction = true;
//Lilim mobs should assist other Lilim and catacomb mobs
else if ("c_dungeon_lilim".equals(faction_id) &&
"c_dungeon_clan".equals(npcfaction))
sevenSignFaction = true;
//Nephilim mobs should assist other Nephilim and catacomb mobs
else if ("c_dungeon_nephi".equals(faction_id) &&
"c_dungeon_clan".equals(npcfaction))
sevenSignFaction = true;
if (!faction_id.equals(npc.getFactionId()) && !sevenSignFaction)
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, (L2Npc) _actor, player, (originalAttackTarget instanceof L2Summon));
}
}
else if (npc instanceof L2Attackable && getAttackTarget() != null && npc.getAI()._intention != CtrlIntention.AI_INTENTION_ATTACK)
{
((L2Attackable)npc).addDamageHate(getAttackTarget(), 0, ((L2Attackable)_actor).getHating(getAttackTarget()));
npc.getAI().setIntention(CtrlIntention.AI_INTENTION_ATTACK,getAttackTarget());
}
}
}
}
}
}
}
//Return when Attack been disable
if(_actor.isAttackingDisabled())
return;
/*
if(_actor.getTarget() == null || this.getAttackTarget() == null || this.getAttackTarget().isDead() || ctarget == _actor)
AggroReconsider();
*/
//----------------------------------------------------------------
//------------------------------------------------------------------------------
//Initialize data
double dist = 0;
int dist2 = 0;
int range = 0;
L2Character MostHate = ((L2Attackable) _actor).getMostHated();
//L2Character ctarget = (L2Character)_actor.getTarget();
try
{
setAttackTarget(MostHate);
_actor.setTarget(MostHate);
dist = Math.sqrt(_actor.getPlanDistanceSq(getAttackTarget().getX(), getAttackTarget().getY()));
dist2= (int)dist;
range = _actor.getPhysicalAttackRange() + _actor.getTemplate().collisionRadius + getAttackTarget().getTemplate().collisionRadius;
if(getAttackTarget().isMoving())
{
range = range + 50;
if(_actor.isMoving())
range = range + 50;
}
}
catch (NullPointerException e)
{
setIntention(AI_INTENTION_ACTIVE);
return;
}
//------------------------------------------------------
// In case many mobs are trying to hit from same place, move a bit,
// circling around the target
if (!_actor.isRooted() && Rnd.nextInt(100) <= 33) // check it once per 3 seconds
{
int combinedCollision = _actor.getTemplate().collisionRadius + getAttackTarget().getTemplate().collisionRadius;
int collision = _actor.getTemplate().collisionRadius;
for (L2Object nearby : _actor.getKnownList().getKnownCharactersInRadius(collision))
{
if (nearby instanceof L2Attackable && nearby != getAttackTarget())
{
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(getAttackTarget().getX() + diffx, getAttackTarget().getY() + diffy, getAttackTarget().getZ());
return;
}
}
}
//Dodge if its needed
if(!_actor.isRooted() && ((L2Attackable)_actor).getCanDodge()>0)
if (Rnd.get(100) <= ((L2Attackable)_actor).getCanDodge())
{
// Micht: kepping this one otherwise we should do 2 sqrt
double distance2 = _actor.getPlanDistanceSq(getAttackTarget().getX(), getAttackTarget().getY());
if (Math.sqrt(distance2) <= (60+_actor.getTemplate().collisionRadius + getAttackTarget().getTemplate().collisionRadius))
{
//Diasable the RND for increasing the performance
//int chance = 60;
//if (chance >= Rnd.get(100))
//{
int posX = _actor.getX();
int posY = _actor.getY();
int posZ = _actor.getZ();
/*
if (Rnd.get(1)>0)
posX=((L2Attackable)_actor).getSpawn().getLocx()+Rnd.get(100);
else
posX=((L2Attackable)_actor).getSpawn().getLocx()-Rnd.get(100);
if (Rnd.get(1)>0)
posY=((L2Attackable)_actor).getSpawn().getLocy() + Rnd.get(100);
else
posY=((L2Attackable)_actor).getSpawn().getLocy()-Rnd.get(100);
setIntention(CtrlIntention.AI_INTENTION_MOVE_TO, new L2CharPosition(posX, posY, posZ, 0));
*/
if (Rnd.get(1)>0)
posX=posX+Rnd.get(100);
else
posX=posX-Rnd.get(100);
if (Rnd.get(1)>0)
posY=posY + Rnd.get(100);
else
posY=posY - Rnd.get(100);
setIntention(CtrlIntention.AI_INTENTION_MOVE_TO, new L2CharPosition(posX, posY, posZ, 0));
return;
//}
}
}
//------------------------------------------------------------------------------
// BOSS/Raid Minion Target Reconsider
if (_actor.isRaid() || _actor.isRaidMinion())
{
chaostime++;
if (_actor instanceof L2RaidBossInstance && !((L2MonsterInstance)_actor).hasMinions())
{
if (chaostime > Config.RAID_CHAOS_TIME)
if (Rnd.get(100) <= 100-(_actor.getCurrentHp()*100/_actor.getMaxHp()))
{
AggroReconsider();
chaostime = 0;
}
}
else if (_actor instanceof L2RaidBossInstance && ((L2MonsterInstance)_actor).hasMinions())
{
if (chaostime > Config.RAID_CHAOS_TIME)
if (Rnd.get(100) <= 100-(_actor.getCurrentHp()*200/_actor.getMaxHp()))
{
AggroReconsider();
chaostime = 0;
}
}
else if(_actor instanceof L2GrandBossInstance)
{
if(chaostime > Config.GRAND_CHAOS_TIME)
if(Rnd.get(100) <= 100-(_actor.getCurrentHp()*300/_actor.getMaxHp()))
{
AggroReconsider();
chaostime = 0;
}
}
else
{
if(chaostime > Config.MINION_CHAOS_TIME)
if(Rnd.get(100)<= 100-(_actor.getCurrentHp()*200/_actor.getMaxHp()))
{
AggroReconsider();
chaostime = 0;
}
}
}
if(_skillrender.hasSkill())
{
//-------------------------------------------------------------------------------
