/*
* 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_FOLLOW;
import static com.l2jserver.gameserver.ai.CtrlIntention.AI_INTENTION_IDLE;
import java.util.concurrent.Future;
import org.slf4j.Logger;
import org.slf4j.LoggerFactory;
import com.l2jserver.gameserver.GameTimeController;
import com.l2jserver.gameserver.ThreadPoolManager;
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.L2Summon;
import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
import com.l2jserver.gameserver.model.skills.Skill;
import com.l2jserver.gameserver.network.serverpackets.ActionFailed;
import com.l2jserver.gameserver.network.serverpackets.AutoAttackStart;
import com.l2jserver.gameserver.network.serverpackets.AutoAttackStop;
import com.l2jserver.gameserver.network.serverpackets.Die;
import com.l2jserver.gameserver.network.serverpackets.MoveToLocation;
import com.l2jserver.gameserver.network.serverpackets.MoveToPawn;
import com.l2jserver.gameserver.network.serverpackets.StopMove;
import com.l2jserver.gameserver.network.serverpackets.StopRotation;
import com.l2jserver.gameserver.taskmanager.AttackStanceTaskManager;
/**
* Mother class of all objects AI in the world.
* AbastractAI :
*
L2CharacterAI
*/
public abstract class AbstractAI implements Ctrl
{
protected static final Logger _log = LoggerFactory.getLogger(AbstractAI.class);
private NextAction _nextAction;
/**
* @return the _nextAction
*/
public NextAction getNextAction()
{
return _nextAction;
}
/**
* @param nextAction the next action to set.
*/
public void setNextAction(NextAction nextAction)
{
_nextAction = nextAction;
}
private class FollowTask implements Runnable
{
protected int _range = 70;
public FollowTask()
{
}
public FollowTask(int range)
{
_range = range;
}
@Override
public void run()
{
try
{
if (_followTask == null)
{
return;
}
L2Character followTarget = _followTarget; // copy to prevent NPE
if (followTarget == null)
{
if (_actor instanceof L2Summon)
{
((L2Summon) _actor).setFollowStatus(false);
}
setIntention(AI_INTENTION_IDLE);
return;
}
if (!_actor.isInsideRadius(followTarget, _range, true, false))
{
if (!_actor.isInsideRadius(followTarget, 3000, true, false))
{
// if the target is too far (maybe also teleported)
if (_actor instanceof L2Summon)
{
((L2Summon) _actor).setFollowStatus(false);
}
setIntention(AI_INTENTION_IDLE);
return;
}
moveToPawn(followTarget, _range);
}
}
catch (Exception e)
{
_log.warn("{}: There has been a problem running the follow task!", getClass().getSimpleName(), e);
}
}
}
/** The character that this AI manages */
protected final L2Character _actor;
/** Current long-term intention */
protected CtrlIntention _intention = AI_INTENTION_IDLE;
/** Current long-term intention parameter */
protected Object _intentionArg0 = null;
/** Current long-term intention parameter */
protected Object _intentionArg1 = null;
/** Flags about client's state, in order to know which messages to send */
protected volatile boolean _clientMoving;
/** Flags about client's state, in order to know which messages to send */
protected volatile boolean _clientAutoAttacking;
/** Flags about client's state, in order to know which messages to send */
protected int _clientMovingToPawnOffset;
/** Different targets this AI maintains */
private L2Object _target;
private L2Character _castTarget;
protected L2Character _attackTarget;
protected L2Character _followTarget;
/** The skill we are currently casting by INTENTION_CAST */
Skill _skill;
/** Different internal state flags */
private int _moveToPawnTimeout;
protected Future> _followTask = null;
private static final int FOLLOW_INTERVAL = 1000;
private static final int ATTACK_FOLLOW_INTERVAL = 500;
/**
* Constructor of AbstractAI.
* @param creature the creature
*/
protected AbstractAI(L2Character creature)
{
_actor = creature;
}
/**
* @return the L2Character managed by this Accessor AI.
*/
@Override
public L2Character getActor()
{
return _actor;
}
/**
* @return the current Intention.
*/
@Override
public CtrlIntention getIntention()
{
return _intention;
}
protected void setCastTarget(L2Character target)
{
_castTarget = target;
}
/**
* @return the current cast target.
