/*
* 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.Collection;
import java.util.concurrent.Future;
import java.util.logging.Level;
import com.l2jserver.Config;
import com.l2jserver.gameserver.GameTimeController;
import com.l2jserver.gameserver.GeoData;
import com.l2jserver.gameserver.Territory;
import com.l2jserver.gameserver.ThreadPoolManager;
import com.l2jserver.gameserver.datatables.NpcTable;
import com.l2jserver.gameserver.instancemanager.DimensionalRiftManager;
import com.l2jserver.gameserver.model.L2CharPosition;
import com.l2jserver.gameserver.model.L2Object;
import com.l2jserver.gameserver.model.L2Skill;
import com.l2jserver.gameserver.model.L2Skill.SkillTargetType;
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.L2DoorInstance;
import com.l2jserver.gameserver.model.actor.instance.L2FestivalMonsterInstance;
import com.l2jserver.gameserver.model.actor.instance.L2FriendlyMobInstance;
import com.l2jserver.gameserver.model.actor.instance.L2GrandBossInstance;
import com.l2jserver.gameserver.model.actor.instance.L2GuardInstance;
import com.l2jserver.gameserver.model.actor.instance.L2MinionInstance;
import com.l2jserver.gameserver.model.actor.instance.L2MonsterInstance;
import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
import com.l2jserver.gameserver.model.actor.instance.L2RaidBossInstance;
import com.l2jserver.gameserver.model.actor.instance.L2RiftInvaderInstance;
import com.l2jserver.gameserver.model.quest.Quest;
import com.l2jserver.gameserver.templates.chars.L2NpcTemplate;
import com.l2jserver.gameserver.templates.skills.L2EffectType;
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 L2AttackableAI extends L2CharacterAI implements Runnable
{
//protected static final Logger _log = Logger.getLogger(L2AttackableAI.class.getName());
private static final int RANDOM_WALK_RATE = 30; // confirmed
// private static final int MAX_DRIFT_RANGE = 300;
private static final int MAX_ATTACK_TIMEOUT = 1200; // int ticks, i.e. 2min
/** The L2Attackable AI task executed every 1s (call onEvtThink method)*/
private Future> _aiTask;
/** 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 timepass = 0;
private int chaostime = 0;
private L2NpcTemplate _skillrender;
int lastBuffTick;
/**
* Constructor of L2AttackableAI.
*
* @param accessor The AI accessor of the L2Character
*
*/
public L2AttackableAI(L2Character.AIAccessor accessor)
{
super(accessor);
_skillrender = NpcTable.getInstance().getTemplate(((L2Npc) _actor).getTemplate().npcId);
//_selfAnalysis.init();
_attackTimeout = Integer.MAX_VALUE;
_globalAggro = -10; // 10 seconds timeout of ATTACK after respawn
}
public void run()
{
// Launch actions corresponding to the Event Think
onEvtThink();
}
/**
* Return True if the target is autoattackable (depends on the actor type).
*
* 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 L2Npc
* 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 L2Npc
* 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
*
*/
private boolean autoAttackCondition(L2Character target)
{
if (target == null || _actor == null)
return false;
L2Attackable me = (L2Attackable) _actor;
// 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;
}
// Check if the target isn't a Folk or a Door
if (target instanceof L2DoorInstance)
return false;
// Check if the target isn't dead, is in the Aggro range and is at the same height
if (target.isAlikeDead() || (target instanceof L2Playable && !me.isInsideRadius(target, me.getAggroRange(), true, false)))
return false;
// Check if the target is a L2PlayableInstance
if (target instanceof L2Playable)
{
// Check if the AI isn't a Raid Boss, can See Silent Moving players and the target isn't in silent move mode
if (!(me.isRaid()) && !(me.canSeeThroughSilentMove()) && ((L2Playable) target).isSilentMoving())
return false;
}
// Check if the target is a L2PcInstance
if (target instanceof L2PcInstance)
{
// Don't take the aggro if the GM has the access level below or equal to GM_DONT_TAKE_AGGRO
if (((L2PcInstance) target).isGM() && !((L2PcInstance) target).getAccessLevel().canTakeAggro())
return false;
// TODO: Ideally, autoattack condition should be called from the AI script. In that case,
// it should only implement the basic behaviors while the script will add more specific
// behaviors (like varka/ketra alliance, etc). Once implemented, remove specialized stuff
// from this location. (Fulminus)
// Check if player is an ally (comparing mem addr)
if ("varka".equals(me.getFactionId()) && ((L2PcInstance) target).isAlliedWithVarka())
return false;
if ("ketra".equals(me.getFactionId()) && ((L2PcInstance) target).isAlliedWithKetra())
return false;
// check if the target is within the grace period for JUST getting up from fake death
if (((L2PcInstance) target).isRecentFakeDeath())
return false;
if (target.isInParty() && target.getParty().isInDimensionalRift())
{
byte riftType = target.getParty().getDimensionalRift().getType();
byte riftRoom = target.getParty().getDimensionalRift().getCurrentRoom();
if (me instanceof L2RiftInvaderInstance && !DimensionalRiftManager.getInstance().getRoom(riftType, riftRoom).checkIfInZone(me.getX(), me.getY(), me.getZ()))
return false;
}
//if (_selfAnalysis.cannotMoveOnLand && !target.isInsideZone(L2Character.ZONE_WATER))
// return false;
}
// Check if the target is a L2Summon
if (target instanceof L2Summon)
{
L2PcInstance owner = ((L2Summon) target).getOwner();
if (owner != null)
{
// Don't take the aggro if the GM has the access level below or equal to GM_DONT_TAKE_AGGRO
if (owner.isGM() && (owner.isInvul() || !owner.getAccessLevel().canTakeAggro()))
return false;
// Check if player is an ally (comparing mem addr)
if ("varka".equals(me.getFactionId()) && owner.isAlliedWithVarka())
return false;
if ("ketra".equals(me.getFactionId()) && owner.isAlliedWithKetra())
return false;
}
}
// Check if the actor is a L2GuardInstance
if (_actor instanceof L2GuardInstance)
{
// Check if the L2PcInstance target has karma (=PK)
if (target instanceof L2PcInstance && ((L2PcInstance) target).getKarma() > 0)
// Los Check
return GeoData.getInstance().canSeeTarget(me, target);
//if (target instanceof L2Summon)
// return ((L2Summon)target).getKarma() > 0;
// Check if the L2MonsterInstance target is aggressive
if (target instanceof L2MonsterInstance && Config.GUARD_ATTACK_AGGRO_MOB)
return (((L2MonsterInstance) target).isAggressive() && GeoData.getInstance().canSeeTarget(me, target));
return false;
}
else if (_actor instanceof L2FriendlyMobInstance)
{ // the actor is a L2FriendlyMobInstance
// Check if the target isn't another L2Npc
if (target instanceof L2Npc)
return false;
// Check if the L2PcInstance target has karma (=PK)
if (target instanceof L2PcInstance && ((L2PcInstance) target).getKarma() > 0)
return GeoData.getInstance().canSeeTarget(me, target); // Los Check
else
return false;
}
else
{
if (target instanceof L2Attackable)
{
if (((L2Attackable) _actor).getEnemyClan() == null || ((L2Attackable) target).getClan() == null)
return false;
if (!target.isAutoAttackable(_actor))
return false;
if (((L2Attackable) _actor).getEnemyClan().equals(((L2Attackable) target).getClan()))
{
if (_actor.isInsideRadius(target, ((L2Attackable) _actor).getEnemyRange(), false, false))
{
return GeoData.getInstance().canSeeTarget(_actor, target);
}
else
return false;
}
if (((L2Attackable) _actor).getIsChaos() > 0 && me.isInsideRadius(target, ((L2Attackable) _actor).getIsChaos(), false, false))
{
if (((L2Attackable) _actor).getFactionId() != null && ((L2Attackable) _actor).getFactionId().equals(((L2Attackable) target).getFactionId()))
{
return false;
}
// Los Check
return GeoData.getInstance().canSeeTarget(me, target);
}
}
if (target instanceof L2Attackable || target instanceof L2Npc)
return false;
// depending on config, do not allow mobs to attack _new_ players in peacezones,
// unless they are already following those players from outside the peacezone.
if (!Config.ALT_MOB_AGRO_IN_PEACEZONE && target.isInsideZone(L2Character.ZONE_PEACE))
return false;
if (me.isChampion() && Config.L2JMOD_CHAMPION_PASSIVE)
return false;
// Check if the actor is Aggressive
return (me.isAggressive() && GeoData.getInstance().canSeeTarget(me, target));
}
}
public void startAITask()
{
// If not idle - create an AI task (schedule onEvtThink repeatedly)
if (_aiTask == null)
{
_aiTask = ThreadPoolManager.getInstance().scheduleAiAtFixedRate(this, 1000, 1000);
}
}
@Override
public void stopAITask()
{
if (_aiTask != null)
{
_aiTask.cancel(false);
_aiTask = null;
}
super.stopAITask();
}
/**
* 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 (intention == AI_INTENTION_IDLE || intention == AI_INTENTION_ACTIVE)
{
// 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
{
if (npc.getSpawn() != null)
{
final int range = Config.MAX_DRIFT_RANGE;
if (!npc.isInsideRadius(npc.getSpawn().getLocx(), npc.getSpawn().getLocy(), npc.getSpawn().getLocz(), range + range, true, false))
intention = AI_INTENTION_ACTIVE;
}
}
}
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)
startAITask();
}
/**
* 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();
// self and buffs
if (lastBuffTick + 30 < GameTimeController.getGameTicks())
{
if (_skillrender.hasBuffSkill())
for (L2Skill sk : _skillrender._buffskills)
if (cast(sk))
break;
lastBuffTick = GameTimeController.getGameTicks();
}
// Manage the Attack Intention : Stop current Attack (if necessary), Start a new Attack and Launch Think Event
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 is a L2GuardInstance that can't attack, order to it to return to its home location
* If the actor is a L2MonsterInstance that can't attack, order to it to random walk (1/100)
*
*/
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)
{
// Get all visible objects inside its Aggro Range
Collection objs = _actor.getKnownList().getKnownObjects().values();
//synchronized (npc.getKnownList().getKnownObjects())
{
for (L2Object obj : objs)
{
if (!(obj instanceof L2Character))
continue;
L2Character target = (L2Character) obj;
/*
* Check to see if this is a festival mob spawn.