//Heal Condition
if(_skillrender.hasHealSkill() && _skillrender._healskills !=null)
{
double percentage = _actor.getCurrentHp()/_actor.getMaxHp()*100;
if(_actor instanceof L2MinionInstance)
{
L2Character leader = ((L2MinionInstance)_actor).getLeader();
if(leader != null && !leader.isDead() && Rnd.get(100) > (leader.getCurrentHp() / leader.getMaxHp() * 100))
for(L2Skill sk:_skillrender._healskills)
{
if(sk.getTargetType() == L2Skill.SkillTargetType.TARGET_SELF)
continue;
if((sk.getMpConsume()>=_actor.getCurrentMp()
|| _actor.isSkillDisabled(sk.getId())
||(sk.isMagic()&&_actor.isMuted())
||(!sk.isMagic()&&_actor.isPhysicalMuted())))
{
continue;
}
if(!Util.checkIfInRange((sk.getCastRange()+_actor.getTemplate().collisionRadius + leader.getTemplate().collisionRadius),_actor,leader,false)
&& !isParty(sk) && !_actor.isMovementDisabled())
{
moveToPawn(leader,sk.getCastRange() +_actor.getTemplate().collisionRadius + leader.getTemplate().collisionRadius);
}
if(GeoData.getInstance().canSeeTarget(_actor,leader))
{
clientStopMoving(null);
_actor.setTarget(leader);
clientStopMoving(null);
_actor.doCast(sk);
return;
}
}
}
if(Rnd.get(100) < (100-percentage)/3)
for(L2Skill sk:_skillrender._healskills)
{
if((sk.getMpConsume() >= _actor.getCurrentMp()
|| _actor.isSkillDisabled(sk.getId())
||(sk.isMagic() && _actor.isMuted()))
||(!sk.isMagic() && _actor.isPhysicalMuted()))
{
continue;
}
clientStopMoving(null);
_actor.setTarget(_actor);
_actor.doCast(sk);
return;
}
for(L2Skill sk:_skillrender._healskills)
{
if((sk.getMpConsume() >= _actor.getCurrentMp()
|| _actor.isSkillDisabled(sk.getId())
||(sk.isMagic() && _actor.isMuted()))
||(!sk.isMagic() && _actor.isPhysicalMuted()))
{
continue;
}
if(sk.getTargetType() == L2Skill.SkillTargetType.TARGET_ONE)
for(L2Character obj: _actor.getKnownList().getKnownCharactersInRadius(sk.getCastRange() + _actor.getTemplate().collisionRadius))
{
if(!(obj instanceof L2Attackable) || obj.isDead())
continue;
L2Attackable targets = ((L2Attackable)obj);
if(((L2Attackable)_actor).getFactionId() != targets.getFactionId() && ((L2Attackable)_actor).getFactionId()!=null)
continue;
percentage = targets.getCurrentHp()/targets.getMaxHp()*100;
if(Rnd.get(100)< (100-percentage)/10)
{
if(GeoData.getInstance().canSeeTarget(_actor,targets))
{
clientStopMoving(null);
_actor.setTarget(obj);
_actor.doCast(sk);
return;
}
}
}
if(isParty(sk))
{
clientStopMoving(null);
_actor.doCast(sk);
return;
}
}
}
//-------------------------------------------------------------------------------
//Res Skill Condition
if(_skillrender.hasResSkill())
{
if(_actor instanceof L2MinionInstance)
{
L2Character leader = ((L2MinionInstance)_actor).getLeader();
if(leader != null && leader.isDead())
for(L2Skill sk:_skillrender._resskills)
{
if(sk.getTargetType() == L2Skill.SkillTargetType.TARGET_SELF)
continue;
if((sk.getMpConsume() >= _actor.getCurrentMp()
|| _actor.isSkillDisabled(sk.getId())
||(sk.isMagic() && _actor.isMuted())
||(!sk.isMagic() && _actor.isPhysicalMuted())))
{
continue;
}
if(!Util.checkIfInRange((sk.getCastRange()+_actor.getTemplate().collisionRadius + leader.getTemplate().collisionRadius),_actor,leader,false)
&& !isParty(sk) && !_actor.isRooted())
{
moveToPawn(leader,sk.getCastRange()
+_actor.getTemplate().collisionRadius + leader.getTemplate().collisionRadius);
}
if(GeoData.getInstance().canSeeTarget(_actor,leader))
{
clientStopMoving(null);
_actor.setTarget(((L2MinionInstance)_actor).getLeader());
_actor.doCast(sk);
return;
}
}
}
for(L2Skill sk:_skillrender._resskills)
{
if((sk.getMpConsume() >= _actor.getCurrentMp()
|| _actor.isSkillDisabled(sk.getId())
||(sk.isMagic() && _actor.isMuted()))
||(!sk.isMagic() && _actor.isPhysicalMuted()))
{
continue;
}
if(sk.getTargetType() == L2Skill.SkillTargetType.TARGET_ONE)
for(L2Character obj : _actor.getKnownList().getKnownCharactersInRadius(sk.getCastRange()+_actor.getTemplate().collisionRadius))
{
if(!(obj instanceof L2Attackable) || !obj.isDead())
continue;
L2Attackable targets = ((L2Attackable)obj);
if(((L2Attackable)_actor).getFactionId() != targets.getFactionId() && ((L2Attackable)_actor).getFactionId()!=null)
continue;
if(Rnd.get(100) < 10)
{
if(GeoData.getInstance().canSeeTarget(_actor,targets))
{
clientStopMoving(null);
_actor.setTarget(obj);
_actor.doCast(sk);
return;
}
}
}
if(isParty(sk))
{
clientStopMoving(null);
L2Object target = getAttackTarget();
_actor.setTarget(_actor);
_actor.doCast(sk);
_actor.setTarget(target);
return;
}
}
}
}
//-------------------------------------------------------------------------------
//Immobilize Condition
if((_actor.isRooted() && (dist > range || getAttackTarget().isMoving()))
||(dist > range && getAttackTarget().isMoving()))
{
MovementDisable();
return;
}
setTimepass(0);
//--------------------------------------------------------------------------------
//Skill Use
if(_skillrender.hasSkill())
{
if(Rnd.get(100)<=((L2Npc)_actor).getSkillChance())
{
L2Skill skills = _skillrender._generalskills.get(Rnd.nextInt(_skillrender._generalskills.size()));
if (Cast(skills))
return;
