/*
* Copyright (C) 2004-2015 L2J Server
*
* This file is part of L2J Server.
*
* L2J Server 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.
*
* L2J Server 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.model.actor;
import static com.l2jserver.gameserver.ai.CtrlIntention.AI_INTENTION_ACTIVE;
import static com.l2jserver.gameserver.ai.CtrlIntention.AI_INTENTION_ATTACK;
import java.util.ArrayList;
import java.util.Collection;
import java.util.List;
import java.util.Map;
import java.util.Queue;
import java.util.Set;
import java.util.concurrent.ConcurrentHashMap;
import java.util.concurrent.Future;
import java.util.concurrent.LinkedBlockingDeque;
import java.util.concurrent.locks.ReentrantLock;
import java.util.concurrent.locks.StampedLock;
import java.util.logging.Level;
import java.util.logging.Logger;
import com.l2jserver.Config;
import com.l2jserver.gameserver.GameTimeController;
import com.l2jserver.gameserver.GeoData;
import com.l2jserver.gameserver.ThreadPoolManager;
import com.l2jserver.gameserver.ai.CtrlEvent;
import com.l2jserver.gameserver.ai.CtrlIntention;
import com.l2jserver.gameserver.ai.L2AttackableAI;
import com.l2jserver.gameserver.ai.L2CharacterAI;
import com.l2jserver.gameserver.data.xml.impl.CategoryData;
import com.l2jserver.gameserver.data.xml.impl.DoorData;
import com.l2jserver.gameserver.datatables.ItemTable;
import com.l2jserver.gameserver.enums.CategoryType;
import com.l2jserver.gameserver.enums.InstanceType;
import com.l2jserver.gameserver.enums.Race;
import com.l2jserver.gameserver.enums.ShotType;
import com.l2jserver.gameserver.enums.Team;
import com.l2jserver.gameserver.idfactory.IdFactory;
import com.l2jserver.gameserver.instancemanager.InstanceManager;
import com.l2jserver.gameserver.instancemanager.MapRegionManager;
import com.l2jserver.gameserver.instancemanager.TerritoryWarManager;
import com.l2jserver.gameserver.model.CharEffectList;
import com.l2jserver.gameserver.model.L2AccessLevel;
import com.l2jserver.gameserver.model.L2Clan;
import com.l2jserver.gameserver.model.L2Object;
import com.l2jserver.gameserver.model.L2Party;
import com.l2jserver.gameserver.model.L2World;
import com.l2jserver.gameserver.model.L2WorldRegion;
import com.l2jserver.gameserver.model.Location;
import com.l2jserver.gameserver.model.PcCondOverride;
import com.l2jserver.gameserver.model.TeleportWhereType;
import com.l2jserver.gameserver.model.TimeStamp;
import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
import com.l2jserver.gameserver.model.actor.instance.L2PetInstance;
import com.l2jserver.gameserver.model.actor.instance.L2RiftInvaderInstance;
import com.l2jserver.gameserver.model.actor.knownlist.CharKnownList;
import com.l2jserver.gameserver.model.actor.stat.CharStat;
import com.l2jserver.gameserver.model.actor.status.CharStatus;
import com.l2jserver.gameserver.model.actor.tasks.character.FlyToLocationTask;
import com.l2jserver.gameserver.model.actor.tasks.character.HitTask;
import com.l2jserver.gameserver.model.actor.tasks.character.MagicUseTask;
import com.l2jserver.gameserver.model.actor.tasks.character.NotifyAITask;
import com.l2jserver.gameserver.model.actor.tasks.character.QueuedMagicUseTask;
import com.l2jserver.gameserver.model.actor.tasks.character.UsePotionTask;
import com.l2jserver.gameserver.model.actor.templates.L2CharTemplate;
import com.l2jserver.gameserver.model.actor.transform.Transform;
import com.l2jserver.gameserver.model.actor.transform.TransformTemplate;
import com.l2jserver.gameserver.model.effects.EffectFlag;
import com.l2jserver.gameserver.model.effects.L2EffectType;
import com.l2jserver.gameserver.model.entity.Instance;
import com.l2jserver.gameserver.model.events.Containers;
import com.l2jserver.gameserver.model.events.EventDispatcher;
import com.l2jserver.gameserver.model.events.EventType;
import com.l2jserver.gameserver.model.events.impl.character.OnCreatureAttack;
import com.l2jserver.gameserver.model.events.impl.character.OnCreatureAttackAvoid;
import com.l2jserver.gameserver.model.events.impl.character.OnCreatureAttacked;
import com.l2jserver.gameserver.model.events.impl.character.OnCreatureDamageDealt;
import com.l2jserver.gameserver.model.events.impl.character.OnCreatureDamageReceived;
import com.l2jserver.gameserver.model.events.impl.character.OnCreatureKill;
import com.l2jserver.gameserver.model.events.impl.character.OnCreatureSkillUse;
import com.l2jserver.gameserver.model.events.impl.character.OnCreatureTeleported;
import com.l2jserver.gameserver.model.events.impl.character.npc.OnNpcSkillSee;
import com.l2jserver.gameserver.model.events.listeners.AbstractEventListener;
import com.l2jserver.gameserver.model.events.returns.TerminateReturn;
import com.l2jserver.gameserver.model.holders.InvulSkillHolder;
import com.l2jserver.gameserver.model.holders.SkillHolder;
import com.l2jserver.gameserver.model.holders.SkillUseHolder;
import com.l2jserver.gameserver.model.interfaces.IDeletable;
import com.l2jserver.gameserver.model.interfaces.ILocational;
import com.l2jserver.gameserver.model.interfaces.ISkillsHolder;
import com.l2jserver.gameserver.model.itemcontainer.Inventory;
import com.l2jserver.gameserver.model.items.L2Item;
import com.l2jserver.gameserver.model.items.L2Weapon;
import com.l2jserver.gameserver.model.items.instance.L2ItemInstance;
import com.l2jserver.gameserver.model.items.type.WeaponType;
import com.l2jserver.gameserver.model.options.OptionsSkillHolder;
import com.l2jserver.gameserver.model.options.OptionsSkillType;
import com.l2jserver.gameserver.model.skills.AbnormalType;
import com.l2jserver.gameserver.model.skills.AbnormalVisualEffect;
import com.l2jserver.gameserver.model.skills.BuffInfo;
import com.l2jserver.gameserver.model.skills.CommonSkill;
import com.l2jserver.gameserver.model.skills.EffectScope;
import com.l2jserver.gameserver.model.skills.Skill;
import com.l2jserver.gameserver.model.skills.SkillChannelized;
import com.l2jserver.gameserver.model.skills.SkillChannelizer;
import com.l2jserver.gameserver.model.skills.targets.L2TargetType;
import com.l2jserver.gameserver.model.stats.BaseStats;
import com.l2jserver.gameserver.model.stats.Calculator;
import com.l2jserver.gameserver.model.stats.Formulas;
import com.l2jserver.gameserver.model.stats.Stats;
import com.l2jserver.gameserver.model.stats.functions.AbstractFunction;
import com.l2jserver.gameserver.model.zone.ZoneId;
import com.l2jserver.gameserver.network.SystemMessageId;
import com.l2jserver.gameserver.network.serverpackets.AbstractNpcInfo;
import com.l2jserver.gameserver.network.serverpackets.ActionFailed;
import com.l2jserver.gameserver.network.serverpackets.Attack;
import com.l2jserver.gameserver.network.serverpackets.ChangeMoveType;
import com.l2jserver.gameserver.network.serverpackets.ChangeWaitType;
import com.l2jserver.gameserver.network.serverpackets.ExRotation;
import com.l2jserver.gameserver.network.serverpackets.FlyToLocation.FlyType;
import com.l2jserver.gameserver.network.serverpackets.L2GameServerPacket;
import com.l2jserver.gameserver.network.serverpackets.MagicSkillCanceld;
import com.l2jserver.gameserver.network.serverpackets.MagicSkillLaunched;
import com.l2jserver.gameserver.network.serverpackets.MagicSkillUse;
import com.l2jserver.gameserver.network.serverpackets.MoveToLocation;
import com.l2jserver.gameserver.network.serverpackets.Revive;
import com.l2jserver.gameserver.network.serverpackets.ServerObjectInfo;
import com.l2jserver.gameserver.network.serverpackets.SetupGauge;
import com.l2jserver.gameserver.network.serverpackets.SocialAction;
import com.l2jserver.gameserver.network.serverpackets.StatusUpdate;
import com.l2jserver.gameserver.network.serverpackets.StopMove;
import com.l2jserver.gameserver.network.serverpackets.SystemMessage;
import com.l2jserver.gameserver.network.serverpackets.TeleportToLocation;
import com.l2jserver.gameserver.pathfinding.AbstractNodeLoc;
import com.l2jserver.gameserver.pathfinding.PathFinding;
import com.l2jserver.gameserver.taskmanager.AttackStanceTaskManager;
import com.l2jserver.gameserver.util.Util;
import com.l2jserver.util.EmptyQueue;
import com.l2jserver.util.Rnd;
/**
* Mother class of all character objects of the world (PC, NPC...)
* L2Character:
*
* - L2DoorInstance
* - L2Playable
* - L2Npc
* - L2StaticObjectInstance
* - L2Trap
* - L2Vehicle
*
*
* Concept of L2CharTemplate:
* Each L2Character owns generic and static properties (ex : all Keltir have the same number of HP...).
* All of those properties are stored in a different template for each type of L2Character.
* Each template is loaded once in the server cache memory (reduce memory use).
* When a new instance of L2Character is spawned, server just create a link between the instance and the template.
* This link is stored in {@link #_template}
* @version $Revision: 1.53.2.45.2.34 $ $Date: 2005/04/11 10:06:08 $
*/
public abstract class L2Character extends L2Object implements ISkillsHolder, IDeletable
{
public static final Logger _log = Logger.getLogger(L2Character.class.getName());
private volatile Set _attackByList;
private volatile boolean _isCastingNow = false;
private volatile boolean _isCastingSimultaneouslyNow = false;
private Skill _lastSkillCast;
private Skill _lastSimultaneousSkillCast;
private boolean _isDead = false;
private boolean _isImmobilized = false;
private boolean _isOverloaded = false; // the char is carrying too much
private boolean _isParalyzed = false;
private boolean _isPendingRevive = false;
private boolean _isRunning = false;
private boolean _isNoRndWalk = false; // Is no random walk
protected boolean _showSummonAnimation = false;
protected boolean _isTeleporting = false;
private boolean _isInvul = false;
private boolean _isMortal = true; // Char will die when HP decreased to 0
private boolean _isFlying = false;
private CharStat _stat;
private CharStatus _status;
private L2CharTemplate _template; // The link on the L2CharTemplate object containing generic and static properties of this L2Character type (ex : Max HP, Speed...)
private String _title;
public static final double MAX_HP_BAR_PX = 352.0;
private double _hpUpdateIncCheck = .0;
private double _hpUpdateDecCheck = .0;
private double _hpUpdateInterval = .0;
/** Table of Calculators containing all used calculator */
private Calculator[] _calculators;
/** Map containing all skills of this character. */
private final Map _skills = new ConcurrentHashMap<>();
/** Map containing the skill reuse time stamps. */
private volatile Map _reuseTimeStampsSkills = null;
/** Map containing the item reuse time stamps. */
private volatile Map _reuseTimeStampsItems = null;
/** Map containing all the disabled skills. */
private volatile Map _disabledSkills = null;
private boolean _allSkillsDisabled;
private final byte[] _zones = new byte[ZoneId.getZoneCount()];
protected byte _zoneValidateCounter = 4;
private L2Character _debugger = null;
private final ReentrantLock _teleportLock = new ReentrantLock();
private final StampedLock _attackLock = new StampedLock();
private Team _team = Team.NONE;
protected long _exceptions = 0L;
private boolean _lethalable = true;
private volatile Map _triggerSkills;
private volatile Map _invulAgainst;
/** Creatures effect list. */
private final CharEffectList _effectList = new CharEffectList(this);
/** The character that summons this character. */
private L2Character _summoner = null;
private SkillChannelizer _channelizer = null;
private SkillChannelized _channelized = null;
/** Map 32 bits, containing all abnormal visual effects in progress. */
private int _abnormalVisualEffects;
/** Map 32 bits, containing all special abnormal visual effects in progress. */
private int _abnormalVisualEffectsSpecial;
/** Map 32 bits, containing all event abnormal visual effects in progress. */
private int _abnormalVisualEffectsEvent;
/** Movement data of this L2Character */
protected MoveData _move;
/** This creature's target. */
private L2Object _target;
// set by the start of attack, in game ticks
private volatile long _attackEndTime;
private int _disableBowAttackEndTime;
private int _disableCrossBowAttackEndTime;
private int _castInterruptTime;
/** Table of calculators containing all standard NPC calculator (ex : ACCURACY_COMBAT, EVASION_RATE) */
private static final Calculator[] NPC_STD_CALCULATOR = Formulas.getStdNPCCalculators();
private volatile L2CharacterAI _ai = null;
/** Future Skill Cast */
protected Future> _skillCast;
protected Future> _skillCast2;
/**
* Creates a creature.
* @param template the creature template
*/
public L2Character(L2CharTemplate template)
{
this(IdFactory.getInstance().getNextId(), template);
}
/**
* Constructor of L2Character.
* Concept:
* Each L2Character owns generic and static properties (ex : all Keltir have the same number of HP...).
* All of those properties are stored in a different template for each type of L2Character. Each template is loaded once in the server cache memory (reduce memory use).
* When a new instance of L2Character is spawned, server just create a link between the instance and the template This link is stored in _template
* Actions:
*
* - Set the _template of the L2Character
* - Set _overloaded to false (the character can take more items)
* - If L2Character is a L2NPCInstance, copy skills from template to object
* - If L2Character is a L2NPCInstance, link _calculators to NPC_STD_CALCULATOR
* - If L2Character is NOT a L2NPCInstance, create an empty _skills slot
* - If L2Character is a L2PcInstance or L2Summon, copy basic Calculator set to object
*
* @param objectId Identifier of the object to initialized
* @param template The L2CharTemplate to apply to the object
*/
public L2Character(int objectId, L2CharTemplate template)
{
super(objectId);
if (template == null)
{
throw new NullPointerException("Template is null!");
}
setInstanceType(InstanceType.L2Character);
initCharStat();
initCharStatus();
// Set its template to the new L2Character
_template = template;
if (isDoor())
{
_calculators = Formulas.getStdDoorCalculators();
}
else if (isNpc())
{
// Copy the Standard Calculators of the L2NPCInstance in _calculators
_calculators = NPC_STD_CALCULATOR;
// Copy the skills of the L2NPCInstance from its template to the L2Character Instance
// The skills list can be affected by spell effects so it's necessary to make a copy
// to avoid that a spell affecting a L2NpcInstance, affects others L2NPCInstance of the same type too.
for (Skill skill : template.getSkills().values())
{
addSkill(skill);
}
}
else
{
// If L2Character is a L2PcInstance or a L2Summon, create the basic calculator set
_calculators = new Calculator[Stats.NUM_STATS];
if (isSummon())
{
// Copy the skills of the L2Summon from its template to the L2Character Instance
// The skills list can be affected by spell effects so it's necessary to make a copy
// to avoid that a spell affecting a L2Summon, affects others L2Summon of the same type too.
for (Skill skill : template.getSkills().values())
{
addSkill(skill);
}
}
Formulas.addFuncsToNewCharacter(this);
}
setIsInvul(true);
}
public final CharEffectList getEffectList()
{
return _effectList;
}
/**
* Verify if this character is under debug.
* @return {@code true} if this character is under debug, {@code false} otherwise
*/
public boolean isDebug()
{
return _debugger != null;
}
/**
* Sets character instance, to which debug packets will be send.
* @param debugger the character debugging this character
*/
public void setDebug(L2Character debugger)
{
_debugger = debugger;
}
/**
* Send debug packet.
* @param pkt
*/
public void sendDebugPacket(L2GameServerPacket pkt)
{
if (_debugger != null)
{
_debugger.sendPacket(pkt);
}
}
/**
* Send debug text string
* @param msg
*/
public void sendDebugMessage(String msg)
{
if (_debugger != null)
{
_debugger.sendMessage(msg);
}
}
/**
* @return character inventory, default null, overridden in L2Playable types and in L2NPcInstance
*/
public Inventory getInventory()
{
return null;
}
public boolean destroyItemByItemId(String process, int itemId, long count, L2Object reference, boolean sendMessage)
{
// Default: NPCs consume virtual items for their skills
// TODO: should be logged if even happens.. should be false
return true;
}
public boolean destroyItem(String process, int objectId, long count, L2Object reference, boolean sendMessage)
{
// Default: NPCs consume virtual items for their skills
// TODO: should be logged if even happens.. should be false
return true;
}
/**
* Check if the character is in the given zone Id.
* @param zone the zone Id to check
* @return {code true} if the character is in that zone
*/
@Override
public final boolean isInsideZone(ZoneId zone)
{
Instance instance = InstanceManager.getInstance().getInstance(getInstanceId());
switch (zone)
{
case PVP:
if ((instance != null) && instance.isPvPInstance())
{
return true;
}
return (_zones[ZoneId.PVP.ordinal()] > 0) && (_zones[ZoneId.PEACE.ordinal()] == 0);
case PEACE:
if ((instance != null) && instance.isPvPInstance())
{
return false;
}
}
return _zones[zone.ordinal()] > 0;
}
/**
* @param zone
* @param state
*/
public final void setInsideZone(ZoneId zone, final boolean state)
{
synchronized (_zones)
{
if (state)
{
_zones[zone.ordinal()]++;
}
else if (_zones[zone.ordinal()] > 0)
{
_zones[zone.ordinal()]--;
}
}
}
/**
* This will return true if the player is transformed,
* but if the player is not transformed it will return false.
* @return transformation status
*/
public boolean isTransformed()
{
return false;
}
public Transform getTransformation()
{
return null;
}
/**
* This will untransform a player if they are an instance of L2Pcinstance and if they are transformed.
*/
public void untransform()
{
// Just a place holder
}
/**
* This will return true if the player is GM,
* but if the player is not GM it will return false.
* @return GM status
*/
public boolean isGM()
{
return false;
}
/**
* Overridden in L2PcInstance.
* @return the access level.
*/
public L2AccessLevel getAccessLevel()
{
return null;
}
protected void initCharStatusUpdateValues()
{
_hpUpdateIncCheck = getMaxHp();
_hpUpdateInterval = _hpUpdateIncCheck / MAX_HP_BAR_PX;
_hpUpdateDecCheck = _hpUpdateIncCheck - _hpUpdateInterval;
}
/**
* Remove the L2Character from the world when the decay task is launched.
* Caution : This method DOESN'T REMOVE the object from _allObjects of L2World
* Caution : This method DOESN'T SEND Server->Client packets to players
*/
public void onDecay()
{
decayMe();
final L2WorldRegion reg = getWorldRegion();
if (reg != null)
{
reg.removeFromZones(this);
}
}
@Override
public void onSpawn()
{
super.onSpawn();
revalidateZone(true);
}
public void onTeleported()
{
if (!_teleportLock.tryLock())
{
return;
}
try
{
if (!isTeleporting())
{
return;
}
spawnMe(getX(), getY(), getZ());
setIsTeleporting(false);
EventDispatcher.getInstance().notifyEventAsync(new OnCreatureTeleported(this), this);
}
finally
{
_teleportLock.unlock();
}
}
/**
* Add L2Character instance that is attacking to the attacker list.
* @param player The L2Character that attacks this one
*/
public void addAttackerToAttackByList(L2Character player)
{
// DS: moved to L2Attackable
}
/**
* Send a packet to the L2Character AND to all L2PcInstance in the _KnownPlayers of the L2Character.
* Concept:
* L2PcInstance in the detection area of the L2Character are identified in _knownPlayers.
* In order to inform other players of state modification on the L2Character, server just need to go through _knownPlayers to send Server->Client Packet
* @param mov
*/
public void broadcastPacket(L2GameServerPacket mov)
{
mov.setInvisible(isInvisible());
Collection plrs = getKnownList().getKnownPlayers().values();
for (L2PcInstance player : plrs)
{
if (player != null)
{
player.sendPacket(mov);
}
}
}
/**
* Send a packet to the L2Character AND to all L2PcInstance in the radius (max knownlist radius) from the L2Character.
* Concept:
* L2PcInstance in the detection area of the L2Character are identified in _knownPlayers.
