/* * 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_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.gameserver.GameTimeController; import com.l2jserver.gameserver.GeoData; import com.l2jserver.gameserver.ThreadPoolManager; import com.l2jserver.gameserver.model.L2Object; 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.L2DefenderInstance; import com.l2jserver.gameserver.model.actor.instance.L2DoorInstance; import com.l2jserver.gameserver.model.actor.instance.L2NpcInstance; import com.l2jserver.gameserver.model.actor.instance.L2PcInstance; import com.l2jserver.gameserver.model.effects.L2EffectType; import com.l2jserver.gameserver.model.skills.Skill; import com.l2jserver.gameserver.util.Util; import com.l2jserver.util.Rnd; /** * This class manages AI of L2Attackable. */ public class L2SiegeGuardAI extends L2CharacterAI implements Runnable { 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; /** For attack AI, analysis of mob and its targets */ private final SelfAnalysis _selfAnalysis = new SelfAnalysis(); // private TargetAnalysis _mostHatedAnalysis = new TargetAnalysis(); /** 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 final int _attackRange; /** * Constructor of L2AttackableAI. * @param creature the creature */ public L2SiegeGuardAI(L2DefenderInstance creature) { super(creature); _selfAnalysis.init(); _attackTimeout = Integer.MAX_VALUE; _globalAggro = -10; // 10 seconds timeout of ATTACK after respawn _attackRange = _actor.getPhysicalAttackRange(); } @Override public void run() { // Launch actions corresponding to the Event Think onEvtThink(); } /** * Actor is a L2GuardInstance : * * Actor is a L2SiegeGuardInstance : * * Actor is a L2FriendlyMobInstance : * * Actor is a L2MonsterInstance : * * @param target The targeted L2Object * @return True if the target is autoattackable (depends on the actor type). */ protected boolean autoAttackCondition(L2Character target) { // Check if the target isn't another guard, folk or a door if ((target == null) || (target instanceof L2DefenderInstance) || (target instanceof L2NpcInstance) || (target instanceof L2DoorInstance) || target.isAlikeDead()) { return false; } // Check if the target isn't invulnerable if (target.isInvul()) { // However EffectInvincible requires to check GMs specially if ((target instanceof L2PcInstance) && target.isGM()) { return false; } if ((target instanceof L2Summon) && ((L2Summon) target).getOwner().isGM()) { return false; } } // Get the owner if the target is a summon if (target instanceof L2Summon) { L2PcInstance owner = ((L2Summon) target).getOwner(); if (_actor.isInsideRadius(owner, 1000, true, false)) { target = owner; } } // Check if the target is a L2PcInstance if (target instanceof L2Playable) { // Check if the target isn't in silent move mode AND too far (>100) if (((L2Playable) target).isSilentMovingAffected() && !_actor.isInsideRadius(target, 250, false, false)) { return false; } } // Los Check Here return (_actor.isAutoAttackable(target) && GeoData.getInstance().canSeeTarget(_actor, target)); } /** * 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) { _log.debug("{}: changeIntention({}, {}, {})", getClass().getSimpleName(), intention, arg0, arg1); if (intention == AI_INTENTION_IDLE /* || intention == AI_INTENTION_ACTIVE */) // active becomes idle if only a summon is present { // 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 { intention = AI_INTENTION_IDLE; } } 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 _actor.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) if (_aiTask == null) { _aiTask = ThreadPoolManager.getInstance().scheduleAiAtFixedRate(this, 1000, 1000); } } /** * 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.getInstance().getGameTicks(); // Manage the Attack Intention : Stop current Attack (if necessary), Start a new Attack and Launch Think Event // if (_actor.getTarget() != null) super.onIntentionAttack(target); } /** * Manage AI standard thinks of a L2Attackable (called by onEvtThink).
* Actions : * */ 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) { for (L2Character target : npc.getKnownList().getKnownCharactersInRadius(_attackRange)) { if (target == null) { continue; } 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, 1); } } } // Chose a target from its aggroList L2Character hated; if (_actor.isConfused()) { hated = getAttackTarget(); // Force mobs to attack anybody if confused } else { hated = npc.getMostHated(); // _mostHatedAnalysis.Update(hated); } // 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, null); } return; } } // Order to the L2DefenderInstance to return to its home location because there's no target to attack ((L2DefenderInstance) _actor).returnHome(); } /** * Manage AI attack thinks of a L2Attackable (called by onEvtThink).