for(L2Skill sk:_skillrender._generalskills)
if (Cast(sk))
return;
}
//--------------------------------------------------------------------------------
//Long/Short Range skill Usage
if (((L2Npc)_actor).hasLSkill() || ((L2Npc)_actor).hasSSkill())
{
if (((L2Npc)_actor).hasSSkill() && dist2 <= 150 && Rnd.get(100) <= ((L2Npc)_actor).getSSkillChance())
{
SSkillRender();
if (_skillrender._Srangeskills != null)
for(L2Skill sk:_skillrender._Srangeskills)
if (Cast(sk))
return;
}
if (((L2Npc)_actor).hasLSkill() && dist2 >= 300 && Rnd.get(100) <= ((L2Npc)_actor).getSSkillChance())
{
LSkillRender();
if(_skillrender._Lrangeskills!=null)
for(L2Skill sk:_skillrender._Lrangeskills)
if (Cast(sk))
return;
}
}
}
//--------------------------------------------------------------------------------
// Starts Melee or Primary Skill
if(dist2>range || !GeoData.getInstance().canSeeTarget(_actor, getAttackTarget()))
{
if (_actor.isRooted())
{
TargetReconsider();
return;
}
else
{
if(getAttackTarget().isMoving())
range -= 100;
if(range < 5)
range = 5;
moveToPawn(getAttackTarget(), range);
return;
}
}
else
{
Melee(((L2Npc)_actor).getPrimaryAttack());
}
}
private void Melee(int type)
{
if(type!=0)
{
switch(type)
{
case -1:
{
if(_skillrender._generalskills != null)
for(L2Skill sk : _skillrender._generalskills)
if (Cast(sk))
return;
break;
}
case 1:
{
if(_skillrender.hasAtkSkill())
for(L2Skill sk : _skillrender._atkskills)
if (Cast(sk))
return;
break;
}
default:
{
if(_skillrender._generalskills != null)
for(L2Skill sk : _skillrender._generalskills)
if(sk.getId() == ((L2Npc)_actor).getPrimaryAttack())
if (Cast(sk))
return;
}
break;
}
}
_accessor.doAttack(getAttackTarget());
}
private boolean Cast(L2Skill sk)
{
if (sk == null)
return false;
if (sk.getMpConsume() >= _actor.getCurrentMp() || _actor.isSkillDisabled(sk.getId())
|| (sk.isMagic() && _actor.isMuted()) || (!sk.isMagic() && _actor.isPhysicalMuted()))
return false;
if(getAttackTarget() == null)
if(((L2Attackable)_actor).getMostHated() != null)
setAttackTarget(((L2Attackable)_actor).getMostHated());
if(getAttackTarget() == null)
return false;
double dist = Math.sqrt(_actor.getPlanDistanceSq(getAttackTarget().getX(), getAttackTarget().getY()));
double dist2= dist + getAttackTarget().getTemplate().collisionRadius;
double range = _actor.getPhysicalAttackRange() + _actor.getTemplate().collisionRadius + getAttackTarget().getTemplate().collisionRadius;
double srange = sk.getCastRange() + _actor.getTemplate().collisionRadius;
if(getAttackTarget().isMoving())
dist2 = dist2 - 400;
switch(sk.getSkillType())
{
case BUFF:
case REFLECT:
{
if (_actor.getFirstEffect(sk) == null)
{
clientStopMoving(null);
//L2Object target = getAttackTarget();
_actor.setTarget(_actor);
_actor.doCast(sk);
//_actor.setTarget(target);
return true;
}
//----------------------------------------
//If actor already have buff, start looking at others same faction mob to cast
if(sk.getTargetType() == L2Skill.SkillTargetType.TARGET_SELF)
return false;
if(sk.getTargetType() == L2Skill.SkillTargetType.TARGET_ONE)
{
L2Character target = EffectTargetReconsider(sk,true);
if (target != null)
{
clientStopMoving(null);
L2Object targets = getAttackTarget();
_actor.setTarget(target);
_actor.doCast(sk);
_actor.setTarget(targets);
return true;
}
}
if(canParty(sk))
{
clientStopMoving(null);
L2Object targets = getAttackTarget();
_actor.setTarget(_actor);
_actor.doCast(sk);
_actor.setTarget(targets);
return true;
}
break;
}
case HEAL:
case HOT:
case HEAL_PERCENT:
case HEAL_STATIC:
case BALANCE_LIFE:
{
double percentage = _actor.getCurrentHp()/_actor.getMaxHp()*100;
if(_actor instanceof L2MinionInstance && sk.getTargetType() != L2Skill.SkillTargetType.TARGET_SELF)
{
L2Character leader = ((L2MinionInstance)_actor).getLeader();
if(leader != null && !leader.isDead() && Rnd.get(100) > (leader.getCurrentHp()/leader.getMaxHp()*100))
{
if(!Util.checkIfInRange((sk.getCastRange() + _actor.getTemplate().collisionRadius + leader.getTemplate().collisionRadius),_actor,leader,false)
&& !isParty(sk) && !_actor.isRooted())
{
moveToPawn(leader,sk.getCastRange() +_actor.getTemplate().collisionRadius + leader.getTemplate().collisionRadius);
}
if(GeoData.getInstance().canSeeTarget(_actor,leader))
{
clientStopMoving(null);
_actor.setTarget(leader);
_actor.doCast(sk);
return true;
}
}
}
if(Rnd.get(100) < (100-percentage)/3)
{
clientStopMoving(null);
_actor.setTarget(_actor);
_actor.doCast(sk);
return true;
}
if(sk.getTargetType() == L2Skill.SkillTargetType.TARGET_ONE)
for(L2Character obj : _actor.getKnownList().getKnownCharactersInRadius(sk.getCastRange() + _actor.getTemplate().collisionRadius))
{
if(!(obj instanceof L2Attackable) || obj.isDead())
continue;
L2Attackable targets = ((L2Attackable)obj);
if(((L2Attackable)_actor).getFactionId() != targets.getFactionId()&&((L2Attackable)_actor).getFactionId() != null)
continue;
percentage = targets.getCurrentHp()/targets.getMaxHp()*100;
if(Rnd.get(100)< (100-percentage)/10)
{
if(GeoData.getInstance().canSeeTarget(_actor,targets))
{
clientStopMoving(null);
