/* * 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.concurrent.Future; import java.util.logging.Logger; import com.l2jserver.Config; import com.l2jserver.gameserver.GameTimeController; import com.l2jserver.gameserver.GeoData; import com.l2jserver.gameserver.ThreadPoolManager; import com.l2jserver.gameserver.model.L2Effect; import com.l2jserver.gameserver.model.L2Object; import com.l2jserver.gameserver.model.L2Skill; 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.L2FortBallistaInstance; import com.l2jserver.gameserver.model.actor.instance.L2FortCommanderInstance; import com.l2jserver.gameserver.model.actor.instance.L2NpcInstance; import com.l2jserver.gameserver.model.actor.instance.L2PcInstance; 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 L2FortSiegeGuardAI extends L2CharacterAI implements Runnable { protected static final Logger _log1 = Logger.getLogger(L2FortSiegeGuardAI.class.getName()); 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 SelfAnalysis _selfAnalysis = new SelfAnalysis(); /** 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 int _attackRange; /** * Constructor of L2AttackableAI.

* * @param accessor The AI accessor of the L2Character * */ public L2FortSiegeGuardAI(L2Character.AIAccessor accessor) { super(accessor); _selfAnalysis.init(); _attackTimeout = Integer.MAX_VALUE; _globalAggro = -10; // 10 seconds timeout of ATTACK after respawn _attackRange = ((L2Attackable) _actor).getPhysicalAttackRange(); } @Override public void run() { // Launch actions corresponding to the Event Think onEvtThink(); } /** * 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 L2NpcInstance
  • *
  • 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 L2NpcInstance
  • *
  • 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 * @return True if the target is autoattackable (depends on the actor type). */ private 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() || target instanceof L2FortBallistaInstance || target instanceof L2FortCommanderInstance || target instanceof L2Playable) { L2PcInstance player = null; if (target instanceof L2PcInstance) player = ((L2PcInstance)target); else if (target instanceof L2Summon) player = ((L2Summon) target).getOwner(); if (player == null || (player.getClan() != null && player.getClan().getHasFort() == ((L2Npc) _actor).getFort().getFortId())) return false; } // 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; } // 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).isSilentMoving() && !_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) { if (Config.DEBUG) _log1.info("L2SiegeAI.changeIntention(" + 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 _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) 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.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 :

    *
  • 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 can't attack, order to it to return to its home location
  • * */ 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 L2SiegeGuardInstance to return to its home location because there's no target to attack if (_actor.getWalkSpeed() >= 0) { if (_actor instanceof L2DefenderInstance) ((L2DefenderInstance) _actor).returnHome(); else ((L2FortCommanderInstance) _actor).returnHome(); } } /** * 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 (Config.DEBUG) _log1.info("L2FortSiegeGuardAI.thinkAttack(); timeout=" + (_attackTimeout - GameTimeController.getGameTicks())); 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(); } } L2Character attackTarget = getAttackTarget(); // Check if target is dead or if timeout is expired to stop this attack if (attackTarget == null || attackTarget.isAlikeDead() || _attackTimeout < GameTimeController.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).getFactionId() == null || target == null) return; if (target.isInvul()) return; // speeding it up for siege guards String faction_id = ((L2Npc) _actor).getFactionId(); // 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).getFort().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 (L2Skill 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)) // chance continue; if (!GeoData.getInstance().canSeeTarget(_actor, cha)) break; L2Object OldTarget = _actor.getTarget(); _actor.setTarget(cha); clientStopMoving(null); _accessor.doCast(sk); _actor.setTarget(OldTarget); return; } } } continue; } L2Npc npc = (L2Npc) cha; if (!faction_id.equals(npc.getFactionId())) 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 (L2Skill 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)) // chance continue; if (!GeoData.getInstance().canSeeTarget(_actor, npc)) break; L2Object OldTarget = _actor.getTarget(); _actor.setTarget(npc); clientStopMoving(null); _accessor.doCast(sk); _actor.setTarget(OldTarget); return; } } } } } private void attackPrepare() { // Get all information needed to choose between physical or magical attack L2Skill[] skills = null; double dist_2 = 0; int range = 0; L2DefenderInstance sGuard; if (_actor instanceof L2FortCommanderInstance) sGuard = (L2FortCommanderInstance) _actor; else sGuard = (L2DefenderInstance) _actor; L2Character attackTarget = getAttackTarget(); try { _actor.setTarget(attackTarget); skills = _actor.getAllSkills(); dist_2 = _actor.getPlanDistanceSq(attackTarget.getX(), attackTarget.getY()); range = _actor.getPhysicalAttackRange() + _actor.getTemplate().collisionRadius + attackTarget.getTemplate().collisionRadius; if (attackTarget.isMoving()) range += 50; } catch (NullPointerException e) { //_log.warning("AttackableAI: Attack target is NULL."); _actor.setTarget(null); setIntention(AI_INTENTION_IDLE, null, null); return; } // never attack defenders if (attackTarget instanceof L2PcInstance && sGuard.getFort().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 (L2Skill 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.getSkillType() == L2SkillType.BUFF || sk.getSkillType() == L2SkillType.HEAL) { boolean useSkillSelf = true; if (sk.getSkillType() == L2SkillType.HEAL && _actor.getCurrentHp() > (int) (_actor.getMaxHp() / 1.5)) { useSkillSelf = false; break; } if (sk.getSkillType() == L2SkillType.BUFF) { L2Effect[] effects = _actor.getAllEffects(); for (int i = 0; effects != null && i < effects.length; i++) { L2Effect effect = effects[i]; if (effect.getSkill() == sk) { useSkillSelf = false; break; } } } if (useSkillSelf) _actor.setTarget(_actor); } clientStopMoving(null); _accessor.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().getLocx(); double homeY = attackTarget.getY() - sGuard.getSpawn().getLocy(); // 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.isMage) range = _selfAnalysis.maxCastRange - 50; if (_actor.getWalkSpeed() <= 0) return; 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) { // 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 (_actor.getWalkSpeed() <= 0) return; 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.getGameTicks(); // check for close combat skills && heal/buff skills if (!_actor.isMuted() && Rnd.nextInt(100) <= 5) { for (L2Skill 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.getSkillType() == L2SkillType.BUFF || sk.getSkillType() == L2SkillType.HEAL) { boolean useSkillSelf = true; if (sk.getSkillType() == L2SkillType.HEAL && _actor.getCurrentHp() > (int) (_actor.getMaxHp() / 1.5)) { useSkillSelf = false; break; } if (sk.getSkillType() == L2SkillType.BUFF) { L2Effect[] effects = _actor.getAllEffects(); for (int i = 0; effects != null && i < effects.length; i++) { L2Effect effect = effects[i]; if (effect.getSkill() == sk) { useSkillSelf = false; break; } } } if (useSkillSelf) _actor.setTarget(_actor); } clientStopMoving(null); _accessor.doCast(sk); _actor.setTarget(OldTarget); return; } } } // Finally, do the physical attack itself _accessor.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 actor can't use skills and if a thinking action isn't 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 :

    *
  • 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) { // 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, null); } 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 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; if (_actor instanceof L2FortCommanderInstance) sGuard = (L2FortCommanderInstance) _actor; else sGuard = (L2DefenderInstance) _actor; double homeX = target.getX() - sGuard.getSpawn().getLocx(); double homeY = target.getY() - sGuard.getSpawn().getLocy(); // Check if the L2SiegeGuardInstance is not too far from its home location if (homeX * homeX + homeY * homeY < 3240000) // 1800 * 1800 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; } _accessor.detachAI(); super.stopAITask(); } }