/*
* 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 static net.sf.l2j.gameserver.ai.CtrlIntention.AI_INTENTION_ACTIVE;
import static net.sf.l2j.gameserver.ai.CtrlIntention.AI_INTENTION_ATTACK;
import static net.sf.l2j.gameserver.ai.CtrlIntention.AI_INTENTION_IDLE;
import java.util.List;
import java.util.concurrent.Future;
import javolution.util.FastList;
import net.sf.l2j.Config;
import net.sf.l2j.gameserver.GameTimeController;
import net.sf.l2j.gameserver.GeoData;
import net.sf.l2j.gameserver.Territory;
import net.sf.l2j.gameserver.ThreadPoolManager;
import net.sf.l2j.gameserver.instancemanager.DimensionalRiftManager;
import net.sf.l2j.gameserver.model.L2Attackable;
import net.sf.l2j.gameserver.model.L2CharPosition;
import net.sf.l2j.gameserver.model.L2Character;
import net.sf.l2j.gameserver.model.L2Object;
import net.sf.l2j.gameserver.model.L2Skill;
import net.sf.l2j.gameserver.model.L2Summon;
import net.sf.l2j.gameserver.model.actor.instance.L2DoorInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2FestivalMonsterInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2FolkInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2FriendlyMobInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2GrandBossInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2GuardInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2MinionInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2MonsterInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2NpcInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2RaidBossInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2RiftInvaderInstance;
import net.sf.l2j.gameserver.model.quest.Quest;
import net.sf.l2j.gameserver.taskmanager.DecayTaskManager;
import net.sf.l2j.gameserver.util.Util;
import net.sf.l2j.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 = 300; // int ticks, i.e. 30 seconds
/** 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
/** For attack AI, analysis of mob and its targets */
private SelfAnalysis _selfAnalysis = new SelfAnalysis();
private TargetAnalysis _mostHatedAnalysis = new TargetAnalysis();
private TargetAnalysis _secondMostHatedAnalysis = new TargetAnalysis();
/**
* Constructor of L2AttackableAI.
*
* @param accessor The AI accessor of the L2Character
*
*/
public L2AttackableAI(L2Character.AIAccessor accessor)
{
super(accessor);
_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 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
*
*/
private boolean autoAttackCondition(L2Character target)
{
if (target == null || !(_actor instanceof L2Attackable)) 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 L2FolkInstance || 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()
|| !me.isInsideRadius(target, me.getAggroRange(), false, false)
|| Math.abs(_actor.getZ() - target.getZ()) > 300) return false;
if (_selfAnalysis.cannotMoveOnLand && !target.isInsideZone(L2Character.ZONE_WATER))
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() <= Config.GM_DONT_TAKE_AGGRO)
return false;
// Check if the AI isn't a Raid Boss and the target isn't in silent move mode
if (!(me instanceof L2RaidBossInstance) && ((L2PcInstance)target).isSilentMoving())
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 (me.getFactionId() == "varka" && ((L2PcInstance)target).isAlliedWithVarka())
return false;
if (me.getFactionId() == "ketra" && ((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;
}
}
// 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() <= Config.GM_DONT_TAKE_AGGRO))
return false;
// Check if player is an ally (comparing mem addr)
if (me.getFactionId() == "varka" && owner.isAlliedWithVarka())
return false;
if (me.getFactionId() == "ketra" && 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)
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 L2NpcInstance
if (target instanceof L2NpcInstance) return false;
// Check if the L2PcInstance target has karma (=PK)
if (target instanceof L2PcInstance && ((L2PcInstance) target).getKarma() > 0)
// Los Check
return GeoData.getInstance().canSeeTarget(me, target);
else
return false;
}
else
{ //The actor is a L2MonsterInstance
// Check if the target isn't another L2NpcInstance
if (target instanceof L2NpcInstance) 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);
}
}
public void stopAITask()
{
if (_aiTask != null)
{
_aiTask.cancel(false);
_aiTask = null;
}
}
@Override
protected void onEvtDead()
{
stopAITask();
super.onEvtDead();
}
/**
* 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().size() > 0) 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 (_selfAnalysis.lastBuffTick+100 < GameTimeController.getGameTicks())
{
for (L2Skill sk : _selfAnalysis.buffSkills)
{
if (_actor.getFirstEffect(sk.getId()) == null)
{
if (_actor.getCurrentMp() < sk.getMpConsume())
continue;
if (_actor.isSkillDisabled(sk.getId()))
continue;
// no clan buffs here?