* In order to inform other players of state modification on the L2Character, server just need to go through _knownPlayers to send Server->Client Packet
* @param mov
* @param radiusInKnownlist
*/
public void broadcastPacket(L2GameServerPacket mov, int radiusInKnownlist)
{
mov.setInvisible(isInvisible());
Collection plrs = getKnownList().getKnownPlayers().values();
for (L2PcInstance player : plrs)
{
if ((player != null) && isInsideRadius(player, radiusInKnownlist, false, false))
{
player.sendPacket(mov);
}
}
}
/**
* @return true if hp update should be done, false if not
*/
protected boolean needHpUpdate()
{
double currentHp = getCurrentHp();
double maxHp = getMaxHp();
if ((currentHp <= 1.0) || (maxHp < MAX_HP_BAR_PX))
{
return true;
}
if ((currentHp < _hpUpdateDecCheck) || (Math.abs(currentHp - _hpUpdateDecCheck) <= 1e-6) || (currentHp > _hpUpdateIncCheck) || (Math.abs(currentHp - _hpUpdateIncCheck) <= 1e-6))
{
if (Math.abs(currentHp - maxHp) <= 1e-6)
{
_hpUpdateIncCheck = currentHp + 1;
_hpUpdateDecCheck = currentHp - _hpUpdateInterval;
}
else
{
double doubleMulti = currentHp / _hpUpdateInterval;
int intMulti = (int) doubleMulti;
_hpUpdateDecCheck = _hpUpdateInterval * (doubleMulti < intMulti ? intMulti-- : intMulti);
_hpUpdateIncCheck = _hpUpdateDecCheck + _hpUpdateInterval;
}
return true;
}
return false;
}
/**
* Send the Server->Client packet StatusUpdate with current HP and MP to all other L2PcInstance to inform.
* Actions:
*
* - Create the Server->Client packet StatusUpdate with current HP and MP
* - Send the Server->Client packet StatusUpdate with current HP and MP to all L2Character called _statusListener that must be informed of HP/MP updates of this L2Character
*
* Caution: This method DOESN'T SEND CP information
*/
public void broadcastStatusUpdate()
{
if (getStatus().getStatusListener().isEmpty() || !needHpUpdate())
{
return;
}
// Create the Server->Client packet StatusUpdate with current HP
StatusUpdate su = new StatusUpdate(this);
su.addAttribute(StatusUpdate.MAX_HP, getMaxHp());
su.addAttribute(StatusUpdate.CUR_HP, (int) getCurrentHp());
// Go through the StatusListener
// Send the Server->Client packet StatusUpdate with current HP and MP
for (L2Character temp : getStatus().getStatusListener())
{
if (temp != null)
{
temp.sendPacket(su);
}
}
}
/**
* @param text
*/
public void sendMessage(String text)
{
// default implementation
}
/**
* Teleport a L2Character and its pet if necessary.
* Actions:
*
* - Stop the movement of the L2Character
* - Set the x,y,z position of the L2Object and if necessary modify its _worldRegion
* - Send a Server->Client packet TeleportToLocationt to the L2Character AND to all L2PcInstance in its _KnownPlayers
* - Modify the position of the pet if necessary
*
* @param x
* @param y
* @param z
* @param heading
* @param instanceId
* @param randomOffset
*/
public void teleToLocation(int x, int y, int z, int heading, int instanceId, int randomOffset)
{
setInstanceId(instanceId);
if (_isPendingRevive)
{
doRevive();
}
stopMove(null, false);
abortAttack();
abortCast();
setIsTeleporting(true);
setTarget(null);
getAI().setIntention(CtrlIntention.AI_INTENTION_ACTIVE);
if (Config.OFFSET_ON_TELEPORT_ENABLED && (randomOffset > 0))
{
x += Rnd.get(-randomOffset, randomOffset);
y += Rnd.get(-randomOffset, randomOffset);
}
z += 5;
// Send a Server->Client packet TeleportToLocationt to the L2Character AND to all L2PcInstance in the _KnownPlayers of the L2Character
broadcastPacket(new TeleportToLocation(this, x, y, z, heading));
// remove the object from its old location
decayMe();
// Set the x,y,z position of the L2Object and if necessary modify its _worldRegion
setXYZ(x, y, z);
// temporary fix for heading on teleports
if (heading != 0)
{
setHeading(heading);
}
// allow recall of the detached characters
if (!isPlayer() || ((getActingPlayer().getClient() != null) && getActingPlayer().getClient().isDetached()))
{
onTeleported();
}
revalidateZone(true);
}
public void teleToLocation(int x, int y, int z, int heading, int instanceId, boolean randomOffset)
{
teleToLocation(x, y, z, heading, instanceId, (randomOffset) ? Config.MAX_OFFSET_ON_TELEPORT : 0);
}
public void teleToLocation(int x, int y, int z, int heading, int instanceId)
{
teleToLocation(x, y, z, heading, instanceId, 0);
}
public void teleToLocation(int x, int y, int z, int heading, boolean randomOffset)
{
teleToLocation(x, y, z, heading, -1, (randomOffset) ? Config.MAX_OFFSET_ON_TELEPORT : 0);
}
public void teleToLocation(int x, int y, int z, int heading)
{
teleToLocation(x, y, z, heading, -1, 0);
}
public void teleToLocation(int x, int y, int z, boolean randomOffset)
{
teleToLocation(x, y, z, 0, -1, (randomOffset) ? Config.MAX_OFFSET_ON_TELEPORT : 0);
}
public void teleToLocation(int x, int y, int z)
{
teleToLocation(x, y, z, 0, -1, 0);
}
public void teleToLocation(ILocational loc, int randomOffset)
{
teleToLocation(loc.getX(), loc.getY(), loc.getZ(), loc.getHeading(), loc.getInstanceId(), randomOffset);
}
public void teleToLocation(ILocational loc, int instanceId, int randomOffset)
{
teleToLocation(loc.getX(), loc.getY(), loc.getZ(), loc.getHeading(), instanceId, randomOffset);
}
public void teleToLocation(ILocational loc, boolean randomOffset)
{
teleToLocation(loc.getX(), loc.getY(), loc.getZ(), loc.getHeading(), loc.getInstanceId(), (randomOffset) ? Config.MAX_OFFSET_ON_TELEPORT : 0);
}
public void teleToLocation(ILocational loc)
{
teleToLocation(loc.getX(), loc.getY(), loc.getZ(), loc.getHeading(), loc.getInstanceId(), 0);
}
public void teleToLocation(TeleportWhereType teleportWhere)
{
teleToLocation(MapRegionManager.getInstance().getTeleToLocation(this, teleportWhere), true);
}
/**
* Launch a physical attack against a target (Simple, Bow, Pole or Dual).
* Actions:
*
* - Get the active weapon (always equipped in the right hand)
* - If weapon is a bow, check for arrows, MP and bow re-use delay (if necessary, equip the L2PcInstance with arrows in left hand)
* - If weapon is a bow, consume MP and set the new period of bow non re-use
* - Get the Attack Speed of the L2Character (delay (in milliseconds) before next attack)
* - Select the type of attack to start (Simple, Bow, Pole or Dual) and verify if SoulShot are charged then start calculation
* - If the Server->Client packet Attack contains at least 1 hit, send the Server->Client packet Attack to the L2Character AND to all L2PcInstance in the _KnownPlayers of the L2Character
* - Notify AI with EVT_READY_TO_ACT
*
* @param target The L2Character targeted
*/
public void doAttack(L2Character target)
{
final long stamp = _attackLock.tryWriteLock();
try
{
if ((target == null) || isAttackingDisabled())
{
return;
}
// Notify to scripts
final TerminateReturn attackReturn = EventDispatcher.getInstance().notifyEvent(new OnCreatureAttack(this, target), this, TerminateReturn.class);
if ((attackReturn != null) && attackReturn.terminate())
{
getAI().setIntention(CtrlIntention.AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
// Notify to scripts
final TerminateReturn attackedReturn = EventDispatcher.getInstance().notifyEvent(new OnCreatureAttacked(this, target), target, TerminateReturn.class);
if ((attackedReturn != null) && attackedReturn.terminate())
{
getAI().setIntention(CtrlIntention.AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
if (!isAlikeDead())
{
if ((isNpc() && target.isAlikeDead()) || !getKnownList().knowsObject(target))
{
getAI().setIntention(CtrlIntention.AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
else if (isPlayer())
{
if (target.isDead())
{
getAI().setIntention(CtrlIntention.AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
final L2PcInstance actor = getActingPlayer();
if (actor.isTransformed() && !actor.getTransformation().canAttack())
{
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
}
}
// Check if attacker's weapon can attack
if (getActiveWeaponItem() != null)
{
L2Weapon wpn = getActiveWeaponItem();
if (!wpn.isAttackWeapon() && !isGM())
{
if (wpn.getItemType() == WeaponType.FISHINGROD)
{
sendPacket(SystemMessageId.CANNOT_ATTACK_WITH_FISHING_POLE);
}
else
{
sendPacket(SystemMessageId.THAT_WEAPON_CANT_ATTACK);
}
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
}
if (getActingPlayer() != null)
{
if (getActingPlayer().inObserverMode())
{
sendPacket(SystemMessageId.OBSERVERS_CANNOT_PARTICIPATE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
else if ((target.getActingPlayer() != null) && (getActingPlayer().getSiegeState() > 0) && isInsideZone(ZoneId.SIEGE) && (target.getActingPlayer().getSiegeState() == getActingPlayer().getSiegeState()) && (target.getActingPlayer() != this) && (target.getActingPlayer().getSiegeSide() == getActingPlayer().getSiegeSide()))
{
if (TerritoryWarManager.getInstance().isTWInProgress())
{
sendPacket(SystemMessageId.YOU_CANNOT_ATTACK_A_MEMBER_OF_THE_SAME_TERRITORY);
}
else
{
sendPacket(SystemMessageId.FORCED_ATTACK_IS_IMPOSSIBLE_AGAINST_SIEGE_SIDE_TEMPORARY_ALLIED_MEMBERS);
}
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
// Checking if target has moved to peace zone
else if (target.isInsidePeaceZone(getActingPlayer()))
{
getAI().setIntention(CtrlIntention.AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
}
else if (isInsidePeaceZone(this, target))
{
getAI().setIntention(CtrlIntention.AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
stopEffectsOnAction();
// GeoData Los Check here (or dz > 1000)
if (!GeoData.getInstance().canSeeTarget(this, target))
{
sendPacket(SystemMessageId.CANT_SEE_TARGET);
getAI().setIntention(CtrlIntention.AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
// BOW and CROSSBOW checks
// Get the active weapon item corresponding to the active weapon instance (always equipped in the right hand)
L2Weapon weaponItem = getActiveWeaponItem();
if ((weaponItem != null) && !isTransformed())
{
if (weaponItem.getItemType() == WeaponType.BOW)
{
// Check for arrows and MP
if (isPlayer())
{
// Checking if target has moved to peace zone - only for player-bow attacks at the moment
// Other melee is checked in movement code and for offensive spells a check is done every time
if (target.isInsidePeaceZone(getActingPlayer()))
{
getAI().setIntention(CtrlIntention.AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
// Equip arrows needed in left hand and send a Server->Client packet ItemList to the L2PcInstance then return True
if (!checkAndEquipArrows())
{
// Cancel the action because the L2PcInstance have no arrow
getAI().setIntention(CtrlIntention.AI_INTENTION_IDLE);
sendPacket(ActionFailed.STATIC_PACKET);
sendPacket(SystemMessageId.NOT_ENOUGH_ARROWS);
return;
}
// Verify if the bow can be use
if (_disableBowAttackEndTime <= GameTimeController.getInstance().getGameTicks())
{
// Verify if L2PcInstance owns enough MP
int mpConsume = weaponItem.getMpConsume();
if ((weaponItem.getReducedMpConsume() > 0) && (Rnd.get(100) < weaponItem.getReducedMpConsumeChance()))
{
mpConsume = weaponItem.getReducedMpConsume();
}
mpConsume = (int) calcStat(Stats.BOW_MP_CONSUME_RATE, mpConsume, null, null);
if (getCurrentMp() < mpConsume)
{
// If L2PcInstance doesn't have enough MP, stop the attack
ThreadPoolManager.getInstance().scheduleAi(new NotifyAITask(this, CtrlEvent.EVT_READY_TO_ACT), 1000);
sendPacket(SystemMessageId.NOT_ENOUGH_MP);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
// If L2PcInstance have enough MP, the bow consumes it
if (mpConsume > 0)
{
getStatus().reduceMp(mpConsume);
}
// Set the period of bow no re-use
_disableBowAttackEndTime = (5 * GameTimeController.TICKS_PER_SECOND) + GameTimeController.getInstance().getGameTicks();
}
else
{
// Cancel the action because the bow can't be re-use at this moment
ThreadPoolManager.getInstance().scheduleAi(new NotifyAITask(this, CtrlEvent.EVT_READY_TO_ACT), 1000);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
}
}
if (weaponItem.getItemType() == WeaponType.CROSSBOW)
{
// Check for bolts
if (isPlayer())
{
// Checking if target has moved to peace zone - only for player-crossbow attacks at the moment
// Other melee is checked in movement code and for offensive spells a check is done every time
if (target.isInsidePeaceZone(getActingPlayer()))
{
getAI().setIntention(CtrlIntention.AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
// Equip bolts needed in left hand and send a Server->Client packet ItemList to the L2PcINstance then return True
if (!checkAndEquipBolts())
{
// Cancel the action because the L2PcInstance have no arrow
getAI().setIntention(CtrlIntention.AI_INTENTION_IDLE);
sendPacket(ActionFailed.STATIC_PACKET);
sendPacket(SystemMessageId.NOT_ENOUGH_BOLTS);
return;
}
// Verify if the crossbow can be use
if (_disableCrossBowAttackEndTime <= GameTimeController.getInstance().getGameTicks())
{
// Verify if L2PcInstance owns enough MP
int mpConsume = weaponItem.getMpConsume();
if ((weaponItem.getReducedMpConsume() > 0) && (Rnd.get(100) < weaponItem.getReducedMpConsumeChance()))
{
mpConsume = weaponItem.getReducedMpConsume();
}
mpConsume = (int) calcStat(Stats.BOW_MP_CONSUME_RATE, mpConsume, null, null);
if (getCurrentMp() < mpConsume)
{
// If L2PcInstance doesn't have enough MP, stop the attack
ThreadPoolManager.getInstance().scheduleAi(new NotifyAITask(this, CtrlEvent.EVT_READY_TO_ACT), 1000);
sendPacket(SystemMessageId.NOT_ENOUGH_MP);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
// If L2PcInstance have enough MP, the bow consumes it
if (mpConsume > 0)
{
getStatus().reduceMp(mpConsume);
}
// Set the period of crossbow no re-use
_disableCrossBowAttackEndTime = (5 * GameTimeController.TICKS_PER_SECOND) + GameTimeController.getInstance().getGameTicks();
}
else
{
// Cancel the action because the crossbow can't be re-use at this moment
ThreadPoolManager.getInstance().scheduleAi(new NotifyAITask(this, CtrlEvent.EVT_READY_TO_ACT), 1000);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
}
else if (isNpc())
{
if (_disableCrossBowAttackEndTime > GameTimeController.getInstance().getGameTicks())
{
return;
}
}
}
}
// Add the L2PcInstance to _knownObjects and _knownPlayer of the target
target.getKnownList().addKnownObject(this);
// Reduce the current CP if TIREDNESS configuration is activated
if (Config.ALT_GAME_TIREDNESS)
{
setCurrentCp(getCurrentCp() - 10);
}
// Verify if soulshots are charged.
final boolean wasSSCharged = isChargedShot(ShotType.SOULSHOTS);
// Get the Attack Speed of the L2Character (delay (in milliseconds) before next attack)
final int timeAtk = calculateTimeBetweenAttacks(target, weaponItem);
// the hit is calculated to happen halfway to the animation - might need further tuning e.g. in bow case
final int timeToHit = timeAtk / 2;
_attackEndTime = System.currentTimeMillis() + timeAtk;
final int ssGrade = (weaponItem != null) ? weaponItem.getItemGradeSPlus().getId() : 0;
// Create a Server->Client packet Attack
Attack attack = new Attack(this, target, wasSSCharged, ssGrade);
// Make sure that char is facing selected target
// also works: setHeading(Util.convertDegreeToClientHeading(Util.calculateAngleFrom(this, target)));
setHeading(Util.calculateHeadingFrom(this, target));
// Get the Attack Reuse Delay of the L2Weapon
int reuse = calculateReuseTime(target, weaponItem);
boolean hitted = false;
switch (getAttackType())
{
case BOW:
{
hitted = doAttackHitByBow(attack, target, timeAtk, reuse);
break;
}
case CROSSBOW:
{
hitted = doAttackHitByCrossBow(attack, target, timeAtk, reuse);
break;
}
case POLE:
{
hitted = doAttackHitByPole(attack, target, timeToHit);
break;
}
case FIST:
{
if (!isPlayer())
{
hitted = doAttackHitSimple(attack, target, timeToHit);
break;
}
}
case DUAL:
case DUALFIST:
case DUALDAGGER:
{
hitted = doAttackHitByDual(attack, target, timeToHit);
break;
}
default:
{
hitted = doAttackHitSimple(attack, target, timeToHit);
break;
}
}
// Flag the attacker if it's a L2PcInstance outside a PvP area
final L2PcInstance player = getActingPlayer();
if (player != null)
{
AttackStanceTaskManager.getInstance().addAttackStanceTask(player);
if (player.getSummon() != target)
{
player.updatePvPStatus(target);
}
}
// Check if hit isn't missed
if (!hitted)
{
abortAttack(); // Abort the attack of the L2Character and send Server->Client ActionFailed packet
}
else
{
// If we didn't miss the hit, discharge the shoulshots, if any
setChargedShot(ShotType.SOULSHOTS, false);
if (player != null)
{
if (player.isCursedWeaponEquipped())
{
// If hit by a cursed weapon, CP is reduced to 0
if (!target.isInvul())
{
target.setCurrentCp(0);
}
}
else if (player.isHero())
{
// If a cursed weapon is hit by a Hero, CP is reduced to 0
if (target.isPlayer() && target.getActingPlayer().isCursedWeaponEquipped())
{
target.setCurrentCp(0);
}
}
}
}
// If the Server->Client packet Attack contains at least 1 hit, send the Server->Client packet Attack
// to the L2Character AND to all L2PcInstance in the _KnownPlayers of the L2Character
if (attack.hasHits())
{
broadcastPacket(attack);
}
// Notify AI with EVT_READY_TO_ACT
ThreadPoolManager.getInstance().scheduleAi(new NotifyAITask(this, CtrlEvent.EVT_READY_TO_ACT), timeAtk + reuse);
}
finally
{
_attackLock.unlockWrite(stamp);
}
}
/**
* Launch a Bow attack.
* Actions:
*
* - Calculate if hit is missed or not
* - Consume arrows
* - If hit isn't missed, calculate if shield defense is efficient
* - If hit isn't missed, calculate if hit is critical
* - If hit isn't missed, calculate physical damages
* - If the L2Character is a L2PcInstance, Send a Server->Client packet SetupGauge
* - Create a new hit task with Medium priority
* - Calculate and set the disable delay of the bow in function of the Attack Speed
* - Add this hit to the Server-Client packet Attack
*
* @param attack Server->Client packet Attack in which the hit will be added
* @param target The L2Character targeted
* @param sAtk The Attack Speed of the attacker
* @param reuse
* @return True if the hit isn't missed
*/
private boolean doAttackHitByBow(Attack attack, L2Character target, int sAtk, int reuse)
{
int damage1 = 0;
byte shld1 = 0;
boolean crit1 = false;
// Calculate if hit is missed or not
boolean miss1 = Formulas.calcHitMiss(this, target);
// Consume arrows
reduceArrowCount(false);
_move = null;
// Check if hit isn't missed
if (!miss1)
{
// Calculate if shield defense is efficient
shld1 = Formulas.calcShldUse(this, target);
// Calculate if hit is critical
crit1 = Formulas.calcCrit(getStat().getCriticalHit(target, null), false, target);
// Calculate physical damages
damage1 = (int) Formulas.calcPhysDam(this, target, null, shld1, crit1, attack.hasSoulshot());
// Bows Ranged Damage Formula (Damage gradually decreases when 60% or lower than full hit range, and increases when 60% or higher).