*/
public L2Character getCastTarget()
{
return _castTarget;
}
protected void setAttackTarget(L2Character target)
{
_attackTarget = target;
}
/**
* @return current attack target.
*/
@Override
public L2Character getAttackTarget()
{
return _attackTarget;
}
/**
* Set the Intention of this AbstractAI.
* Caution : This method is USED by AI classes
* Overridden in :
* L2AttackableAI : Create an AI Task executed every 1s (if necessary)
* L2PlayerAI : Stores the current AI intention parameters to later restore it if necessary.
* @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
*/
synchronized void changeIntention(CtrlIntention intention, Object arg0, Object arg1)
{
_intention = intention;
_intentionArg0 = arg0;
_intentionArg1 = arg1;
}
/**
* Launch the L2CharacterAI onIntention method corresponding to the new Intention.
* Caution : Stop the FOLLOW mode if necessary
* @param intention The new Intention to set to the AI
*/
@Override
public final void setIntention(CtrlIntention intention)
{
setIntention(intention, null, null);
}
/**
* Launch the L2CharacterAI onIntention method corresponding to the new Intention.
* Caution : Stop the FOLLOW mode if necessary
* @param intention The new Intention to set to the AI
* @param arg0 The first parameter of the Intention (optional target)
*/
@Override
public final void setIntention(CtrlIntention intention, Object arg0)
{
setIntention(intention, arg0, null);
}
@Override
public final void setIntention(CtrlIntention intention, Object arg0, Object arg1)
{
// Stop the follow mode if necessary
if ((intention != AI_INTENTION_FOLLOW) && (intention != AI_INTENTION_ATTACK))
{
stopFollow();
}
// Launch the onIntention method of the L2CharacterAI corresponding to the new Intention
switch (intention)
{
case AI_INTENTION_IDLE:
onIntentionIdle();
break;
case AI_INTENTION_ACTIVE:
onIntentionActive();
break;
case AI_INTENTION_REST:
onIntentionRest();
break;
case AI_INTENTION_ATTACK:
onIntentionAttack((L2Character) arg0);
break;
case AI_INTENTION_CAST:
onIntentionCast((Skill) arg0, (L2Object) arg1);
break;
case AI_INTENTION_MOVE_TO:
onIntentionMoveTo((Location) arg0);
break;
case AI_INTENTION_FOLLOW:
onIntentionFollow((L2Character) arg0);
break;
case AI_INTENTION_PICK_UP:
onIntentionPickUp((L2Object) arg0);
break;
case AI_INTENTION_INTERACT:
onIntentionInteract((L2Object) arg0);
break;
}
// If do move or follow intention drop next action.
if ((_nextAction != null) && _nextAction.getIntentions().contains(intention))
{
_nextAction = null;
}
}
/**
* Launch the L2CharacterAI onEvt method corresponding to the Event.
* Caution : The current general intention won't be change (ex : If the character attack and is stunned, he will attack again after the stunned period)
* @param evt The event whose the AI must be notified
*/
@Override
public final void notifyEvent(CtrlEvent evt)
{
notifyEvent(evt, null, null);
}
/**
* Launch the L2CharacterAI onEvt method corresponding to the Event. Caution : The current general intention won't be change (ex : If the character attack and is stunned, he will attack again after the stunned period)
* @param evt The event whose the AI must be notified
* @param arg0 The first parameter of the Event (optional target)
*/
@Override
public final void notifyEvent(CtrlEvent evt, Object arg0)
{
notifyEvent(evt, arg0, null);
}
/**
* Launch the L2CharacterAI onEvt method corresponding to the Event. Caution : The current general intention won't be change (ex : If the character attack and is stunned, he will attack again after the stunned period)
* @param evt The event whose the AI must be notified
*/
@Override
public final void notifyEvent(CtrlEvent evt, Object... args)
{
if ((!_actor.isVisible() && !_actor.isTeleporting()) || !_actor.hasAI())