* If it is, then check to see if the aggro trigger
* is a festival participant...if so, move to attack it.
*/
if ((_actor instanceof L2FestivalMonsterInstance) && obj instanceof L2PcInstance)
{
L2PcInstance targetPlayer = (L2PcInstance) obj;
if (!(targetPlayer.isFestivalParticipant()))
continue;
}
// TODO: The AI Script ought to handle aggro behaviors in onSee. Once implemented, aggro behaviors ought
// to be removed from here. (Fulminus)
// For each L2Character check if the target is autoattackable
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, 0);
}
}
}
// Chose a target from its aggroList
L2Character hated;
if (_actor.isConfused())
hated = getAttackTarget(); // effect handles selection
else
hated = npc.getMostHated();
// 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);
}
return;
}
}
// Chance to forget attackers after some time
if (_actor.getCurrentHp() == _actor.getMaxHp() && _actor.getCurrentMp() == _actor.getMaxMp() && !_actor.getAttackByList().isEmpty() && Rnd.nextInt(500) == 0)
{
((L2Attackable) _actor).clearAggroList();
_actor.getAttackByList().clear();
}
// Check if the actor is a L2GuardInstance
if (_actor instanceof L2GuardInstance)
{
// Order to the L2GuardInstance to return to its home location because there's no target to attack
((L2GuardInstance) _actor).returnHome();
}
// If this is a festival monster, then it remains in the same location.
if (_actor instanceof L2FestivalMonsterInstance)
return;
// Check if the mob should not return to spawn point
if (!npc.canReturnToSpawnPoint())
return;
// Minions following leader
if (_actor instanceof L2MinionInstance && ((L2MinionInstance) _actor).getLeader() != null)
{
final int offset;
final int minRadius = 30;
if (_actor.isRaidMinion())
offset = 500; // for Raids - need correction
else
offset = 200; // for normal minions - need correction :)
if (((L2MinionInstance) _actor).getLeader().isRunning())
_actor.setRunning();
else
_actor.setWalking();
if (_actor.getPlanDistanceSq(((L2MinionInstance) _actor).getLeader()) > offset * offset)
{
int x1, y1, z1;
x1 = Rnd.get(minRadius * 2, offset * 2); // x
y1 = Rnd.get(x1, offset * 2); // distance
y1 = (int) Math.sqrt(y1 * y1 - x1 * x1); // y
if (x1 > offset + minRadius)
x1 = ((L2MinionInstance) _actor).getLeader().getX() + x1 - offset;
else
x1 = ((L2MinionInstance) _actor).getLeader().getX() - x1 + minRadius;
if (y1 > offset + minRadius)
y1 = ((L2MinionInstance) _actor).getLeader().getY() + y1 - offset;
else
y1 = ((L2MinionInstance) _actor).getLeader().getY() - y1 + minRadius;
z1 = ((L2MinionInstance) _actor).getLeader().getZ();
// Move the actor to Location (x,y,z) server side AND client side by sending Server->Client packet CharMoveToLocation (broadcast)
moveTo(x1, y1, z1);
return;
}
else if (Rnd.nextInt(RANDOM_WALK_RATE) == 0)
{
if (_skillrender.hasBuffSkill())
for (L2Skill sk : _skillrender._buffskills)
if (cast(sk))
return;
}
}
// Order to the L2MonsterInstance to random walk (1/100)
else if (npc.getSpawn() != null && Rnd.nextInt(RANDOM_WALK_RATE) == 0 && !_actor.isNoRndWalk())
{
int x1, y1, z1;
final int range = Config.MAX_DRIFT_RANGE;
if (_skillrender.hasBuffSkill())
for (L2Skill sk : _skillrender._buffskills)
if (cast(sk))
return;
// If NPC with random coord in territory
if (npc.getSpawn().getLocx() == 0 && npc.getSpawn().getLocy() == 0)
{
// Calculate a destination point in the spawn area
int p[] = Territory.getInstance().getRandomPoint(npc.getSpawn().getLocation());
x1 = p[0];
y1 = p[1];
z1 = p[2];
// Calculate the distance between the current position of the L2Character and the target (x,y)
double distance2 = _actor.getPlanDistanceSq(x1, y1);
if (distance2 > (range + range) * (range + range))
{
npc.setisReturningToSpawnPoint(true);
float delay = (float) Math.sqrt(distance2) / range;
x1 = _actor.getX() + (int) ((x1 - _actor.getX()) / delay);
y1 = _actor.getY() + (int) ((y1 - _actor.getY()) / delay);
}
// If NPC with random fixed coord, don't move (unless needs to return to spawnpoint)
if (Territory.getInstance().getProcMax(npc.getSpawn().getLocation()) > 0 && !npc.isReturningToSpawnPoint())
return;
}
else
{
// If NPC with fixed coord
x1 = npc.getSpawn().getLocx();
y1 = npc.getSpawn().getLocy();
z1 = npc.getSpawn().getLocz();
if (!_actor.isInsideRadius(x1, y1, range, false))
npc.setisReturningToSpawnPoint(true);
else
{
x1 = Rnd.nextInt(range * 2); // x
y1 = Rnd.get(x1, range * 2); // distance
y1 = (int) Math.sqrt(y1 * y1 - x1 * x1); // y
x1 += npc.getSpawn().getLocx() - range;
y1 += npc.getSpawn().getLocy() - range;
z1 = npc.getZ();
}
}
//_log.debug("Current pos ("+getX()+", "+getY()+"), moving to ("+x1+", "+y1+").");
// Move the actor to Location (x,y,z) server side AND client side by sending Server->Client packet CharMoveToLocation (broadcast)
moveTo(x1, y1, z1);
}
}
/**
* 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 (_actor.isCastingNow())
return;
L2Character originalAttackTarget = getAttackTarget();
// Check if target is dead or if timeout is expired to stop this attack
if (originalAttackTarget == null || originalAttackTarget.isAlikeDead() || _attackTimeout < GameTimeController.getGameTicks())
{
// Stop hating this target after the attack timeout or if target is dead
if (originalAttackTarget != null)
((L2Attackable) _actor).stopHating(originalAttackTarget);
// Set the AI Intention to AI_INTENTION_ACTIVE
setIntention(AI_INTENTION_ACTIVE);
_actor.setWalking();
return;
}
// Handle all L2Object of its Faction inside the Faction Range
if (((L2Npc) _actor).getFactionId() != null)
{
String faction_id = ((L2Npc) _actor).getFactionId();
// Go through all L2Object that belong to its faction
Collection objs = _actor.getKnownList().getKnownObjects().values();
//synchronized (_actor.getKnownList().getKnownObjects())
try
{
for (L2Object obj : objs)
{
if (obj instanceof L2Npc)
{
L2Npc npc = (L2Npc) obj;
//Handle SevenSigns mob Factions
String npcfaction = npc.getFactionId();
boolean sevenSignFaction = false;
// TODO: Unhardcode this by AI scripts (DrHouse)
//Catacomb mobs should assist lilim and nephilim other than dungeon
if ("c_dungeon_clan".equals(faction_id) && ("c_dungeon_lilim".equals(npcfaction) || "c_dungeon_nephi".equals(npcfaction)))
sevenSignFaction = true;
//Lilim mobs should assist other Lilim and catacomb mobs
else if ("c_dungeon_lilim".equals(faction_id) && "c_dungeon_clan".equals(npcfaction))
sevenSignFaction = true;
//Nephilim mobs should assist other Nephilim and catacomb mobs
else if ("c_dungeon_nephi".equals(faction_id) && "c_dungeon_clan".equals(npcfaction))
sevenSignFaction = true;
if (!faction_id.equals(npc.getFactionId()) && !sevenSignFaction)
continue;
// Check if the L2Object is inside the Faction Range of
// the actor
if (_actor.isInsideRadius(npc, npc.getFactionRange() + npc.getTemplate().collisionRadius, true, false) && npc.getAI() != null)
{