// full hit range is 500 which is the base bow range, and the 60% of this is 800.
damage1 *= (calculateDistance(target, true, false) / 4000) + 0.8;
}
// Check if the L2Character is a L2PcInstance
if (isPlayer())
{
sendPacket(new SetupGauge(SetupGauge.RED, sAtk + reuse));
}
// Create a new hit task with Medium priority
ThreadPoolManager.getInstance().scheduleAi(new HitTask(this, target, damage1, crit1, miss1, attack.hasSoulshot(), shld1), sAtk);
// Calculate and set the disable delay of the bow in function of the Attack Speed
_disableBowAttackEndTime = ((sAtk + reuse) / GameTimeController.MILLIS_IN_TICK) + GameTimeController.getInstance().getGameTicks();
// Add this hit to the Server-Client packet Attack
attack.addHit(target, damage1, miss1, crit1, shld1);
// Return true if hit isn't missed
return !miss1;
}
/**
* Launch a CrossBow attack.
* Actions:
*
* - Calculate if hit is missed or not
* - Consume bolts
* - If hit isn't missed, calculate if shield defense is efficient
* - If hit isn't missed, calculate if hit is critical
* - If hit isn't missed, calculate physical damages
* - If the L2Character is a L2PcInstance, Send a Server->Client packet SetupGauge
* - Create a new hit task with Medium priority
* - Calculate and set the disable delay of the crossbow in function of the Attack Speed
* - Add this hit to the Server-Client packet Attack
* @param attack Server->Client packet Attack in which the hit will be added
* @param target The L2Character targeted
* @param sAtk The Attack Speed of the attacker
* @param reuse
* @return True if the hit isn't missed
*/
private boolean doAttackHitByCrossBow(Attack attack, L2Character target, int sAtk, int reuse)
{
int damage1 = 0;
byte shld1 = 0;
boolean crit1 = false;
// Calculate if hit is missed or not
boolean miss1 = Formulas.calcHitMiss(this, target);
// Consume bolts
reduceArrowCount(true);
_move = null;
// Check if hit isn't missed
if (!miss1)
{
// Calculate if shield defense is efficient
shld1 = Formulas.calcShldUse(this, target);
// Calculate if hit is critical
crit1 = Formulas.calcCrit(getStat().getCriticalHit(target, null), false, target);
// Calculate physical damages
damage1 = (int) Formulas.calcPhysDam(this, target, null, shld1, crit1, attack.hasSoulshot());
}
// Check if the L2Character is a L2PcInstance
if (isPlayer())
{
// Send a system message
sendPacket(SystemMessageId.CROSSBOW_PREPARING_TO_FIRE);
// Send a Server->Client packet SetupGauge
SetupGauge sg = new SetupGauge(SetupGauge.RED, sAtk + reuse);
sendPacket(sg);
}
// Create a new hit task with Medium priority
ThreadPoolManager.getInstance().scheduleAi(new HitTask(this, target, damage1, crit1, miss1, attack.hasSoulshot(), shld1), sAtk);
// Calculate and set the disable delay of the bow in function of the Attack Speed
_disableCrossBowAttackEndTime = ((sAtk + reuse) / GameTimeController.MILLIS_IN_TICK) + GameTimeController.getInstance().getGameTicks();
// Add this hit to the Server-Client packet Attack
attack.addHit(target, damage1, miss1, crit1, shld1);
// Return true if hit isn't missed
return !miss1;
}
/**
* Launch a Dual attack.
* Actions:
*
* - Calculate if hits are missed or not
* - If hits aren't missed, calculate if shield defense is efficient
* - If hits aren't missed, calculate if hit is critical
* - If hits aren't missed, calculate physical damages
* - Create 2 new hit tasks with Medium priority
* - Add those hits to the Server-Client packet Attack
*
* @param attack Server->Client packet Attack in which the hit will be added
* @param target The L2Character targeted
* @param sAtk
* @return True if hit 1 or hit 2 isn't missed
*/
private boolean doAttackHitByDual(Attack attack, L2Character target, int sAtk)
{
int damage1 = 0;
int damage2 = 0;
byte shld1 = 0;
byte shld2 = 0;
boolean crit1 = false;
boolean crit2 = false;
// Calculate if hits are missed or not
boolean miss1 = Formulas.calcHitMiss(this, target);
boolean miss2 = Formulas.calcHitMiss(this, target);
// Check if hit 1 isn't missed
if (!miss1)
{
// Calculate if shield defense is efficient against hit 1
shld1 = Formulas.calcShldUse(this, target);
// Calculate if hit 1 is critical
crit1 = Formulas.calcCrit(getStat().getCriticalHit(target, null), false, target);
// Calculate physical damages of hit 1
damage1 = (int) Formulas.calcPhysDam(this, target, null, shld1, crit1, attack.hasSoulshot());
damage1 /= 2;
}
// Check if hit 2 isn't missed
if (!miss2)
{
// Calculate if shield defense is efficient against hit 2
shld2 = Formulas.calcShldUse(this, target);
// Calculate if hit 2 is critical
crit2 = Formulas.calcCrit(getStat().getCriticalHit(target, null), false, target);
// Calculate physical damages of hit 2
damage2 = (int) Formulas.calcPhysDam(this, target, null, shld2, crit2, attack.hasSoulshot());
damage2 /= 2;
}
// Create a new hit task with Medium priority for hit 1
ThreadPoolManager.getInstance().scheduleAi(new HitTask(this, target, damage1, crit1, miss1, attack.hasSoulshot(), shld1), sAtk / 2);
// Create a new hit task with Medium priority for hit 2 with a higher delay
ThreadPoolManager.getInstance().scheduleAi(new HitTask(this, target, damage2, crit2, miss2, attack.hasSoulshot(), shld2), sAtk);
// Add those hits to the Server-Client packet Attack
attack.addHit(target, damage1, miss1, crit1, shld1);
attack.addHit(target, damage2, miss2, crit2, shld2);
// Return true if hit 1 or hit 2 isn't missed
return (!miss1 || !miss2);
}
/**
* Launch a Pole attack.
* Actions:
*
* - Get all visible objects in a spherical area near the L2Character to obtain possible targets
* - If possible target is the L2Character targeted, launch a simple attack against it
* - If possible target isn't the L2Character targeted but is attackable, launch a simple attack against it
*
* @param attack Server->Client packet Attack in which the hit will be added
* @param target
* @param sAtk
* @return True if one hit isn't missed
*/
private boolean doAttackHitByPole(Attack attack, L2Character target, int sAtk)
{
// double angleChar;
int maxRadius = getStat().getPhysicalAttackRange();
int maxAngleDiff = getStat().getPhysicalAttackAngle();
// o1 x: 83420 y: 148158 (Giran)
// o2 x: 83379 y: 148081 (Giran)
// dx = -41
// dy = -77
// distance between o1 and o2 = 87.24
// arctan2 = -120 (240) degree (excel arctan2(dx, dy); java arctan2(dy, dx))
//
// o2
//
// o1 ----- (heading)
// In the diagram above:
// o1 has a heading of 0/360 degree from horizontal (facing East)
// Degree of o2 in respect to o1 = -120 (240) degree
//
// o2 / (heading)
// /
// o1
// In the diagram above
// o1 has a heading of -80 (280) degree from horizontal (facing north east)
// Degree of o2 in respect to 01 = -40 (320) degree
// Get char's heading degree
// angleChar = Util.convertHeadingToDegree(getHeading());
// H5 Changes: without Polearm Mastery (skill 216) max simultaneous attacks is 3 (1 by default + 2 in skill 3599).
int attackRandomCountMax = (int) getStat().calcStat(Stats.ATTACK_COUNT_MAX, 1, null, null);
int attackcount = 0;
// if (angleChar <= 0) angleChar += 360;
boolean hitted = doAttackHitSimple(attack, target, 100, sAtk);
double attackpercent = 85;
L2Character temp;
Collection objs = getKnownList().getKnownObjects().values();
for (L2Object obj : objs)
{
if (obj == target)
{
continue; // do not hit twice
}
// Check if the L2Object is a L2Character
if (obj instanceof L2Character)
{
if (obj.isPet() && isPlayer() && (((L2PetInstance) obj).getOwner() == getActingPlayer()))
{
continue;
}
if (!Util.checkIfInRange(maxRadius, this, obj, false))
{
continue;
}
// otherwise hit too high/low. 650 because mob z coord
// sometimes wrong on hills
if (Math.abs(obj.getZ() - getZ()) > 650)
{
continue;
}
if (!isFacing(obj, maxAngleDiff))
{
continue;
}
if (isAttackable() && obj.isPlayer() && getTarget().isAttackable())
{
continue;
}
if (isAttackable() && obj.isAttackable() && !((L2Attackable) this).isChaos())
{
continue;
}
temp = (L2Character) obj;
// Launch a simple attack against the L2Character targeted
if (!temp.isAlikeDead())
{
if ((temp == getAI().getAttackTarget()) || temp.isAutoAttackable(this))
{
hitted |= doAttackHitSimple(attack, temp, attackpercent, sAtk);
attackpercent /= 1.15;
attackcount++;
if (attackcount > attackRandomCountMax)
{
break;
}
}
}
}
}
// Return true if one hit isn't missed
return hitted;
}
/**
* Launch a simple attack.
* Actions:
*
* - Calculate if hit is missed or not
* - If hit isn't missed, calculate if shield defense is efficient
* - If hit isn't missed, calculate if hit is critical
* - If hit isn't missed, calculate physical damages
* - Create a new hit task with Medium priority
* - Add this hit to the Server-Client packet Attack
*
* @param attack Server->Client packet Attack in which the hit will be added
* @param target The L2Character targeted
* @param sAtk
* @return True if the hit isn't missed
*/
private boolean doAttackHitSimple(Attack attack, L2Character target, int sAtk)
{
return doAttackHitSimple(attack, target, 100, sAtk);
}
private boolean doAttackHitSimple(Attack attack, L2Character target, double attackpercent, int sAtk)
{
int damage1 = 0;
byte shld1 = 0;
boolean crit1 = false;
// Calculate if hit is missed or not
boolean miss1 = Formulas.calcHitMiss(this, target);
// Check if hit isn't missed
if (!miss1)
{
// Calculate if shield defense is efficient
shld1 = Formulas.calcShldUse(this, target);
// Calculate if hit is critical
crit1 = Formulas.calcCrit(getStat().getCriticalHit(target, null), false, target);
// Calculate physical damages
damage1 = (int) Formulas.calcPhysDam(this, target, null, shld1, crit1, attack.hasSoulshot());
if (attackpercent != 100)
{
damage1 = (int) ((damage1 * attackpercent) / 100);
}
}
// Create a new hit task with Medium priority
ThreadPoolManager.getInstance().scheduleAi(new HitTask(this, target, damage1, crit1, miss1, attack.hasSoulshot(), shld1), sAtk);
// Add this hit to the Server-Client packet Attack
attack.addHit(target, damage1, miss1, crit1, shld1);
// Return true if hit isn't missed
return !miss1;
}
/**
* Manage the casting task (casting and interrupt time, re-use delay...) and display the casting bar and animation on client.
* Actions:
*
* - Verify the possibility of the the cast : skill is a spell, caster isn't muted...
* - Get the list of all targets (ex : area effects) and define the L2Charcater targeted (its stats will be used in calculation)
* - Calculate the casting time (base + modifier of MAtkSpd), interrupt time and re-use delay
* - Send a Server->Client packet MagicSkillUser (to display casting animation), a packet SetupGauge (to display casting bar) and a system message
* - Disable all skills during the casting time (create a task EnableAllSkills)
* - Disable the skill during the re-use delay (create a task EnableSkill)
* - Create a task MagicUseTask (that will call method onMagicUseTimer) to launch the Magic Skill at the end of the casting time
*
* @param skill The L2Skill to use
*/
public void doCast(Skill skill)
{
beginCast(skill, false);
}
public void doSimultaneousCast(Skill skill)
{
beginCast(skill, true);
}
public void doCast(Skill skill, L2Character target, L2Object[] targets)
{
if (!checkDoCastConditions(skill))
{
setIsCastingNow(false);
return;
}
// Override casting type
if (skill.isSimultaneousCast())
{
doSimultaneousCast(skill, target, targets);
return;
}
stopEffectsOnAction();
// Recharge AutoSoulShot
// this method should not used with L2Playable
beginCast(skill, false, target, targets);
}
public void doSimultaneousCast(Skill skill, L2Character target, L2Object[] targets)
{
if (!checkDoCastConditions(skill))
{
setIsCastingSimultaneouslyNow(false);
return;
}
stopEffectsOnAction();
beginCast(skill, true, target, targets);
}
private void beginCast(Skill skill, boolean simultaneously)
{
if (!checkDoCastConditions(skill))
{
if (simultaneously)
{
setIsCastingSimultaneouslyNow(false);
}
else
{
setIsCastingNow(false);
}
if (isPlayer())
{
getAI().setIntention(AI_INTENTION_ACTIVE);
}
return;
}
// Override casting type
if (skill.isSimultaneousCast() && !simultaneously)
{
simultaneously = true;
}
stopEffectsOnAction();
// Set the target of the skill in function of Skill Type and Target Type
L2Character target = null;
// Get all possible targets of the skill in a table in function of the skill target type
L2Object[] targets = skill.getTargetList(this);
boolean doit = false;
// AURA skills should always be using caster as target
switch (skill.getTargetType())
{
case AREA_SUMMON: // We need it to correct facing
target = getSummon();
break;
case AURA:
case AURA_CORPSE_MOB:
case FRONT_AURA:
case BEHIND_AURA:
case GROUND:
target = this;
break;
case SELF:
case PET:
case SERVITOR:
case SUMMON:
case OWNER_PET:
case PARTY:
case CLAN:
case PARTY_CLAN:
case COMMAND_CHANNEL:
doit = true;
default:
if (targets.length == 0)
{
if (simultaneously)
{
setIsCastingSimultaneouslyNow(false);
}
else
{
setIsCastingNow(false);
}
// Send a Server->Client packet ActionFailed to the L2PcInstance
if (isPlayer())
{
sendPacket(ActionFailed.STATIC_PACKET);
getAI().setIntention(AI_INTENTION_ACTIVE);
}
return;
}
if ((skill.isContinuous() && !skill.isDebuff()) || skill.hasEffectType(L2EffectType.CPHEAL, L2EffectType.HEAL))
{
doit = true;
}
if (doit)
{
target = (L2Character) targets[0];
}
else
{
target = (L2Character) getTarget();
}
}
beginCast(skill, simultaneously, target, targets);
}
private void beginCast(Skill skill, boolean simultaneously, L2Character target, L2Object[] targets)
{
if (target == null)
{
if (simultaneously)
{
setIsCastingSimultaneouslyNow(false);
}
else
{
setIsCastingNow(false);
}
if (isPlayer())
{
sendPacket(ActionFailed.STATIC_PACKET);
getAI().setIntention(AI_INTENTION_ACTIVE);
}
return;
}
final TerminateReturn term = EventDispatcher.getInstance().notifyEvent(new OnCreatureSkillUse(this, skill, simultaneously, target, targets), this, TerminateReturn.class);
if ((term != null) && term.terminate())
{
if (simultaneously)
{
setIsCastingSimultaneouslyNow(false);
}
else
{
setIsCastingNow(false);
}
if (isPlayer())
{
sendPacket(ActionFailed.STATIC_PACKET);
getAI().setIntention(AI_INTENTION_ACTIVE);
}
return;
}
// TODO: Unhardcode using event listeners!
if (skill.hasEffectType(L2EffectType.RESURRECTION))
{
if (isResurrectionBlocked() || target.isResurrectionBlocked())
{
sendPacket(SystemMessageId.REJECT_RESURRECTION); // Reject resurrection
target.sendPacket(SystemMessageId.REJECT_RESURRECTION); // Reject resurrection
if (simultaneously)
{
setIsCastingSimultaneouslyNow(false);
}
else
{
setIsCastingNow(false);
}
if (isPlayer())
{
getAI().setIntention(AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
}
return;
}
}
// Get the Identifier of the skill
int magicId = skill.getId();
// Get the Base Casting Time of the Skills.
int skillTime = (skill.getHitTime() + skill.getCoolTime());
if (!skill.isChanneling() || (skill.getChannelingSkillId() == 0))
{
// Calculate the Casting Time of the "Non-Static" Skills (with caster PAtk/MAtkSpd).
if (!skill.isStatic())
{
skillTime = Formulas.calcAtkSpd(this, skill, skillTime);
}
// Calculate the Casting Time of Magic Skills (reduced in 40% if using SPS/BSPS)
if (skill.isMagic() && (isChargedShot(ShotType.SPIRITSHOTS) || isChargedShot(ShotType.BLESSED_SPIRITSHOTS)))
{
skillTime = (int) (0.6 * skillTime);
}
}
// Avoid broken Casting Animation.
// Client can't handle less than 550ms Casting Animation in Magic Skills with more than 550ms base.
if (skill.isMagic() && ((skill.getHitTime() + skill.getCoolTime()) > 550) && (skillTime < 550))
{
skillTime = 550;
}
// Client can't handle less than 500ms Casting Animation in Physical Skills with 500ms base or more.
else if (!skill.isStatic() && ((skill.getHitTime() + skill.getCoolTime()) >= 500) && (skillTime < 500))
{
skillTime = 500;
}
// queue herbs and potions
if (isCastingSimultaneouslyNow() && simultaneously)
{
ThreadPoolManager.getInstance().scheduleAi(new UsePotionTask(this, skill), 100);
return;
}
// Set the _castInterruptTime and casting status (L2PcInstance already has this true)
if (simultaneously)
{
setIsCastingSimultaneouslyNow(true);
}
else
{
setIsCastingNow(true);
}
if (!simultaneously)
{
_castInterruptTime = -2 + GameTimeController.getInstance().getGameTicks() + (skillTime / GameTimeController.MILLIS_IN_TICK);
setLastSkillCast(skill);
}
else
{
setLastSimultaneousSkillCast(skill);
}
// Calculate the Reuse Time of the Skill
int reuseDelay;
if (skill.isStaticReuse() || skill.isStatic())
{
reuseDelay = (skill.getReuseDelay());
}
else if (skill.isMagic())
{
reuseDelay = (int) (skill.getReuseDelay() * calcStat(Stats.MAGIC_REUSE_RATE, 1, null, null));
}
else if (skill.isPhysical())
{
reuseDelay = (int) (skill.getReuseDelay() * calcStat(Stats.P_REUSE, 1, null, null));
}
else
{
reuseDelay = (int) (skill.getReuseDelay() * calcStat(Stats.DANCE_REUSE, 1, null, null));
}
boolean skillMastery = Formulas.calcSkillMastery(this, skill);
// Skill reuse check
if ((reuseDelay > 30000) && !skillMastery)
{
addTimeStamp(skill, reuseDelay);
}
// Check if this skill consume mp on start casting
int initmpcons = getStat().getMpInitialConsume(skill);
if (initmpcons > 0)
{
getStatus().reduceMp(initmpcons);
StatusUpdate su = new StatusUpdate(this);
su.addAttribute(StatusUpdate.CUR_MP, (int) getCurrentMp());
sendPacket(su);
}
// Disable the skill during the re-use delay and create a task EnableSkill with Medium priority to enable it at the end of the re-use delay
if (reuseDelay > 10)
{
if (skillMastery)
{
reuseDelay = 100;
if (getActingPlayer() != null)
{
getActingPlayer().sendPacket(SystemMessageId.SKILL_READY_TO_USE_AGAIN);
}
}
disableSkill(skill, reuseDelay);
}
// Make sure that char is facing selected target
if (target != this)
{
setHeading(Util.calculateHeadingFrom(this, target));
broadcastPacket(new ExRotation(getObjectId(), getHeading()));
}
if (isPlayable())
{
if (skill.getItemConsumeId() > 0)
{
if (!destroyItemByItemId("Consume", skill.getItemConsumeId(), skill.getItemConsumeCount(), null, true))
{
getActingPlayer().sendPacket(SystemMessageId.NOT_ENOUGH_ITEMS);
abortCast();
return;
}
}
// reduce talisman mana on skill use
if ((skill.getReferenceItemId() > 0) && (ItemTable.getInstance().getTemplate(skill.getReferenceItemId()).getBodyPart() == L2Item.SLOT_DECO))
{
for (L2ItemInstance item : getInventory().getItemsByItemId(skill.getReferenceItemId()))
{
if (item.isEquipped())
{
if (item.getMana() < item.useSkillDisTime())
{
abortCast();
return;
}
item.decreaseMana(false, item.useSkillDisTime());
break;
}
}
}
}
// Send a Server->Client packet MagicSkillUser with target, displayId, level, skillTime, reuseDelay
// to the L2Character AND to all L2PcInstance in the _KnownPlayers of the L2Character
broadcastPacket(new MagicSkillUse(this, target, skill.getDisplayId(), skill.getDisplayLevel(), skillTime, reuseDelay));
// Send a system message to the player.
if (isPlayer() && !skill.isAbnormalInstant())
{
SystemMessage sm = null;
switch (magicId)
{
case 1312: // Fishing
{
// Done in L2PcInstance.startFishing()
break;
}
case 2046: // Wolf Collar
{
sm = SystemMessage.getSystemMessage(SystemMessageId.SUMMON_A_PET);
break;
}
default:
{
sm = SystemMessage.getSystemMessage(SystemMessageId.USE_S1);
sm.addSkillName(skill);
break;
}
}
sendPacket(sm);
}
if (skill.hasEffects(EffectScope.START))
{
skill.applyEffectScope(EffectScope.START, new BuffInfo(this, target, skill), true, false);
}
// Before start AI Cast Broadcast Fly Effect is Need
if (skill.getFlyType() != null)
{
ThreadPoolManager.getInstance().scheduleEffect(new FlyToLocationTask(this, target, skill), 50);
}
MagicUseTask mut = new MagicUseTask(this, targets, skill, skillTime, simultaneously);
// launch the magic in skillTime milliseconds
if (skillTime > 0)
{
// Send a Server->Client packet SetupGauge with the color of the gauge and the casting time
if (isPlayer() && !simultaneously)
{
sendPacket(new SetupGauge(SetupGauge.BLUE, skillTime));
}
if (skill.isChanneling() && (skill.getChannelingSkillId() > 0))
{
getSkillChannelizer().startChanneling(skill);
}
if (simultaneously)
{
Future> future = _skillCast2;
if (future != null)
{
future.cancel(true);
_skillCast2 = null;
}
// Create a task MagicUseTask to launch the MagicSkill at the end of the casting time (skillTime)
// For client animation reasons (party buffs especially) 400 ms before!