if (sk.getTargetType() == L2Skill.SkillTargetType.TARGET_CLAN)
continue;
L2Object OldTarget = _actor.getTarget();
_actor.setTarget(_actor);
clientStopMoving(null);
_accessor.doCast(sk);
// forcing long reuse delay so if cast get interrupted or there would be several buffs, doesn't cast again
_selfAnalysis.lastBuffTick = GameTimeController.getGameTicks();
_actor.setTarget(OldTarget);
}
}
}
// 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
//L2Object[] objects = L2World.getInstance().getVisibleObjects(_actor, ((L2NpcInstance)_actor).getAggroRange());
// Go through visible objects
for (L2Object obj : npc.getKnownList().getKnownObjects().values())
{
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;
}
/*
* Temporarily adding this commented code as a concept to be used eventually.
* However, the way it is written below will NOT work correctly. The NPC
* should only notify Aggro Range Enter when someone enters the range from outside.
* Instead, the below code will keep notifying even while someone remains within
* the range. Perhaps we need a short knownlist of range = aggroRange for just
* people who are actively within the npc's aggro range?...(Fulminus)
// notify AI that a playable instance came within aggro range
if ((obj instanceof L2PcInstance) || (obj instanceof L2Summon))
{
if ( !((L2Character)obj).isAlikeDead()
&& !npc.isInsideRadius(obj, npc.getAggroRange(), true, false) )
{
L2PcInstance targetPlayer = (obj instanceof L2PcInstance)? (L2PcInstance) obj: ((L2Summon) obj).getOwner();
if (npc.getTemplate().getEventQuests(Quest.QuestEventType.ON_AGGRO_RANGE_ENTER) !=null)
for (Quest quest: npc.getTemplate().getEventQuests(Quest.QuestEventType.ON_AGGRO_RANGE_ENTER))
quest.notifyAggroRangeEnter(npc, targetPlayer, (obj instanceof L2Summon));
}
}
*/
// 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, 1);
}
}
// 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;
}
}
// 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)
{
int offset;
if (_actor.isRaid()) 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 = ((L2MinionInstance)_actor).getLeader().getX() + Rnd.nextInt( (offset - 30) * 2 ) - ( offset - 30 );
y1 = ((L2MinionInstance)_actor).getLeader().getY() + Rnd.nextInt( (offset - 30) * 2 ) - ( offset - 30 );
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)
{
// self and clan buffs
for (L2Skill sk : _selfAnalysis.buffSkills)
{
if (_actor.getFirstEffect(sk.getId()) == null)
{
// if clan buffs, don't buff every time
if (sk.getTargetType() != L2Skill.SkillTargetType.TARGET_SELF
&& Rnd.nextInt(2) != 0)
continue;
if (_actor.getCurrentMp() < sk.getMpConsume())
continue;
if (_actor.isSkillDisabled(sk.getId()))
continue;
L2Object OldTarget = _actor.getTarget();
_actor.setTarget(_actor);
clientStopMoving(null);
_accessor.doCast(sk);
_actor.setTarget(OldTarget);
return;
}
}
}
}
// Order to the L2MonsterInstance to random walk (1/100)
else if (npc.getSpawn() != null && Rnd.nextInt(RANDOM_WALK_RATE) == 0 && !(_actor instanceof L2RaidBossInstance || _actor instanceof L2MinionInstance))
{
int x1, y1, z1;
int range = Config.MAX_DRIFT_RANGE;
// self and clan buffs
for (L2Skill sk : _selfAnalysis.buffSkills)
{
if (_actor.getFirstEffect(sk.getId()) == null)
{
// if clan buffs, don't buff every time
if (sk.getTargetType() != L2Skill.SkillTargetType.TARGET_SELF
&& Rnd.nextInt(2) != 0)
continue;
if (_actor.getCurrentMp() < sk.getMpConsume())
continue;
if (_actor.isSkillDisabled(sk.getId()))
continue;
L2Object OldTarget = _actor.getTarget();
_actor.setTarget(_actor);
clientStopMoving(null);
_accessor.doCast(sk);
_actor.setTarget(OldTarget);
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)