if (Math.abs(originalAttackTarget.getZ() - npc.getZ()) < 600 && _actor.getAttackByList().contains(originalAttackTarget) && (npc.getAI()._intention == CtrlIntention.AI_INTENTION_IDLE || npc.getAI()._intention == CtrlIntention.AI_INTENTION_ACTIVE) && GeoData.getInstance().canSeeTarget(_actor, npc))
{
if ((originalAttackTarget instanceof L2PcInstance) || (originalAttackTarget instanceof L2Summon))
{
if (npc.getTemplate().getEventQuests(Quest.QuestEventType.ON_FACTION_CALL) != null)
{
L2PcInstance player = (originalAttackTarget instanceof L2PcInstance) ? (L2PcInstance) originalAttackTarget : ((L2Summon) originalAttackTarget).getOwner();
for (Quest quest : npc.getTemplate().getEventQuests(Quest.QuestEventType.ON_FACTION_CALL))
quest.notifyFactionCall(npc, (L2Npc) _actor, player, (originalAttackTarget instanceof L2Summon));
}
}
else if (npc instanceof L2Attackable && getAttackTarget() != null && npc.getAI()._intention != CtrlIntention.AI_INTENTION_ATTACK)
{
((L2Attackable) npc).addDamageHate(getAttackTarget(), 0, ((L2Attackable) _actor).getHating(getAttackTarget()));
npc.getAI().setIntention(CtrlIntention.AI_INTENTION_ATTACK, getAttackTarget());
}
}
}
}
}
}
catch (NullPointerException e)
{
_log.log(Level.WARNING, "L2AttackableAI: thinkAttack() faction call failed: " + e.getMessage(), e);
}
}
/*
if(_actor.getTarget() == null || this.getAttackTarget() == null || this.getAttackTarget().isDead() || ctarget == _actor)
AggroReconsider();
*/
//----------------------------------------------------------------
//------------------------------------------------------------------------------
//Initialize data
double dist = 0;
int dist2 = 0;
int range = 0;
L2Character mostHate = ((L2Attackable) _actor).getMostHated();
if (mostHate == null)
{
setIntention(AI_INTENTION_ACTIVE);
return;
}
setAttackTarget(mostHate);
_actor.setTarget(mostHate);
dist = Math.sqrt(_actor.getPlanDistanceSq(mostHate.getX(), mostHate.getY()));
dist2 = (int) dist - _actor.getTemplate().collisionRadius;
range = _actor.getPhysicalAttackRange() + _actor.getTemplate().collisionRadius + mostHate.getTemplate().collisionRadius;
if (mostHate.isMoving())
{
range = range + 50;
if (_actor.isMoving())
range = range + 50;
}
//------------------------------------------------------
// In case many mobs are trying to hit from same place, move a bit,
// circling around the target
if (!_actor.isMovementDisabled() && Rnd.nextInt(100) <= 33) // check it once per 3 seconds
{
int combinedCollision = _actor.getTemplate().collisionRadius + getAttackTarget().getTemplate().collisionRadius;
int collision = _actor.getTemplate().collisionRadius;
for (L2Object nearby : _actor.getKnownList().getKnownCharactersInRadius(collision))
{
if (nearby instanceof L2Attackable && nearby != getAttackTarget())
{
int diffx = Rnd.get(combinedCollision, combinedCollision + 40);
if (Rnd.get(10) < 5)
diffx = -diffx;
int diffy = Rnd.get(combinedCollision, combinedCollision + 40);
if (Rnd.get(10) < 5)
diffy = -diffy;
moveTo(getAttackTarget().getX() + diffx, getAttackTarget().getY() + diffy, getAttackTarget().getZ());
return;
}
}
}
//Dodge if its needed
if (!_actor.isMovementDisabled() && ((L2Attackable) _actor).getCanDodge() > 0)
if (Rnd.get(100) <= ((L2Attackable) _actor).getCanDodge())
{
// Micht: kepping this one otherwise we should do 2 sqrt
double distance2 = _actor.getPlanDistanceSq(getAttackTarget().getX(), getAttackTarget().getY());
if (Math.sqrt(distance2) <= (60 + _actor.getTemplate().collisionRadius + getAttackTarget().getTemplate().collisionRadius))
{
//Diasable the RND for increasing the performance
//int chance = 60;
//if (chance >= Rnd.get(100))
//{
int posX = _actor.getX();
int posY = _actor.getY();
int posZ = _actor.getZ();
/*
if (Rnd.get(1)>0)
posX=((L2Attackable)_actor).getSpawn().getLocx()+Rnd.get(100);
else
posX=((L2Attackable)_actor).getSpawn().getLocx()-Rnd.get(100);
if (Rnd.get(1)>0)
posY=((L2Attackable)_actor).getSpawn().getLocy() + Rnd.get(100);
else
posY=((L2Attackable)_actor).getSpawn().getLocy()-Rnd.get(100);
setIntention(CtrlIntention.AI_INTENTION_MOVE_TO, new L2CharPosition(posX, posY, posZ, 0));
*/
if (Rnd.get(1) > 0)
posX = posX + Rnd.get(100);
else
posX = posX - Rnd.get(100);
if (Rnd.get(1) > 0)
posY = posY + Rnd.get(100);
else
posY = posY - Rnd.get(100);
if (Config.GEODATA == 0 || GeoData.getInstance().canMoveFromToTarget(_actor.getX(), _actor.getY(), posZ, posX, posY, posZ, _actor.getInstanceId()))
setIntention(CtrlIntention.AI_INTENTION_MOVE_TO, new L2CharPosition(posX, posY, posZ, 0));
return;
//}
}
}
//------------------------------------------------------------------------------
// BOSS/Raid Minion Target Reconsider
if (_actor.isRaid() || _actor.isRaidMinion())
{
chaostime++;
if (_actor instanceof L2RaidBossInstance && !((L2MonsterInstance) _actor).hasMinions())
{
if (chaostime > Config.RAID_CHAOS_TIME)
if (Rnd.get(100) <= 100 - (_actor.getCurrentHp() * 100 / _actor.getMaxHp()))
{
aggroReconsider();
chaostime = 0;
}
}
else if (_actor instanceof L2RaidBossInstance && ((L2MonsterInstance) _actor).hasMinions())
{
if (chaostime > Config.RAID_CHAOS_TIME)
if (Rnd.get(100) <= 100 - (_actor.getCurrentHp() * 200 / _actor.getMaxHp()))
{
aggroReconsider();
chaostime = 0;
}
}
else if (_actor instanceof L2GrandBossInstance)
{
if (chaostime > Config.GRAND_CHAOS_TIME)
{
double chaosRate = 100 - (_actor.getCurrentHp() * 300 / _actor.getMaxHp());
if ((chaosRate <= 10 && Rnd.get(100) <= 10) || (chaosRate > 10 && Rnd.get(100) <= chaosRate))
{
aggroReconsider();
chaostime = 0;
}
}
}
else
{
if (chaostime > Config.MINION_CHAOS_TIME)
if (Rnd.get(100) <= 100 - (_actor.getCurrentHp() * 200 / _actor.getMaxHp()))
{
aggroReconsider();
chaostime = 0;
}
}
}
if (_skillrender.hasSkill())
{
//-------------------------------------------------------------------------------
//Heal Condition
if (_skillrender.hasHealSkill() && _skillrender._healskills != null)
{
double percentage = _actor.getCurrentHp() / _actor.getMaxHp() * 100;
if (_actor instanceof L2MinionInstance)
{
L2Character leader = ((L2MinionInstance) _actor).getLeader();
if (leader != null && !leader.isDead() && Rnd.get(100) > (leader.getCurrentHp() / leader.getMaxHp() * 100))
for (L2Skill sk : _skillrender._healskills)
{
if (sk.getTargetType() == L2Skill.SkillTargetType.TARGET_SELF)
continue;
if ((sk.getMpConsume() >= _actor.getCurrentMp() || _actor.isSkillDisabled(sk) || (sk.isMagic() && _actor.isMuted()) || (!sk.isMagic() && _actor.isPhysicalMuted())))
{
continue;
}
if (!Util.checkIfInRange((sk.getCastRange() + _actor.getTemplate().collisionRadius + leader.getTemplate().collisionRadius), _actor, leader, false) && !isParty(sk) && !_actor.isMovementDisabled())
{
moveToPawn(leader, sk.getCastRange() + _actor.getTemplate().collisionRadius + leader.getTemplate().collisionRadius);
}
if (GeoData.getInstance().canSeeTarget(_actor, leader))
{
clientStopMoving(null);
_actor.setTarget(leader);
clientStopMoving(null);
_actor.doCast(sk);
return;
}
}
}
if (Rnd.get(100) < (100 - percentage) / 3)
for (L2Skill sk : _skillrender._healskills)
{