_actor.setTarget(obj);
_actor.doCast(sk);
return true;
}
}
}
if(isParty(sk))
{
for(L2Character obj : _actor.getKnownList().getKnownCharactersInRadius(sk.getSkillRadius() + _actor.getTemplate().collisionRadius))
{
if(!(obj instanceof L2Attackable))
{
continue;
}
L2Npc targets = ((L2Npc)obj);
L2Npc actors = ((L2Npc)_actor);
if(actors.getFactionId() != null && targets.getFactionId().equals(actors.getFactionId()))
{
if(obj.getCurrentHp() < obj.getMaxHp() && Rnd.get(100) <= 20)
{
clientStopMoving(null);
_actor.setTarget(_actor);
_actor.doCast(sk);
return true;
}
}
}
}
break;
}
case RESURRECT:
{
if(!isParty(sk))
{
if(_actor instanceof L2MinionInstance && sk.getTargetType() != L2Skill.SkillTargetType.TARGET_SELF)
{
L2Character leader = ((L2MinionInstance)_actor).getLeader();
if(leader != null && leader.isDead())
if(!Util.checkIfInRange((sk.getCastRange() + _actor.getTemplate().collisionRadius + leader.getTemplate().collisionRadius),_actor,leader,false)
&& !isParty(sk) && !_actor.isRooted())
{
moveToPawn(leader,sk.getCastRange() +_actor.getTemplate().collisionRadius + leader.getTemplate().collisionRadius);
}
if(GeoData.getInstance().canSeeTarget(_actor,leader))
{
clientStopMoving(null);
_actor.setTarget(((L2MinionInstance)_actor).getLeader());
_actor.doCast(sk);
return true;
}
}
for(L2Character obj : _actor.getKnownList().getKnownCharactersInRadius(sk.getCastRange()+_actor.getTemplate().collisionRadius))
{
if(!(obj instanceof L2Attackable) || !obj.isDead())
continue;
L2Attackable targets = ((L2Attackable)obj);
if(((L2Attackable)_actor).getFactionId()!= targets.getFactionId() && ((L2Attackable)_actor).getFactionId()!=null)
continue;
if(Rnd.get(100)< 10)
{
if(GeoData.getInstance().canSeeTarget(_actor,targets))
{
clientStopMoving(null);
_actor.setTarget(obj);
_actor.doCast(sk);
return true;
}
}
}
}
else if(isParty(sk))
{
for(L2Character obj : _actor.getKnownList().getKnownCharactersInRadius(sk.getSkillRadius()+_actor.getTemplate().collisionRadius))
{
if(!(obj instanceof L2Attackable))
{
continue;
}
L2Npc targets = ((L2Npc)obj);
L2Npc actors = ((L2Npc)_actor);
if(actors.getFactionId() != null && actors.getFactionId().equals(targets.getFactionId()))
{
if(obj.getCurrentHp()range || getAttackTarget().isMoving())
{
if (getAttackTarget().getFirstEffect(sk) == null)
{
clientStopMoving(null);
//_actor.setTarget(getAttackTarget());
_actor.doCast(sk);
return true;
}
}
}
L2Character target = EffectTargetReconsider(sk,false);
if (target != null)
{
clientStopMoving(null);
_actor.doCast(sk);
return true;
}
}
else if(canAOE(sk))
{
if(sk.getTargetType() == SkillTargetType.TARGET_AURA
|| sk.getTargetType() == SkillTargetType.TARGET_BEHIND_AURA
|| sk.getTargetType() == SkillTargetType.TARGET_FRONT_AURA)
{
clientStopMoving(null);
//L2Object target = getAttackTarget();
//_actor.setTarget(_actor);
_actor.doCast(sk);
//_actor.setTarget(target);
return true;
}
if((sk.getTargetType() == SkillTargetType.TARGET_AREA
|| sk.getTargetType() == SkillTargetType.TARGET_BEHIND_AREA
|| sk.getTargetType() == SkillTargetType.TARGET_FRONT_AREA
|| sk.getTargetType() == SkillTargetType.TARGET_MULTIFACE)
&& GeoData.getInstance().canSeeTarget(_actor,getAttackTarget()) && !getAttackTarget().isDead() && dist2<=srange)
{
clientStopMoving(null);
_actor.doCast(sk);
return true;
}
}
break;
}
case ROOT:
case STUN:
case PARALYZE:
{
if(GeoData.getInstance().canSeeTarget(_actor,getAttackTarget()) && !canAOE(sk) && dist2<=srange)
{
if (getAttackTarget().getFirstEffect(sk) == null)
{
clientStopMoving(null);
_actor.doCast(sk);
return true;
}
}
else if(canAOE(sk))
{
if(sk.getTargetType() == SkillTargetType.TARGET_AURA
|| sk.getTargetType() == SkillTargetType.TARGET_BEHIND_AURA
|| sk.getTargetType() == SkillTargetType.TARGET_FRONT_AURA)
{
clientStopMoving(null);
//L2Object target = getAttackTarget();
//_actor.setTarget(_actor);
_actor.doCast(sk);
//_actor.setTarget(target);
return true;
}
else if((sk.getTargetType() == SkillTargetType.TARGET_AREA
|| sk.getTargetType() == SkillTargetType.TARGET_BEHIND_AREA
|| sk.getTargetType() == SkillTargetType.TARGET_FRONT_AREA
|| sk.getTargetType() == SkillTargetType.TARGET_MULTIFACE)
&& GeoData.getInstance().canSeeTarget(_actor,getAttackTarget()) && !getAttackTarget().isDead() && dist2<=srange)
{
clientStopMoving(null);
_actor.doCast(sk);
return true;
}
}
else if(sk.getTargetType() == SkillTargetType.TARGET_ONE)
{
L2Character target = EffectTargetReconsider(sk,false);
if (target != null)
{
clientStopMoving(null);
_actor.doCast(sk);
return true;
}
}
break;
}
case MUTE:
case FEAR:
{
if(GeoData.getInstance().canSeeTarget(_actor,getAttackTarget()) && !canAOE(sk) && dist2<=srange)
{
if (getAttackTarget().getFirstEffect(sk) == null)
{
clientStopMoving(null);
_actor.doCast(sk);
return true;
}
}
else if(canAOE(sk))
{
if(sk.getTargetType() == SkillTargetType.TARGET_AURA
|| sk.getTargetType() == SkillTargetType.TARGET_BEHIND_AURA
|| sk.getTargetType() == SkillTargetType.TARGET_FRONT_AURA)
{
clientStopMoving(null);
//L2Object target = getAttackTarget();
//_actor.setTarget(_actor);