_skillCast2 = ThreadPoolManager.getInstance().scheduleEffect(mut, skillTime - 400);
}
else
{
Future> future = _skillCast;
if (future != null)
{
future.cancel(true);
_skillCast = null;
}
// Create a task MagicUseTask to launch the MagicSkill at the end of the casting time (skillTime)
// For client animation reasons (party buffs especially) 400 ms before!
_skillCast = ThreadPoolManager.getInstance().scheduleEffect(mut, skillTime - 400);
}
}
else
{
mut.setSkillTime(0);
onMagicLaunchedTimer(mut);
}
}
/**
* Check if casting of skill is possible
* @param skill
* @return True if casting is possible
*/
public boolean checkDoCastConditions(Skill skill)
{
if ((skill == null) || isSkillDisabled(skill) || ((skill.getFlyType() == FlyType.CHARGE) && isMovementDisabled()))
{
// Send a Server->Client packet ActionFailed to the L2PcInstance
sendPacket(ActionFailed.STATIC_PACKET);
return false;
}
// Check if the caster has enough MP
if (getCurrentMp() < (getStat().getMpConsume(skill) + getStat().getMpInitialConsume(skill)))
{
// Send a System Message to the caster
sendPacket(SystemMessageId.NOT_ENOUGH_MP);
// Send a Server->Client packet ActionFailed to the L2PcInstance
sendPacket(ActionFailed.STATIC_PACKET);
return false;
}
// Check if the caster has enough HP
if (getCurrentHp() <= skill.getHpConsume())
{
// Send a System Message to the caster
sendPacket(SystemMessageId.NOT_ENOUGH_HP);
// Send a Server->Client packet ActionFailed to the L2PcInstance
sendPacket(ActionFailed.STATIC_PACKET);
return false;
}
// Skill mute checks.
if (!skill.isStatic())
{
// Check if the skill is a magic spell and if the L2Character is not muted
if (skill.isMagic())
{
if (isMuted())
{
// Send a Server->Client packet ActionFailed to the L2PcInstance
sendPacket(ActionFailed.STATIC_PACKET);
return false;
}
}
else
{
// Check if the skill is physical and if the L2Character is not physical_muted
if (isPhysicalMuted())
{
// Send a Server->Client packet ActionFailed to the L2PcInstance
sendPacket(ActionFailed.STATIC_PACKET);
return false;
}
}
}
// prevent casting signets to peace zone
if (skill.isChanneling() && (skill.getChannelingSkillId() > 0))
{
L2WorldRegion region = getWorldRegion();
if (region == null)
{
return false;
}
boolean canCast = true;
if ((skill.getTargetType() == L2TargetType.GROUND) && isPlayer())
{
Location wp = getActingPlayer().getCurrentSkillWorldPosition();
if (!region.checkEffectRangeInsidePeaceZone(skill, wp.getX(), wp.getY(), wp.getZ()))
{
canCast = false;
}
}
else if (!region.checkEffectRangeInsidePeaceZone(skill, getX(), getY(), getZ()))
{
canCast = false;
}
if (!canCast)
{
SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.S1_CANNOT_BE_USED);
sm.addSkillName(skill);
sendPacket(sm);
return false;
}
}
// Check if the caster's weapon is limited to use only its own skills
if (getActiveWeaponItem() != null)
{
L2Weapon wep = getActiveWeaponItem();
if (wep.useWeaponSkillsOnly() && !isGM() && wep.hasSkills())
{
boolean found = false;
for (SkillHolder sh : wep.getSkills())
{
if (sh.getSkillId() == skill.getId())
{
found = true;
}
}
if (!found)
{
if (getActingPlayer() != null)
{
sendPacket(SystemMessageId.WEAPON_CAN_USE_ONLY_WEAPON_SKILL);
}
return false;
}
}
}
// Check if the spell consumes an Item
// TODO: combine check and consume
if ((skill.getItemConsumeId() > 0) && (getInventory() != null))
{
// Get the L2ItemInstance consumed by the spell
L2ItemInstance requiredItems = getInventory().getItemByItemId(skill.getItemConsumeId());
// Check if the caster owns enough consumed Item to cast
if ((requiredItems == null) || (requiredItems.getCount() < skill.getItemConsumeCount()))
{
// Checked: when a summon skill failed, server show required consume item count
if (skill.hasEffectType(L2EffectType.SUMMON))
{
SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.SUMMONING_SERVITOR_COSTS_S2_S1);
sm.addItemName(skill.getItemConsumeId());
sm.addInt(skill.getItemConsumeCount());
sendPacket(sm);
}
else
{
// Send a System Message to the caster
sendPacket(SystemMessageId.THERE_ARE_NOT_ENOUGH_NECESSARY_ITEMS_TO_USE_THE_SKILL);
}
return false;
}
}
return true;
}
/**
* Gets the item reuse time stamps map.
* @return the item reuse time stamps map
*/
public final Map getItemReuseTimeStamps()
{
return _reuseTimeStampsItems;
}
/**
* Adds a item reuse time stamp.
* @param item the item
* @param reuse the reuse
*/
public final void addTimeStampItem(L2ItemInstance item, long reuse)
{
addTimeStampItem(item, reuse, -1);
}
/**
* Adds a item reuse time stamp.
* Used for restoring purposes.
* @param item the item
* @param reuse the reuse
* @param systime the system time
*/
public final void addTimeStampItem(L2ItemInstance item, long reuse, long systime)
{
if (_reuseTimeStampsItems == null)
{
synchronized (this)
{
if (_reuseTimeStampsItems == null)
{
_reuseTimeStampsItems = new ConcurrentHashMap<>();
}
}
}
_reuseTimeStampsItems.put(item.getObjectId(), new TimeStamp(item, reuse, systime));
}
/**
* Gets the item remaining reuse time for a given item object ID.
* @param itemObjId the item object ID
* @return if the item has a reuse time stamp, the remaining time, otherwise -1
*/
public synchronized final long getItemRemainingReuseTime(int itemObjId)
{
final TimeStamp reuseStamp = (_reuseTimeStampsItems != null) ? _reuseTimeStampsItems.get(itemObjId) : null;
return reuseStamp != null ? reuseStamp.getRemaining() : -1;
}
/**
* Gets the item remaining reuse time for a given shared reuse item group.
* @param group the shared reuse item group
* @return if the shared reuse item group has a reuse time stamp, the remaining time, otherwise -1
*/
public final long getReuseDelayOnGroup(int group)
{
if ((group > 0) && (_reuseTimeStampsItems != null))
{
for (TimeStamp ts : _reuseTimeStampsItems.values())
{
if ((ts.getSharedReuseGroup() == group) && ts.hasNotPassed())
{
return ts.getRemaining();
}
}
}
return -1;
}
/**
* Gets the skill reuse time stamps map.
* @return the skill reuse time stamps map
*/
public final Map getSkillReuseTimeStamps()
{
return _reuseTimeStampsSkills;
}
/**
* Adds the skill reuse time stamp.
* @param skill the skill
* @param reuse the delay
*/
public final void addTimeStamp(Skill skill, long reuse)
{
addTimeStamp(skill, reuse, -1);
}
/**
* Adds the skill reuse time stamp.
* Used for restoring purposes.
* @param skill the skill
* @param reuse the reuse
* @param systime the system time
*/
public final void addTimeStamp(Skill skill, long reuse, long systime)
{
if (_reuseTimeStampsSkills == null)
{
synchronized (this)
{
if (_reuseTimeStampsSkills == null)
{
_reuseTimeStampsSkills = new ConcurrentHashMap<>();
}
}
}
_reuseTimeStampsSkills.put(skill.getReuseHashCode(), new TimeStamp(skill, reuse, systime));
}
/**
* Removes a skill reuse time stamp.
* @param skill the skill to remove
*/
public synchronized final void removeTimeStamp(Skill skill)
{
if (_reuseTimeStampsSkills != null)
{
_reuseTimeStampsSkills.remove(skill.getReuseHashCode());
}
}
/**
* Removes all skill reuse time stamps.
*/
public synchronized final void resetTimeStamps()
{
if (_reuseTimeStampsSkills != null)
{
_reuseTimeStampsSkills.clear();
}
}
/**
* Gets the skill remaining reuse time for a given skill hash code.
* @param hashCode the skill hash code
* @return if the skill has a reuse time stamp, the remaining time, otherwise -1
*/
public synchronized final long getSkillRemainingReuseTime(int hashCode)
{
final TimeStamp reuseStamp = (_reuseTimeStampsSkills != null) ? _reuseTimeStampsSkills.get(hashCode) : null;
return reuseStamp != null ? reuseStamp.getRemaining() : -1;
}
/**
* Verifies if the skill is under reuse time.
* @param hashCode the skill hash code
* @return {@code true} if the skill is under reuse time, {@code false} otherwise
*/
public synchronized final boolean hasSkillReuse(int hashCode)
{
final TimeStamp reuseStamp = (_reuseTimeStampsSkills != null) ? _reuseTimeStampsSkills.get(hashCode) : null;
return (reuseStamp != null) && reuseStamp.hasNotPassed();
}
/**
* Gets the skill reuse time stamp.
* @param hashCode the skill hash code
* @return if the skill has a reuse time stamp, the skill reuse time stamp, otherwise {@code null}
*/
public synchronized final TimeStamp getSkillReuseTimeStamp(int hashCode)
{
return _reuseTimeStampsSkills != null ? _reuseTimeStampsSkills.get(hashCode) : null;
}
/**
* Gets the disabled skills map.
* @return the disabled skills map
*/
public Map getDisabledSkills()
{
return _disabledSkills;
}
/**
* Enables a skill.
* @param skill the skill to enable
*/
public void enableSkill(Skill skill)
{
if ((skill == null) || (_disabledSkills == null))
{
return;
}
_disabledSkills.remove(skill.getReuseHashCode());
}
/**
* Disables a skill for a given time.
* If delay is lesser or equal than zero, skill will be disabled "forever".
* @param skill the skill to disable
* @param delay delay in milliseconds
*/
public void disableSkill(Skill skill, long delay)
{
if (skill == null)
{
return;
}
if (_disabledSkills == null)
{
synchronized (this)
{
if (_disabledSkills == null)
{
_disabledSkills = new ConcurrentHashMap<>();
}
}
}
_disabledSkills.put(skill.getReuseHashCode(), delay > 0 ? System.currentTimeMillis() + delay : Long.MAX_VALUE);
}
/**
* Removes all the disabled skills.
*/
public synchronized final void resetDisabledSkills()
{
if (_disabledSkills != null)
{
_disabledSkills.clear();
}
}
/**
* Verifies if the skill is disabled.
* @param skill the skill
* @return {@code true} if the skill is disabled, {@code false} otherwise
*/
public boolean isSkillDisabled(Skill skill)
{
return (skill != null) && isSkillDisabled(skill.getReuseHashCode());
}
/**
* Verifies if the skill is disabled.
* @param hashCode the skill hash code
* @return {@code true} if the skill is disabled, {@code false} otherwise
*/
public boolean isSkillDisabled(int hashCode)
{
if (isAllSkillsDisabled())
{
return true;
}
if (_disabledSkills == null)
{
return false;
}
final Long stamp = _disabledSkills.get(hashCode);
if (stamp == null)
{
return false;
}
if (stamp < System.currentTimeMillis())
{
_disabledSkills.remove(hashCode);
return false;
}
return true;
}
/**
* Disables all skills.
*/
public void disableAllSkills()
{
_allSkillsDisabled = true;
}
/**
* Enables all skills, except those under reuse time or previously disabled.
*/
public void enableAllSkills()
{
_allSkillsDisabled = false;
}
/**
* Kill the L2Character.
* Actions:
*
* - Set target to null and cancel Attack or Cast
* - Stop movement
* - Stop HP/MP/CP Regeneration task
* - Stop all active skills effects in progress on the L2Character
* - Send the Server->Client packet StatusUpdate with current HP and MP to all other L2PcInstance to inform
* - Notify L2Character AI
*
* @param killer The L2Character who killed it
* @return false if the player is already dead.
*/
public boolean doDie(L2Character killer)
{
final TerminateReturn returnBack = EventDispatcher.getInstance().notifyEvent(new OnCreatureKill(killer, this), this, TerminateReturn.class);
if ((returnBack != null) && returnBack.terminate())
{
return false;
}
// killing is only possible one time
synchronized (this)
{
if (isDead())
{
return false;
}
// now reset currentHp to zero
setCurrentHp(0);
setIsDead(true);
}
// Set target to null and cancel Attack or Cast
setTarget(null);
// Stop movement
stopMove(null);
// Stop HP/MP/CP Regeneration task
getStatus().stopHpMpRegeneration();
stopAllEffectsExceptThoseThatLastThroughDeath();
calculateRewards(killer);
// Send the Server->Client packet StatusUpdate with current HP and MP to all other L2PcInstance to inform
broadcastStatusUpdate();
// Notify L2Character AI
if (hasAI())
{
getAI().notifyEvent(CtrlEvent.EVT_DEAD);
}
if (getWorldRegion() != null)
{
getWorldRegion().onDeath(this);
}
getAttackByList().clear();
if (isChannelized())
{
getSkillChannelized().abortChannelization();
}
return true;
}
@Override
public boolean deleteMe()
{
setDebug(null);
if (hasAI())
{
getAI().stopAITask();
}
return true;
}
public void detachAI()
{
if (isWalker())
{
return;
}
setAI(null);
}
protected void calculateRewards(L2Character killer)
{
}
/** Sets HP, MP and CP and revives the L2Character. */
public void doRevive()
{
if (!isDead())
{
return;
}
if (!isTeleporting())
{
setIsPendingRevive(false);
setIsDead(false);
if ((Config.RESPAWN_RESTORE_CP > 0) && (getCurrentCp() < (getMaxCp() * Config.RESPAWN_RESTORE_CP)))
{
_status.setCurrentCp(getMaxCp() * Config.RESPAWN_RESTORE_CP);
}
if ((Config.RESPAWN_RESTORE_HP > 0) && (getCurrentHp() < (getMaxHp() * Config.RESPAWN_RESTORE_HP)))
{
_status.setCurrentHp(getMaxHp() * Config.RESPAWN_RESTORE_HP);
}
if ((Config.RESPAWN_RESTORE_MP > 0) && (getCurrentMp() < (getMaxMp() * Config.RESPAWN_RESTORE_MP)))
{
_status.setCurrentMp(getMaxMp() * Config.RESPAWN_RESTORE_MP);
}
// Start broadcast status
broadcastPacket(new Revive(this));
if (getWorldRegion() != null)
{
getWorldRegion().onRevive(this);
}
}
else
{
setIsPendingRevive(true);
}
}
/**
* Revives the L2Character using skill.
* @param revivePower
*/
public void doRevive(double revivePower)
{
doRevive();
}
/**
* Gets this creature's AI.
* @return the AI
*/
public final L2CharacterAI getAI()
{
if (_ai == null)
{
synchronized (this)
{
if (_ai == null)
{
_ai = initAI();
}
}
}
return _ai;
}
/**
* Initialize this creature's AI.
* OOP approach to be overridden in child classes.
* @return the new AI
*/
protected L2CharacterAI initAI()
{
return new L2CharacterAI(this);
}
public void setAI(L2CharacterAI newAI)
{
L2CharacterAI oldAI = _ai;
if ((oldAI != null) && (oldAI != newAI) && (oldAI instanceof L2AttackableAI))
{
oldAI.stopAITask();
}
_ai = newAI;
}
/**
* Verifies if this creature has an AI,
* @return {@code true} if this creature has an AI, {@code false} otherwise
*/
public boolean hasAI()
{
return _ai != null;
}
/**
* @return True if the L2Character is RaidBoss or his minion.
*/
public boolean isRaid()
{
return false;
}
/**
* @return True if the L2Character is minion.
*/
public boolean isMinion()
{
return false;
}
/**
* @return True if the L2Character is minion of RaidBoss.
*/
public boolean isRaidMinion()
{
return false;
}
/**
* @return a list of L2Character that attacked.
*/
public final Set getAttackByList()
{
if (_attackByList == null)
{
synchronized (this)
{
if (_attackByList == null)
{
_attackByList = ConcurrentHashMap.newKeySet();
}
}
}
return _attackByList;
}
public final Skill getLastSimultaneousSkillCast()
{
return _lastSimultaneousSkillCast;
}
public void setLastSimultaneousSkillCast(Skill skill)
{
_lastSimultaneousSkillCast = skill;
}
public final Skill getLastSkillCast()
{
return _lastSkillCast;
}
public void setLastSkillCast(Skill skill)
{
_lastSkillCast = skill;
}
public final boolean isNoRndWalk()
{
return _isNoRndWalk;
}
public final void setIsNoRndWalk(boolean value)
{
_isNoRndWalk = value;
}
public final boolean isAfraid()
{
return isAffected(EffectFlag.FEAR);
}
/**
* @return True if the L2Character can't use its skills (ex : stun, sleep...).
*/
public final boolean isAllSkillsDisabled()
{
return _allSkillsDisabled || isStunned() || isSleeping() || isParalyzed();
}
/**
* @return True if the L2Character can't attack (stun, sleep, attackEndTime, fakeDeath, paralyze, attackMute).
*/
public boolean isAttackingDisabled()
{
return isFlying() || isStunned() || isSleeping() || isAttackingNow() || isAlikeDead() || isParalyzed() || isPhysicalAttackMuted() || isCoreAIDisabled();
}
public final Calculator[] getCalculators()
{
return _calculators;
}
public final boolean isConfused()
{
return isAffected(EffectFlag.CONFUSED);
}
/**
* @return True if the L2Character is dead or use fake death.
*/
public boolean isAlikeDead()
{
return _isDead;
}
/**
* @return True if the L2Character is dead.
*/
public final boolean isDead()
{
return _isDead;
}
public final void setIsDead(boolean value)
{
_isDead = value;
}
public boolean isImmobilized()
{
return _isImmobilized;
}
public void setIsImmobilized(boolean value)
{
_isImmobilized = value;
}
public final boolean isMuted()
{
return isAffected(EffectFlag.MUTED);
}
public final boolean isPhysicalMuted()
{
return isAffected(EffectFlag.PSYCHICAL_MUTED);
}
public final boolean isPhysicalAttackMuted()
{
return isAffected(EffectFlag.PSYCHICAL_ATTACK_MUTED);
}
/**
* @return True if the L2Character can't move (stun, root, sleep, overload, paralyzed).
*/
public boolean isMovementDisabled()
{
// check for isTeleporting to prevent teleport cheating (if appear packet not received)
return isStunned() || isRooted() || isSleeping() || isOverloaded() || isParalyzed() || isImmobilized() || isAlikeDead() || isTeleporting();
}
/**
* @return True if the L2Character can not be controlled by the player (confused, afraid).
*/
public final boolean isOutOfControl()
{
return isConfused() || isAfraid();
}
public final boolean isOverloaded()
{
return _isOverloaded;
}
/**
* Set the overloaded status of the L2Character is overloaded (if True, the L2PcInstance can't take more item).