if ((sk.getMpConsume() >= _actor.getCurrentMp() || _actor.isSkillDisabled(sk) || (sk.isMagic() && _actor.isMuted())) || (!sk.isMagic() && _actor.isPhysicalMuted()))
{
continue;
}
clientStopMoving(null);
_actor.setTarget(_actor);
_actor.doCast(sk);
return;
}
for (L2Skill sk : _skillrender._healskills)
{
if ((sk.getMpConsume() >= _actor.getCurrentMp() || _actor.isSkillDisabled(sk) || (sk.isMagic() && _actor.isMuted())) || (!sk.isMagic() && _actor.isPhysicalMuted()))
{
continue;
}
if (sk.getTargetType() == L2Skill.SkillTargetType.TARGET_ONE)
for (L2Character obj : _actor.getKnownList().getKnownCharactersInRadius(sk.getCastRange() + _actor.getTemplate().collisionRadius))
{
if (!(obj instanceof L2Attackable) || obj.isDead())
continue;
L2Attackable targets = ((L2Attackable) obj);
if (((L2Attackable) _actor).getFactionId() != targets.getFactionId() && ((L2Attackable) _actor).getFactionId() != null)
continue;
percentage = targets.getCurrentHp() / targets.getMaxHp() * 100;
if (Rnd.get(100) < (100 - percentage) / 10)
{
if (GeoData.getInstance().canSeeTarget(_actor, targets))
{
clientStopMoving(null);
_actor.setTarget(obj);
_actor.doCast(sk);
return;
}
}
}
if (isParty(sk))
{
clientStopMoving(null);
_actor.doCast(sk);
return;
}
}
}
//-------------------------------------------------------------------------------
//Res Skill Condition
if (_skillrender.hasResSkill())
{
if (_actor instanceof L2MinionInstance)
{
L2Character leader = ((L2MinionInstance) _actor).getLeader();
if (leader != null && leader.isDead())
for (L2Skill sk : _skillrender._resskills)
{
if (sk.getTargetType() == L2Skill.SkillTargetType.TARGET_SELF)
continue;
if ((sk.getMpConsume() >= _actor.getCurrentMp() || _actor.isSkillDisabled(sk) || (sk.isMagic() && _actor.isMuted()) || (!sk.isMagic() && _actor.isPhysicalMuted())))
{
continue;
}
if (!Util.checkIfInRange((sk.getCastRange() + _actor.getTemplate().collisionRadius + leader.getTemplate().collisionRadius), _actor, leader, false) && !isParty(sk) && !_actor.isMovementDisabled())
{
moveToPawn(leader, sk.getCastRange() + _actor.getTemplate().collisionRadius + leader.getTemplate().collisionRadius);
}
if (GeoData.getInstance().canSeeTarget(_actor, leader))
{
clientStopMoving(null);
_actor.setTarget(((L2MinionInstance) _actor).getLeader());
_actor.doCast(sk);
return;
}
}
}
for (L2Skill sk : _skillrender._resskills)
{
if ((sk.getMpConsume() >= _actor.getCurrentMp() || _actor.isSkillDisabled(sk) || (sk.isMagic() && _actor.isMuted())) || (!sk.isMagic() && _actor.isPhysicalMuted()))
{
continue;
}
if (sk.getTargetType() == L2Skill.SkillTargetType.TARGET_ONE)
for (L2Character obj : _actor.getKnownList().getKnownCharactersInRadius(sk.getCastRange() + _actor.getTemplate().collisionRadius))
{
if (!(obj instanceof L2Attackable) || !obj.isDead())
continue;
L2Attackable targets = ((L2Attackable) obj);
if (((L2Attackable) _actor).getFactionId() != targets.getFactionId() && ((L2Attackable) _actor).getFactionId() != null)
continue;
if (Rnd.get(100) < 10)
{
if (GeoData.getInstance().canSeeTarget(_actor, targets))
{
clientStopMoving(null);
_actor.setTarget(obj);
_actor.doCast(sk);
return;
}
}
}
if (isParty(sk))
{
clientStopMoving(null);
L2Object target = getAttackTarget();
_actor.setTarget(_actor);
_actor.doCast(sk);
_actor.setTarget(target);
return;
}
}
}
}
//-------------------------------------------------------------------------------
//Immobilize Condition
if ((_actor.isMovementDisabled() && (dist > range || getAttackTarget().isMoving())) || (dist > range && getAttackTarget().isMoving()))
{
movementDisable();
return;
}
setTimepass(0);
//--------------------------------------------------------------------------------
//Skill Use
if (_skillrender.hasSkill())
{
if (Rnd.get(100) <= ((L2Npc) _actor).getSkillChance())
{
L2Skill skills = _skillrender._generalskills.get(Rnd.nextInt(_skillrender._generalskills.size()));
if (cast(skills))
return;
for (L2Skill sk : _skillrender._generalskills)
if (cast(sk))
return;
}
//--------------------------------------------------------------------------------
//Long/Short Range skill Usage
if (((L2Npc) _actor).hasLSkill() || ((L2Npc) _actor).hasSSkill())
{
if (((L2Npc) _actor).hasSSkill() && dist2 <= 150 && Rnd.get(100) <= ((L2Npc) _actor).getSSkillChance())
{
sSkillRender();
if (_skillrender._Srangeskills != null)
{
L2Skill skills = _skillrender._Srangeskills.get(Rnd.nextInt(_skillrender._Srangeskills.size()));
if (cast(skills))
return;
for (L2Skill sk : _skillrender._Srangeskills)
if (cast(sk))
return;
}
}
if (((L2Npc) _actor).hasLSkill() && dist2 > 150 && Rnd.get(100) <= ((L2Npc) _actor).getSSkillChance())
{
lSkillRender();
if (_skillrender._Lrangeskills != null)
{
L2Skill skills = _skillrender._Lrangeskills.get(Rnd.nextInt(_skillrender._Lrangeskills.size()));
if (cast(skills))
return;
for (L2Skill sk : _skillrender._Lrangeskills)
if (cast(sk))
return;
}
}
}
}
//--------------------------------------------------------------------------------
// Starts Melee or Primary Skill
if (dist2 > range || !GeoData.getInstance().canSeeTarget(_actor, getAttackTarget()))
{
if (_actor.isMovementDisabled())
{
targetReconsider();
return;
}
else
{
if (getAttackTarget().isMoving())
range -= 100;
if (range < 5)
range = 5;
moveToPawn(getAttackTarget(), range);
return;
}
}
else
{
melee(((L2Npc) _actor).getPrimaryAttack());
}
}
private void melee(int type)
{
if (type != 0)
{
switch (type)
{
case -1:
{
if (_skillrender._generalskills != null)
for (L2Skill sk : _skillrender._generalskills)
if (cast(sk))
return;
break;
}
case 1:
{
if (_skillrender.hasAtkSkill())
for (L2Skill sk : _skillrender._atkskills)
if (cast(sk))
return;
break;
}
default:
{
if (_skillrender._generalskills != null)
for (L2Skill sk : _skillrender._generalskills)
if (sk.getId() == ((L2Npc) _actor).getPrimaryAttack())
if (cast(sk))
return;
}
break;
}
}
_accessor.doAttack(getAttackTarget());
}
private boolean cast(L2Skill sk)
{
if (sk == null)
return false;
if (sk.getMpConsume() >= _actor.getCurrentMp() || _actor.isSkillDisabled(sk) || (sk.isMagic() && _actor.isMuted()) || (!sk.isMagic() && _actor.isPhysicalMuted()))
return false;
if (getAttackTarget() == null)
if (((L2Attackable) _actor).getMostHated() != null)
setAttackTarget(((L2Attackable) _actor).getMostHated());
L2Character attackTarget = getAttackTarget();
if (attackTarget == null)
return false;
double dist = Math.sqrt(_actor.getPlanDistanceSq(attackTarget.getX(), attackTarget.getY()));
double dist2 = dist - attackTarget.getTemplate().collisionRadius;
double range = _actor.getPhysicalAttackRange() + _actor.getTemplate().collisionRadius + attackTarget.getTemplate().collisionRadius;
double srange = sk.getCastRange() + _actor.getTemplate().collisionRadius;
if (attackTarget.isMoving())
dist2 = dist2 - 30;
switch (sk.getSkillType())
{
case BUFF:
case REFLECT:
{
if (_actor.getFirstEffect(sk) == null)
{
clientStopMoving(null);
//L2Object target = attackTarget;
_actor.setTarget(_actor);
_actor.doCast(sk);
//_actor.setTarget(target);
return true;
}