{
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() + Rnd.nextInt(range * 2) - range;
y1 = npc.getSpawn().getLocy() + Rnd.nextInt(range * 2) - range;
z1 = npc.getZ();
}
//_log.config("Curent 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 (_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 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 (((L2NpcInstance) _actor).getFactionId() != null)
{
String faction_id = ((L2NpcInstance) _actor).getFactionId();
// Go through all L2Object that belong to its faction
for (L2Object obj : _actor.getKnownList().getKnownObjects().values())
{
if (obj instanceof L2NpcInstance)
{
L2NpcInstance npc = (L2NpcInstance) obj;
if (faction_id != npc.getFactionId())
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.isInParty()
&& originalAttackTarget.getParty().isInDimensionalRift())
{
byte riftType = originalAttackTarget.getParty().getDimensionalRift().getType();
byte riftRoom = originalAttackTarget.getParty().getDimensionalRift().getCurrentRoom();
if (_actor instanceof L2RiftInvaderInstance
&& !DimensionalRiftManager.getInstance().getRoom(riftType, riftRoom).checkIfInZone(npc.getX(), npc.getY(), npc.getZ()))
continue;
}
// TODO: notifyEvent ought to be removed from here and added in the AI script, when implemented (Fulminus)
// Notify the L2Object AI with EVT_AGGRESSION
npc.getAI().notifyEvent(CtrlEvent.EVT_AGGRESSION, originalAttackTarget, 1);
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, (L2NpcInstance) _actor, player, (originalAttackTarget instanceof L2Summon));
}
}
}
// heal or resurrect friends
if (_selfAnalysis.hasHealOrResurrect && !_actor.isAttackingDisabled()
&& npc.getCurrentHp() < npc.getMaxHp()*0.6
&& _actor.getCurrentHp() > _actor.getMaxHp()/2
&& _actor.getCurrentMp() > _actor.getMaxMp()/2
)
{
if (npc.isDead() && _actor instanceof L2MinionInstance)
{
if (((L2MinionInstance)_actor).getLeader() == npc)
{
for (L2Skill sk : _selfAnalysis.resurrectSkills)
{
if (_actor.getCurrentMp() < sk.getMpConsume())
continue;
if (_actor.isSkillDisabled(sk.getId()))
continue;
if (!Util.checkIfInRange(sk.getCastRange(), _actor, npc, true))
continue;
if (10 >= Rnd.get(100)) // chance
continue;
if (!GeoData.getInstance().canSeeTarget(_actor, npc))
break;
L2Object OldTarget = _actor.getTarget();
_actor.setTarget(npc);
// would this ever be fast enough for the decay not to run?
// giving some extra seconds
DecayTaskManager.getInstance().cancelDecayTask(npc);
DecayTaskManager.getInstance().addDecayTask(npc);
clientStopMoving(null);
_accessor.doCast(sk);
_actor.setTarget(OldTarget);
return;
}
}
}
else if (npc.isInCombat())
{
for (L2Skill sk : _selfAnalysis.healSkills)
{
if (_actor.getCurrentMp() < sk.getMpConsume())
continue;
if (_actor.isSkillDisabled(sk.getId()))
continue;
if (!Util.checkIfInRange(sk.getCastRange(), _actor, npc, true))
continue;
int chance = 4;
if (_actor instanceof L2MinionInstance)
{
// minions support boss
if (((L2MinionInstance)_actor).getLeader() == npc)
chance = 6;
else chance = 3;
}
if (npc instanceof L2GrandBossInstance)
chance = 6;
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;
}
}
}
}
}
}
}
if(_actor.isAttackingDisabled()) return;
// Get 2 most hated chars
List hated = ((L2Attackable) _actor).get2MostHated();
if (_actor.isConfused())
{
if (hated != null)
hated.set(0, originalAttackTarget); // effect handles selection
else
{
hated = new FastList();
hated.add(originalAttackTarget);
hated.add(null);
}
}
if (hated == null || hated.get(0) == null)
{
setIntention(AI_INTENTION_ACTIVE);
return;
}
if (hated.get(0) != originalAttackTarget)
{
setAttackTarget(hated.get(0));
}
_mostHatedAnalysis.update(hated.get(0));