* Actions : * * TODO: Manage casting rules to healer mobs (like Ant Nurses) */ private void thinkAttack() { _log.debug("{}: thinkAttack(); timeout={}", getClass().getSimpleName(), (_attackTimeout - GameTimeController.getInstance().getGameTicks())); if (_attackTimeout < GameTimeController.getInstance().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.getInstance().getGameTicks(); } } L2Character attackTarget = getAttackTarget(); // Check if target is dead or if timeout is expired to stop this attack if ((attackTarget == null) || attackTarget.isAlikeDead() || (_attackTimeout < GameTimeController.getInstance().getGameTicks())) { // Stop hating this target after the attack timeout or if target is dead if (attackTarget != null) { L2Attackable npc = (L2Attackable) _actor; npc.stopHating(attackTarget); } // Cancel target and timeout _attackTimeout = Integer.MAX_VALUE; setAttackTarget(null); // Set the AI Intention to AI_INTENTION_ACTIVE setIntention(AI_INTENTION_ACTIVE, null, null); _actor.setWalking(); return; } factionNotifyAndSupport(); attackPrepare(); } private final void factionNotifyAndSupport() { L2Character target = getAttackTarget(); // Call all L2Object of its Faction inside the Faction Range if ((((L2Npc) _actor).getTemplate().getClans() == null) || (target == null)) { return; } if (target.isInvul()) { return; // speeding it up for siege guards } // Go through all L2Character that belong to its faction // for (L2Character cha : _actor.getKnownList().getKnownCharactersInRadius(((L2NpcInstance) _actor).getFactionRange()+_actor.getTemplate().collisionRadius)) for (L2Character cha : _actor.getKnownList().getKnownCharactersInRadius(1000)) { if (cha == null) { continue; } if (!(cha instanceof L2Npc)) { if (_selfAnalysis.hasHealOrResurrect && (cha instanceof L2PcInstance) && (((L2Npc) _actor).getCastle().getSiege().checkIsDefender(((L2PcInstance) cha).getClan()))) { // heal friends if (!_actor.isAttackingDisabled() && (cha.getCurrentHp() < (cha.getMaxHp() * 0.6)) && (_actor.getCurrentHp() > (_actor.getMaxHp() / 2)) && (_actor.getCurrentMp() > (_actor.getMaxMp() / 2)) && cha.isInCombat()) { for (Skill sk : _selfAnalysis.healSkills) { if (_actor.getCurrentMp() < sk.getMpConsume()) { continue; } if (_actor.isSkillDisabled(sk)) { continue; } if (!Util.checkIfInRange(sk.getCastRange(), _actor, cha, true)) { continue; } int chance = 5; if (chance >= Rnd.get(100)) { continue; } if (!GeoData.getInstance().canSeeTarget(_actor, cha)) { break; } L2Object OldTarget = _actor.getTarget(); _actor.setTarget(cha); clientStopMoving(null); _actor.doCast(sk); _actor.setTarget(OldTarget); return; } } } continue; } L2Npc npc = (L2Npc) cha; if (!npc.isInMyClan((L2Npc) _actor)) { continue; } if (npc.getAI() != null) // TODO: possibly check not needed { if (!npc.isDead() && (Math.abs(target.getZ() - npc.getZ()) < 600) // && _actor.getAttackByList().contains(getAttackTarget()) && ((npc.getAI()._intention == CtrlIntention.AI_INTENTION_IDLE) || (npc.getAI()._intention == CtrlIntention.AI_INTENTION_ACTIVE)) // limiting aggro for siege guards && target.isInsideRadius(npc, 1500, true, false) && GeoData.getInstance().canSeeTarget(npc, target)) { // Notify the L2Object AI with EVT_AGGRESSION npc.getAI().notifyEvent(CtrlEvent.EVT_AGGRESSION, getAttackTarget(), 1); return; } // heal friends if (_selfAnalysis.hasHealOrResurrect && !_actor.isAttackingDisabled() && (npc.getCurrentHp() < (npc.getMaxHp() * 0.6)) && (_actor.getCurrentHp() > (_actor.getMaxHp() / 2)) && (_actor.getCurrentMp() > (_actor.getMaxMp() / 2)) && npc.isInCombat()) { for (Skill sk : _selfAnalysis.healSkills) { if (_actor.getCurrentMp() < sk.getMpConsume()) { continue; } if (_actor.isSkillDisabled(sk)) { continue; } if (!Util.checkIfInRange(sk.getCastRange(), _actor, npc, true)) { continue; } int chance = 4; if (chance >= Rnd.get(100)) { continue; } if (!GeoData.getInstance().canSeeTarget(_actor, npc)) { break; } L2Object OldTarget = _actor.getTarget(); _actor.setTarget(npc); clientStopMoving(null); _actor.doCast(sk); _actor.setTarget(OldTarget); return; } } } } } private