_actor.doCast(sk);
//_actor.setTarget(target);
return true;
}
if((sk.getTargetType() == SkillTargetType.TARGET_AREA
|| sk.getTargetType() == SkillTargetType.TARGET_BEHIND_AREA
|| sk.getTargetType() == SkillTargetType.TARGET_FRONT_AREA
|| sk.getTargetType() == SkillTargetType.TARGET_MULTIFACE)
&& GeoData.getInstance().canSeeTarget(_actor,getAttackTarget()) && !getAttackTarget().isDead() && dist2<=srange)
{
clientStopMoving(null);
_actor.doCast(sk);
return true;
}
}
else if(sk.getTargetType() == SkillTargetType.TARGET_ONE)
{
L2Character target = EffectTargetReconsider(sk,false);
if (target != null)
{
clientStopMoving(null);
_actor.doCast(sk);
return true;
}
}
break;
}
case CANCEL:
case NEGATE:
{
if(sk.getTargetType() == SkillTargetType.TARGET_ONE)
{
if(getAttackTarget().getFirstEffect(L2EffectType.BUFF) != null
&& GeoData.getInstance().canSeeTarget(_actor,getAttackTarget())
&& !getAttackTarget().isDead()
&& dist2<=srange)
{
clientStopMoving(null);
//L2Object target = getAttackTarget();
//_actor.setTarget(_actor);
_actor.doCast(sk);
//_actor.setTarget(target);
return true;
}
L2Character target = EffectTargetReconsider(sk,false);
if (target != null)
{
clientStopMoving(null);
L2Object targets = getAttackTarget();
_actor.setTarget(target);
_actor.doCast(sk);
_actor.setTarget(targets);
return true;
}
}
else if(canAOE(sk))
{
if((sk.getTargetType() == SkillTargetType.TARGET_AURA
|| sk.getTargetType() == SkillTargetType.TARGET_BEHIND_AURA
|| sk.getTargetType() == SkillTargetType.TARGET_FRONT_AURA)
&& GeoData.getInstance().canSeeTarget(_actor,getAttackTarget()))
{
clientStopMoving(null);
//L2Object target = getAttackTarget();
//_actor.setTarget(_actor);
_actor.doCast(sk);
//_actor.setTarget(target);
return true;
}
else if((sk.getTargetType() == SkillTargetType.TARGET_AREA
|| sk.getTargetType() == SkillTargetType.TARGET_BEHIND_AREA
|| sk.getTargetType() == SkillTargetType.TARGET_FRONT_AREA
|| sk.getTargetType() == SkillTargetType.TARGET_MULTIFACE)
&& GeoData.getInstance().canSeeTarget(_actor,getAttackTarget()) && !getAttackTarget().isDead() && dist2<=srange)
{
clientStopMoving(null);
_actor.doCast(sk);
return true;
}
}
break;
}
case PDAM:
case MDAM:
case BLOW:
case DRAIN:
case CHARGEDAM:
case DEATHLINK:
case CPDAM:
case MANADAM:
{
if(!canAura(sk))
{
if(GeoData.getInstance().canSeeTarget(_actor,getAttackTarget()) && !getAttackTarget().isDead() && dist2<=srange)
{
clientStopMoving(null);
_actor.doCast(sk);
return true;
}
else
{
L2Character target = SkillTargetReconsider(sk);
if (target != null)
{
clientStopMoving(null);
L2Object targets = getAttackTarget();
_actor.setTarget(target);
_actor.doCast(sk);
_actor.setTarget(targets);
return true;
}
}
}
else
{
clientStopMoving(null);
_actor.doCast(sk);
return true;
}
break;
}
default :
{
if(!canAura(sk))
{
if(GeoData.getInstance().canSeeTarget(_actor,getAttackTarget()) && !getAttackTarget().isDead() && dist2<=srange)
{
clientStopMoving(null);
_actor.doCast(sk);
return true;
}
else
{
L2Character target = SkillTargetReconsider(sk);
if (target != null)
{
clientStopMoving(null);
L2Object targets = getAttackTarget();
_actor.setTarget(target);
_actor.doCast(sk);
_actor.setTarget(targets);
return true;
}
}
}
else
{
clientStopMoving(null);
//L2Object targets = getAttackTarget();
//_actor.setTarget(_actor);
_actor.doCast(sk);
//_actor.setTarget(targets);
return true;
}
}
break;
}
return false;
}
/**
* This AI task will start when ACTOR cannot move and attack range larger than distance
*/
private void MovementDisable()
{
double dist = 0;
double dist2 = 0;
int range = 0;
try
{
if(_actor.getTarget() == null)
_actor.setTarget(getAttackTarget());
dist = Math.sqrt(_actor.getPlanDistanceSq(getAttackTarget().getX(), getAttackTarget().getY()));
dist2= dist;
range = _actor.getPhysicalAttackRange() + _actor.getTemplate().collisionRadius + getAttackTarget().getTemplate().collisionRadius;
if(getAttackTarget().isMoving())
{
dist = dist -30;
if(_actor.isMoving())
dist = dist -50;
}
}
catch (NullPointerException e)
{
setIntention(AI_INTENTION_ACTIVE);
return;
}
//Check if activeChar has any skill
if(_skillrender.hasSkill())
{
//-------------------------------------------------------------
//Try to stop the target or disable the target as priority
if(_skillrender.hasImmobiliseSkill())
{
for(L2Skill sk : _skillrender._immobiliseskills)
{
if(sk.getMpConsume() >= _actor.getCurrentMp()
|| _actor.isSkillDisabled(sk.getId())
|| (sk.getCastRange()+ _actor.getTemplate().collisionRadius + getAttackTarget().getTemplate().collisionRadius <= dist2 && !canAura(sk))
|| (sk.isMagic()&&_actor.isMuted())
|| (!sk.isMagic()&&_actor.isPhysicalMuted()))
{
continue;
}
if(!GeoData.getInstance().canSeeTarget(_actor,getAttackTarget()))
continue;
if (getAttackTarget().getFirstEffect(sk) == null)
{
clientStopMoving(null);
//L2Object target = getAttackTarget();
//_actor.setTarget(_actor);
_actor.doCast(sk);
//_actor.setTarget(target);
return;
}
}
}
//-------------------------------------------------------------
//Same as Above, but with Mute/FEAR etc....