* @param value
*/
public final void setIsOverloaded(boolean value)
{
_isOverloaded = value;
}
public final boolean isParalyzed()
{
return _isParalyzed || isAffected(EffectFlag.PARALYZED);
}
public final void setIsParalyzed(boolean value)
{
_isParalyzed = value;
}
public final boolean isPendingRevive()
{
return isDead() && _isPendingRevive;
}
public final void setIsPendingRevive(boolean value)
{
_isPendingRevive = value;
}
public final boolean isDisarmed()
{
return isAffected(EffectFlag.DISARMED);
}
/**
* @return the summon
*/
public L2Summon getSummon()
{
return null;
}
/**
* @return {@code true} if the character has a summon, {@code false} otherwise
*/
public final boolean hasSummon()
{
return getSummon() != null;
}
/**
* @return {@code true} if the character has a pet, {@code false} otherwise
*/
public final boolean hasPet()
{
return hasSummon() && getSummon().isPet();
}
/**
* @return {@code true} if the character has a servitor, {@code false} otherwise
*/
public final boolean hasServitor()
{
return hasSummon() && getSummon().isServitor();
}
public final boolean isRooted()
{
return isAffected(EffectFlag.ROOTED);
}
/**
* @return True if the L2Character is running.
*/
public boolean isRunning()
{
return _isRunning;
}
public final void setIsRunning(boolean value)
{
if (_isRunning == value)
{
return;
}
_isRunning = value;
if (getRunSpeed() != 0)
{
broadcastPacket(new ChangeMoveType(this));
}
if (isPlayer())
{
getActingPlayer().broadcastUserInfo();
}
else if (isSummon())
{
broadcastStatusUpdate();
}
else if (isNpc())
{
Collection plrs = getKnownList().getKnownPlayers().values();
for (L2PcInstance player : plrs)
{
if ((player == null) || !isVisibleFor(player))
{
continue;
}
else if (getRunSpeed() == 0)
{
player.sendPacket(new ServerObjectInfo((L2Npc) this, player));
}
else
{
player.sendPacket(new AbstractNpcInfo.NpcInfo((L2Npc) this, player));
}
}
}
}
/** Set the L2Character movement type to run and send Server->Client packet ChangeMoveType to all others L2PcInstance. */
public final void setRunning()
{
if (!isRunning())
{
setIsRunning(true);
}
}
public final boolean isSleeping()
{
return isAffected(EffectFlag.SLEEP);
}
public final boolean isStunned()
{
return isAffected(EffectFlag.STUNNED);
}
public final boolean isBetrayed()
{
return isAffected(EffectFlag.BETRAYED);
}
public final boolean isTeleporting()
{
return _isTeleporting;
}
public void setIsTeleporting(boolean value)
{
_isTeleporting = value;
}
public void setIsInvul(boolean b)
{
_isInvul = b;
}
public boolean isInvul()
{
return _isInvul || _isTeleporting || isAffected(EffectFlag.INVUL);
}
public void setIsMortal(boolean b)
{
_isMortal = b;
}
public boolean isMortal()
{
return _isMortal;
}
public boolean isUndead()
{
return false;
}
public boolean isResurrectionBlocked()
{
return isAffected(EffectFlag.BLOCK_RESURRECTION);
}
public final boolean isFlying()
{
return _isFlying;
}
public final void setIsFlying(boolean mode)
{
_isFlying = mode;
}
@Override
public CharKnownList getKnownList()
{
return ((CharKnownList) super.getKnownList());
}
@Override
public void initKnownList()
{
setKnownList(new CharKnownList(this));
}
public CharStat getStat()
{
return _stat;
}
/**
* Initializes the CharStat class of the L2Object, is overwritten in classes that require a different CharStat Type.
* Removes the need for instanceof checks.
*/
public void initCharStat()
{
_stat = new CharStat(this);
}
public final void setStat(CharStat value)
{
_stat = value;
}
public CharStatus getStatus()
{
return _status;
}
/**
* Initializes the CharStatus class of the L2Object, is overwritten in classes that require a different CharStatus Type.
* Removes the need for instanceof checks.
*/
public void initCharStatus()
{
_status = new CharStatus(this);
}
public final void setStatus(CharStatus value)
{
_status = value;
}
public L2CharTemplate getTemplate()
{
return _template;
}
/**
* Set the template of the L2Character.
* Concept:
* Each L2Character owns generic and static properties (ex : all Keltir have the same number of HP...).
* All of those properties are stored in a different template for each type of L2Character.
* Each template is loaded once in the server cache memory (reduce memory use).
* When a new instance of L2Character is spawned, server just create a link between the instance and the template This link is stored in _template.
* @param template
*/
protected final void setTemplate(L2CharTemplate template)
{
_template = template;
}
/**
* @return the Title of the L2Character.
*/
public final String getTitle()
{
return _title;
}
/**
* Set the Title of the L2Character.
* @param value
*/
public final void setTitle(String value)
{
if (value == null)
{
_title = "";
}
else
{
_title = value.length() > 21 ? value.substring(0, 20) : value;
}
}
/**
* Set the L2Character movement type to walk and send Server->Client packet ChangeMoveType to all others L2PcInstance.
*/
public final void setWalking()
{
if (isRunning())
{
setIsRunning(false);
}
}
/**
* Gets the abnormal visual effects affecting this character.
* @return a map of 32 bits containing all abnormal visual effects in progress for this character
*/
public int getAbnormalVisualEffects()
{
return _abnormalVisualEffects;
}
/**
* Gets the special abnormal visual effects affecting this character.
* @return a map of 32 bits containing all special effect in progress for this character
*/
public int getAbnormalVisualEffectSpecial()
{
return _abnormalVisualEffectsSpecial;
}
/**
* Gets the event abnormal visual effects affecting this character.
* @return a map of 32 bits containing all event abnormal visual effects in progress for this character
*/
public int getAbnormalVisualEffectEvent()
{
return _abnormalVisualEffectsEvent;
}
/**
* Verify if this creature is affected by the given abnormal visual effect.
* @param ave the abnormal visual effect
* @return {@code true} if the creature is affected by the abnormal visual effect, {@code false} otherwise
*/
public boolean hasAbnormalVisualEffect(AbnormalVisualEffect ave)
{
if (ave.isEvent())
{
return (getAbnormalVisualEffectEvent() & ave.getMask()) == ave.getMask();
}
if (ave.isSpecial())
{
return (getAbnormalVisualEffectSpecial() & ave.getMask()) == ave.getMask();
}
return (getAbnormalVisualEffects() & ave.getMask()) == ave.getMask();
}
/**
* Adds the abnormal visual effect flags in the binary mask and send Server->Client UserInfo/CharInfo packet.
* @param update if {@code true} update packets will be sent
* @param aves the abnormal visual effects
*/
public final void startAbnormalVisualEffect(boolean update, AbnormalVisualEffect... aves)
{
for (AbnormalVisualEffect ave : aves)
{
if (ave.isEvent())
{
_abnormalVisualEffectsEvent |= ave.getMask();
}
else if (ave.isSpecial())
{
_abnormalVisualEffectsSpecial |= ave.getMask();
}
else
{
_abnormalVisualEffects |= ave.getMask();
}
}
if (update)
{
updateAbnormalEffect();
}
}
/**
* Removes the abnormal visual effect flags from the binary mask and send Server->Client UserInfo/CharInfo packet.
* @param update if {@code true} update packets will be sent
* @param aves the abnormal visual effects
*/
public final void stopAbnormalVisualEffect(boolean update, AbnormalVisualEffect... aves)
{
for (AbnormalVisualEffect ave : aves)
{
if (ave.isEvent())
{
_abnormalVisualEffectsEvent &= ~ave.getMask();
}
else if (ave.isSpecial())
{
_abnormalVisualEffectsSpecial &= ~ave.getMask();
}
else
{
_abnormalVisualEffects &= ~ave.getMask();
}
}
if (update)
{
updateAbnormalEffect();
}
}
/**
* Active the abnormal effect Fake Death flag, notify the L2Character AI and send Server->Client UserInfo/CharInfo packet.
*/
public final void startFakeDeath()
{
if (!isPlayer())
{
return;
}
getActingPlayer().setIsFakeDeath(true);
// Aborts any attacks/casts if fake dead
abortAttack();
abortCast();
stopMove(null);
getAI().notifyEvent(CtrlEvent.EVT_FAKE_DEATH);
broadcastPacket(new ChangeWaitType(this, ChangeWaitType.WT_START_FAKEDEATH));
}
/**
* Launch a Stun Abnormal Effect on the L2Character.
* Actions:
*
* - Calculate the success rate of the Stun Abnormal Effect on this L2Character
* - If Stun succeed, active the abnormal effect Stun flag, notify the L2Character AI and send Server->Client UserInfo/CharInfo packet
* - If Stun NOT succeed, send a system message Failed to the L2PcInstance attacker
*
*/
public final void startStunning()
{
// Aborts any attacks/casts if stunned
abortAttack();
abortCast();
stopMove(null);
getAI().notifyEvent(CtrlEvent.EVT_STUNNED);
if (!isSummon())
{
getAI().setIntention(CtrlIntention.AI_INTENTION_IDLE);
}
updateAbnormalEffect();
}
public final void startParalyze()
{
// Aborts any attacks/casts if paralyzed
abortAttack();
abortCast();
stopMove(null);
getAI().notifyEvent(CtrlEvent.EVT_PARALYZED);
}
/**
* Stop all active skills effects in progress on the L2Character.
*/
public void stopAllEffects()
{
_effectList.stopAllEffects();
}
/**
* Stops all effects, except those that last through death.
*/
public void stopAllEffectsExceptThoseThatLastThroughDeath()
{
_effectList.stopAllEffectsExceptThoseThatLastThroughDeath();
}
/**
* Stop and remove the effects corresponding to the skill ID.
* @param removed if {@code true} the effect will be set as removed, and a system message will be sent
* @param skillId the skill Id
*/
public void stopSkillEffects(boolean removed, int skillId)
{
_effectList.stopSkillEffects(removed, skillId);
}
public final void stopEffects(L2EffectType type)
{
_effectList.stopEffects(type);
}
/**
* Exits all buffs effects of the skills with "removedOnAnyAction" set.
* Called on any action except movement (attack, cast).
*/
public final void stopEffectsOnAction()
{
_effectList.stopEffectsOnAction();
}
/**
* Exits all buffs effects of the skills with "removedOnDamage" set.
* Called on decreasing HP and mana burn.
* @param awake
*/
public final void stopEffectsOnDamage(boolean awake)
{
_effectList.stopEffectsOnDamage(awake);
}
/**
* Stop a specified/all Fake Death abnormal L2Effect.
* Actions:
*
* - Delete a specified/all (if effect=null) Fake Death abnormal L2Effect from L2Character and update client magic icon
* - Set the abnormal effect flag _fake_death to False
* - Notify the L2Character AI
*
* @param removeEffects
*/
public final void stopFakeDeath(boolean removeEffects)
{
if (removeEffects)
{
stopEffects(L2EffectType.FAKE_DEATH);
}
// if this is a player instance, start the grace period for this character (grace from mobs only)!
if (isPlayer())
{
getActingPlayer().setIsFakeDeath(false);
getActingPlayer().setRecentFakeDeath(true);
}
broadcastPacket(new ChangeWaitType(this, ChangeWaitType.WT_STOP_FAKEDEATH));
// TODO: Temp hack: players see FD on ppl that are moving: Teleport to someone who uses FD - if he gets up he will fall down again for that client -
// even tho he is actually standing... Probably bad info in CharInfo packet?
broadcastPacket(new Revive(this));
}
/**
* Stop a specified/all Stun abnormal L2Effect.
* Actions:
*
* - Delete a specified/all (if effect=null) Stun abnormal L2Effect from L2Character and update client magic icon
* - Set the abnormal effect flag _stuned to False
* - Notify the L2Character AI
* - Send Server->Client UserInfo/CharInfo packet
*
* @param removeEffects
*/
public final void stopStunning(boolean removeEffects)
{
if (removeEffects)
{
stopEffects(L2EffectType.STUN);
}
if (!isPlayer())
{
getAI().notifyEvent(CtrlEvent.EVT_THINK);
}
updateAbnormalEffect();
}
/**
* Stop L2Effect: Transformation.
* Actions:
*
* - Remove Transformation Effect
* - Notify the L2Character AI
* - Send Server->Client UserInfo/CharInfo packet
*
* @param removeEffects
*/
public final void stopTransformation(boolean removeEffects)
{
if (removeEffects)
{
getEffectList().stopSkillEffects(false, AbnormalType.TRANSFORM);
}
// if this is a player instance, then untransform, also set the transform_id column equal to 0 if not cursed.
if (isPlayer())
{
if (getActingPlayer().getTransformation() != null)
{
getActingPlayer().untransform();
}
}
if (!isPlayer())
{
getAI().notifyEvent(CtrlEvent.EVT_THINK);
}
updateAbnormalEffect();
}
public abstract void updateAbnormalEffect();
/**
* Update active skills in progress (In Use and Not In Use because stacked) icons on client.
* Concept:
* All active skills effects in progress (In Use and Not In Use because stacked) are represented by an icon on the client.
* Caution : This method ONLY UPDATE the client of the player and not clients of all players in the party.
*/
public final void updateEffectIcons()
{
updateEffectIcons(false);
}
/**
* Updates Effect Icons for this character(player/summon) and his party if any.
* @param partyOnly
*/
public void updateEffectIcons(boolean partyOnly)
{
// overridden
}
public boolean isAffectedBySkill(int skillId)
{
return _effectList.isAffectedBySkill(skillId);
}
/**
* This class group all movement data.
* Data :
*
* - _moveTimestamp : Last time position update
* - _xDestination, _yDestination, _zDestination : Position of the destination
* - _xMoveFrom, _yMoveFrom, _zMoveFrom : Position of the origin
* - _moveStartTime : Start time of the movement
* - _ticksToMove : Nb of ticks between the start and the destination
* - _xSpeedTicks, _ySpeedTicks : Speed in unit/ticks
*
*/
public static class MoveData
{
// when we retrieve x/y/z we use GameTimeControl.getGameTicks()
// if we are moving, but move timestamp==gameticks, we don't need
// to recalculate position
public int _moveStartTime;
public int _moveTimestamp; // last update
public int _xDestination;
public int _yDestination;
public int _zDestination;
public double _xAccurate; // otherwise there would be rounding errors
public double _yAccurate;
public double _zAccurate;
public int _heading;
public boolean disregardingGeodata;
public int onGeodataPathIndex;
public List geoPath;
public int geoPathAccurateTx;
public int geoPathAccurateTy;
public int geoPathGtx;
public int geoPathGty;
}
/**
* Add a Func to the Calculator set of the L2Character.
* Concept: A L2Character owns a table of Calculators called _calculators.
* Each Calculator (a calculator per state) own a table of Func object.
* A Func object is a mathematical function that permit to calculate the modifier of a state (ex : REGENERATE_HP_RATE...).
* To reduce cache memory use, L2NPCInstances who don't have skills share the same Calculator set called NPC_STD_CALCULATOR.
* That's why, if a L2NPCInstance is under a skill/spell effect that modify one of its state, a copy of the NPC_STD_CALCULATOR must be create in its _calculators before adding new Func object.
* Actions:
*
* - If _calculators is linked to NPC_STD_CALCULATOR, create a copy of NPC_STD_CALCULATOR in _calculators
* - Add the Func object to _calculators
*
* @param function The Func object to add to the Calculator corresponding to the state affected
*/
public final void addStatFunc(AbstractFunction function)
{
if (function == null)
{
return;
}
synchronized (this)
{
// Check if Calculator set is linked to the standard Calculator set of NPC
if (_calculators == NPC_STD_CALCULATOR)
{
// Create a copy of the standard NPC Calculator set
_calculators = new Calculator[Stats.NUM_STATS];
for (int i = 0; i < Stats.NUM_STATS; i++)
{
if (NPC_STD_CALCULATOR[i] != null)
{
_calculators[i] = new Calculator(NPC_STD_CALCULATOR[i]);
}
}
}
// Select the Calculator of the affected state in the Calculator set
int stat = function.getStat().ordinal();
if (_calculators[stat] == null)
{
_calculators[stat] = new Calculator();
}
// Add the Func to the calculator corresponding to the state
_calculators[stat].addFunc(function);
}
}
/**
* Add a list of Funcs to the Calculator set of the L2Character.
* Concept:
* A L2Character owns a table of Calculators called _calculators.
* Each Calculator (a calculator per state) own a table of Func object.
* A Func object is a mathematic function that permit to calculate the modifier of a state (ex : REGENERATE_HP_RATE...).
* Caution : This method is ONLY for L2PcInstance
* Example of use:
*
* - Equip an item from inventory
* - Learn a new passive skill
* - Use an active skill
*
* @param functions The list of Func objects to add to the Calculator corresponding to the state affected
*/
public final void addStatFuncs(List functions)
{
if (!isPlayer() && getKnownList().getKnownPlayers().isEmpty())
{
for (AbstractFunction f : functions)
{
addStatFunc(f);
}
}
else
{
final List modifiedStats = new ArrayList<>();
for (AbstractFunction f : functions)
{
modifiedStats.add(f.getStat());
addStatFunc(f);
}
broadcastModifiedStats(modifiedStats);
}
}
/**
* Remove a Func from the Calculator set of the L2Character.
* Concept:
* A L2Character owns a table of Calculators called _calculators.
* Each Calculator (a calculator per state) own a table of Func object.
* A Func object is a mathematic function that permit to calculate the modifier of a state (ex : REGENERATE_HP_RATE...).
* To reduce cache memory use, L2NPCInstances who don't have skills share the same Calculator set called NPC_STD_CALCULATOR.
* That's why, if a L2NPCInstance is under a skill/spell effect that modify one of its state, a copy of the NPC_STD_CALCULATOR must be create in its _calculators before addind new Func object.
* Actions:
*
* - Remove the Func object from _calculators
* - If L2Character is a L2NPCInstance and _calculators is equal to NPC_STD_CALCULATOR, free cache memory and just create a link on NPC_STD_CALCULATOR in _calculators
*
* @param function The Func object to remove from the Calculator corresponding to the state affected
*/
public final void removeStatFunc(AbstractFunction function)
{
if (function == null)
{
return;
}
// Select the Calculator of the affected state in the Calculator set
int stat = function.getStat().ordinal();
synchronized (this)
{
if (_calculators[stat] == null)
{
return;
}
// Remove the Func object from the Calculator
_calculators[stat].removeFunc(function);
if (_calculators[stat].size() == 0)
{
_calculators[stat] = null;
}
// If possible, free the memory and just create a link on NPC_STD_CALCULATOR
if (isNpc())
{
int i = 0;
for (; i < Stats.NUM_STATS; i++)
{
if (!Calculator.equalsCals(_calculators[i], NPC_STD_CALCULATOR[i]))
{
break;
}
}
if (i >= Stats.NUM_STATS)
{
_calculators = NPC_STD_CALCULATOR;
}
}
}
}
/**
* Remove a list of Funcs from the Calculator set of the L2PcInstance.
* Concept:
* A L2Character owns a table of Calculators called _calculators.
* Each Calculator (a calculator per state) own a table of Func object.
* A Func object is a mathematic function that permit to calculate the modifier of a state (ex : REGENERATE_HP_RATE...).
* Caution : This method is ONLY for L2PcInstance
* Example of use:
*
* - Unequip an item from inventory
* - Stop an active skill
*
* @param functions The list of Func objects to add to the Calculator corresponding to the state affected
*/
public final void removeStatFuncs(AbstractFunction[] functions)
{
if (!isPlayer() && getKnownList().getKnownPlayers().isEmpty())
{
for (AbstractFunction f : functions)
{
removeStatFunc(f);
}
}
else
{
final List modifiedStats = new ArrayList<>();
for (AbstractFunction f : functions)
{
modifiedStats.add(f.getStat());
removeStatFunc(f);
}
broadcastModifiedStats(modifiedStats);
}
}
/**
* Remove all Func objects with the selected owner from the Calculator set of the L2Character.
* Concept:
* A L2Character owns a table of Calculators called _calculators.
* Each Calculator (a calculator per state) own a table of Func object.
* A Func object is a mathematic function that permit to calculate the modifier of a state (ex : REGENERATE_HP_RATE...).
* To reduce cache memory use, L2NPCInstances who don't have skills share the same Calculator set called NPC_STD_CALCULATOR.
* That's why, if a L2NPCInstance is under a skill/spell effect that modify one of its state, a copy of the NPC_STD_CALCULATOR must be create in its _calculators before addind new Func object.