void attackPrepare() { // Get all information needed to choose between physical or magical attack Collection skills = null; double dist_2 = 0; int range = 0; L2DefenderInstance sGuard = (L2DefenderInstance) _actor; L2Character attackTarget = getAttackTarget(); try { _actor.setTarget(attackTarget); skills = _actor.getAllSkills(); dist_2 = _actor.calculateDistance(attackTarget, false, true); range = _actor.getPhysicalAttackRange() + _actor.getTemplate().getCollisionRadius() + attackTarget.getTemplate().getCollisionRadius(); if (attackTarget.isMoving()) { range += 50; } } catch (NullPointerException e) { _actor.setTarget(null); setIntention(AI_INTENTION_IDLE, null, null); return; } // never attack defenders if (attackTarget instanceof L2PcInstance) { if ((sGuard.getConquerableHall() == null) && sGuard.getCastle().getSiege().checkIsDefender(((L2PcInstance) attackTarget).getClan())) { // Cancel the target sGuard.stopHating(attackTarget); _actor.setTarget(null); setIntention(AI_INTENTION_IDLE, null, null); return; } } if (!GeoData.getInstance().canSeeTarget(_actor, attackTarget)) { // Siege guards differ from normal mobs currently: // If target cannot seen, don't attack any more sGuard.stopHating(attackTarget); _actor.setTarget(null); setIntention(AI_INTENTION_IDLE, null, null); return; } // Check if the actor isn't muted and if it is far from target if (!_actor.isMuted() && (dist_2 > (range * range))) { // check for long ranged skills and heal/buff skills for (Skill sk : skills) { int castRange = sk.getCastRange(); if ((dist_2 <= (castRange * castRange)) && (castRange > 70) && !_actor.isSkillDisabled(sk) && (_actor.getCurrentMp() >= _actor.getStat().getMpConsume(sk)) && !sk.isPassive()) { L2Object OldTarget = _actor.getTarget(); if ((sk.isContinuous() && !sk.isDebuff()) || (sk.hasEffectType(L2EffectType.HEAL))) { boolean useSkillSelf = true; if ((sk.hasEffectType(L2EffectType.HEAL)) && (_actor.getCurrentHp() > (int) (_actor.getMaxHp() / 1.5))) { useSkillSelf = false; break; } if ((sk.isContinuous() && !sk.isDebuff()) && _actor.isAffectedBySkill(sk.getId())) { useSkillSelf = false; } if (useSkillSelf) { _actor.setTarget(_actor); } } clientStopMoving(null); _actor.doCast(sk); _actor.setTarget(OldTarget); return; } } // Check if the L2SiegeGuardInstance is attacking, knows the target and can't run if (!(_actor.isAttackingNow()) && (_actor.getRunSpeed() == 0) && (_actor.getKnownList().knowsObject(attackTarget))) { // Cancel the target _actor.getKnownList().removeKnownObject(attackTarget); _actor.setTarget(null); setIntention(AI_INTENTION_IDLE, null, null); } else { double dx = _actor.getX() - attackTarget.getX(); double dy = _actor.getY() - attackTarget.getY(); double dz = _actor.getZ() - attackTarget.getZ(); double homeX = attackTarget.getX() - sGuard.getSpawn().getX(); double homeY = attackTarget.getY() - sGuard.getSpawn().getY(); // Check if the L2SiegeGuardInstance isn't too far from it's home location if ((((dx * dx) + (dy * dy)) > 10000) && (((homeX * homeX) + (homeY * homeY)) > 3240000) // 1800 * 1800 && (_actor.getKnownList().knowsObject(attackTarget))) { // Cancel the target _actor.getKnownList().removeKnownObject(attackTarget); _actor.setTarget(null); setIntention(AI_INTENTION_IDLE, null, null); } else // Move the actor to Pawn server side AND client side by sending Server->Client packet MoveToPawn (broadcast) { // Temporary hack for preventing guards jumping off towers, // before replacing this with effective geodata checks and AI modification if ((dz * dz) < (170 * 170)) // normally 130 if guard z coordinates correct { if (_selfAnalysis.isHealer) { return; } if (_selfAnalysis.isMage) { range = _selfAnalysis.maxCastRange - 50; } if (attackTarget.isMoving()) { moveToPawn(attackTarget, range - 70); } else { moveToPawn(attackTarget, range); } } } } return; } // Else, if the actor is muted and far from target, just "move to pawn" else if (_actor.isMuted() && (dist_2 > (range * range)) && !