/* * 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 net.sf.l2j.gameserver.ai; import net.sf.l2j.gameserver.model.L2Character; /** * Interface of AI and client state. * * To correctly send messages to client we need it's state. * For example, if we've sent 'StartAutoAttack' message, we need to * send 'StopAutoAttack' message before any other action. Or * if we've sent 'MoveToPawn', we need to send 'StopMove' when * the movement of a character is canceled (by Root spell or * any other reason). Thus, we need to know the state of * client, i.e. which messages we've sent and how the client * will show the scene. * * Close to this task is the task of AI. * If a player's character is attacking a mob, his ATTACK may be * iterrupted by an event, that temporary disable attacking. * But when the possibility to ATTACK will be enabled, the * character must continue the ATTACK. For mobs it may be * more complex, since we want them to decide when to use magic, * or when to follow the player for physical combat, or when to escape, * to help another mob, etc. * * This interface is hiding complexity of server<->client * interaction and multiple states of a character. It allows to * set a desired, simple "wish" of a character, and the implementation * of this interface will take care about the rest. * The goal of a character may be like "ATTACK", "random walk" and so on. * To reach the goal inplementation will split it into several small * actions, several steps (possibly repeatable). Like "run to target" * then "hit it", then if target is not dead - repeat. * This flow of simplier steps may be interrupted by incoming events. * Like a character's movement was disabled (by Root spell, for instance). * Depending on character's ability AI may choose to wait, or to use * magic ATTACK and so on. * Additionally incoming events are compared with client's state * of the character, and required network messages are sent to * client's, i.e. if we have incoming event that character's movement * was disabled, it causes changing if its behavour, and if client's * state for the character is "moving" we send messages to clients * to stop the avatar/mob. * */ public interface Ctrl { /** the character this AI serves */ L2Character getActor(); /** get current intention */ CtrlIntention getIntention(); /** get current ATTACK target */ L2Character getAttackTarget(); /** Set general state/intention for AI, with optional data */ void setIntention(CtrlIntention intention); void setIntention(CtrlIntention intention, Object arg0); void setIntention(CtrlIntention intention, Object arg0, Object arg1); /** Event, that notifies about previous step result, or user command, * that does not change current general intention */ void notifyEvent(CtrlEvent evt); void notifyEvent(CtrlEvent evt, Object arg0); void notifyEvent(CtrlEvent evt, Object arg0, Object arg1); }