if(_skillrender.hasCOTSkill())
{
for(L2Skill sk:_skillrender._cotskills)
{
if(sk.getMpConsume()>=_actor.getCurrentMp()
|| _actor.isSkillDisabled(sk.getId())
||(sk.getCastRange()+ _actor.getTemplate().collisionRadius + getAttackTarget().getTemplate().collisionRadius <= dist2 && !canAura(sk))
||(sk.isMagic()&&_actor.isMuted())
||(!sk.isMagic()&&_actor.isPhysicalMuted()))
{
continue;
}
if(!GeoData.getInstance().canSeeTarget(_actor,getAttackTarget()))
continue;
if (getAttackTarget().getFirstEffect(sk) == null)
{
clientStopMoving(null);
//L2Object target = getAttackTarget();
//_actor.setTarget(_actor);
_actor.doCast(sk);
//_actor.setTarget(target);
return;
}
}
}
//-------------------------------------------------------------
if(_skillrender.hasDebuffSkill()&&Rnd.get(10)<=2)
{
for(L2Skill sk:_skillrender._debuffskills)
{
if(sk.getMpConsume()>=_actor.getCurrentMp()
|| _actor.isSkillDisabled(sk.getId())
||(sk.getCastRange()+ _actor.getTemplate().collisionRadius + getAttackTarget().getTemplate().collisionRadius <= dist2 && !canAura(sk))
||(sk.isMagic()&&_actor.isMuted())
||(!sk.isMagic()&&_actor.isPhysicalMuted()))
{
continue;
}
if(!GeoData.getInstance().canSeeTarget(_actor,getAttackTarget()))
continue;
if (getAttackTarget().getFirstEffect(sk) == null)
{
clientStopMoving(null);
//L2Object target = getAttackTarget();
//_actor.setTarget(_actor);
_actor.doCast(sk);
//_actor.setTarget(target);
return;
}
}
}
//-------------------------------------------------------------
//Some side effect skill like CANCEL or NEGATE
if(_skillrender.hasNegativeSkill() && Rnd.get(10) == 1)
{
for(L2Skill sk : _skillrender._negativeskills)
{
if(sk.getMpConsume() >= _actor.getCurrentMp()
|| _actor.isSkillDisabled(sk.getId())
||(sk.getCastRange() + _actor.getTemplate().collisionRadius + getAttackTarget().getTemplate().collisionRadius <= dist2 && !canAura(sk))
||(sk.isMagic()&&_actor.isMuted())
||(!sk.isMagic()&&_actor.isPhysicalMuted()))
{
continue;
}
if(!GeoData.getInstance().canSeeTarget(_actor,getAttackTarget()))
continue;
if (getAttackTarget().getFirstEffect(L2EffectType.BUFF) != null)
{
clientStopMoving(null);
//L2Object target = getAttackTarget();
//_actor.setTarget(_actor);
_actor.doCast(sk);
//_actor.setTarget(target);
return;
}
}
}
//-------------------------------------------------------------
//Start ATK SKILL when nothing can be done
if(_skillrender.hasAtkSkill())
{
for(L2Skill sk:_skillrender._atkskills)
{
if(sk.getMpConsume()>=_actor.getCurrentMp()
|| _actor.isSkillDisabled(sk.getId())
||(sk.getCastRange()+ _actor.getTemplate().collisionRadius + getAttackTarget().getTemplate().collisionRadius <= dist2 && !canAura(sk))
||(sk.isMagic()&&_actor.isMuted())
||(!sk.isMagic()&&_actor.isPhysicalMuted()))
{
continue;
}
if(!GeoData.getInstance().canSeeTarget(_actor,getAttackTarget()))
continue;
clientStopMoving(null);
//L2Object target = getAttackTarget();
//_actor.setTarget(_actor);
_actor.doCast(sk);
//_actor.setTarget(target);
return;
}
}
//-------------------------------------------------------------
//if there is no ATK skill to use, then try Universal skill
/*
if(_skillrender.hasUniversalSkill())
{
for(L2Skill sk:_skillrender._universalskills)
{
if(sk.getMpConsume()>=_actor.getCurrentMp()
|| _actor.isSkillDisabled(sk.getId())
||(sk.getCastRange()+ _actor.getTemplate().collisionRadius + getAttackTarget().getTemplate().collisionRadius <= dist2 && !canAura(sk))
||(sk.isMagic()&&_actor.isMuted())
||(!sk.isMagic()&&_actor.isPhysicalMuted()))
{
continue;
}
if(!GeoData.getInstance().canSeeTarget(_actor,getAttackTarget()))
continue;
clientStopMoving(null);
L2Object target = getAttackTarget();
//_actor.setTarget(_actor);
_actor.doCast(sk);
//_actor.setTarget(target);
return;
}
}
*/
}
//timepass = timepass + 1;
if (_actor.isRooted())
{
//timepass = 0;
TargetReconsider();
return;
}
//else if(timepass>=5)
//{
// timepass = 0;
// AggroReconsider();
// return;
//}
if(dist>range || !GeoData.getInstance().canSeeTarget(_actor, getAttackTarget()))
{
if(getAttackTarget().isMoving())
range -=100;if(range<5)range=5;
moveToPawn(getAttackTarget(), range);
return;
}
Melee(((L2Npc)_actor).getPrimaryAttack());
return;
}
private L2Character EffectTargetReconsider(L2Skill sk, boolean positive)
{
if (sk == null)
return null;
if(sk.getSkillType() != L2SkillType.NEGATE || sk.getSkillType() != L2SkillType.CANCEL )
{
if(!positive)
{
double dist = 0;
double dist2 = 0;
int range = 0;
L2Attackable actor = (L2Attackable)_actor;
if(actor.getAttackByList() != null)
for(L2Character obj: actor.getAttackByList())
{
if(obj == null || obj.isDead() || !GeoData.getInstance().canSeeTarget(_actor,obj) || obj == getAttackTarget())
continue;
try
{
_actor.setTarget(getAttackTarget());
dist = Math.sqrt(_actor.getPlanDistanceSq(obj.getX(), obj.getY()));
dist2= dist;
range = sk.getCastRange() + _actor.getTemplate().collisionRadius + obj.getTemplate().collisionRadius;
if(obj.isMoving())
dist2 = dist2 - 70;
}
catch (NullPointerException e)
{
continue;
}
if(dist2<=range)
{
if (getAttackTarget().getFirstEffect(sk) == null)
return obj;
}
}
//----------------------------------------------------------------------
//If there is nearby Target with aggro, start going on random target that is attackable
for (L2Character obj : _actor.getKnownList().getKnownCharactersInRadius(range))