{
return;
}
switch (evt)
{
case EVT_THINK:
onEvtThink();
break;
case EVT_ATTACKED:
onEvtAttacked((L2Character) args[0]);
break;
case EVT_AGGRESSION:
onEvtAggression((L2Character) args[0], ((Number) args[1]).intValue());
break;
case EVT_STUNNED:
onEvtStunned((L2Character) args[0]);
break;
case EVT_PARALYZED:
onEvtParalyzed((L2Character) args[0]);
break;
case EVT_SLEEPING:
onEvtSleeping((L2Character) args[0]);
break;
case EVT_ROOTED:
onEvtRooted((L2Character) args[0]);
break;
case EVT_CONFUSED:
onEvtConfused((L2Character) args[0]);
break;
case EVT_MUTED:
onEvtMuted((L2Character) args[0]);
break;
case EVT_EVADED:
onEvtEvaded((L2Character) args[0]);
break;
case EVT_READY_TO_ACT:
if (!_actor.isCastingNow() && !_actor.isCastingSimultaneouslyNow())
{
onEvtReadyToAct();
}
break;
case EVT_USER_CMD:
onEvtUserCmd(args[0], args[1]);
break;
case EVT_ARRIVED:
// happens e.g. from stopmove but we don't process it if we're casting
if (!_actor.isCastingNow() && !_actor.isCastingSimultaneouslyNow())
{
onEvtArrived();
}
break;
case EVT_ARRIVED_REVALIDATE:
// this is disregarded if the char is not moving any more
if (_actor.isMoving())
{
onEvtArrivedRevalidate();
}
break;
case EVT_ARRIVED_BLOCKED:
onEvtArrivedBlocked((Location) args[0]);
break;
case EVT_FORGET_OBJECT:
onEvtForgetObject((L2Object) args[0]);
break;
case EVT_CANCEL:
onEvtCancel();
break;
case EVT_DEAD:
onEvtDead();
break;
case EVT_FAKE_DEATH:
onEvtFakeDeath();
break;
case EVT_FINISH_CASTING:
onEvtFinishCasting();
break;
case EVT_AFRAID:
{
onEvtAfraid((L2Character) args[0], (Boolean) args[1]);
break;
}
}
// Do next action.
if ((_nextAction != null) && _nextAction.getEvents().contains(evt))
{
_nextAction.doAction();
}
}
protected abstract void onIntentionIdle();
protected abstract void onIntentionActive();
protected abstract void onIntentionRest();
protected abstract void onIntentionAttack(L2Character target);
protected abstract void onIntentionCast(Skill skill, L2Object target);
protected abstract void onIntentionMoveTo(Location destination);
protected abstract void onIntentionFollow(L2Character target);
protected abstract void onIntentionPickUp(L2Object item);
protected abstract void onIntentionInteract(L2Object object);
protected abstract void onEvtThink();
protected abstract void onEvtAttacked(L2Character attacker);
protected abstract void onEvtAggression(L2Character target, int aggro);
protected abstract void onEvtStunned(L2Character attacker);
protected abstract void onEvtParalyzed(L2Character attacker);
protected abstract void onEvtSleeping(L2Character attacker);
protected abstract void onEvtRooted(L2Character attacker);
protected abstract void onEvtConfused(L2Character attacker);
protected abstract void onEvtMuted(L2Character attacker);
protected abstract void onEvtEvaded(L2Character attacker);
protected abstract void onEvtReadyToAct();
protected abstract void onEvtUserCmd(Object arg0, Object arg1);
protected abstract void onEvtArrived();
protected abstract void onEvtArrivedRevalidate();
protected abstract void onEvtArrivedBlocked(Location blocked_at_pos);
protected abstract void onEvtForgetObject(L2Object object);
protected abstract void onEvtCancel();
protected abstract void onEvtDead();
protected abstract void onEvtFakeDeath();
protected abstract void onEvtFinishCasting();
protected abstract void onEvtAfraid(L2Character effector, boolean start);
/**
* Cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor. Caution : Low level function, used by AI subclasses
*/
protected void clientActionFailed()
{
if (_actor instanceof L2PcInstance)
{
_actor.sendPacket(ActionFailed.STATIC_PACKET);
}
}
/**
* Move the actor to Pawn server side AND client side by sending Server->Client packet MoveToPawn (broadcast).