_secondMostHatedAnalysis.update(hated.get(1));
// Get all information needed to choose between physical or magical attack
_actor.setTarget(_mostHatedAnalysis.character);
double dist2 = _actor.getPlanDistanceSq(_mostHatedAnalysis.character.getX(), _mostHatedAnalysis.character.getY());
int combinedCollision = _actor.getTemplate().collisionRadius + _mostHatedAnalysis.character.getTemplate().collisionRadius;
int range = _actor.getPhysicalAttackRange() + combinedCollision;
// Reconsider target next round if _actor hasn't got hits in for last 14 seconds
if (!_actor.isMuted()
&& _attackTimeout - 160 < GameTimeController.getGameTicks()
&& _secondMostHatedAnalysis.character != null)
{
if (Util.checkIfInRange(900, _actor, hated.get(1), true))
{
// take off 2* the amount the aggro is larger than second most
((L2Attackable) _actor).reduceHate(hated.get(0), 2 * (((L2Attackable) _actor).getHating(hated.get(0)) - ((L2Attackable) _actor).getHating(hated.get(1))));
// Calculate a new attack timeout
_attackTimeout = MAX_ATTACK_TIMEOUT
+ GameTimeController.getGameTicks();
}
}
// Reconsider target during next round if actor is rooted and cannot reach mostHated but can
// reach secondMostHated
if (_actor.isRooted() && _secondMostHatedAnalysis.character != null)
{
if (_selfAnalysis.isMage
&& dist2 > _selfAnalysis.maxCastRange*_selfAnalysis.maxCastRange
&& _actor.getPlanDistanceSq(_secondMostHatedAnalysis.character.getX(), _secondMostHatedAnalysis.character.getY()) < _selfAnalysis.maxCastRange*_selfAnalysis.maxCastRange)
{
((L2Attackable) _actor).reduceHate(hated.get(0), 1+(((L2Attackable) _actor).getHating(hated.get(0)) - ((L2Attackable) _actor).getHating(hated.get(1))));
}
else if (dist2 > range*range &&
_actor.getPlanDistanceSq(_secondMostHatedAnalysis.character.getX(), _secondMostHatedAnalysis.character.getY()) < range*range)
{
((L2Attackable) _actor).reduceHate(hated.get(0), 1+(((L2Attackable) _actor).getHating(hated.get(0)) - ((L2Attackable) _actor).getHating(hated.get(1))));
}
}
// Considering, if bigger range will be attempted
if ( (dist2 < 10000 + combinedCollision*combinedCollision)
&& !_selfAnalysis.isFighter && !_selfAnalysis.isBalanced
&& (_selfAnalysis.hasLongRangeSkills || _selfAnalysis.isArcher)
&& (_mostHatedAnalysis.isBalanced || _mostHatedAnalysis.isFighter)
&& (_mostHatedAnalysis.character.isRooted() || _mostHatedAnalysis.isSlower)
&& (Config.GEODATA == 2 ? 20 : 12) >= Rnd.get(100) // chance
)
{
int posX = _actor.getX();
int posY = _actor.getY();
int posZ = _actor.getZ();
double distance = Math.sqrt(dist2); // This way, we only do the sqrt if we need it
int signx=-1;
int signy=-1;
if (_actor.getX()>_mostHatedAnalysis.character.getX())
signx=1;
if (_actor.getY()>_mostHatedAnalysis.character.getY())
signy=1;
posX += Math.round((float)((signx * ((range / 2) + (Rnd.get(range)))) - distance));
posY += Math.round((float)((signy * ((range / 2) + (Rnd.get(range)))) - distance));
setIntention(CtrlIntention.AI_INTENTION_MOVE_TO, new L2CharPosition(posX, posY, posZ, 0));
return;
}
// Cannot see target, needs to go closer, currently just goes to range 300 if mage
if ((dist2 > 310*310 + combinedCollision*combinedCollision)
&& this._selfAnalysis.hasLongRangeSkills
&& !GeoData.getInstance().canSeeTarget(_actor, _mostHatedAnalysis.character)
)
{
if (!(_selfAnalysis.isMage && _actor.isMuted()))
{
moveToPawn(_mostHatedAnalysis.character, 300);
return;
}
}
if (_mostHatedAnalysis.character.isMoving()) range += 50;
// Check if the actor is far from target
if (dist2 > range*range)
{
if (!_actor.isMuted() && (_selfAnalysis.hasLongRangeSkills || !_selfAnalysis.healSkills.isEmpty()))
{