* Actions:
*
* - Remove all Func objects of the selected owner from _calculators
* - If L2Character is a L2NPCInstance and _calculators is equal to NPC_STD_CALCULATOR, free cache memory and just create a link on NPC_STD_CALCULATOR in _calculators
*
* Example of use:
*
* - Unequip an item from inventory
* - Stop an active skill
*
* @param owner The Object(Skill, Item...) that has created the effect
*/
public final void removeStatsOwner(Object owner)
{
List modifiedStats = null;
int i = 0;
// Go through the Calculator set
synchronized (this)
{
for (Calculator calc : _calculators)
{
if (calc != null)
{
// Delete all Func objects of the selected owner
if (modifiedStats != null)
{
modifiedStats.addAll(calc.removeOwner(owner));
}
else
{
modifiedStats = calc.removeOwner(owner);
}
if (calc.size() == 0)
{
_calculators[i] = null;
}
}
i++;
}
// If possible, free the memory and just create a link on NPC_STD_CALCULATOR
if (isNpc())
{
i = 0;
for (; i < Stats.NUM_STATS; i++)
{
if (!Calculator.equalsCals(_calculators[i], NPC_STD_CALCULATOR[i]))
{
break;
}
}
if (i >= Stats.NUM_STATS)
{
_calculators = NPC_STD_CALCULATOR;
}
}
broadcastModifiedStats(modifiedStats);
}
}
protected void broadcastModifiedStats(List stats)
{
if ((stats == null) || stats.isEmpty())
{
return;
}
if (isSummon())
{
L2Summon summon = (L2Summon) this;
if (summon.getOwner() != null)
{
summon.updateAndBroadcastStatus(1);
}
}
else
{
boolean broadcastFull = false;
StatusUpdate su = new StatusUpdate(this);
for (Stats stat : stats)
{
if (stat == Stats.POWER_ATTACK_SPEED)
{
su.addAttribute(StatusUpdate.ATK_SPD, getPAtkSpd());
}
else if (stat == Stats.MAGIC_ATTACK_SPEED)
{
su.addAttribute(StatusUpdate.CAST_SPD, getMAtkSpd());
}
else if (stat == Stats.MOVE_SPEED)
{
broadcastFull = true;
}
}
if (isPlayer())
{
if (broadcastFull)
{
getActingPlayer().updateAndBroadcastStatus(2);
}
else
{
getActingPlayer().updateAndBroadcastStatus(1);
if (su.hasAttributes())
{
broadcastPacket(su);
}
}
if ((getSummon() != null) && isAffected(EffectFlag.SERVITOR_SHARE))
{
getSummon().broadcastStatusUpdate();
}
}
else if (isNpc())
{
if (broadcastFull)
{
Collection plrs = getKnownList().getKnownPlayers().values();
for (L2PcInstance player : plrs)
{
if ((player == null) || !isVisibleFor(player))
{
continue;
}
if (getRunSpeed() == 0)
{
player.sendPacket(new ServerObjectInfo((L2Npc) this, player));
}
else
{
player.sendPacket(new AbstractNpcInfo.NpcInfo((L2Npc) this, player));
}
}
}
else if (su.hasAttributes())
{
broadcastPacket(su);
}
}
else if (su.hasAttributes())
{
broadcastPacket(su);
}
}
}
public final int getXdestination()
{
MoveData m = _move;
if (m != null)
{
return m._xDestination;
}
return getX();
}
/**
* @return the Y destination of the L2Character or the Y position if not in movement.
*/
public final int getYdestination()
{
MoveData m = _move;
if (m != null)
{
return m._yDestination;
}
return getY();
}
/**
* @return the Z destination of the L2Character or the Z position if not in movement.
*/
public final int getZdestination()
{
MoveData m = _move;
if (m != null)
{
return m._zDestination;
}
return getZ();
}
/**
* @return True if the L2Character is in combat.
*/
public boolean isInCombat()
{
return hasAI() && ((getAI().getAttackTarget() != null) || getAI().isAutoAttacking());
}
/**
* @return True if the L2Character is moving.
*/
public final boolean isMoving()
{
return _move != null;
}
/**
* @return True if the L2Character is travelling a calculated path.
*/
public final boolean isOnGeodataPath()
{
MoveData m = _move;
if (m == null)
{
return false;
}
if (m.onGeodataPathIndex == -1)
{
return false;
}
if (m.onGeodataPathIndex == (m.geoPath.size() - 1))
{
return false;
}
return true;
}
/**
* @return True if the L2Character is casting.
*/
public final boolean isCastingNow()
{
return _isCastingNow;
}
public void setIsCastingNow(boolean value)
{
_isCastingNow = value;
}
public final boolean isCastingSimultaneouslyNow()
{
return _isCastingSimultaneouslyNow;
}
public void setIsCastingSimultaneouslyNow(boolean value)
{
_isCastingSimultaneouslyNow = value;
}
/**
* @return True if the cast of the L2Character can be aborted.
*/
public final boolean canAbortCast()
{
return _castInterruptTime > GameTimeController.getInstance().getGameTicks();
}
public int getCastInterruptTime()
{
return _castInterruptTime;
}
/**
* @return True if the L2Character is attacking.
*/
public final boolean isAttackingNow()
{
return _attackEndTime > System.currentTimeMillis();
}
/**
* Abort the attack of the L2Character and send Server->Client ActionFailed packet.
*/
public final void abortAttack()
{
if (isAttackingNow())
{
sendPacket(ActionFailed.STATIC_PACKET);
}
}
/**
* Abort the cast of the L2Character and send Server->Client MagicSkillCanceld/ActionFailed packet.
*/
public final void abortCast()
{
if (isCastingNow() || isCastingSimultaneouslyNow())
{
Future> future = _skillCast;
// cancels the skill hit scheduled task
if (future != null)
{
future.cancel(true);
_skillCast = null;
}
future = _skillCast2;
if (future != null)
{
future.cancel(true);
_skillCast2 = null;
}
// TODO: Handle removing spawned npc.
if (isChanneling())
{
getSkillChannelizer().stopChanneling();
}
if (_allSkillsDisabled)
{
enableAllSkills(); // this remains for forced skill use, e.g. scroll of escape
}
setIsCastingNow(false);
setIsCastingSimultaneouslyNow(false);
// safeguard for cannot be interrupt any more
_castInterruptTime = 0;
if (isPlayer())
{
getAI().notifyEvent(CtrlEvent.EVT_FINISH_CASTING); // setting back previous intention
}
broadcastPacket(new MagicSkillCanceld(getObjectId())); // broadcast packet to stop animations client-side
sendPacket(ActionFailed.STATIC_PACKET); // send an "action failed" packet to the caster
}
}
/**
* Update the position of the L2Character during a movement and return True if the movement is finished.
* Concept:
* At the beginning of the move action, all properties of the movement are stored in the MoveData object called _move of the L2Character.
* The position of the start point and of the destination permit to estimated in function of the movement speed the time to achieve the destination.
* When the movement is started (ex : by MovetoLocation), this method will be called each 0.1 sec to estimate and update the L2Character position on the server.
* Note, that the current server position can differe from the current client position even if each movement is straight foward.
* That's why, client send regularly a Client->Server ValidatePosition packet to eventually correct the gap on the server.
* But, it's always the server position that is used in range calculation. At the end of the estimated movement time,
* the L2Character position is automatically set to the destination position even if the movement is not finished.
* Caution: The current Z position is obtained FROM THE CLIENT by the Client->Server ValidatePosition Packet.
* But x and y positions must be calculated to avoid that players try to modify their movement speed.
* @return True if the movement is finished
*/
public boolean updatePosition()
{
// Get movement data
MoveData m = _move;
if (m == null)
{
return true;
}
if (!isVisible())
{
_move = null;
return true;
}
// Check if this is the first update
if (m._moveTimestamp == 0)
{
m._moveTimestamp = m._moveStartTime;
m._xAccurate = getX();
m._yAccurate = getY();
}
int gameTicks = GameTimeController.getInstance().getGameTicks();
// Check if the position has already been calculated
if (m._moveTimestamp == gameTicks)
{
return false;
}
int xPrev = getX();
int yPrev = getY();
int zPrev = getZ(); // the z coordinate may be modified by coordinate synchronizations
double dx, dy, dz;
if (Config.COORD_SYNCHRONIZE == 1)
// the only method that can modify x,y while moving (otherwise _move would/should be set null)
{
dx = m._xDestination - xPrev;
dy = m._yDestination - yPrev;
}
else
// otherwise we need saved temporary values to avoid rounding errors
{
dx = m._xDestination - m._xAccurate;
dy = m._yDestination - m._yAccurate;
}
final boolean isFloating = isFlying() || isInsideZone(ZoneId.WATER);
// Z coordinate will follow geodata or client values
if ((Config.COORD_SYNCHRONIZE == 2) && !isFloating && !m.disregardingGeodata && ((GameTimeController.getInstance().getGameTicks() % 10) == 0 // once a second to reduce possible cpu load
) && GeoData.getInstance().hasGeo(xPrev, yPrev))
{
int geoHeight = GeoData.getInstance().getSpawnHeight(xPrev, yPrev, zPrev);
dz = m._zDestination - geoHeight;
// quite a big difference, compare to validatePosition packet
if (isPlayer() && (Math.abs(getActingPlayer().getClientZ() - geoHeight) > 200) && (Math.abs(getActingPlayer().getClientZ() - geoHeight) < 1500))
{
dz = m._zDestination - zPrev; // allow diff
}
else if (isInCombat() && (Math.abs(dz) > 200) && (((dx * dx) + (dy * dy)) < 40000)) // allow mob to climb up to pcinstance
{
dz = m._zDestination - zPrev; // climbing
}
else
{
zPrev = geoHeight;
}
}
else
{
dz = m._zDestination - zPrev;
}
double delta = (dx * dx) + (dy * dy);
if ((delta < 10000) && ((dz * dz) > 2500) // close enough, allows error between client and server geodata if it cannot be avoided
&& !isFloating)
{
delta = Math.sqrt(delta);
}
else
{
delta = Math.sqrt(delta + (dz * dz));
}
double distFraction = Double.MAX_VALUE;
if (delta > 1)
{
final double distPassed = (getMoveSpeed() * (gameTicks - m._moveTimestamp)) / GameTimeController.TICKS_PER_SECOND;
distFraction = distPassed / delta;
}
// if (Config.DEVELOPER) _log.warning("Move Ticks:" + (gameTicks - m._moveTimestamp) + ", distPassed:" + distPassed + ", distFraction:" + distFraction);
if (distFraction > 1)
{
// Set the position of the L2Character to the destination
super.setXYZ(m._xDestination, m._yDestination, m._zDestination);
}
else
{
m._xAccurate += dx * distFraction;
m._yAccurate += dy * distFraction;
// Set the position of the L2Character to estimated after parcial move
super.setXYZ((int) (m._xAccurate), (int) (m._yAccurate), zPrev + (int) ((dz * distFraction) + 0.5));
}
revalidateZone(false);
// Set the timer of last position update to now
m._moveTimestamp = gameTicks;
if (distFraction > 1)
{
ThreadPoolManager.getInstance().executeAi(() ->
{
try
{
if (Config.MOVE_BASED_KNOWNLIST)
{
getKnownList().findObjects();
}
getAI().notifyEvent(CtrlEvent.EVT_ARRIVED);
}
catch (final Throwable e)
{
_log.log(Level.WARNING, "", e);
}
});
return true;
}
return false;
}
public void revalidateZone(boolean force)
{
if (getWorldRegion() == null)
{
return;
}
// This function is called too often from movement code
if (force)
{
_zoneValidateCounter = 4;
}
else
{
_zoneValidateCounter--;
if (_zoneValidateCounter < 0)
{
_zoneValidateCounter = 4;
}
else
{
return;
}
}
getWorldRegion().revalidateZones(this);
}
/**
* Stop movement of the L2Character (Called by AI Accessor only).
* Actions:
*
* - Delete movement data of the L2Character
* - Set the current position (x,y,z), its current L2WorldRegion if necessary and its heading
* - Remove the L2Object object from _gmList of GmListTable
* - Remove object from _knownObjects and _knownPlayer of all surrounding L2WorldRegion L2Characters
*
* Caution: This method DOESN'T send Server->Client packet StopMove/StopRotation
* @param loc
*/
public void stopMove(Location loc)
{
stopMove(loc, false);
}
public void stopMove(Location loc, boolean updateKnownObjects)
{
// Delete movement data of the L2Character
_move = null;
// if (getAI() != null)
// getAI().setIntention(CtrlIntention.AI_INTENTION_IDLE);
// Set the current position (x,y,z), its current L2WorldRegion if necessary and its heading
// All data are contained in a Location object
if (loc != null)
{
setXYZ(loc.getX(), loc.getY(), loc.getZ());
setHeading(loc.getHeading());
revalidateZone(true);
}
broadcastPacket(new StopMove(this));
if (Config.MOVE_BASED_KNOWNLIST && updateKnownObjects)
{
getKnownList().findObjects();
}
}
/**
* @return Returns the showSummonAnimation.
*/
public boolean isShowSummonAnimation()
{
return _showSummonAnimation;
}
/**
* @param showSummonAnimation The showSummonAnimation to set.
*/
public void setShowSummonAnimation(boolean showSummonAnimation)
{
_showSummonAnimation = showSummonAnimation;
}
/**
* Target a L2Object (add the target to the L2Character _target, _knownObject and L2Character to _KnownObject of the L2Object).
* Concept:
* The L2Object (including L2Character) targeted is identified in _target of the L2Character.
* Actions:
*
* - Set the _target of L2Character to L2Object
* - If necessary, add L2Object to _knownObject of the L2Character
* - If necessary, add L2Character to _KnownObject of the L2Object
* - If object==null, cancel Attak or Cast
*
* @param object L2object to target
*/
public void setTarget(L2Object object)
{
if ((object != null) && !object.isVisible())
{
object = null;
}
if ((object != null) && (object != _target))
{
getKnownList().addKnownObject(object);
object.getKnownList().addKnownObject(this);
}
_target = object;
}
/**
* @return the identifier of the L2Object targeted or -1.
*/
public final int getTargetId()
{
if (_target != null)
{
return _target.getObjectId();
}
return 0;
}
/**
* @return the L2Object targeted or null.
*/
public final L2Object getTarget()
{
return _target;
}
/**
* Calculate movement data for a move to location action and add the L2Character to movingObjects of GameTimeController (only called by AI Accessor).
* Concept:
* At the beginning of the move action, all properties of the movement are stored in the MoveData object called _move of the L2Character.
* The position of the start point and of the destination permit to estimated in function of the movement speed the time to achieve the destination.
* All L2Character in movement are identified in movingObjects of GameTimeController that will call the updatePosition method of those L2Character each 0.1s.
* Actions:
*
* - Get current position of the L2Character
* - Calculate distance (dx,dy) between current position and destination including offset
* - Create and Init a MoveData object
* - Set the L2Character _move object to MoveData object
* - Add the L2Character to movingObjects of the GameTimeController
* - Create a task to notify the AI that L2Character arrives at a check point of the movement
*
* Caution: This method DOESN'T send Server->Client packet MoveToPawn/CharMoveToLocation.
* Example of use:
*
* - AI : onIntentionMoveTo(Location), onIntentionPickUp(L2Object), onIntentionInteract(L2Object)
* - FollowTask
*
* @param x The X position of the destination
* @param y The Y position of the destination
* @param z The Y position of the destination
* @param offset The size of the interaction area of the L2Character targeted
*/
public void moveToLocation(int x, int y, int z, int offset)
{
// Get the Move Speed of the L2Charcater
double speed = getMoveSpeed();
if ((speed <= 0) || isMovementDisabled())
{
return;
}
// Get current position of the L2Character
final int curX = super.getX();
final int curY = super.getY();
final int curZ = super.getZ();
// Calculate distance (dx,dy) between current position and destination
// TODO: improve Z axis move/follow support when dx,dy are small compared to dz
double dx = (x - curX);
double dy = (y - curY);
double dz = (z - curZ);
double distance = Math.sqrt((dx * dx) + (dy * dy));
final boolean verticalMovementOnly = isFlying() && (distance == 0) && (dz != 0);
if (verticalMovementOnly)
{
distance = Math.abs(dz);
}
// make water move short and use no geodata checks for swimming chars
// distance in a click can easily be over 3000
if (isInsideZone(ZoneId.WATER) && (distance > 700))
{
double divider = 700 / distance;
x = curX + (int) (divider * dx);
y = curY + (int) (divider * dy);
z = curZ + (int) (divider * dz);
dx = (x - curX);
dy = (y - curY);
dz = (z - curZ);
distance = Math.sqrt((dx * dx) + (dy * dy));
}
// @formatter:off
// Define movement angles needed
// ^
// | X (x,y)
// | /
// | / distance
// | /
// |/ angle
// X ---------->
// (curx,cury)
// @formatter:on
double cos;
double sin;
// Check if a movement offset is defined or no distance to go through
if ((offset > 0) || (distance < 1))
{
// approximation for moving closer when z coordinates are different
// TODO: handle Z axis movement better
offset -= Math.abs(dz);
if (offset < 5)
{
offset = 5;
}
// If no distance to go through, the movement is canceled
if ((distance < 1) || ((distance - offset) <= 0))
{
// Notify the AI that the L2Character is arrived at destination
getAI().notifyEvent(CtrlEvent.EVT_ARRIVED);
return;
}
// Calculate movement angles needed
sin = dy / distance;
cos = dx / distance;
distance -= (offset - 5); // due to rounding error, we have to move a bit closer to be in range
// Calculate the new destination with offset included
x = curX + (int) (distance * cos);
y = curY + (int) (distance * sin);
}
else
{
// Calculate movement angles needed
sin = dy / distance;
cos = dx / distance;
}
// Create and Init a MoveData object
MoveData m = new MoveData();
// GEODATA MOVEMENT CHECKS AND PATHFINDING
m.onGeodataPathIndex = -1; // Initialize not on geodata path
m.disregardingGeodata = false;
if (!isFlying() // flying chars not checked - even canSeeTarget doesn't work yet
&& (!isInsideZone(ZoneId.WATER) || isInsideZone(ZoneId.SIEGE))) // swimming also not checked unless in siege zone - but distance is limited
{
final boolean isInVehicle = isPlayer() && (getActingPlayer().getVehicle() != null);
if (isInVehicle)
{
m.disregardingGeodata = true;
}
double originalDistance = distance;
int originalX = x;
int originalY = y;
int originalZ = z;
int gtx = (originalX - L2World.MAP_MIN_X) >> 4;
int gty = (originalY - L2World.MAP_MIN_Y) >> 4;
// Movement checks:
// when PATHFINDING > 0, for all characters except mobs returning home (could be changed later to teleport if pathfinding fails)
if (((Config.PATHFINDING > 0) && (!(isAttackable() && ((L2Attackable) this).isReturningToSpawnPoint()))) //
|| (isPlayer() && !(isInVehicle && (distance > 1500))) //
|| (this instanceof L2RiftInvaderInstance))
{
if (isOnGeodataPath())
{
try
{
if ((gtx == _move.geoPathGtx) && (gty == _move.geoPathGty))
{
return;
}
_move.onGeodataPathIndex = -1; // Set not on geodata path
}
catch (NullPointerException e)
{
// nothing
}
}
if ((curX < L2World.MAP_MIN_X) || (curX > L2World.MAP_MAX_X) || (curY < L2World.MAP_MIN_Y) || (curY > L2World.MAP_MAX_Y))
{
// Temporary fix for character outside world region errors
_log.warning("Character " + getName() + " outside world area, in coordinates x:" + curX + " y:" + curY);
getAI().setIntention(CtrlIntention.AI_INTENTION_IDLE);
if (isPlayer())
{
getActingPlayer().logout();
}
else if (isSummon())
{
return; // preventation when summon get out of world coords, player will not loose him, unsummon handled from pcinstance
}
else
{
onDecay();
}
return;
}
Location destiny = GeoData.getInstance().moveCheck(curX, curY, curZ, x, y, z, getInstanceId());
// location different if destination wasn't reached (or just z coord is different)
x = destiny.getX();
y = destiny.getY();
z = destiny.getZ();
dx = x - curX;
dy = y - curY;
dz = z - curZ;
distance = verticalMovementOnly ? Math.abs(dz * dz) : Math.sqrt((dx * dx) + (dy * dy));
}
// Pathfinding checks. Only when geodata setting is 2, the LoS check gives shorter result
// than the original movement was and the LoS gives a shorter distance than 2000
// This way of detecting need for pathfinding could be changed.
if ((Config.PATHFINDING > 0) && ((originalDistance - distance) > 30) && (distance < 2000))
{
// Path calculation
// Overrides previous movement check
if ((isPlayable() && !isInVehicle) || isMinion() || isInCombat())
{
m.geoPath = PathFinding.getInstance().findPath(curX, curY, curZ, originalX, originalY, originalZ, getInstanceId(), isPlayable());
if ((m.geoPath == null) || (m.geoPath.size() < 2)) // No path found
{
// Even though there's no path found (remember geonodes aren't perfect),
// the mob is attacking and right now we set it so that the mob will go
// after target anyway, is dz is small enough.