* Caution : Low level function, used by AI subclasses
* @param pawn
* @param offset
*/
protected void moveToPawn(L2Object pawn, int offset)
{
// Check if actor can move
if (!_actor.isMovementDisabled())
{
if (offset < 10)
{
offset = 10;
}
// prevent possible extra calls to this function (there is none?),
// also don't send movetopawn packets too often
boolean sendPacket = true;
if (_clientMoving && (_target == pawn))
{
if (_clientMovingToPawnOffset == offset)
{
if (GameTimeController.getInstance().getGameTicks() < _moveToPawnTimeout)
{
return;
}
sendPacket = false;
}
else if (_actor.isOnGeodataPath())
{
// minimum time to calculate new route is 2 seconds
if (GameTimeController.getInstance().getGameTicks() < (_moveToPawnTimeout + 10))
{
return;
}
}
}
// Set AI movement data
_clientMoving = true;
_clientMovingToPawnOffset = offset;
_target = pawn;
_moveToPawnTimeout = GameTimeController.getInstance().getGameTicks();
_moveToPawnTimeout += 1000 / GameTimeController.MILLIS_IN_TICK;
if (pawn == null)
{
return;
}
// Calculate movement data for a move to location action and add the actor to movingObjects of GameTimeController
_actor.moveToLocation(pawn.getX(), pawn.getY(), pawn.getZ(), offset);
if (!_actor.isMoving())
{
clientActionFailed();
return;
}
// Send a Server->Client packet MoveToPawn/CharMoveToLocation to the actor and all L2PcInstance in its _knownPlayers
if (pawn instanceof L2Character)
{
if (_actor.isOnGeodataPath())
{
_actor.broadcastPacket(new MoveToLocation(_actor));
_clientMovingToPawnOffset = 0;
}
else if (sendPacket)
{
_actor.broadcastPacket(new MoveToPawn(_actor, (L2Character) pawn, offset));
}
}
else
{
_actor.broadcastPacket(new MoveToLocation(_actor));
}
}
else
{
clientActionFailed();
}
}
/**
* Move the actor to Location (x,y,z) server side AND client side by sending Server->Client packet CharMoveToLocation (broadcast).
* Caution : Low level function, used by AI subclasses
* @param x
* @param y
* @param z
*/
protected void moveTo(int x, int y, int z)
{
// Chek if actor can move
if (!_actor.isMovementDisabled())
{
// Set AI movement data
_clientMoving = true;
_clientMovingToPawnOffset = 0;
// Calculate movement data for a move to location action and add the actor to movingObjects of GameTimeController
_actor.moveToLocation(x, y, z, 0);
// Send a Server->Client packet CharMoveToLocation to the actor and all L2PcInstance in its _knownPlayers
_actor.broadcastPacket(new MoveToLocation(_actor));
}
else
{
clientActionFailed();
}
}
/**
* Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast).
* Caution : Low level function, used by AI subclasses
* @param loc
*/
protected void clientStopMoving(Location loc)
{
// Stop movement of the L2Character
if (_actor.isMoving())
{
_actor.stopMove(loc);
}
_clientMovingToPawnOffset = 0;
if (_clientMoving || (loc != null))
{
_clientMoving = false;
// Send a Server->Client packet StopMove to the actor and all L2PcInstance in its _knownPlayers
_actor.broadcastPacket(new StopMove(_actor));
if (loc != null)
{
// Send a Server->Client packet StopRotation to the actor and all L2PcInstance in its _knownPlayers
_actor.broadcastPacket(new StopRotation(_actor.getObjectId(), loc.getHeading(), 0));
}
}
}
/**
* Client has already arrived to target, no need to force StopMove packet.
*/
protected void clientStoppedMoving()
{
if (_clientMovingToPawnOffset > 0) // movetoPawn needs to be stopped
{
_clientMovingToPawnOffset = 0;
_actor.broadcastPacket(new StopMove(_actor));
}
_clientMoving = false;
}
public boolean isAutoAttacking()
{
return _clientAutoAttacking;
}
public void setAutoAttacking(boolean isAutoAttacking)
{
if (_actor instanceof L2Summon)
{
L2Summon summon = (L2Summon) _actor;
if (summon.getOwner() != null)
{
summon.getOwner().getAI().setAutoAttacking(isAutoAttacking);
}
return;
}
_clientAutoAttacking = isAutoAttacking;
}
/**
* Start the actor Auto Attack client side by sending Server->Client packet AutoAttackStart (broadcast).