//----------------------------------------
//If actor already have buff, start looking at others same faction mob to cast
if (sk.getTargetType() == L2Skill.SkillTargetType.TARGET_SELF)
return false;
if (sk.getTargetType() == L2Skill.SkillTargetType.TARGET_ONE)
{
L2Character target = effectTargetReconsider(sk, true);
if (target != null)
{
clientStopMoving(null);
L2Object targets = attackTarget;
_actor.setTarget(target);
_actor.doCast(sk);
_actor.setTarget(targets);
return true;
}
}
if (canParty(sk))
{
clientStopMoving(null);
L2Object targets = attackTarget;
_actor.setTarget(_actor);
_actor.doCast(sk);
_actor.setTarget(targets);
return true;
}
break;
}
case HEAL:
case HOT:
case HEAL_PERCENT:
case HEAL_STATIC:
case BALANCE_LIFE:
{
double percentage = _actor.getCurrentHp() / _actor.getMaxHp() * 100;
if (_actor instanceof L2MinionInstance && sk.getTargetType() != L2Skill.SkillTargetType.TARGET_SELF)
{
L2Character leader = ((L2MinionInstance) _actor).getLeader();
if (leader != null && !leader.isDead() && Rnd.get(100) > (leader.getCurrentHp() / leader.getMaxHp() * 100))
{
if (!Util.checkIfInRange((sk.getCastRange() + _actor.getTemplate().collisionRadius + leader.getTemplate().collisionRadius), _actor, leader, false) && !isParty(sk) && !_actor.isMovementDisabled())
{
moveToPawn(leader, sk.getCastRange() + _actor.getTemplate().collisionRadius + leader.getTemplate().collisionRadius);
}
if (GeoData.getInstance().canSeeTarget(_actor, leader))
{
clientStopMoving(null);
_actor.setTarget(leader);
_actor.doCast(sk);
return true;
}
}
}
if (Rnd.get(100) < (100 - percentage) / 3)
{
clientStopMoving(null);
_actor.setTarget(_actor);
_actor.doCast(sk);
return true;
}
if (sk.getTargetType() == L2Skill.SkillTargetType.TARGET_ONE)
for (L2Character obj : _actor.getKnownList().getKnownCharactersInRadius(sk.getCastRange() + _actor.getTemplate().collisionRadius))
{
if (!(obj instanceof L2Attackable) || obj.isDead())
continue;
L2Attackable targets = ((L2Attackable) obj);
if (((L2Attackable) _actor).getFactionId() != targets.getFactionId() && ((L2Attackable) _actor).getFactionId() != null)
continue;
percentage = targets.getCurrentHp() / targets.getMaxHp() * 100;
if (Rnd.get(100) < (100 - percentage) / 10)
{
if (GeoData.getInstance().canSeeTarget(_actor, targets))
{
clientStopMoving(null);
_actor.setTarget(obj);
_actor.doCast(sk);
return true;
}
}
}
if (isParty(sk))
{
for (L2Character obj : _actor.getKnownList().getKnownCharactersInRadius(sk.getSkillRadius() + _actor.getTemplate().collisionRadius))
{
if (!(obj instanceof L2Attackable))
{
continue;
}
L2Npc targets = ((L2Npc) obj);
L2Npc actors = ((L2Npc) _actor);
if (actors.getFactionId() != null && targets.getFactionId().equals(actors.getFactionId()))
{
if (obj.getCurrentHp() < obj.getMaxHp() && Rnd.get(100) <= 20)
{
clientStopMoving(null);
_actor.setTarget(_actor);
_actor.doCast(sk);
return true;
}
}
}
}
break;
}
case RESURRECT:
{
if (!isParty(sk))
{
if (_actor instanceof L2MinionInstance && sk.getTargetType() != L2Skill.SkillTargetType.TARGET_SELF)
{
L2Character leader = ((L2MinionInstance) _actor).getLeader();
if (leader != null && leader.isDead())
if (!Util.checkIfInRange((sk.getCastRange() + _actor.getTemplate().collisionRadius + leader.getTemplate().collisionRadius), _actor, leader, false) && !isParty(sk) && !_actor.isMovementDisabled())
{
moveToPawn(leader, sk.getCastRange() + _actor.getTemplate().collisionRadius + leader.getTemplate().collisionRadius);
}
if (GeoData.getInstance().canSeeTarget(_actor, leader))
{
clientStopMoving(null);
_actor.setTarget(((L2MinionInstance) _actor).getLeader());
_actor.doCast(sk);
return true;
}
}
for (L2Character obj : _actor.getKnownList().getKnownCharactersInRadius(sk.getCastRange() + _actor.getTemplate().collisionRadius))
{
if (!(obj instanceof L2Attackable) || !obj.isDead())
continue;
L2Attackable targets = ((L2Attackable) obj);
if (((L2Attackable) _actor).getFactionId() != targets.getFactionId() && ((L2Attackable) _actor).getFactionId() != null)
continue;
if (Rnd.get(100) < 10)
{
if (GeoData.getInstance().canSeeTarget(_actor, targets))
{
clientStopMoving(null);
_actor.setTarget(obj);
_actor.doCast(sk);
return true;
}
}
}
}
else if (isParty(sk))
{
for (L2Character obj : _actor.getKnownList().getKnownCharactersInRadius(sk.getSkillRadius() + _actor.getTemplate().collisionRadius))
{
if (!(obj instanceof L2Attackable))
{
continue;
}
L2Npc targets = ((L2Npc) obj);
L2Npc actors = ((L2Npc) _actor);
if (actors.getFactionId() != null && actors.getFactionId().equals(targets.getFactionId()))
{
if (obj.getCurrentHp() < obj.getMaxHp() && Rnd.get(100) <= 20)
{
clientStopMoving(null);
_actor.setTarget(_actor);
_actor.doCast(sk);
return true;
}
}
}
}
break;
}
case DEBUFF:
case WEAKNESS:
case POISON:
case DOT:
case MDOT:
case BLEED:
{
if (GeoData.getInstance().canSeeTarget(_actor, attackTarget) && !canAOE(sk) && !attackTarget.isDead() && dist2 <= srange)
{
if (attackTarget.getFirstEffect(sk) == null)
{
clientStopMoving(null);
_actor.doCast(sk);
return true;
}
}
else if (canAOE(sk))
{
if (sk.getTargetType() == SkillTargetType.TARGET_AURA || sk.getTargetType() == SkillTargetType.TARGET_BEHIND_AURA || sk.getTargetType() == SkillTargetType.TARGET_FRONT_AURA)
{
clientStopMoving(null);
//L2Object target = attackTarget;
//_actor.setTarget(_actor);
_actor.doCast(sk);
//_actor.setTarget(target);
return true;
}
if ((sk.getTargetType() == SkillTargetType.TARGET_AREA || sk.getTargetType() == SkillTargetType.TARGET_BEHIND_AREA || sk.getTargetType() == SkillTargetType.TARGET_FRONT_AREA || sk.getTargetType() == SkillTargetType.TARGET_MULTIFACE) && GeoData.getInstance().canSeeTarget(_actor, attackTarget) && !attackTarget.isDead() && dist2 <= srange)
{
clientStopMoving(null);
_actor.doCast(sk);
return true;
}
}
else if (sk.getTargetType() == SkillTargetType.TARGET_ONE)
{
L2Character target = effectTargetReconsider(sk, false);
if (target != null)
{
clientStopMoving(null);
_actor.doCast(sk);
return true;
}
}
break;
}
case SLEEP:
{
if (sk.getTargetType() == SkillTargetType.TARGET_ONE)
{
if (!attackTarget.isDead() && dist2 <= srange)
{
if (dist2 > range || attackTarget.isMoving())
{
if (attackTarget.getFirstEffect(sk) == null)
{
clientStopMoving(null);
//_actor.setTarget(attackTarget);
_actor.doCast(sk);
return true;
}
}
}
L2Character target = effectTargetReconsider(sk, false);
if (target != null)
{
clientStopMoving(null);
_actor.doCast(sk);
return true;
}
}
else if (canAOE(sk))
{
if (sk.getTargetType() == SkillTargetType.TARGET_AURA || sk.getTargetType() == SkillTargetType.TARGET_BEHIND_AURA || sk.getTargetType() == SkillTargetType.TARGET_FRONT_AURA)
{
clientStopMoving(null);
//L2Object target = attackTarget;
//_actor.setTarget(_actor);
_actor.doCast(sk);
//_actor.setTarget(target);
return true;
}
if ((sk.getTargetType() == SkillTargetType.TARGET_AREA || sk.getTargetType() == SkillTargetType.TARGET_BEHIND_AREA || sk.getTargetType() == SkillTargetType.TARGET_FRONT_AREA || sk.getTargetType() == SkillTargetType.TARGET_MULTIFACE) && GeoData.getInstance().canSeeTarget(_actor, attackTarget) && !attackTarget.isDead() && dist2 <= srange)
