/* * 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_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.Config; import com.l2jserver.gameserver.model.L2CharPosition; import com.l2jserver.gameserver.model.L2Object; import com.l2jserver.gameserver.model.actor.L2Character; import com.l2jserver.gameserver.model.actor.L2Character.AIAccessor; import com.l2jserver.gameserver.model.actor.instance.L2PcInstance; import com.l2jserver.gameserver.model.actor.instance.L2StaticObjectInstance; import com.l2jserver.gameserver.model.skills.L2Skill; import com.l2jserver.gameserver.model.skills.targets.L2TargetType; public class L2PlayerAI extends L2PlayableAI { private boolean _thinking; // to prevent recursive thinking IntentionCommand _nextIntention = null; public L2PlayerAI(AIAccessor accessor) { super(accessor); } 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 synchronized void changeIntention(CtrlIntention intention, Object arg0, Object arg1) { /* if (Config.DEBUG) _log.warning("L2PlayerAI: changeIntention -> " + intention + " " + arg0 + " " + arg1); */ // do nothing unless CAST intention // however, forget interrupted actions when starting to use an offensive skill if (intention != AI_INTENTION_CAST || (arg0 != null && ((L2Skill) arg0).isOffensive())) { _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 :

*
  • Launch actions corresponding to the Event Think


  • * */ @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 :

    *
  • Stop an AI Follow Task
  • *
  • Launch actions corresponding to the Event Think


  • * */ @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 { /* if (Config.DEBUG) _log.warning("L2PlayerAI: no previous intention set... Setting it to IDLE"); */ // 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 :

    *
  • Stop the actor auto-attack server side AND client side by sending Server->Client packet AutoAttackStop (broadcast)
  • *
  • Set the Intention of this AI to AI_INTENTION_MOVE_TO
  • *
  • Move the actor to Location (x,y,z) server side AND client side by sending Server->Client packet CharMoveToLocation (broadcast)


  • * */ @Override protected void onIntentionMoveTo(L2CharPosition pos) { 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, pos, null); return; } // Set the Intention of this AbstractAI to AI_INTENTION_MOVE_TO changeIntention(AI_INTENTION_MOVE_TO, pos, 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(pos.x, pos.y, pos.z); } @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; _accessor.doAttack(target); } private void thinkCast() { L2Character target = getCastTarget(); if (Config.DEBUG) _log.warning(getClass().getSimpleName() + ": thinkCast -> Start"); if (_skill.getTargetType() == L2TargetType.TARGET_GROUND && _actor instanceof L2PcInstance) { if (maybeMoveToPosition(((L2PcInstance) _actor).getCurrentSkillWorldPosition(), _actor.getMagicalAttackRange(_skill))) { _actor.setIsCastingNow(false); return; } } else { if (checkTargetLost(target)) { if (_skill.isOffensive() && 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); L2Object oldTarget = _actor.getTarget(); if (oldTarget != null && target != null && oldTarget != target) { // Replace the current target by the cast target _actor.setTarget(getCastTarget()); // Launch the Cast of the skill _accessor.doCast(_skill); // Restore the initial target _actor.setTarget(oldTarget); } else _accessor.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); ((L2PcInstance.AIAccessor) _accessor).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)) ((L2PcInstance.AIAccessor) _accessor).doInteract((L2Character) target); setIntention(AI_INTENTION_IDLE); } @Override protected void onEvtThink() { if (_thinking && getIntention() != AI_INTENTION_CAST) // casting must always continue return; /* if (Config.DEBUG) _log.warning("L2PlayerAI: onEvtThink -> Check intention"); */ _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; } } }