* Caution : Low level function, used by AI subclasses
*/
public void clientStartAutoAttack()
{
if (_actor instanceof L2Summon)
{
L2Summon summon = (L2Summon) _actor;
if (summon.getOwner() != null)
{
summon.getOwner().getAI().clientStartAutoAttack();
}
return;
}
if (!isAutoAttacking())
{
if (_actor.isPlayer() && _actor.hasSummon())
{
_actor.getSummon().broadcastPacket(new AutoAttackStart(_actor.getSummon().getObjectId()));
}
// Send a Server->Client packet AutoAttackStart to the actor and all L2PcInstance in its _knownPlayers
_actor.broadcastPacket(new AutoAttackStart(_actor.getObjectId()));
setAutoAttacking(true);
}
AttackStanceTaskManager.getInstance().addAttackStanceTask(_actor);
}
/**
* Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast).
* Caution : Low level function, used by AI subclasses
*/
public void clientStopAutoAttack()
{
if (_actor instanceof L2Summon)
{
L2Summon summon = (L2Summon) _actor;
if (summon.getOwner() != null)
{
summon.getOwner().getAI().clientStopAutoAttack();
}
return;
}
if (_actor instanceof L2PcInstance)
{
if (!AttackStanceTaskManager.getInstance().hasAttackStanceTask(_actor) && isAutoAttacking())
{
AttackStanceTaskManager.getInstance().addAttackStanceTask(_actor);
}
}
else if (isAutoAttacking())
{
_actor.broadcastPacket(new AutoAttackStop(_actor.getObjectId()));
setAutoAttacking(false);
}
}
/**
* Kill the actor client side by sending Server->Client packet AutoAttackStop, StopMove/StopRotation, Die (broadcast).
* Caution : Low level function, used by AI subclasses
*/
protected void clientNotifyDead()
{
// Send a Server->Client packet Die to the actor and all L2PcInstance in its _knownPlayers
Die msg = new Die(_actor);
_actor.broadcastPacket(msg);
// Init AI
_intention = AI_INTENTION_IDLE;
_target = null;
_castTarget = null;
_attackTarget = null;
// Cancel the follow task if necessary
stopFollow();
}
/**
* Update the state of this actor client side by sending Server->Client packet MoveToPawn/CharMoveToLocation and AutoAttackStart to the L2PcInstance player.
* Caution : Low level function, used by AI subclasses
* @param player The L2PcIstance to notify with state of this L2Character
*/
public void describeStateToPlayer(L2PcInstance player)
{
if (getActor().isVisibleFor(player))
{
if (_clientMoving)
{
if ((_clientMovingToPawnOffset != 0) && (_followTarget != null))
{
// Send a Server->Client packet MoveToPawn to the actor and all L2PcInstance in its _knownPlayers
player.sendPacket(new MoveToPawn(_actor, _followTarget, _clientMovingToPawnOffset));
}
else
{
// Send a Server->Client packet CharMoveToLocation to the actor and all L2PcInstance in its _knownPlayers
player.sendPacket(new MoveToLocation(_actor));
}
}
}
}
/**
* Create and Launch an AI Follow Task to execute every 1s.
* @param target The L2Character to follow
*/
public synchronized void startFollow(L2Character target)
{
if (_followTask != null)
{
_followTask.cancel(false);
_followTask = null;
}
// Create and Launch an AI Follow Task to execute every 1s
_followTarget = target;
_followTask = ThreadPoolManager.getInstance().scheduleAiAtFixedRate(new FollowTask(), 5, FOLLOW_INTERVAL);
}
/**
* Create and Launch an AI Follow Task to execute every 0.5s, following at specified range.
* @param target The L2Character to follow
* @param range
*/
public synchronized void startFollow(L2Character target, int range)
{
if (_followTask != null)
{
_followTask.cancel(false);
_followTask = null;
}
_followTarget = target;
_followTask = ThreadPoolManager.getInstance().scheduleAiAtFixedRate(new FollowTask(range), 5, ATTACK_FOLLOW_INTERVAL);
}
/**
* Stop an AI Follow Task.
*/
public synchronized void stopFollow()
{
if (_followTask != null)
{
// Stop the Follow Task
_followTask.cancel(false);
_followTask = null;
}
_followTarget = null;
}
protected L2Character getFollowTarget()
{
return _followTarget;
}
protected L2Object getTarget()
{
return _target;
}
protected void setTarget(L2Object target)
{
_target = target;
}
/**
* Stop all Ai tasks and futures.
*/
public void stopAITask()
{
stopFollow();
}
@Override
public String toString()
{
return "Actor: " + _actor;
}
}