/* * 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; /** * This class contains an enum of each possibles evenements that can happen on an AI character. */ public enum CtrlEvent { /** Something has changed, usually a previous step has being completed * or maybe was completed, the AI must thing on next action */ EVT_THINK, /** The actor was attacked. This event comes each time a physical or magical * attack was done on the actor. NPC may start attack in responce, or ignore * this event if they already attack someone, or change target and so on. */ EVT_ATTACKED, /** Increase/decrease aggression towards a target, or reduce global aggression if target is null */ EVT_AGGRESSION, /** Actor is in stun state */ EVT_STUNNED, /** Actor starts/stops sleeping */ EVT_SLEEPING, /** Actor is in rooted state (cannot move) */ EVT_ROOTED, /** An event that previous action was completed. The action may be an attempt * to physically/magically hit an enemy, or an action that discarded * attack attempt has finished. */ EVT_READY_TO_ACT, /** User's command, like using a combat magic or changing weapon, etc. * The command is not intended to change final goal */ EVT_USER_CMD, /** The actor arrived to assigned location, or it's a time to modify * movement destination (follow, interact, random move and others intentions). */ EVT_ARRIVED, /** The actor arrived to an intermidiate point, and needs revalidate destination. * This is sent when follow/move to pawn if destination is far away. */ EVT_ARRIVED_REVALIDATE, /** The actor cannot move anymore. */ EVT_ARRIVED_BLOCKED, /** Forgets an object (if it's used as attack target, follow target and so on */ EVT_FORGET_OBJECT, /** Attempt to cancel current step execution, but not change the intention. * For example, the actor was putted into a stun, so it's current attack * or movement has to be canceled. But after the stun state expired, the * actor may try to attack again. Another usage for CANCEL is a user's * attempt to cancel a cast/bow attack and so on. */ EVT_CANCEL, /** The character is dead */ EVT_DEAD, /** The character looks like dead */ EVT_FAKE_DEATH, /** The character attack anyone randomly **/ EVT_CONFUSED, /** The character cannot cast spells anymore **/ EVT_MUTED, /** The character flee in randoms directions **/ EVT_AFFRAID, /** The character finish casting **/ EVT_FINISH_CASTING, /** The character betrayed its master */ EVT_BETRAYED }