// check for long ranged skills and heal/buff skills
if (!_mostHatedAnalysis.isCanceled)
{
for (L2Skill sk : _selfAnalysis.cancelSkills)
{
int castRange = sk.getCastRange() + combinedCollision;
if (_actor.isSkillDisabled(sk.getId())
|| _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk)
|| (dist2 > castRange * castRange)
)
continue;
if (Rnd.nextInt(100) <= 8)
{
clientStopMoving(null);
_accessor.doCast(sk);
_mostHatedAnalysis.isCanceled = true;
_attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks();
return;
}
}
}
if (this._selfAnalysis.lastDebuffTick+60 < GameTimeController.getGameTicks())
{
for (L2Skill sk : _selfAnalysis.debuffSkills)
{
int castRange = sk.getCastRange() + combinedCollision;
if (_actor.isSkillDisabled(sk.getId())
|| _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk)
|| (dist2 > castRange * castRange)
)
continue;
int chance = 8;
if (_selfAnalysis.isFighter && _mostHatedAnalysis.isMage)
chance = 3;
if (_selfAnalysis.isFighter && _mostHatedAnalysis.isArcher)
chance = 12;
if (_selfAnalysis.isMage && !_mostHatedAnalysis.isMage)
chance = 10;
if (_mostHatedAnalysis.isMagicResistant) chance /= 2;
if (Rnd.nextInt(100) <= chance)
{
clientStopMoving(null);
_accessor.doCast(sk);
_selfAnalysis.lastDebuffTick = GameTimeController.getGameTicks();
_attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks();
return;
}
}
}
if (!_mostHatedAnalysis.character.isMuted())
{
int chance = 8;
if (!(_mostHatedAnalysis.isMage || _mostHatedAnalysis.isBalanced))
chance = 3;
for (L2Skill sk : _selfAnalysis.muteSkills)
{
int castRange = sk.getCastRange() + combinedCollision;
if (_actor.isSkillDisabled(sk.getId())
|| _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk)
|| (dist2 > castRange * castRange)
)
continue;
if (Rnd.nextInt(100) <= chance)
{
clientStopMoving(null);
_accessor.doCast(sk);
_attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks();
return;
}
}
}
if (_secondMostHatedAnalysis.character != null && !_secondMostHatedAnalysis.character.isMuted() && (_secondMostHatedAnalysis.isMage || _secondMostHatedAnalysis.isBalanced))
{
double secondHatedDist2 = _actor.getPlanDistanceSq(_secondMostHatedAnalysis.character.getX(), _secondMostHatedAnalysis.character.getY());
for (L2Skill sk : _selfAnalysis.muteSkills)
{
int castRange = sk.getCastRange() + combinedCollision;
if (_actor.isSkillDisabled(sk.getId())
|| _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk)
|| (secondHatedDist2 > castRange * castRange)
)
continue;
if (Rnd.nextInt(100) <= 2)
{
_actor.setTarget(_secondMostHatedAnalysis.character);
clientStopMoving(null);
_accessor.doCast(sk);
_actor.setTarget(_mostHatedAnalysis.character);
return;
}
}
}
if (!_mostHatedAnalysis.character.isSleeping())
{
for (L2Skill sk : _selfAnalysis.sleepSkills)
{
int castRange = sk.getCastRange() + combinedCollision;
if (_actor.isSkillDisabled(sk.getId())
|| _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk)
|| (dist2 > castRange * castRange)
)
continue;
if (Rnd.nextInt(100) <= 1)
{
clientStopMoving(null);
_accessor.doCast(sk);
_attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks();
return;
}
}
}
if (_secondMostHatedAnalysis.character != null && !_secondMostHatedAnalysis.character.isSleeping())
{
double secondHatedDist2 = _actor.getPlanDistanceSq(_secondMostHatedAnalysis.character.getX(), _secondMostHatedAnalysis.character.getY());
for (L2Skill sk : _selfAnalysis.sleepSkills)
{
int castRange = sk.getCastRange() + combinedCollision;
if (_actor.isSkillDisabled(sk.getId())
|| _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk)
|| (secondHatedDist2 > castRange * castRange)
)
continue;
if (Rnd.nextInt(100) <= 3)
{