{
clientStopMoving(null);
_actor.doCast(sk);
return true;
}
}
break;
}
case ROOT:
case STUN:
case PARALYZE:
{
if (GeoData.getInstance().canSeeTarget(_actor, attackTarget) && !canAOE(sk) && dist2 <= srange)
{
if (attackTarget.getFirstEffect(sk) == null)
{
clientStopMoving(null);
_actor.doCast(sk);
return true;
}
}
else if (canAOE(sk))
{
if (sk.getTargetType() == SkillTargetType.TARGET_AURA || sk.getTargetType() == SkillTargetType.TARGET_BEHIND_AURA || sk.getTargetType() == SkillTargetType.TARGET_FRONT_AURA)
{
clientStopMoving(null);
//L2Object target = attackTarget;
//_actor.setTarget(_actor);
_actor.doCast(sk);
//_actor.setTarget(target);
return true;
}
else if ((sk.getTargetType() == SkillTargetType.TARGET_AREA || sk.getTargetType() == SkillTargetType.TARGET_BEHIND_AREA || sk.getTargetType() == SkillTargetType.TARGET_FRONT_AREA || sk.getTargetType() == SkillTargetType.TARGET_MULTIFACE) && GeoData.getInstance().canSeeTarget(_actor, attackTarget) && !attackTarget.isDead() && dist2 <= srange)
{
clientStopMoving(null);
_actor.doCast(sk);
return true;
}
}
else if (sk.getTargetType() == SkillTargetType.TARGET_ONE)
{
L2Character target = effectTargetReconsider(sk, false);
if (target != null)
{
clientStopMoving(null);
_actor.doCast(sk);
return true;
}
}
break;
}
case MUTE:
case FEAR:
{
if (GeoData.getInstance().canSeeTarget(_actor, attackTarget) && !canAOE(sk) && dist2 <= srange)
{
if (attackTarget.getFirstEffect(sk) == null)
{
clientStopMoving(null);
_actor.doCast(sk);
return true;
}
}
else if (canAOE(sk))
{
if (sk.getTargetType() == SkillTargetType.TARGET_AURA || sk.getTargetType() == SkillTargetType.TARGET_BEHIND_AURA || sk.getTargetType() == SkillTargetType.TARGET_FRONT_AURA)
{
clientStopMoving(null);
//L2Object target = attackTarget;
//_actor.setTarget(_actor);
_actor.doCast(sk);
//_actor.setTarget(target);
return true;
}
if ((sk.getTargetType() == SkillTargetType.TARGET_AREA || sk.getTargetType() == SkillTargetType.TARGET_BEHIND_AREA || sk.getTargetType() == SkillTargetType.TARGET_FRONT_AREA || sk.getTargetType() == SkillTargetType.TARGET_MULTIFACE) && GeoData.getInstance().canSeeTarget(_actor, attackTarget) && !attackTarget.isDead() && dist2 <= srange)
{
clientStopMoving(null);
_actor.doCast(sk);
return true;
}
}
else if (sk.getTargetType() == SkillTargetType.TARGET_ONE)
{
L2Character target = effectTargetReconsider(sk, false);
if (target != null)
{
clientStopMoving(null);
_actor.doCast(sk);
return true;
}
}
break;
}
case CANCEL:
case NEGATE:
{
if (sk.getTargetType() == SkillTargetType.TARGET_ONE)
{
if (attackTarget.getFirstEffect(L2EffectType.BUFF) != null && GeoData.getInstance().canSeeTarget(_actor, attackTarget) && !attackTarget.isDead() && dist2 <= srange)
{
clientStopMoving(null);
//L2Object target = attackTarget;
//_actor.setTarget(_actor);
_actor.doCast(sk);
//_actor.setTarget(target);
return true;
}
L2Character target = effectTargetReconsider(sk, false);
if (target != null)
{
clientStopMoving(null);
L2Object targets = attackTarget;
_actor.setTarget(target);
_actor.doCast(sk);
_actor.setTarget(targets);
return true;
}
}
else if (canAOE(sk))
{
if ((sk.getTargetType() == SkillTargetType.TARGET_AURA || sk.getTargetType() == SkillTargetType.TARGET_BEHIND_AURA || sk.getTargetType() == SkillTargetType.TARGET_FRONT_AURA) && GeoData.getInstance().canSeeTarget(_actor, attackTarget))
{
clientStopMoving(null);
//L2Object target = attackTarget;
//_actor.setTarget(_actor);
_actor.doCast(sk);
//_actor.setTarget(target);
return true;
}
else if ((sk.getTargetType() == SkillTargetType.TARGET_AREA || sk.getTargetType() == SkillTargetType.TARGET_BEHIND_AREA || sk.getTargetType() == SkillTargetType.TARGET_FRONT_AREA || sk.getTargetType() == SkillTargetType.TARGET_MULTIFACE) && GeoData.getInstance().canSeeTarget(_actor, attackTarget) && !attackTarget.isDead() && dist2 <= srange)
{
clientStopMoving(null);
_actor.doCast(sk);
return true;
}
}
break;
}
case PDAM:
case MDAM:
case BLOW:
case DRAIN:
case CHARGEDAM:
case DEATHLINK:
case CPDAM:
case MANADAM:
{
if (!canAura(sk))
{
if (GeoData.getInstance().canSeeTarget(_actor, attackTarget) && !attackTarget.isDead() && dist2 <= srange)
{
clientStopMoving(null);
_actor.doCast(sk);
return true;
}
else
{
L2Character target = skillTargetReconsider(sk);
if (target != null)
{
clientStopMoving(null);
L2Object targets = attackTarget;
_actor.setTarget(target);
_actor.doCast(sk);
_actor.setTarget(targets);
return true;
}
}
}
else
{
clientStopMoving(null);
_actor.doCast(sk);
return true;
}
break;
}
default:
{
if (!canAura(sk))
{
if (GeoData.getInstance().canSeeTarget(_actor, attackTarget) && !attackTarget.isDead() && dist2 <= srange)
{
clientStopMoving(null);
_actor.doCast(sk);
return true;
}
else
{
L2Character target = skillTargetReconsider(sk);
if (target != null)
{
clientStopMoving(null);
L2Object targets = attackTarget;
_actor.setTarget(target);
_actor.doCast(sk);
_actor.setTarget(targets);
return true;
}
}
}
else
{
clientStopMoving(null);
//L2Object targets = attackTarget;
//_actor.setTarget(_actor);
_actor.doCast(sk);
//_actor.setTarget(targets);
return true;
}
}
break;
}
return false;
}
/**
* This AI task will start when ACTOR cannot move and attack range larger than distance
*/
private void movementDisable()
{
double dist = 0;
double dist2 = 0;
int range = 0;
try
{
if (_actor.getTarget() == null)
_actor.setTarget(getAttackTarget());
dist = Math.sqrt(_actor.getPlanDistanceSq(getAttackTarget().getX(), getAttackTarget().getY()));
dist2 = dist - _actor.getTemplate().collisionRadius;
range = _actor.getPhysicalAttackRange() + _actor.getTemplate().collisionRadius + getAttackTarget().getTemplate().collisionRadius;
if (getAttackTarget().isMoving())
{
dist = dist - 30;
if (_actor.isMoving())
dist = dist - 50;
}
//Check if activeChar has any skill
if (_skillrender.hasSkill())
{
//-------------------------------------------------------------
//Try to stop the target or disable the target as priority
int random = Rnd.get(100);
if (_skillrender.hasImmobiliseSkill() && !getAttackTarget().isImmobilized() && random < 2)
{
for (L2Skill sk : _skillrender._immobiliseskills)
{
if (sk.getMpConsume() >= _actor.getCurrentMp() || _actor.isSkillDisabled(sk) || (sk.getCastRange() + _actor.getTemplate().collisionRadius + getAttackTarget().getTemplate().collisionRadius <= dist2 && !canAura(sk)) || (sk.isMagic() && _actor.isMuted()) || (!sk.isMagic() && _actor.isPhysicalMuted()))
{
continue;
}
if (!GeoData.getInstance().canSeeTarget(_actor, getAttackTarget()))
continue;
if (getAttackTarget().getFirstEffect(sk) == null)
{
clientStopMoving(null);
//L2Object target = getAttackTarget();
//_actor.setTarget(_actor);
_actor.doCast(sk);
//_actor.setTarget(target);
return;
}
}
}
//-------------------------------------------------------------
//Same as Above, but with Mute/FEAR etc....
