/* * 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 com.l2jserver.Config; import com.l2jserver.gameserver.ThreadPoolManager; import com.l2jserver.gameserver.datatables.NpcWalkerRoutesTable; import com.l2jserver.gameserver.model.L2CharPosition; import com.l2jserver.gameserver.model.L2NpcWalkerNode; import com.l2jserver.gameserver.model.actor.L2Character; import com.l2jserver.gameserver.model.actor.instance.L2NpcWalkerInstance; import javolution.util.FastList; public class L2NpcWalkerAI extends L2CharacterAI implements Runnable { private static final int DEFAULT_MOVE_DELAY = 0; private long _nextMoveTime; private boolean _walkingToNextPoint = false; /** * home points for xyz */ int _homeX, _homeY, _homeZ; /** * route of the current npc */ private FastList _route; /** * current node */ private int _currentPos; /** * Constructor of L2CharacterAI.

* * @param accessor The AI accessor of the L2Character */ public L2NpcWalkerAI(L2Character.AIAccessor accessor) { super(accessor); if (!Config.ALLOW_NPC_WALKERS) return; _route = NpcWalkerRoutesTable.getInstance().getRouteForNpc(getActor().getNpcId()); // Here we need 1 second initial delay cause getActor().hasAI() will return null... // Constructor of L2NpcWalkerAI is called faster then ai object is attached in L2NpcWalkerInstance ThreadPoolManager.getInstance().scheduleAiAtFixedRate(this, 1000, 1000); } public void run() { onEvtThink(); } @Override protected void onEvtThink() { if (!Config.ALLOW_NPC_WALKERS) return; if (isWalkingToNextPoint()) { checkArrived(); return; } if (_nextMoveTime < System.currentTimeMillis()) walkToLocation(); } /** * If npc can't walk to it's target then just teleport to next point * @param blocked_at_pos ignoring it */ @Override protected void onEvtArrivedBlocked(L2CharPosition blocked_at_pos) { _log.warning("NpcWalker ID: " + getActor().getNpcId() + ": Blocked at rote position [" + _currentPos + "], coords: " + blocked_at_pos.x + ", " + blocked_at_pos.y + ", " + blocked_at_pos.z + ". Teleporting to next point"); int destinationX = _route.get(_currentPos).getMoveX(); int destinationY = _route.get(_currentPos).getMoveY(); int destinationZ = _route.get(_currentPos).getMoveZ(); getActor().teleToLocation(destinationX, destinationY, destinationZ, false); super.onEvtArrivedBlocked(blocked_at_pos); } private void checkArrived() { int destinationX = _route.get(_currentPos).getMoveX(); int destinationY = _route.get(_currentPos).getMoveY(); int destinationZ = _route.get(_currentPos).getMoveZ(); if (getActor().getX() == destinationX && getActor().getY() == destinationY && getActor().getZ() == destinationZ) { String chat = _route.get(_currentPos).getChatText(); if (chat != null && !chat.isEmpty()) { try { getActor().broadcastChat(chat); } catch (ArrayIndexOutOfBoundsException e) { _log.info("L2NpcWalkerInstance: Error, " + e); } } //time in millis long delay = _route.get(_currentPos).getDelay() * 1000; //sleeps between each move if (delay <= 0) { delay = DEFAULT_MOVE_DELAY; if (Config.DEVELOPER) _log.warning("Wrong Delay Set in Npc Walker Functions = " + delay + " secs, using default delay: " + DEFAULT_MOVE_DELAY + " secs instead."); } _nextMoveTime = System.currentTimeMillis() + delay; setWalkingToNextPoint(false); } } private void walkToLocation() { if (_currentPos < (_route.size() - 1)) _currentPos++; else _currentPos = 0; boolean moveType = _route.get(_currentPos).getRunning(); /** * false - walking * true - Running */ if (moveType) getActor().setRunning(); else getActor().setWalking(); //now we define destination int destinationX = _route.get(_currentPos).getMoveX(); int destinationY = _route.get(_currentPos).getMoveY(); int destinationZ = _route.get(_currentPos).getMoveZ(); //notify AI of MOVE_TO setWalkingToNextPoint(true); setIntention(CtrlIntention.AI_INTENTION_MOVE_TO, new L2CharPosition(destinationX, destinationY, destinationZ, 0)); } @Override public L2NpcWalkerInstance getActor() { return (L2NpcWalkerInstance) super.getActor(); } public int getHomeX() { return _homeX; } public int getHomeY() { return _homeY; } public int getHomeZ() { return _homeZ; } public void setHomeX(int homeX) { _homeX = homeX; } public void setHomeY(int homeY) { _homeY = homeY; } public void setHomeZ(int homeZ) { _homeZ = homeZ; } public boolean isWalkingToNextPoint() { return _walkingToNextPoint; } public void setWalkingToNextPoint(boolean value) { _walkingToNextPoint = value; } }