// With cellpathfinding this approach could be changed but would require taking
// off the geonodes and some more checks.
// Summons will follow their masters no matter what.
// Currently minions also must move freely since L2AttackableAI commands them to move along with their leader
if (isPlayer() || (!isPlayable() && !isMinion() && (Math.abs(z - curZ) > 140)) || (isSummon() && !((L2Summon) this).getFollowStatus()))
{
getAI().setIntention(CtrlIntention.AI_INTENTION_IDLE);
return;
}
m.disregardingGeodata = true;
x = originalX;
y = originalY;
z = originalZ;
distance = originalDistance;
}
else
{
m.onGeodataPathIndex = 0; // on first segment
m.geoPathGtx = gtx;
m.geoPathGty = gty;
m.geoPathAccurateTx = originalX;
m.geoPathAccurateTy = originalY;
x = m.geoPath.get(m.onGeodataPathIndex).getX();
y = m.geoPath.get(m.onGeodataPathIndex).getY();
z = m.geoPath.get(m.onGeodataPathIndex).getZ();
// check for doors in the route
if (DoorData.getInstance().checkIfDoorsBetween(curX, curY, curZ, x, y, z, getInstanceId()))
{
m.geoPath = null;
getAI().setIntention(CtrlIntention.AI_INTENTION_IDLE);
return;
}
for (int i = 0; i < (m.geoPath.size() - 1); i++)
{
if (DoorData.getInstance().checkIfDoorsBetween(m.geoPath.get(i), m.geoPath.get(i + 1), getInstanceId()))
{
m.geoPath = null;
getAI().setIntention(CtrlIntention.AI_INTENTION_IDLE);
return;
}
}
dx = x - curX;
dy = y - curY;
dz = z - curZ;
distance = verticalMovementOnly ? Math.abs(dz * dz) : Math.sqrt((dx * dx) + (dy * dy));
sin = dy / distance;
cos = dx / distance;
}
}
}
// If no distance to go through, the movement is canceled
if ((distance < 1) && ((Config.PATHFINDING > 0) || isPlayable() || (this instanceof L2RiftInvaderInstance) || isAfraid()))
{
if (isSummon())
{
((L2Summon) this).setFollowStatus(false);
}
getAI().setIntention(CtrlIntention.AI_INTENTION_IDLE);
return;
}
}
// Apply Z distance for flying or swimming for correct timing calculations
if ((isFlying() || isInsideZone(ZoneId.WATER)) && !verticalMovementOnly)
{
distance = Math.sqrt((distance * distance) + (dz * dz));
}
// Caclulate the Nb of ticks between the current position and the destination
// One tick added for rounding reasons
int ticksToMove = 1 + (int) ((GameTimeController.TICKS_PER_SECOND * distance) / speed);
m._xDestination = x;
m._yDestination = y;
m._zDestination = z; // this is what was requested from client
// Calculate and set the heading of the L2Character
m._heading = 0; // initial value for coordinate sync
// Does not broke heading on vertical movements
if (!verticalMovementOnly)
{
setHeading(Util.calculateHeadingFrom(cos, sin));
}
m._moveStartTime = GameTimeController.getInstance().getGameTicks();
// Set the L2Character _move object to MoveData object
_move = m;
// Add the L2Character to movingObjects of the GameTimeController
// The GameTimeController manage objects movement
GameTimeController.getInstance().registerMovingObject(this);
// Create a task to notify the AI that L2Character arrives at a check point of the movement
if ((ticksToMove * GameTimeController.MILLIS_IN_TICK) > 3000)
{
ThreadPoolManager.getInstance().scheduleAi(new NotifyAITask(this, CtrlEvent.EVT_ARRIVED_REVALIDATE), 2000);
}
// the CtrlEvent.EVT_ARRIVED will be sent when the character will actually arrive
// to destination by GameTimeController
}
public boolean moveToNextRoutePoint()
{
if (!isOnGeodataPath())
{
// Cancel the move action
_move = null;
return false;
}
// Get the Move Speed of the L2Charcater
double speed = getMoveSpeed();
if ((speed <= 0) || isMovementDisabled())
{
// Cancel the move action
_move = null;
return false;
}
MoveData md = _move;
if (md == null)
{
return false;
}
// Create and Init a MoveData object
MoveData m = new MoveData();
// Update MoveData object
m.onGeodataPathIndex = md.onGeodataPathIndex + 1; // next segment
m.geoPath = md.geoPath;
m.geoPathGtx = md.geoPathGtx;
m.geoPathGty = md.geoPathGty;
m.geoPathAccurateTx = md.geoPathAccurateTx;
m.geoPathAccurateTy = md.geoPathAccurateTy;
if (md.onGeodataPathIndex == (md.geoPath.size() - 2))
{
m._xDestination = md.geoPathAccurateTx;
m._yDestination = md.geoPathAccurateTy;
m._zDestination = md.geoPath.get(m.onGeodataPathIndex).getZ();
}
else
{
m._xDestination = md.geoPath.get(m.onGeodataPathIndex).getX();
m._yDestination = md.geoPath.get(m.onGeodataPathIndex).getY();
m._zDestination = md.geoPath.get(m.onGeodataPathIndex).getZ();
}
double dx = (m._xDestination - super.getX());
double dy = (m._yDestination - super.getY());
double distance = Math.sqrt((dx * dx) + (dy * dy));
// Calculate and set the heading of the L2Character
if (distance != 0)
{
setHeading(Util.calculateHeadingFrom(getX(), getY(), m._xDestination, m._yDestination));
}
// Caclulate the Nb of ticks between the current position and the destination
// One tick added for rounding reasons
int ticksToMove = 1 + (int) ((GameTimeController.TICKS_PER_SECOND * distance) / speed);
m._heading = 0; // initial value for coordinate sync
m._moveStartTime = GameTimeController.getInstance().getGameTicks();
// Set the L2Character _move object to MoveData object
_move = m;
// Add the L2Character to movingObjects of the GameTimeController
// The GameTimeController manage objects movement
GameTimeController.getInstance().registerMovingObject(this);
// Create a task to notify the AI that L2Character arrives at a check point of the movement
if ((ticksToMove * GameTimeController.MILLIS_IN_TICK) > 3000)
{
ThreadPoolManager.getInstance().scheduleAi(new NotifyAITask(this, CtrlEvent.EVT_ARRIVED_REVALIDATE), 2000);
}
// the CtrlEvent.EVT_ARRIVED will be sent when the character will actually arrive
// to destination by GameTimeController
// Send a Server->Client packet CharMoveToLocation to the actor and all L2PcInstance in its _knownPlayers
MoveToLocation msg = new MoveToLocation(this);
broadcastPacket(msg);
return true;
}
public boolean validateMovementHeading(int heading)
{
MoveData m = _move;
if (m == null)
{
return true;
}
boolean result = true;
if (m._heading != heading)
{
result = (m._heading == 0); // initial value or false
m._heading = heading;
}
return result;
}
/**
* Check if this object is inside the given radius around the given point.
* @param loc Location of the target
* @param radius the radius around the target
* @param checkZAxis should we check Z axis also
* @param strictCheck true if (distance < radius), false if (distance <= radius)
* @return true if the L2Character is inside the radius.
*/
public final boolean isInsideRadius(ILocational loc, int radius, boolean checkZAxis, boolean strictCheck)
{
return isInsideRadius(loc.getX(), loc.getY(), loc.getZ(), radius, checkZAxis, strictCheck);
}
/**
* Check if this object is inside the given radius around the given point.
* @param x X position of the target
* @param y Y position of the target
* @param z Z position of the target
* @param radius the radius around the target
* @param checkZAxis should we check Z axis also
* @param strictCheck true if (distance < radius), false if (distance <= radius)
* @return true if the L2Character is inside the radius.
*/
public final boolean isInsideRadius(int x, int y, int z, int radius, boolean checkZAxis, boolean strictCheck)
{
final double distance = calculateDistance(x, y, z, checkZAxis, true);
return (strictCheck) ? (distance < (radius * radius)) : (distance <= (radius * radius));
}
/**
* Overridden in : - L2PcInstance
* @return True if arrows are available.
*/
protected boolean checkAndEquipArrows()
{
return true;
}
/**
* Overridden in : - L2PcInstance
* @return True if bolts are available.
*/
protected boolean checkAndEquipBolts()
{
return true;
}
/**
* Add Exp and Sp to the L2Character.
* Overridden in : - L2PcInstance
- L2PetInstance
* @param addToExp
* @param addToSp
*/
public void addExpAndSp(long addToExp, int addToSp)
{
// Dummy method (overridden by players and pets)
}
/**
* Overridden in : - L2PcInstance
* @return the active weapon instance (always equiped in the right hand).
*/
public abstract L2ItemInstance getActiveWeaponInstance();
/**
* Overridden in : - L2PcInstance
* @return the active weapon item (always equiped in the right hand).
*/
public abstract L2Weapon getActiveWeaponItem();
/**
* Overridden in : - L2PcInstance
* @return the secondary weapon instance (always equiped in the left hand).
*/
public abstract L2ItemInstance getSecondaryWeaponInstance();
/**
* Overridden in : - L2PcInstance
* @return the secondary {@link L2Item} item (always equiped in the left hand).
*/
public abstract L2Item getSecondaryWeaponItem();
/**
* Manage hit process (called by Hit Task).
* Actions:
*
* - If the attacker/target is dead or use fake death, notify the AI with EVT_CANCEL and send a Server->Client packet ActionFailed (if attacker is a L2PcInstance)
* - If attack isn't aborted, send a message system (critical hit, missed...) to attacker/target if they are L2PcInstance
* - If attack isn't aborted and hit isn't missed, reduce HP of the target and calculate reflection damage to reduce HP of attacker if necessary
* - if attack isn't aborted and hit isn't missed, manage attack or cast break of the target (calculating rate, sending message...)
*
* @param target The L2Character targeted
* @param damage Nb of HP to reduce
* @param crit True if hit is critical
* @param miss True if hit is missed
* @param soulshot True if SoulShot are charged
* @param shld True if shield is efficient
*/
public void onHitTimer(L2Character target, int damage, boolean crit, boolean miss, boolean soulshot, byte shld)
{
// If the attacker/target is dead or use fake death, notify the AI with EVT_CANCEL
// and send a Server->Client packet ActionFailed (if attacker is a L2PcInstance)
if ((target == null) || isAlikeDead() || (isNpc() && ((L2Npc) this).isEventMob()))
{
getAI().notifyEvent(CtrlEvent.EVT_CANCEL);
return;
}
if ((isNpc() && target.isAlikeDead()) || target.isDead() || (!getKnownList().knowsObject(target) && !isDoor()))
{
// getAI().setIntention(CtrlIntention.AI_INTENTION_ACTIVE, null);
getAI().notifyEvent(CtrlEvent.EVT_CANCEL);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
if (miss)
{
// Notify target AI
if (target.hasAI())
{
target.getAI().notifyEvent(CtrlEvent.EVT_EVADED, this);
}
notifyAttackAvoid(target, false);
}
// Send message about damage/crit or miss
sendDamageMessage(target, damage, false, crit, miss);
// Check Raidboss attack
// Character will be petrified if attacking a raid that's more
// than 8 levels lower
if (target.isRaid() && target.giveRaidCurse() && !Config.RAID_DISABLE_CURSE)
{
if (getLevel() > (target.getLevel() + 8))
{
Skill skill = CommonSkill.RAID_CURSE2.getSkill();
if (skill != null)
{
abortAttack();
abortCast();
getAI().setIntention(CtrlIntention.AI_INTENTION_IDLE);
skill.applyEffects(target, this);
}
else
{
_log.warning("Skill 4515 at level 1 is missing in DP.");
}
damage = 0; // prevents messing up drop calculation
}
}
// If L2Character target is a L2PcInstance, send a system message
if (target.isPlayer())
{
L2PcInstance enemy = target.getActingPlayer();
enemy.getAI().clientStartAutoAttack();
}
if (!miss && (damage > 0))
{
L2Weapon weapon = getActiveWeaponItem();
boolean isBow = ((weapon != null) && ((weapon.getItemType() == WeaponType.BOW) || (weapon.getItemType() == WeaponType.CROSSBOW)));
int reflectedDamage = 0;
if (!isBow && !target.isInvul()) // Do not reflect if weapon is of type bow or target is invunlerable
{
// quick fix for no drop from raid if boss attack high-level char with damage reflection
if (!target.isRaid() || (getActingPlayer() == null) || (getActingPlayer().getLevel() <= (target.getLevel() + 8)))
{
// Reduce HP of the target and calculate reflection damage to reduce HP of attacker if necessary
double reflectPercent = target.getStat().calcStat(Stats.REFLECT_DAMAGE_PERCENT, 0, null, null);
if (reflectPercent > 0)
{
reflectedDamage = (int) ((reflectPercent / 100.) * damage);
if (reflectedDamage > target.getMaxHp())
{
reflectedDamage = target.getMaxHp();
}
}
}
}
// reduce targets HP
target.reduceCurrentHp(damage, this, null);
target.notifyDamageReceived(damage, this, null, crit, false);
if (reflectedDamage > 0)
{
reduceCurrentHp(reflectedDamage, target, true, false, null);
notifyDamageReceived(reflectedDamage, target, null, crit, false);
}
if (!isBow) // Do not absorb if weapon is of type bow
{
// Absorb HP from the damage inflicted
double absorbPercent = getStat().calcStat(Stats.ABSORB_DAMAGE_PERCENT, 0, null, null);
if (absorbPercent > 0)
{
int maxCanAbsorb = (int) (getMaxRecoverableHp() - getCurrentHp());
int absorbDamage = (int) ((absorbPercent / 100.) * damage);
if (absorbDamage > maxCanAbsorb)
{
absorbDamage = maxCanAbsorb; // Can't absord more than max hp
}
if (absorbDamage > 0)
{
setCurrentHp(getCurrentHp() + absorbDamage);
}
}
// Absorb MP from the damage inflicted
absorbPercent = getStat().calcStat(Stats.ABSORB_MANA_DAMAGE_PERCENT, 0, null, null);
if (absorbPercent > 0)
{
int maxCanAbsorb = (int) (getMaxRecoverableMp() - getCurrentMp());
int absorbDamage = (int) ((absorbPercent / 100.) * damage);
if (absorbDamage > maxCanAbsorb)
{
absorbDamage = maxCanAbsorb; // Can't absord more than max hp
}
if (absorbDamage > 0)
{
setCurrentMp(getCurrentMp() + absorbDamage);
}
}
}
// Notify AI with EVT_ATTACKED
if (target.hasAI())
{
target.getAI().notifyEvent(CtrlEvent.EVT_ATTACKED, this);
}
getAI().clientStartAutoAttack();
if (isSummon())
{
L2PcInstance owner = ((L2Summon) this).getOwner();
if (owner != null)
{
owner.getAI().clientStartAutoAttack();
}
}
// Manage attack or cast break of the target (calculating rate, sending message...)
if (!target.isRaid() && Formulas.calcAtkBreak(target, damage))
{
target.breakAttack();
target.breakCast();
}
if (_triggerSkills != null)
{
for (OptionsSkillHolder holder : _triggerSkills.values())
{
if ((!crit && (holder.getSkillType() == OptionsSkillType.ATTACK)) || ((holder.getSkillType() == OptionsSkillType.CRITICAL) && crit))
{
if (Rnd.get(100) < holder.getChance())
{
makeTriggerCast(holder.getSkill(), target);
}
}
}
}
// Launch weapon onCritical Special ability effect if available
if (crit && (weapon != null))
{
weapon.castOnCriticalSkill(this, target);
}
}
// Recharge any active auto-soulshot tasks for current creature.
rechargeShots(true, false);
}
/**
* Break an attack and send Server->Client ActionFailed packet and a System Message to the L2Character.
*/
public void breakAttack()
{
if (isAttackingNow())
{
// Abort the attack of the L2Character and send Server->Client ActionFailed packet
abortAttack();
if (isPlayer())
{
// Send a system message
sendPacket(SystemMessageId.ATTACK_FAILED);
}
}
}
/**
* Break a cast and send Server->Client ActionFailed packet and a System Message to the L2Character.
*/
public void breakCast()
{
// damage can only cancel magical & static skills
if (isCastingNow() && canAbortCast() && (getLastSkillCast() != null) && (getLastSkillCast().isMagic() || getLastSkillCast().isStatic()))
{
// Abort the cast of the L2Character and send Server->Client MagicSkillCanceld/ActionFailed packet.
abortCast();
if (isPlayer())
{
// Send a system message
sendPacket(SystemMessageId.CASTING_INTERRUPTED);
}
}
}
/**
* Reduce the arrow number of the L2Character.
* Overridden in : - L2PcInstance
* @param bolts
*/
protected void reduceArrowCount(boolean bolts)
{
// default is to do nothing
}
/**
* Manage Forced attack (shift + select target).
* Actions:
*
* - If L2Character or target is in a town area, send a system message TARGET_IN_PEACEZONE a Server->Client packet ActionFailed
* - If target is confused, send a Server->Client packet ActionFailed
* - If L2Character is a L2ArtefactInstance, send a Server->Client packet ActionFailed
* - Send a Server->Client packet MyTargetSelected to start attack and Notify AI with AI_INTENTION_ATTACK
*
* @param player The L2PcInstance to attack
*/
@Override
public void onForcedAttack(L2PcInstance player)
{
if (isInsidePeaceZone(player))
{
// If L2Character or target is in a peace zone, send a system message TARGET_IN_PEACEZONE a Server->Client packet ActionFailed
player.sendPacket(SystemMessageId.TARGET_IN_PEACEZONE);
player.sendPacket(ActionFailed.STATIC_PACKET);
return;
}
if (player.isInOlympiadMode() && (player.getTarget() != null) && player.getTarget().isPlayable())
{
L2PcInstance target = null;
L2Object object = player.getTarget();
if ((object != null) && object.isPlayable())
{
target = object.getActingPlayer();
}
if ((target == null) || (target.isInOlympiadMode() && (!player.isOlympiadStart() || (player.getOlympiadGameId() != target.getOlympiadGameId()))))
{
// if L2PcInstance is in Olympia and the match isn't already start, send a Server->Client packet ActionFailed
player.sendPacket(ActionFailed.STATIC_PACKET);
return;
}
}
if ((player.getTarget() != null) && !player.getTarget().canBeAttacked() && !player.getAccessLevel().allowPeaceAttack())
{
// If target is not attackable, send a Server->Client packet ActionFailed
player.sendPacket(ActionFailed.STATIC_PACKET);
return;
}
if (player.isConfused())
{
// If target is confused, send a Server->Client packet ActionFailed
player.sendPacket(ActionFailed.STATIC_PACKET);
return;
}
// GeoData Los Check or dz > 1000
if (!GeoData.getInstance().canSeeTarget(player, this))
{
player.sendPacket(SystemMessageId.CANT_SEE_TARGET);
player.sendPacket(ActionFailed.STATIC_PACKET);
return;
}
if (player.getBlockCheckerArena() != -1)
{
player.sendPacket(ActionFailed.STATIC_PACKET);
return;
}
// Notify AI with AI_INTENTION_ATTACK
player.getAI().setIntention(CtrlIntention.AI_INTENTION_ATTACK, this);
}
/**
* @param attacker
* @return True if inside peace zone.
*/
public boolean isInsidePeaceZone(L2PcInstance attacker)
{
return isInsidePeaceZone(attacker, this);
}
public boolean isInsidePeaceZone(L2PcInstance attacker, L2Object target)
{
return (!attacker.getAccessLevel().allowPeaceAttack() && isInsidePeaceZone((L2Object) attacker, target));
}
public boolean isInsidePeaceZone(L2Object attacker, L2Object target)
{
if (target == null)
{
return false;
}
if (!(target.isPlayable() && attacker.isPlayable()))
{
return false;
}
if (InstanceManager.getInstance().getInstance(getInstanceId()).isPvPInstance())
{
return false;
}
if (TerritoryWarManager.PLAYER_WITH_WARD_CAN_BE_KILLED_IN_PEACEZONE && TerritoryWarManager.getInstance().isTWInProgress())
{
if (target.isPlayer() && target.getActingPlayer().isCombatFlagEquipped())
{
return false;
}
}
if (Config.ALT_GAME_KARMA_PLAYER_CAN_BE_KILLED_IN_PEACEZONE)
{
// allows red to be attacked and red to attack flagged players
if ((target.getActingPlayer() != null) && (target.getActingPlayer().getKarma() > 0))
{
return false;
}
if ((attacker.getActingPlayer() != null) && (attacker.getActingPlayer().getKarma() > 0) && (target.getActingPlayer() != null) && (target.getActingPlayer().getPvpFlag() > 0))
{
return false;
}
}
return (target.isInsideZone(ZoneId.PEACE) || attacker.isInsideZone(ZoneId.PEACE));
}
/**
* @return true if this character is inside an active grid.