if (_skillrender.hasCOTSkill() && random < 5)
{
for (L2Skill sk : _skillrender._cotskills)
{
if (sk.getMpConsume() >= _actor.getCurrentMp() || _actor.isSkillDisabled(sk) || (sk.getCastRange() + _actor.getTemplate().collisionRadius + getAttackTarget().getTemplate().collisionRadius <= dist2 && !canAura(sk)) || (sk.isMagic() && _actor.isMuted()) || (!sk.isMagic() && _actor.isPhysicalMuted()))
{
continue;
}
if (!GeoData.getInstance().canSeeTarget(_actor, getAttackTarget()))
continue;
if (getAttackTarget().getFirstEffect(sk) == null)
{
clientStopMoving(null);
//L2Object target = getAttackTarget();
//_actor.setTarget(_actor);
_actor.doCast(sk);
//_actor.setTarget(target);
return;
}
}
}
//-------------------------------------------------------------
if (_skillrender.hasDebuffSkill() && random < 8)
{
for (L2Skill sk : _skillrender._debuffskills)
{
if (sk.getMpConsume() >= _actor.getCurrentMp() || _actor.isSkillDisabled(sk) || (sk.getCastRange() + _actor.getTemplate().collisionRadius + getAttackTarget().getTemplate().collisionRadius <= dist2 && !canAura(sk)) || (sk.isMagic() && _actor.isMuted()) || (!sk.isMagic() && _actor.isPhysicalMuted()))
{
continue;
}
if (!GeoData.getInstance().canSeeTarget(_actor, getAttackTarget()))
continue;
if (getAttackTarget().getFirstEffect(sk) == null)
{
clientStopMoving(null);
//L2Object target = getAttackTarget();
//_actor.setTarget(_actor);
_actor.doCast(sk);
//_actor.setTarget(target);
return;
}
}
}
//-------------------------------------------------------------
//Some side effect skill like CANCEL or NEGATE
if (_skillrender.hasNegativeSkill() && random < 9)
{
for (L2Skill sk : _skillrender._negativeskills)
{
if (sk.getMpConsume() >= _actor.getCurrentMp() || _actor.isSkillDisabled(sk) || (sk.getCastRange() + _actor.getTemplate().collisionRadius + getAttackTarget().getTemplate().collisionRadius <= dist2 && !canAura(sk)) || (sk.isMagic() && _actor.isMuted()) || (!sk.isMagic() && _actor.isPhysicalMuted()))
{
continue;
}
if (!GeoData.getInstance().canSeeTarget(_actor, getAttackTarget()))
continue;
if (getAttackTarget().getFirstEffect(L2EffectType.BUFF) != null)
{
clientStopMoving(null);
//L2Object target = getAttackTarget();
//_actor.setTarget(_actor);
_actor.doCast(sk);
//_actor.setTarget(target);
return;
}
}
}
//-------------------------------------------------------------
//Start ATK SKILL when nothing can be done
if (_skillrender.hasAtkSkill())
{
for (L2Skill sk : _skillrender._atkskills)
{
if (sk.getMpConsume() >= _actor.getCurrentMp() || _actor.isSkillDisabled(sk) || (sk.getCastRange() + _actor.getTemplate().collisionRadius + getAttackTarget().getTemplate().collisionRadius <= dist2 && !canAura(sk)) || (sk.isMagic() && _actor.isMuted()) || (!sk.isMagic() && _actor.isPhysicalMuted()))
{
continue;
}
if (!GeoData.getInstance().canSeeTarget(_actor, getAttackTarget()))
continue;
clientStopMoving(null);
//L2Object target = getAttackTarget();
//_actor.setTarget(_actor);
_actor.doCast(sk);
//_actor.setTarget(target);
return;
}
}
//-------------------------------------------------------------
//if there is no ATK skill to use, then try Universal skill
/*
if(_skillrender.hasUniversalSkill())
{
for(L2Skill sk:_skillrender._universalskills)
{
if(sk.getMpConsume()>=_actor.getCurrentMp()
|| _actor.isSkillDisabled(sk.getId())
||(sk.getCastRange()+ _actor.getTemplate().collisionRadius + getAttackTarget().getTemplate().collisionRadius <= dist2 && !canAura(sk))
||(sk.isMagic()&&_actor.isMuted())
||(!sk.isMagic()&&_actor.isPhysicalMuted()))
{
continue;
}
if(!GeoData.getInstance().canSeeTarget(_actor,getAttackTarget()))
continue;
clientStopMoving(null);
L2Object target = getAttackTarget();
//_actor.setTarget(_actor);
_actor.doCast(sk);
//_actor.setTarget(target);
return;
}
}
*/
}
//timepass = timepass + 1;
if (_actor.isMovementDisabled())
{
//timepass = 0;
targetReconsider();
return;
}
//else if(timepass>=5)
//{
// timepass = 0;
// AggroReconsider();
// return;
//}
if (dist > range || !GeoData.getInstance().canSeeTarget(_actor, getAttackTarget()))
{
if (getAttackTarget().isMoving())
range -= 100;
if (range < 5)
range = 5;
moveToPawn(getAttackTarget(), range);
return;
}
melee(((L2Npc) _actor).getPrimaryAttack());
}
catch (NullPointerException e)
{
setIntention(AI_INTENTION_ACTIVE);
_log.log(Level.WARNING, this+ " - failed executing movementDisable(): "+e.getMessage(),e);
return;
}
}
private L2Character effectTargetReconsider(L2Skill sk, boolean positive)
{
if (sk == null)
return null;
if (sk.getSkillType() != L2SkillType.NEGATE || sk.getSkillType() != L2SkillType.CANCEL)
{
if (!positive)
{
double dist = 0;
double dist2 = 0;
int range = 0;
L2Attackable actor = (L2Attackable) _actor;
for (L2Character obj : actor.getAttackByList())
{
if (obj == null || obj.isDead() || !GeoData.getInstance().canSeeTarget(_actor, obj) || obj == getAttackTarget())
continue;
try
{
_actor.setTarget(getAttackTarget());
dist = Math.sqrt(_actor.getPlanDistanceSq(obj.getX(), obj.getY()));
dist2 = dist - _actor.getTemplate().collisionRadius;
range = sk.getCastRange() + _actor.getTemplate().collisionRadius + obj.getTemplate().collisionRadius;
if (obj.isMoving())
dist2 = dist2 - 70;
}
catch (NullPointerException e)
{
continue;
}
if (dist2 <= range)
{
if (getAttackTarget().getFirstEffect(sk) == null)
return obj;
}
}
//----------------------------------------------------------------------
//If there is nearby Target with aggro, start going on random target that is attackable
for (L2Character obj : _actor.getKnownList().getKnownCharactersInRadius(range))
{
if (obj.isDead() || !GeoData.getInstance().canSeeTarget(_actor, obj))
continue;
try
{
_actor.setTarget(getAttackTarget());
dist = Math.sqrt(_actor.getPlanDistanceSq(obj.getX(), obj.getY()));
dist2 = dist;
range = sk.getCastRange() + _actor.getTemplate().collisionRadius + obj.getTemplate().collisionRadius;
if (obj.isMoving())
dist2 = dist2 - 70;
}
catch (NullPointerException e)
{
continue;
}
if (obj instanceof L2Attackable)
{
if (((L2Attackable) _actor).getEnemyClan() != null && ((L2Attackable) _actor).getEnemyClan().equals(((L2Attackable) obj).getClan()))
{
if (dist2 <= range)
{
if (getAttackTarget().getFirstEffect(sk) == null)
return obj;
}
}
}
if (obj instanceof L2PcInstance || obj instanceof L2Summon)
{
if (dist2 <= range)
{
if (getAttackTarget().getFirstEffect(sk) == null)
return obj;
}
}
}
}
else if (positive)
{
double dist = 0;
double dist2 = 0;
int range = 0;
for (L2Character obj : _actor.getKnownList().getKnownCharactersInRadius(range))
{
if (!(obj instanceof L2Attackable) || obj.isDead() || !GeoData.getInstance().canSeeTarget(_actor, obj))
continue;
L2Attackable targets = ((L2Attackable) obj);
if (((L2Attackable) _actor).getFactionId() != targets.getFactionId() && ((L2Attackable) _actor).getFactionId() != null)
continue;
try
{
_actor.setTarget(getAttackTarget());
dist = Math.sqrt(_actor.getPlanDistanceSq(obj.getX(), obj.getY()));
dist2 = dist - _actor.getTemplate().collisionRadius;
range = sk.getCastRange() + _actor.getTemplate().collisionRadius + obj.getTemplate().collisionRadius;
if (obj.isMoving())
dist2 = dist2 - 70;
}
catch (NullPointerException e)
{
continue;
}
if (dist2 <= range)
{
if (obj.getFirstEffect(sk) == null)
return obj;
}
}
}
return null;
}
else
{
double dist = 0;
double dist2 = 0;
int range = 0;
range = sk.getCastRange() + _actor.getTemplate().collisionRadius + getAttackTarget().getTemplate().collisionRadius;
for (L2Character obj : _actor.getKnownList().getKnownCharactersInRadius(range))
{
if (obj == null || obj.isDead() || !GeoData.getInstance().canSeeTarget(_actor, obj))
continue;
try
{
_actor.setTarget(getAttackTarget());
dist = Math.sqrt(_actor.getPlanDistanceSq(obj.getX(), obj.getY()));
dist2 = dist - _actor.getTemplate().collisionRadius;
range = sk.getCastRange() + _actor.getTemplate().collisionRadius + obj.getTemplate().collisionRadius;
if (obj.isMoving())
dist2 = dist2 - 70;
}
catch (NullPointerException e)
{
continue;
}
if (obj instanceof L2Attackable)
{
if (((L2Attackable) _actor).getEnemyClan() != null && ((L2Attackable) _actor).getEnemyClan().equals(((L2Attackable) obj).getClan()))
{
if (dist2 <= range)
{
if (getAttackTarget().getFirstEffect(L2EffectType.BUFF) != null)
return obj;
}
}
}
if (obj instanceof L2PcInstance || obj instanceof L2Summon)
{
if (dist2 <= range)
{
if (getAttackTarget().getFirstEffect(L2EffectType.BUFF) != null)
return obj;
}
}
}
return null;
}
}
private L2Character skillTargetReconsider(L2Skill sk)
{
double dist = 0;
double dist2 = 0;
int range = 0;
L2Attackable actor = (L2Attackable) _actor;
if (actor.getHateList() != null)
for (L2Character obj : actor.getHateList())
{
if (obj == null || !GeoData.getInstance().canSeeTarget(_actor, obj) || obj.isDead())
continue;