_selfAnalysis.isHealer) { // Temporary hack for preventing guards jumping off towers, // before replacing this with effective geodata checks and AI modification double dz = _actor.getZ() - attackTarget.getZ(); if ((dz * dz) < (170 * 170)) // normally 130 if guard z coordinates correct { if (_selfAnalysis.isMage) { range = _selfAnalysis.maxCastRange - 50; } if (attackTarget.isMoving()) { moveToPawn(attackTarget, range - 70); } else { moveToPawn(attackTarget, range); } } return; } // Else, if this is close enough to attack else if (dist_2 <= (range * range)) { // Force mobs to attack anybody if confused L2Character hated = null; if (_actor.isConfused()) { hated = attackTarget; } else { hated = ((L2Attackable) _actor).getMostHated(); } if (hated == null) { setIntention(AI_INTENTION_ACTIVE, null, null); return; } if (hated != attackTarget) { attackTarget = hated; } _attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getInstance().getGameTicks(); // check for close combat skills && heal/buff skills if (!_actor.isMuted() && (Rnd.nextInt(100) <= 5)) { for (Skill sk : skills) { int castRange = sk.getCastRange(); if (((castRange * castRange) >= dist_2) && !sk.isPassive() && (_actor.getCurrentMp() >= _actor.getStat().getMpConsume(sk)) && !_actor.isSkillDisabled(sk)) { L2Object OldTarget = _actor.getTarget(); if ((sk.isContinuous() && !sk.isDebuff()) || (sk.hasEffectType(L2EffectType.HEAL))) { boolean useSkillSelf = true; if ((sk.hasEffectType(L2EffectType.HEAL)) && (_actor.getCurrentHp() > (int) (_actor.getMaxHp() / 1.5))) { useSkillSelf = false; break; } if ((sk.isContinuous() && !sk.isDebuff()) && _actor.isAffectedBySkill(sk.getId())) { useSkillSelf = false; } if (useSkillSelf) { _actor.setTarget(_actor); } } clientStopMoving(null); _actor.doCast(sk); _actor.setTarget(OldTarget); return; } } } // Finally, do the physical attack itself if (!_selfAnalysis.isHealer) { _actor.doAttack(attackTarget); } } } /** * Manage AI thinking actions of a L2Attackable. */ @Override protected void onEvtThink() { // if(getIntention() != AI_INTENTION_IDLE && (!_actor.isVisible() || !_actor.hasAI() || !_actor.isKnownPlayers())) // setIntention(AI_INTENTION_IDLE); // Check if the thinking action is already in progress if (_thinking || _actor.isCastingNow() || _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 : * * @param attacker The L2Character that attacks the actor */ @Override protected void onEvtAttacked(L2Character attacker) { // Calculate the attack timeout _attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getInstance().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, null); } super.onEvtAttacked(attacker); } /** * Launch actions corresponding to the Event Aggression.
* Actions : * * @param aggro The value of hate to add to the actor against the target */ @Override protected void onEvtAggression(L2Character target, int aggro) { if (_actor == null) { return; } 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); // Get the hate of the actor against the target aggro = me.getHating(target); if (aggro <= 0) { if (me.getMostHated() == null) { _globalAggro = -25; me.clearAggroList(); setIntention(AI_INTENTION_IDLE, null, null); } return; } // 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(); } L2DefenderInstance sGuard = (L2DefenderInstance) _actor; double homeX = target.getX() - sGuard.getSpawn().getX(); double homeY = target.getY() - sGuard.getSpawn().getY(); // Check if the L2SiegeGuardInstance is not too far from its home location if (((homeX * homeX) + (homeY * homeY)) < 3240000) { setIntention(CtrlIntention.AI_INTENTION_ATTACK, target, null); } } } else { // currently only for setting lower general aggro if (aggro >= 0) { return; } L2Character mostHated = me.getMostHated(); if (mostHated == null) { _globalAggro = -25; return; } for (L2Character aggroed : me.getAggroList().keySet()) { me.addDamageHate(aggroed, 0, aggro); } aggro = me.getHating(mostHated); if (aggro <= 0) { _globalAggro = -25; me.clearAggroList(); setIntention(AI_INTENTION_IDLE, null, null); } } } @Override public void stopAITask() { if (_aiTask != null) { _aiTask.cancel(false); _aiTask = null; } _actor.detachAI(); super.stopAITask(); } }