{
if(obj.isDead() || obj == null || !GeoData.getInstance().canSeeTarget(_actor,obj))
continue;
try
{
_actor.setTarget(getAttackTarget());
dist = Math.sqrt(_actor.getPlanDistanceSq(obj.getX(), obj.getY()));
dist2= dist;
range = sk.getCastRange() + _actor.getTemplate().collisionRadius + obj.getTemplate().collisionRadius;
if(obj.isMoving())
dist2 = dist2 - 70;
}
catch (NullPointerException e)
{
continue;
}
if(obj instanceof L2Attackable)
{
if(((L2Attackable)_actor).getEnemyClan() != null && (((L2Attackable)_actor).getEnemyClan().equals(((L2Attackable)obj).getClan())) && !"none".equals(((L2Attackable)_actor).getEnemyClan()))
{
if(dist2<=range)
{
if (getAttackTarget().getFirstEffect(sk) == null)
return obj;
}
}
}
if(obj instanceof L2PcInstance || obj instanceof L2Summon)
{
if(dist2<=range)
{
if (getAttackTarget().getFirstEffect(sk) == null)
return obj;
}
}
}
}
else if (positive)
{
double dist = 0;
double dist2 = 0;
int range = 0;
for(L2Character obj: _actor.getKnownList().getKnownCharactersInRadius(range))
{
if(!(obj instanceof L2Attackable) || obj.isDead() || obj == null || !GeoData.getInstance().canSeeTarget(_actor,obj))
continue;
L2Attackable targets = ((L2Attackable)obj);
if(((L2Attackable)_actor).getFactionId()!= targets.getFactionId() && ((L2Attackable)_actor).getFactionId()!=null)
continue;
try
{
_actor.setTarget(getAttackTarget());
dist = Math.sqrt(_actor.getPlanDistanceSq(obj.getX(), obj.getY()));
dist2= dist;
range = sk.getCastRange() + _actor.getTemplate().collisionRadius + obj.getTemplate().collisionRadius;
if(obj.isMoving())
dist2 = dist2 - 70;
}
catch (NullPointerException e)
{
continue;
}
if(dist2<=range)
{
if (obj.getFirstEffect(sk) == null)
return obj;
}
}
}
return null;
}
else
{
double dist = 0;
double dist2 = 0;
int range = 0;
range = sk.getCastRange() + _actor.getTemplate().collisionRadius + getAttackTarget().getTemplate().collisionRadius;
for (L2Character obj : _actor.getKnownList().getKnownCharactersInRadius(range))
{
if(obj == null || obj.isDead() || !GeoData.getInstance().canSeeTarget(_actor,obj))
continue;
try
{
_actor.setTarget(getAttackTarget());
dist = Math.sqrt(_actor.getPlanDistanceSq(obj.getX(), obj.getY()));
dist2= dist;
range = sk.getCastRange() + _actor.getTemplate().collisionRadius + obj.getTemplate().collisionRadius;
if(obj.isMoving())
dist2 = dist2 - 70;
}
catch (NullPointerException e)
{
continue;
}
if(obj instanceof L2Attackable)
{
if(((L2Attackable)_actor).getEnemyClan() != null && (((L2Attackable)_actor).getEnemyClan().equals(((L2Attackable)obj).getClan())) && !"none".equals(((L2Attackable)_actor).getEnemyClan()))
{
if(dist2<=range)
{
if (getAttackTarget().getFirstEffect(L2EffectType.BUFF) != null)
return obj;
}
}
}
if(obj instanceof L2PcInstance || obj instanceof L2Summon)
{
if(dist2<=range)
{
if (getAttackTarget().getFirstEffect(L2EffectType.BUFF) != null)
return obj;
}
}
}
return null;
}
}
private L2Character SkillTargetReconsider(L2Skill sk)
{
double dist = 0;
double dist2 = 0;
int range = 0;
L2Attackable actor = (L2Attackable)_actor;
if(actor.getHateList()!=null)
for(L2Character obj: actor.getHateList())
{
if(obj == null || !GeoData.getInstance().canSeeTarget(_actor,obj) || obj.isDead())
continue;
try
{
_actor.setTarget(getAttackTarget());
dist = Math.sqrt(_actor.getPlanDistanceSq(obj.getX(), obj.getY()));
dist2= dist;
range = sk.getCastRange() + _actor.getTemplate().collisionRadius + getAttackTarget().getTemplate().collisionRadius;
//if(obj.isMoving())
// dist2 = dist2 - 40;
}
catch (NullPointerException e)
{
continue;
}
if(dist2<=range)
{
return obj;
}
}
if(!(_actor instanceof L2GuardInstance))
{
Collection objs = _actor.getKnownList().getKnownObjects().values();
for (L2Object target : objs)
{
try
{
_actor.setTarget(getAttackTarget());
dist = Math.sqrt(_actor.getPlanDistanceSq(target.getX(), target.getY()));
dist2= dist;
range = sk.getCastRange() + _actor.getTemplate().collisionRadius + getAttackTarget().getTemplate().collisionRadius;
//if(obj.isMoving())
// dist2 = dist2 - 40;
}
catch (NullPointerException e)
{
continue;
}
L2Character obj = null;
if (target instanceof L2Character)
obj = (L2Character)target;
if(obj == null || !GeoData.getInstance().canSeeTarget(_actor,obj) || dist2 > range)
continue;
if(obj instanceof L2PcInstance)
{
return obj;
}
if(obj instanceof L2Attackable)
{
if(((L2Attackable)_actor).getEnemyClan() != null && (((L2Attackable)_actor).getEnemyClan().equals(((L2Attackable)obj).getClan())) && !"none".equals(((L2Attackable)_actor).getEnemyClan()))
{
return obj;
}
if (((L2Attackable)_actor).getIsChaos() != 0)
{
if(((L2Attackable)obj).getFactionId() != null && ((L2Attackable)obj).getFactionId().equals(((L2Attackable)_actor).getFactionId()))
continue;
else
return obj;
}
}
if(obj instanceof L2Summon)
{
return obj;
}
}
}
return null;
}
private void TargetReconsider()
{
double dist = 0;
double dist2 = 0;
int range = 0;
L2Attackable actor = (L2Attackable)_actor;
L2Character MostHate = ((L2Attackable) _actor).getMostHated();
if(actor.getHateList()!=null)
for(L2Character obj : actor.getHateList())
{
if(obj == null || !GeoData.getInstance().canSeeTarget(_actor,obj) || obj.isDead() || obj!= MostHate || obj == _actor)
continue;
try
{
dist = Math.sqrt(_actor.getPlanDistanceSq(obj.getX(), obj.getY()));