try
{
_actor.setTarget(getAttackTarget());
dist = Math.sqrt(_actor.getPlanDistanceSq(obj.getX(), obj.getY()));
dist2 = dist - _actor.getTemplate().collisionRadius;
range = sk.getCastRange() + _actor.getTemplate().collisionRadius + getAttackTarget().getTemplate().collisionRadius;
//if(obj.isMoving())
// dist2 = dist2 - 40;
}
catch (NullPointerException e)
{
continue;
}
if (dist2 <= range)
{
return obj;
}
}
if (!(_actor instanceof L2GuardInstance))
{
Collection objs = _actor.getKnownList().getKnownObjects().values();
for (L2Object target : objs)
{
try
{
_actor.setTarget(getAttackTarget());
dist = Math.sqrt(_actor.getPlanDistanceSq(target.getX(), target.getY()));
dist2 = dist;
range = sk.getCastRange() + _actor.getTemplate().collisionRadius + getAttackTarget().getTemplate().collisionRadius;
//if(obj.isMoving())
// dist2 = dist2 - 40;
}
catch (NullPointerException e)
{
continue;
}
L2Character obj = null;
if (target instanceof L2Character)
obj = (L2Character) target;
if (obj == null || !GeoData.getInstance().canSeeTarget(_actor, obj) || dist2 > range)
continue;
if (obj instanceof L2PcInstance)
{
return obj;
}
if (obj instanceof L2Attackable)
{
if (((L2Attackable) _actor).getEnemyClan() != null && ((L2Attackable) _actor).getEnemyClan().equals(((L2Attackable) obj).getClan()))
{
return obj;
}
if (((L2Attackable) _actor).getIsChaos() != 0)
{
if (((L2Attackable) obj).getFactionId() != null && ((L2Attackable) obj).getFactionId().equals(((L2Attackable) _actor).getFactionId()))
continue;
else
return obj;
}
}
if (obj instanceof L2Summon)
{
return obj;
}
}
}
return null;
}
private void targetReconsider()
{
double dist = 0;
double dist2 = 0;
int range = 0;
L2Attackable actor = (L2Attackable) _actor;
L2Character MostHate = ((L2Attackable) _actor).getMostHated();
if (actor.getHateList() != null)
for (L2Character obj : actor.getHateList())
{
if (obj == null || !GeoData.getInstance().canSeeTarget(_actor, obj) || obj.isDead() || obj != MostHate || obj == _actor)
continue;
try
{
dist = Math.sqrt(_actor.getPlanDistanceSq(obj.getX(), obj.getY()));
dist2 = dist - _actor.getTemplate().collisionRadius;
range = _actor.getPhysicalAttackRange() + _actor.getTemplate().collisionRadius + obj.getTemplate().collisionRadius;
if (obj.isMoving())
dist2 = dist2 - 70;
}
catch (NullPointerException e)
{
continue;
}
if (dist2 <= range)
{
if (MostHate != null)
actor.addDamageHate(obj, 0, actor.getHating(MostHate));
else
actor.addDamageHate(obj, 0, 2000);
_actor.setTarget(obj);
setAttackTarget(obj);
return;
}
}
if (!(_actor instanceof L2GuardInstance))
{
Collection objs = _actor.getKnownList().getKnownObjects().values();
for (L2Object target : objs)
{
L2Character obj = null;
if (target instanceof L2Character)
obj = (L2Character) target;
if (obj == null || !GeoData.getInstance().canSeeTarget(_actor, obj) || obj.isDead() || obj != MostHate || obj == _actor || obj == getAttackTarget())
continue;
if (obj instanceof L2PcInstance)
{
if (MostHate != null)
actor.addDamageHate(obj, 0, actor.getHating(MostHate));
else
actor.addDamageHate(obj, 0, 2000);
_actor.setTarget(obj);
setAttackTarget(obj);
}
else if (obj instanceof L2Attackable)
{
if (((L2Attackable) _actor).getEnemyClan() != null && ((L2Attackable) _actor).getEnemyClan().equals(((L2Attackable) obj).getClan()))
{
actor.addDamageHate(obj, 0, actor.getHating(MostHate));
_actor.setTarget(obj);
}
if (((L2Attackable) _actor).getIsChaos() != 0)
{
if (((L2Attackable) obj).getFactionId() != null && ((L2Attackable) obj).getFactionId().equals(((L2Attackable) _actor).getFactionId()))
continue;
else
{
if (MostHate != null)
actor.addDamageHate(obj, 0, actor.getHating(MostHate));
else
actor.addDamageHate(obj, 0, 2000);
_actor.setTarget(obj);
setAttackTarget(obj);
}
}
}
else if (obj instanceof L2Summon)
{
if (MostHate != null)
actor.addDamageHate(obj, 0, actor.getHating(MostHate));
else
actor.addDamageHate(obj, 0, 2000);
_actor.setTarget(obj);
setAttackTarget(obj);
}
}
}
}
@SuppressWarnings("null")
private void aggroReconsider()
{
L2Attackable actor = (L2Attackable) _actor;
L2Character MostHate = ((L2Attackable) _actor).getMostHated();
if (actor.getHateList() != null)
{
int rand = Rnd.get(actor.getHateList().size());
int count = 0;
for (L2Character obj : actor.getHateList())
{
if (count < rand)
{
count++;
continue;
}
if (obj == null || !GeoData.getInstance().canSeeTarget(_actor, obj) || obj.isDead() || obj == getAttackTarget() || obj == actor)
continue;
try
{
_actor.setTarget(getAttackTarget());
}
catch (NullPointerException e)
{
continue;
}
if (MostHate != null)
actor.addDamageHate(obj, 0, actor.getHating(MostHate));
else
actor.addDamageHate(obj, 0, 2000);
_actor.setTarget(obj);
setAttackTarget(obj);
return;
}
}
if (!(_actor instanceof L2GuardInstance))
{
Collection objs = _actor.getKnownList().getKnownObjects().values();
for (L2Object target : objs)
{
L2Character obj = null;
if (target instanceof L2Character)
obj = (L2Character) target;
else
continue;
if (obj == null || !GeoData.getInstance().canSeeTarget(_actor, obj) || obj.isDead() || obj != MostHate || obj == _actor)
continue;
if (obj instanceof L2PcInstance)
{
if (MostHate != null || !MostHate.isDead())
actor.addDamageHate(obj, 0, actor.getHating(MostHate));
else
actor.addDamageHate(obj, 0, 2000);
_actor.setTarget(obj);
setAttackTarget(obj);
}
else if (obj instanceof L2Attackable)
{
if (((L2Attackable) _actor).getEnemyClan() != null && (((L2Attackable) _actor).getEnemyClan().equals(((L2Attackable) obj).getClan())))
{
if (MostHate != null)
actor.addDamageHate(obj, 0, actor.getHating(MostHate));
else
actor.addDamageHate(obj, 0, 2000);
_actor.setTarget(obj);
}
if (((L2Attackable) _actor).getIsChaos() != 0)
{
if (((L2Attackable) obj).getFactionId() != null && ((L2Attackable) obj).getFactionId().equals(((L2Attackable) _actor).getFactionId()))
continue;
else
{
if (MostHate != null)
actor.addDamageHate(obj, 0, actor.getHating(MostHate));
else
actor.addDamageHate(obj, 0, 2000);
_actor.setTarget(obj);
setAttackTarget(obj);
}
}
}
else if (obj instanceof L2Summon)
{
if (MostHate != null)
actor.addDamageHate(obj, 0, actor.getHating(MostHate));
else
actor.addDamageHate(obj, 0, 2000);
_actor.setTarget(obj);
setAttackTarget(obj);
}
}
}
}
private void lSkillRender()
{
if (_skillrender._Lrangeskills == null)
_skillrender._Lrangeskills = ((L2Npc) _actor).getLrangeSkill();
}
private void sSkillRender()
{
if (_skillrender._Srangeskills == null)
_skillrender._Srangeskills = ((L2Npc) _actor).getSrangeSkill();
}
/**
* Manage AI thinking actions of a L2Attackable.
*/
@Override
protected void onEvtThink()
{
// Check if the actor can't use skills and if a thinking action isn't already in progress
if (_thinking || _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();
}
catch(Exception e)
{
_log.log(Level.WARNING, this+" - onEvtThink() failed: "+e.getMessage(), e);
}
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)
{
L2Attackable me = (L2Attackable) _actor;
// 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
me.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);
}
else if (me.getMostHated() != getAttackTarget())
{
setIntention(CtrlIntention.AI_INTENTION_ATTACK, attacker);
}
if (me instanceof L2MonsterInstance)
{
L2MonsterInstance master = (L2MonsterInstance) me;
if (me instanceof L2MinionInstance)
{
master = ((L2MinionInstance) me).getLeader();
if (master != null && !master.isInCombat() && !master.isDead())
{
master.notifyMinionAttacked(attacker, (L2MinionInstance) me);
}
}
else if (master.hasMinions())
master.callMinionsToAssist(attacker);
}
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 attacker The L2Character that attacks
* @param aggro The value of hate to add to the actor against the target
*
*/
@Override
protected void onEvtAggression(L2Character target, int aggro)
{
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);
// 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();
setIntention(CtrlIntention.AI_INTENTION_ATTACK, target);
}
/*if (me instanceof L2MonsterInstance)
{
L2MonsterInstance master = (L2MonsterInstance) me;
if (me instanceof L2MinionInstance)
{
master = ((L2MinionInstance) me).getLeader();
if (master != null && !master.isInCombat() && !master.isDead())
{
master.notifyMinionAttacked(target, (L2MinionInstance) me);
}
}
else if (master.hasMinions())
master.callMinionsToAssist(target);
}*/
}
}
@Override
protected void onIntentionActive()
{
// Cancel attack timeout
_attackTimeout = Integer.MAX_VALUE;
super.onIntentionActive();
}
public void setGlobalAggro(int value)
{
_globalAggro = value;
}
/**
* @param timepass The timepass to set.
*/
public void setTimepass(int TP)
{
this.timepass = TP;
}
/**
* @return Returns the timepass.
*/
public int getTimepass()
{
return timepass;
}
}