_actor.setTarget(_secondMostHatedAnalysis.character);
clientStopMoving(null);
_accessor.doCast(sk);
_actor.setTarget(_mostHatedAnalysis.character);
return;
}
}
}
if (!_mostHatedAnalysis.character.isRooted())
{
for (L2Skill sk : _selfAnalysis.rootSkills)
{
int castRange = sk.getCastRange() + combinedCollision;
if (_actor.isSkillDisabled(sk.getId())
|| _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk)
|| (dist2 > castRange * castRange)
)
continue;
if (Rnd.nextInt(100) <= (_mostHatedAnalysis.isSlower ? 3 : 8))
{
clientStopMoving(null);
_accessor.doCast(sk);
_attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks();
return;
}
}
}
if (!_mostHatedAnalysis.character.isAttackingDisabled())
{
for (L2Skill sk : _selfAnalysis.generalDisablers)
{
int castRange = sk.getCastRange() + combinedCollision;
if (_actor.isSkillDisabled(sk.getId())
|| _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk)
|| (dist2 > castRange * castRange)
)
continue;
if (Rnd.nextInt(100) <= ((_selfAnalysis.isFighter && _actor.isRooted()) ? 15 : 7))
{
clientStopMoving(null);
_accessor.doCast(sk);
_attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks();
return;
}
}
}
if (_actor.getCurrentHp() < _actor.getMaxHp()*0.4)
{
for (L2Skill sk : _selfAnalysis.healSkills)
{
if (_actor.isSkillDisabled(sk.getId())
|| _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk)
)
continue;
int chance = 7;
if (_mostHatedAnalysis.character.isAttackingDisabled()) chance += 10;
if (_secondMostHatedAnalysis.character == null || _secondMostHatedAnalysis.character.isAttackingDisabled()) chance += 10;
if (Rnd.nextInt(100) <= chance)
{
_actor.setTarget(_actor);
clientStopMoving(null);
_accessor.doCast(sk);
_actor.setTarget(_mostHatedAnalysis.character);
return;
}
}
}
// chance decision for launching long range skills
int castingChance = 5;
if (_selfAnalysis.isMage) castingChance = 50; // mages
if (_selfAnalysis.isBalanced)
{
if (!_mostHatedAnalysis.isFighter) // advance to mages
castingChance = 15;
else
castingChance = 25; // stay away from fighters
}
if (_selfAnalysis.isFighter)
{
if(_mostHatedAnalysis.isMage)
castingChance = 3;
else
castingChance = 7;
if (_actor.isRooted())
castingChance = 20; // doesn't matter if no success first round
}
for (L2Skill sk : _selfAnalysis.generalSkills)
{
int castRange = sk.getCastRange() + combinedCollision;
if (_actor.isSkillDisabled(sk.getId())
|| _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk)
|| (dist2 > castRange * castRange)
)
continue;
if (Rnd.nextInt(100) <= castingChance)
{
clientStopMoving(null);
_accessor.doCast(sk);
_attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks();
return;
}
}
}
// Move the actor to Pawn server side AND client side by sending Server->Client packet MoveToPawn (broadcast)
if (_selfAnalysis.isMage)
{
if (_actor.isMuted()) return;
range = _selfAnalysis.maxCastRange;
}
if (_mostHatedAnalysis.character.isMoving()) range -= 100; if (range < 5) range = 5;
moveToPawn(_mostHatedAnalysis.character, range);
return;
}
// **************************************************
// Else, if this is close enough for physical attacks
else
{
// In case many mobs are trying to hit from same place, move a bit,
// circling around the target
if (Rnd.nextInt(100) <= 33) // check it once per 3 seconds
{
for (L2Object nearby : _actor.getKnownList().getKnownCharactersInRadius(10))
{
if (nearby instanceof L2Attackable
&& nearby != _mostHatedAnalysis.character)
{
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(_mostHatedAnalysis.character.getX() + diffx, _mostHatedAnalysis.character.getY()
+ diffy, _mostHatedAnalysis.character.getZ());
return;
}
}
}
// Calculate a new attack timeout.
_attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks();
// check for close combat skills && heal/buff skills
if (!_mostHatedAnalysis.isCanceled)
{
for (L2Skill sk : _selfAnalysis.cancelSkills)
{
if ((_actor.isMuted() && sk.isMagic())
|| (_actor.isPhysicalMuted() && !sk.isMagic()))
continue;
int castRange = sk.getCastRange() + combinedCollision;
if (_actor.isSkillDisabled(sk.getId())
|| _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk)
|| (dist2 > castRange * castRange))
continue;
if (Rnd.nextInt(100) <= 8)
{
clientStopMoving(null);
_accessor.doCast(sk);
_mostHatedAnalysis.isCanceled = true;
return;
}
}
}
if (this._selfAnalysis.lastDebuffTick+60 < GameTimeController.getGameTicks())
{
for (L2Skill sk : _selfAnalysis.debuffSkills)
{
if ((_actor.isMuted() && sk.isMagic())
|| (_actor.isPhysicalMuted() && !sk.isMagic()))
continue;
int castRange = sk.getCastRange() + combinedCollision;
if (_actor.isSkillDisabled(sk.getId())
|| _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk)
|| (dist2 > castRange * castRange))
continue;
int chance = 5;
if (_selfAnalysis.isFighter && _mostHatedAnalysis.isMage)
chance = 3;
if (_selfAnalysis.isFighter && _mostHatedAnalysis.isArcher)
chance = 3;
if (_selfAnalysis.isMage && !_mostHatedAnalysis.isMage)
chance = 4;
if (_mostHatedAnalysis.isMagicResistant) chance /= 2;
if (sk.getCastRange() < 200) chance += 3;
if (Rnd.nextInt(100) <= chance)
{
clientStopMoving(null);
_accessor.doCast(sk);
_selfAnalysis.lastDebuffTick = GameTimeController.getGameTicks();
return;
}
}
}
if (!_mostHatedAnalysis.character.isMuted() && (_mostHatedAnalysis.isMage || _mostHatedAnalysis.isBalanced))
{
for (L2Skill sk : _selfAnalysis.muteSkills)
{
if ((_actor.isMuted() && sk.isMagic())
|| (_actor.isPhysicalMuted() && !sk.isMagic()))
continue;
int castRange = sk.getCastRange() + combinedCollision;
if (_actor.isSkillDisabled(sk.getId())
|| _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk)
|| (dist2 > castRange * castRange))
continue;
if (Rnd.nextInt(100) <= 7)
{
clientStopMoving(null);
_accessor.doCast(sk);
return;
}
}
}
if (_secondMostHatedAnalysis.character != null && !_secondMostHatedAnalysis.character.isMuted() && (_secondMostHatedAnalysis.isMage || _secondMostHatedAnalysis.isBalanced))
{
double secondHatedDist2 = _actor.getPlanDistanceSq(_secondMostHatedAnalysis.character.getX(), _secondMostHatedAnalysis.character.getY());
for (L2Skill sk : _selfAnalysis.muteSkills)
{
if ((_actor.isMuted() && sk.isMagic())
|| (_actor.isPhysicalMuted() && !sk.isMagic()))
continue;
int castRange = sk.getCastRange() + combinedCollision;
if (_actor.isSkillDisabled(sk.getId())
|| _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk)
|| (secondHatedDist2 > castRange * castRange))
continue;
if (Rnd.nextInt(100) <= 3)
{
_actor.setTarget(_secondMostHatedAnalysis.character);
clientStopMoving(null);
_accessor.doCast(sk);
_actor.setTarget(_mostHatedAnalysis.character);
return;
}
}
}
if (_secondMostHatedAnalysis.character != null && !_secondMostHatedAnalysis.character.isSleeping())
{
double secondHatedDist2 = _actor.getPlanDistanceSq(_secondMostHatedAnalysis.character.getX(), _secondMostHatedAnalysis.character.getY());
for (L2Skill sk : _selfAnalysis.sleepSkills)
{
if ((_actor.isMuted() && sk.isMagic())
|| (_actor.isPhysicalMuted() && !sk.isMagic()))
continue;
int castRange = sk.getCastRange() + combinedCollision;
if (_actor.isSkillDisabled(sk.getId())
|| _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk)
|| (secondHatedDist2 > castRange * castRange))
continue;
if (Rnd.nextInt(100) <= 4)
{
_actor.setTarget(_secondMostHatedAnalysis.character);
clientStopMoving(null);
_accessor.doCast(sk);
_actor.setTarget(_mostHatedAnalysis.character);