dist2= dist;
range = _actor.getPhysicalAttackRange() + _actor.getTemplate().collisionRadius + obj.getTemplate().collisionRadius;
if(obj.isMoving())
dist2 = dist2 - 70;
}
catch (NullPointerException e)
{
continue;
}
if(dist2<=range)
{
if(MostHate!=null)
actor.addDamageHate(obj,actor.getHating(MostHate),actor.getHating(MostHate));
else
actor.addDamageHate(obj,2000,2000);
_actor.setTarget(obj);
setAttackTarget(obj);
return;
}
}
if(!(_actor instanceof L2GuardInstance))
{
Collection objs = _actor.getKnownList().getKnownObjects().values();
for (L2Object target : objs)
{
L2Character obj = null;
if (target instanceof L2Character)
obj = (L2Character)target;
if(obj == null || !GeoData.getInstance().canSeeTarget(_actor,obj) || obj.isDead() || obj!= MostHate || obj == _actor || obj == getAttackTarget())
continue;
if(obj instanceof L2PcInstance)
{
if(MostHate != null)
actor.addDamageHate(obj,actor.getHating(MostHate),actor.getHating(MostHate));
else
actor.addDamageHate(obj,2000,2000);
_actor.setTarget(obj);
setAttackTarget(obj);
}
else if(obj instanceof L2Attackable)
{
if(((L2Attackable)_actor).getEnemyClan() != null && (((L2Attackable)_actor).getEnemyClan().equals(((L2Attackable)obj).getClan())) && !"none".equals(((L2Attackable)_actor).getEnemyClan()))
{
actor.addDamageHate(obj,0,actor.getHating(MostHate));
_actor.setTarget(obj);
}
if (((L2Attackable)_actor).getIsChaos() != 0)
{
if(((L2Attackable)obj).getFactionId() != null && ((L2Attackable)obj).getFactionId().equals(((L2Attackable)_actor).getFactionId()))
continue;
else
{
if(MostHate != null)
actor.addDamageHate(obj,actor.getHating(MostHate),actor.getHating(MostHate));
else
actor.addDamageHate(obj,2000,2000);
_actor.setTarget(obj);
setAttackTarget(obj);
}
}
}
else if(obj instanceof L2Summon)
{
if(MostHate != null)
actor.addDamageHate(obj,actor.getHating(MostHate),actor.getHating(MostHate));
else
actor.addDamageHate(obj,2000,2000);
_actor.setTarget(obj);
setAttackTarget(obj);
}
}
}
}
@SuppressWarnings("null")
private void AggroReconsider()
{
L2Attackable actor = (L2Attackable)_actor;
L2Character MostHate = ((L2Attackable) _actor).getMostHated();
if(actor.getHateList() != null)
{
int rand = Rnd.get(actor.getHateList().size());
int count = 0;
for(L2Character obj: actor.getHateList())
{
if(count < rand)
{
count++;
continue;
}
if(obj == null || !GeoData.getInstance().canSeeTarget(_actor,obj) || obj.isDead()|| obj == getAttackTarget() || obj == actor)
continue;
try
{
_actor.setTarget(getAttackTarget());
}
catch (NullPointerException e)
{
continue;
}
if(MostHate!=null)
actor.addDamageHate(obj,actor.getHating(MostHate),actor.getHating(MostHate));
else
actor.addDamageHate(obj,2000,2000);
_actor.setTarget(obj);
setAttackTarget(obj);
return;
}
}
if(!(_actor instanceof L2GuardInstance))
{
Collection objs = _actor.getKnownList().getKnownObjects().values();
for (L2Object target : objs)
{
L2Character obj = null;
if(target instanceof L2Character)
obj = (L2Character)target;
else
continue;
if(obj == null || !GeoData.getInstance().canSeeTarget(_actor,obj) || obj.isDead() || obj != MostHate || obj == _actor)
continue;
if(obj instanceof L2PcInstance)
{
if(MostHate!=null || !MostHate.isDead())
actor.addDamageHate(obj,actor.getHating(MostHate),actor.getHating(MostHate));
else
actor.addDamageHate(obj,2000,2000);
_actor.setTarget(obj);
setAttackTarget(obj);
}
else if(obj instanceof L2Attackable)
{
if(((L2Attackable)_actor).getEnemyClan() != null && (((L2Attackable)_actor).getEnemyClan().equals(((L2Attackable)obj).getClan())) && !"none".equals(((L2Attackable)_actor).getEnemyClan()))
{
if(MostHate != null)
actor.addDamageHate(obj,actor.getHating(MostHate),actor.getHating(MostHate));
else
actor.addDamageHate(obj,2000,2000);
_actor.setTarget(obj);
}
if (((L2Attackable)_actor).getIsChaos() != 0)
{
if(((L2Attackable)obj).getFactionId() != null && ((L2Attackable)obj).getFactionId().equals(((L2Attackable)_actor).getFactionId()))
continue;
else
{
if(MostHate != null)
actor.addDamageHate(obj,actor.getHating(MostHate),actor.getHating(MostHate));
else
actor.addDamageHate(obj,2000,2000);
_actor.setTarget(obj);
setAttackTarget(obj);
}
}
}
else if(obj instanceof L2Summon)
{
if(MostHate != null)
actor.addDamageHate(obj,actor.getHating(MostHate),actor.getHating(MostHate));
else
actor.addDamageHate(obj,2000,2000);
_actor.setTarget(obj);
setAttackTarget(obj);
}
}
}
}
private void LSkillRender()
{
if(_skillrender._Lrangeskills == null)
_skillrender._Lrangeskills = ((L2Npc)_actor).getLrangeSkill();
}
private void SSkillRender()
{
if(_skillrender._Srangeskills == null)
_skillrender._Srangeskills = ((L2Npc)_actor).getSrangeSkill();
}
/**
* 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;
}
/**
* @param clan The clan to set.
*/
public void setClan(String CL)
{
this.clan = CL;
}
/**
* @return Returns the clan.
*/
public String getClan()
{
return clan;
}
/**
* @param enemyClan The enemyClan to set.
*/
public void setEnemyClan(String EC)
{
this.enemyClan = EC;
}
/**
* @return Returns the enemyClan.
*/
public String getEnemyClan()
{
return enemyClan;
}
/**
* @param timepass The timepass to set.
*/
public void setTimepass(int TP)
{
this.timepass = TP;
}
/**
* @return Returns the timepass.
*/
public int getTimepass()
{
return timepass;
}
}