return;
}
}
}
if (!_mostHatedAnalysis.character.isRooted() && _mostHatedAnalysis.isFighter && !_selfAnalysis.isFighter)
{
for (L2Skill sk : _selfAnalysis.rootSkills)
{
if ((_actor.isMuted() && sk.isMagic())
|| (_actor.isPhysicalMuted() && !sk.isMagic()))
continue;
int castRange = sk.getCastRange() + combinedCollision;
if (_actor.isSkillDisabled(sk.getId())
|| _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk)
|| (dist2 > castRange * castRange))
continue;
if (Rnd.nextInt(100) <= 4)
{
clientStopMoving(null);
_accessor.doCast(sk);
return;
}
}
}
if (!_mostHatedAnalysis.character.isAttackingDisabled())
{
for (L2Skill sk : _selfAnalysis.generalDisablers)
{
if ((_actor.isMuted() && sk.isMagic())
|| (_actor.isPhysicalMuted() && !sk.isMagic()))
continue;
int castRange = sk.getCastRange() + combinedCollision;
if (_actor.isSkillDisabled(sk.getId())
|| _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk)
|| (dist2 > castRange * castRange))
continue;
if (Rnd.nextInt(100) <= ((sk.getCastRange() < 200) ? 10 : 7))
{
clientStopMoving(null);
_accessor.doCast(sk);
return;
}
}
}
if (_actor.getCurrentHp() < _actor.getMaxHp()*0.4)
{
for (L2Skill sk : _selfAnalysis.healSkills)
{
if ((_actor.isMuted() && sk.isMagic())
|| (_actor.isPhysicalMuted() && !sk.isMagic()))
continue;
if (_actor.isSkillDisabled(sk.getId())
|| _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk))
continue;
int chance = 7;
if (_mostHatedAnalysis.character.isAttackingDisabled()) chance += 10;
if (_secondMostHatedAnalysis.character == null || _secondMostHatedAnalysis.character.isAttackingDisabled()) chance += 10;
if (Rnd.nextInt(100) <= chance)
{
_actor.setTarget(_actor);
clientStopMoving(null);
_accessor.doCast(sk);
_actor.setTarget(_mostHatedAnalysis.character);
return;
}
}
}
for (L2Skill sk : _selfAnalysis.generalSkills)
{
if ((_actor.isMuted() && sk.isMagic())
|| (_actor.isPhysicalMuted() && !sk.isMagic()))
continue;
int castRange = sk.getCastRange() + combinedCollision;
if (_actor.isSkillDisabled(sk.getId())
|| _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk)
|| (dist2 > castRange * castRange))
continue;
// chance decision for launching general skills in melee fight
// close range skills should be higher, long range lower
int castingChance = 5;
if (_selfAnalysis.isMage)
{
if (sk.getCastRange() < 200) castingChance = 35;
else castingChance = 25; // mages
}
if (_selfAnalysis.isBalanced)
{
if (sk.getCastRange() < 200) castingChance = 12;
else
{
if (_mostHatedAnalysis.isMage) // hit mages
castingChance = 2;
else
castingChance = 5;
}
}
if (_selfAnalysis.isFighter)
{
if (sk.getCastRange() < 200) castingChance = 12;
else
{
if(_mostHatedAnalysis.isMage)
castingChance = 1;
else
castingChance = 3;
}
}
if (Rnd.nextInt(100) <= castingChance)
{
clientStopMoving(null);
_accessor.doCast(sk);
return;
}
}
// Finally, physical attacks
clientStopMoving(null);
_accessor.doAttack(getAttackTarget());
}
}
/**
* 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();
}
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)
{
//if (_actor instanceof L2ChestInstance && !((L2ChestInstance)_actor).isInteracted())
//{
//((L2ChestInstance)_actor).deleteMe();
//((L2ChestInstance)_actor).getSpawn().startRespawn();
//return;
//}
// 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);
}
else if (((L2Attackable) _actor).getMostHated() != getAttackTarget())
{
setIntention(CtrlIntention.AI_INTENTION_ATTACK, 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);
}
}
}
@Override
protected void onIntentionActive()
{
// Cancel attack timeout
_attackTimeout = Integer.MAX_VALUE;
super.onIntentionActive();
}
public void setGlobalAggro(int value)
{
_globalAggro = value;
}
}