*/
public boolean isInActiveRegion()
{
L2WorldRegion region = getWorldRegion();
return ((region != null) && (region.isActive()));
}
/**
* @return True if the L2Character has a Party in progress.
*/
public boolean isInParty()
{
return false;
}
/**
* @return the L2Party object of the L2Character.
*/
public L2Party getParty()
{
return null;
}
/**
* @param target
* @param weapon
* @return the Attack Speed of the L2Character (delay (in milliseconds) before next attack).
*/
public int calculateTimeBetweenAttacks(L2Character target, L2Weapon weapon)
{
if ((weapon != null) && !isTransformed())
{
switch (weapon.getItemType())
{
case BOW:
return (1500 * 345) / getPAtkSpd();
case CROSSBOW:
return (1200 * 345) / getPAtkSpd();
case DAGGER:
// atkSpd /= 1.15;
break;
}
}
return Formulas.calcPAtkSpd(this, target, getPAtkSpd());
}
public int calculateReuseTime(L2Character target, L2Weapon weapon)
{
if ((weapon == null) || isTransformed())
{
return 0;
}
int reuse = weapon.getReuseDelay();
// only bows should continue for now
if (reuse == 0)
{
return 0;
}
reuse *= getStat().getWeaponReuseModifier(target);
double atkSpd = getStat().getPAtkSpd();
switch (weapon.getItemType())
{
case BOW:
case CROSSBOW:
return (int) ((reuse * 345) / atkSpd);
default:
return (int) ((reuse * 312) / atkSpd);
}
}
/**
* Add a skill to the L2Character _skills and its Func objects to the calculator set of the L2Character.
* Concept:
* All skills own by a L2Character are identified in _skills
* Actions:
*
* - Replace oldSkill by newSkill or Add the newSkill
* - If an old skill has been replaced, remove all its Func objects of L2Character calculator set
* - Add Func objects of newSkill to the calculator set of the L2Character
*
* Overridden in:
*
* - L2PcInstance : Save update in the character_skills table of the database
*
* @param newSkill The L2Skill to add to the L2Character
* @return The L2Skill replaced or null if just added a new L2Skill
*/
@Override
public Skill addSkill(Skill newSkill)
{
Skill oldSkill = null;
if (newSkill != null)
{
// Replace oldSkill by newSkill or Add the newSkill
oldSkill = _skills.put(newSkill.getId(), newSkill);
// If an old skill has been replaced, remove all its Func objects
if (oldSkill != null)
{
removeStatsOwner(oldSkill);
}
// Add Func objects of newSkill to the calculator set of the L2Character
addStatFuncs(newSkill.getStatFuncs(null, this));
if (newSkill.isPassive())
{
newSkill.applyEffects(this, null, this, false, true, false, 0);
}
}
return oldSkill;
}
public Skill removeSkill(Skill skill, boolean cancelEffect)
{
return (skill != null) ? removeSkill(skill.getId(), cancelEffect) : null;
}
public Skill removeSkill(int skillId)
{
return removeSkill(skillId, true);
}
public Skill removeSkill(int skillId, boolean cancelEffect)
{
// Remove the skill from the L2Character _skills
Skill oldSkill = _skills.remove(skillId);
// Remove all its Func objects from the L2Character calculator set
if (oldSkill != null)
{
// Stop casting if this skill is used right now
if ((getLastSkillCast() != null) && isCastingNow())
{
if (oldSkill.getId() == getLastSkillCast().getId())
{
abortCast();
}
}
if ((getLastSimultaneousSkillCast() != null) && isCastingSimultaneouslyNow())
{
if (oldSkill.getId() == getLastSimultaneousSkillCast().getId())
{
abortCast();
}
}
// Stop effects.
if (cancelEffect || oldSkill.isToggle() || oldSkill.isPassive())
{
removeStatsOwner(oldSkill);
stopSkillEffects(true, oldSkill.getId());
}
}
return oldSkill;
}
/**
* Concept:
* All skills own by a L2Character are identified in _skills the L2Character
* @return all skills own by the L2Character in a table of L2Skill.
*/
public final Collection getAllSkills()
{
return new ArrayList<>(_skills.values());
}
/**
* @return the map containing this character skills.
*/
@Override
public Map getSkills()
{
return _skills;
}
/**
* Return the level of a skill owned by the L2Character.
* @param skillId The identifier of the L2Skill whose level must be returned
* @return The level of the L2Skill identified by skillId
*/
@Override
public int getSkillLevel(int skillId)
{
final Skill skill = getKnownSkill(skillId);
return (skill == null) ? -1 : skill.getLevel();
}
/**
* @param skillId The identifier of the L2Skill to check the knowledge
* @return the skill from the known skill.
*/
@Override
public final Skill getKnownSkill(int skillId)
{
return _skills.get(skillId);
}
/**
* Return the number of buffs affecting this L2Character.
* @return The number of Buffs affecting this L2Character
*/
public int getBuffCount()
{
return _effectList.getBuffCount();
}
public int getDanceCount()
{
return _effectList.getDanceCount();
}
/**
* Manage the magic skill launching task (MP, HP, Item consumation...) and display the magic skill animation on client.
* Actions:
*
* - Send a Server->Client packet MagicSkillLaunched (to display magic skill animation) to all L2PcInstance of L2Charcater _knownPlayers
* - Consumme MP, HP and Item if necessary
* - Send a Server->Client packet StatusUpdate with MP modification to the L2PcInstance
* - Launch the magic skill in order to calculate its effects
* - If the skill type is PDAM, notify the AI of the target with AI_INTENTION_ATTACK
* - Notify the AI of the L2Character with EVT_FINISH_CASTING
*
* Caution: A magic skill casting MUST BE in progress
* @param mut
*/
public void onMagicLaunchedTimer(MagicUseTask mut)
{
final Skill skill = mut.getSkill();
L2Object[] targets = mut.getTargets();
if ((skill == null) || (targets == null))
{
abortCast();
return;
}
if (targets.length == 0)
{
switch (skill.getTargetType())
{
// only AURA-type skills can be cast without target
case AURA:
case FRONT_AURA:
case BEHIND_AURA:
case AURA_CORPSE_MOB:
break;
default:
abortCast();
return;
}
}
// Escaping from under skill's radius and peace zone check. First version, not perfect in AoE skills.
int escapeRange = 0;
if (skill.getEffectRange() > escapeRange)
{
escapeRange = skill.getEffectRange();
}
else if ((skill.getCastRange() < 0) && (skill.getAffectRange() > 80))
{
escapeRange = skill.getAffectRange();
}
if ((targets.length > 0) && (escapeRange > 0))
{
int _skiprange = 0;
int _skipgeo = 0;
int _skippeace = 0;
final List targetList = new ArrayList<>();
for (L2Object target : targets)
{
if (target instanceof L2Character)
{
if (!isInsideRadius(target.getX(), target.getY(), target.getZ(), escapeRange + getTemplate().getCollisionRadius(), true, false))
{
_skiprange++;
continue;
}
if ((escapeRange > 0) && !GeoData.getInstance().canSeeTarget(this, target))
{
_skipgeo++;
continue;
}
if (skill.isBad())
{
if (isPlayer())
{
if (((L2Character) target).isInsidePeaceZone(getActingPlayer()))
{
_skippeace++;
continue;
}
}
else
{
if (((L2Character) target).isInsidePeaceZone(this, target))
{
_skippeace++;
continue;
}
}
}
targetList.add(target);
}
}
if (targetList.isEmpty())
{
if (isPlayer())
{
if (_skiprange > 0)
{
sendPacket(SystemMessageId.DIST_TOO_FAR_CASTING_STOPPED);
}
else if (_skipgeo > 0)
{
sendPacket(SystemMessageId.CANT_SEE_TARGET);
}
else if (_skippeace > 0)
{
sendPacket(SystemMessageId.A_MALICIOUS_SKILL_CANNOT_BE_USED_IN_PEACE_ZONE);
}
}
abortCast();
return;
}
mut.setTargets(targetList.toArray(new L2Object[targetList.size()]));
}
// Ensure that a cast is in progress
// Check if player is using fake death.
// Static skills can be used while faking death.
if ((mut.isSimultaneous() && !isCastingSimultaneouslyNow()) || (!mut.isSimultaneous() && !isCastingNow()) || (isAlikeDead() && !skill.isStatic()))
{
// now cancels both, simultaneous and normal
getAI().notifyEvent(CtrlEvent.EVT_CANCEL);
return;
}
if (!skill.isToggle())
{
broadcastPacket(new MagicSkillLaunched(this, skill.getDisplayId(), skill.getDisplayLevel(), targets));
}
mut.setPhase(2);
if (mut.getSkillTime() == 0)
{
onMagicHitTimer(mut);
}
else
{
_skillCast = ThreadPoolManager.getInstance().scheduleEffect(mut, 400);
}
}
// Runs in the end of skill casting
public void onMagicHitTimer(MagicUseTask mut)
{
final Skill skill = mut.getSkill();
final L2Object[] targets = mut.getTargets();
if ((skill == null) || (targets == null))
{
abortCast();
return;
}
try
{
// Go through targets table
for (L2Object tgt : targets)
{
if (tgt.isPlayable())
{
if (isPlayer() && tgt.isSummon())
{
((L2Summon) tgt).updateAndBroadcastStatus(1);
}
}
else if (isPlayable() && tgt.isAttackable())
{
L2Character target = (L2Character) tgt;
if (skill.getEffectPoint() > 0)
{
((L2Attackable) target).reduceHate(this, skill.getEffectPoint());
}
else if (skill.getEffectPoint() < 0)
{
((L2Attackable) target).addDamageHate(this, 0, -skill.getEffectPoint());
}
}
}
rechargeShots(skill.useSoulShot(), skill.useSpiritShot());
final StatusUpdate su = new StatusUpdate(this);
boolean isSendStatus = false;
// Consume MP of the L2Character and Send the Server->Client packet StatusUpdate with current HP and MP to all other L2PcInstance to inform
double mpConsume = getStat().getMpConsume(skill);
if (mpConsume > 0)
{
if (mpConsume > getCurrentMp())
{
sendPacket(SystemMessageId.NOT_ENOUGH_MP);
abortCast();
return;
}
getStatus().reduceMp(mpConsume);
su.addAttribute(StatusUpdate.CUR_MP, (int) getCurrentMp());
isSendStatus = true;
}
// Consume HP if necessary and Send the Server->Client packet StatusUpdate with current HP and MP to all other L2PcInstance to inform
if (skill.getHpConsume() > 0)
{
double consumeHp = skill.getHpConsume();
if (consumeHp >= getCurrentHp())
{
sendPacket(SystemMessageId.NOT_ENOUGH_HP);
abortCast();
return;
}
getStatus().reduceHp(consumeHp, this, true);
su.addAttribute(StatusUpdate.CUR_HP, (int) getCurrentHp());
isSendStatus = true;
}
// Send a Server->Client packet StatusUpdate with MP modification to the L2PcInstance
if (isSendStatus)
{
sendPacket(su);
}
if (isPlayer())
{
// Consume Charges
if (skill.getChargeConsume() > 0)
{
getActingPlayer().decreaseCharges(skill.getChargeConsume());
}
// Consume Souls if necessary
if (skill.getMaxSoulConsumeCount() > 0)
{
if (!getActingPlayer().decreaseSouls(skill.getMaxSoulConsumeCount(), skill))
{
abortCast();
return;
}
}
}
// Launch the magic skill in order to calculate its effects
callSkill(mut.getSkill(), mut.getTargets());
}
catch (NullPointerException e)
{
_log.log(Level.WARNING, "", e);
}
if (mut.getSkillTime() > 0)
{
mut.setCount(mut.getCount() + 1);
}
mut.setPhase(3);
if (mut.getSkillTime() == 0)
{
onMagicFinalizer(mut);
}
else
{
if (mut.isSimultaneous())
{
_skillCast2 = ThreadPoolManager.getInstance().scheduleEffect(mut, 0);
}
else
{
_skillCast = ThreadPoolManager.getInstance().scheduleEffect(mut, 0);
}
}
}
// Runs after skillTime
public void onMagicFinalizer(MagicUseTask mut)
{
if (mut.isSimultaneous())
{
_skillCast2 = null;
setIsCastingSimultaneouslyNow(false);
return;
}
// Cleanup
_skillCast = null;
_castInterruptTime = 0;
// Stop casting
setIsCastingNow(false);
final Skill skill = mut.getSkill();
final L2Object target = mut.getTargets().length > 0 ? mut.getTargets()[0] : null;
// On each repeat recharge shots before cast.
if (mut.getCount() > 0)
{
rechargeShots(mut.getSkill().useSoulShot(), mut.getSkill().useSpiritShot());
}
// Attack target after skill use
if ((skill.nextActionIsAttack()) && (getTarget() instanceof L2Character) && (getTarget() != this) && (target != null) && (getTarget() == target) && target.canBeAttacked())
{
if ((getAI().getNextIntention() == null) || (getAI().getNextIntention().getCtrlIntention() != CtrlIntention.AI_INTENTION_MOVE_TO))
{
getAI().setIntention(CtrlIntention.AI_INTENTION_ATTACK, target);
}
}
if (skill.isBad() && (skill.getTargetType() != L2TargetType.UNLOCKABLE))
{
getAI().clientStartAutoAttack();
}
// Notify the AI of the L2Character with EVT_FINISH_CASTING
getAI().notifyEvent(CtrlEvent.EVT_FINISH_CASTING);
// Notify DP Scripts
notifyQuestEventSkillFinished(skill, target);
// If character is a player, then wipe their current cast state and check if a skill is queued.
// If there is a queued skill, launch it and wipe the queue.
if (isPlayer())
{
L2PcInstance currPlayer = getActingPlayer();
SkillUseHolder queuedSkill = currPlayer.getQueuedSkill();
currPlayer.setCurrentSkill(null, false, false);
if (queuedSkill != null)
{
currPlayer.setQueuedSkill(null, false, false);
// DON'T USE : Recursive call to useMagic() method
// currPlayer.useMagic(queuedSkill.getSkill(), queuedSkill.isCtrlPressed(), queuedSkill.isShiftPressed());
ThreadPoolManager.getInstance().executeGeneral(new QueuedMagicUseTask(currPlayer, queuedSkill.getSkill(), queuedSkill.isCtrlPressed(), queuedSkill.isShiftPressed()));
}
}
if (isChanneling())
{
getSkillChannelizer().stopChanneling();
}
}
// Quest event ON_SPELL_FNISHED
protected void notifyQuestEventSkillFinished(Skill skill, L2Object target)
{
}
/**
* Launch the magic skill and calculate its effects on each target contained in the targets table.
* @param skill The L2Skill to use
* @param targets The table of L2Object targets
*/
public void callSkill(Skill skill, L2Object[] targets)
{
try
{
L2Weapon activeWeapon = getActiveWeaponItem();
// Check if the toggle skill effects are already in progress on the L2Character
if (skill.isToggle() && isAffectedBySkill(skill.getId()))
{
return;
}
// Initial checks
for (L2Object obj : targets)
{
if ((obj == null) || !obj.isCharacter())
{
continue;
}
final L2Character target = (L2Character) obj;
// Check raid monster attack and check buffing characters who attack raid monsters.
L2Character targetsAttackTarget = null;
L2Character targetsCastTarget = null;
if (target.hasAI())
{
targetsAttackTarget = target.getAI().getAttackTarget();
targetsCastTarget = target.getAI().getCastTarget();
}
if (!Config.RAID_DISABLE_CURSE && ((target.isRaid() && target.giveRaidCurse() && (getLevel() > (target.getLevel() + 8))) || (!skill.isBad() && (targetsAttackTarget != null) && targetsAttackTarget.isRaid() && targetsAttackTarget.giveRaidCurse() && targetsAttackTarget.getAttackByList().contains(target) && (getLevel() > (targetsAttackTarget.getLevel() + 8))) || (!skill.isBad() && (targetsCastTarget != null) && targetsCastTarget.isRaid() && targetsCastTarget.giveRaidCurse() && targetsCastTarget.getAttackByList().contains(target) && (getLevel() > (targetsCastTarget.getLevel() + 8)))))
{
final CommonSkill curse = skill.isMagic() ? CommonSkill.RAID_CURSE : CommonSkill.RAID_CURSE2;
Skill curseSkill = curse.getSkill();
if (curseSkill != null)
{
abortAttack();
abortCast();
getAI().setIntention(CtrlIntention.AI_INTENTION_IDLE);
curseSkill.applyEffects(target, this);
}
else
{
_log.warning("Skill ID " + curse.getId() + " level " + curse.getLevel() + " is missing in DP!");
}
return;
}
// Check if over-hit is possible
if (skill.isOverhit())
{
if (target.isAttackable())
{
((L2Attackable) target).overhitEnabled(true);
}
}
// Static skills not trigger any chance skills
if (!skill.isStatic())
{
// Launch weapon Special ability skill effect if available
if ((activeWeapon != null) && !target.isDead())
{
activeWeapon.castOnMagicSkill(this, target, skill);
}
if (_triggerSkills != null)
{
for (OptionsSkillHolder holder : _triggerSkills.values())
{
if ((skill.isMagic() && (holder.getSkillType() == OptionsSkillType.MAGIC)) || (skill.isPhysical() && (holder.getSkillType() == OptionsSkillType.ATTACK)))
{
if (Rnd.get(100) < holder.getChance())
{
makeTriggerCast(holder.getSkill(), target);
}
}
}
}
}
}
// Launch the magic skill and calculate its effects
skill.activateSkill(this, targets);
L2PcInstance player = getActingPlayer();
if (player != null)
{
for (L2Object target : targets)
{
// EVT_ATTACKED and PvPStatus
if (target instanceof L2Character)
{
if (skill.getEffectPoint() <= 0)
{
if ((target.isPlayable() || target.isTrap()) && skill.isBad())
{
// Casted on target_self but don't harm self
if (!target.equals(this))
{
// Combat-mode check
if (target.isPlayer())
{
target.getActingPlayer().getAI().clientStartAutoAttack();
}
else if (target.isSummon() && ((L2Character) target).hasAI())
{
L2PcInstance owner = ((L2Summon) target).getOwner();
if (owner != null)
{
owner.getAI().clientStartAutoAttack();
}
}
// attack of the own pet does not flag player
// triggering trap not flag trap owner
if ((player.getSummon() != target) && !isTrap() && !((skill.getEffectPoint() == 0) && (skill.getAffectRange() > 0)))
{
player.updatePvPStatus((L2Character) target);
}
}
}
else if (target.isAttackable())
{
switch (skill.getId())
{
case 51: // Lure
case 511: // Temptation
break;
default:
// add attacker into list
((L2Character) target).addAttackerToAttackByList(this);
}
}
// notify target AI about the attack
if (((L2Character) target).hasAI() && !skill.hasEffectType(L2EffectType.HATE))
{
((L2Character) target).getAI().notifyEvent(CtrlEvent.EVT_ATTACKED, this);
}
}
else
{
if (target.isPlayer())
{
// Casting non offensive skill on player with pvp flag set or with karma
if (!(target.equals(this) || target.equals(player)) && ((target.getActingPlayer().getPvpFlag() > 0) || (target.getActingPlayer().getKarma() > 0)))
{
player.updatePvPStatus();
}
}
else if (target.isAttackable())
{
player.updatePvPStatus();
}
}
}
}
// Mobs in range 1000 see spell
Collection objs = player.getKnownList().getKnownObjects().values();
for (L2Object spMob : objs)
{
if ((spMob != null) && spMob.isNpc())
{
final L2Npc npcMob = (L2Npc) spMob;
if ((npcMob.isInsideRadius(player, 1000, true, true)))
{
EventDispatcher.getInstance().notifyEventAsync(new OnNpcSkillSee(npcMob, player, skill, targets, isSummon()), npcMob);
// On Skill See logic
if (npcMob.isAttackable())
{
final L2Attackable attackable = (L2Attackable) npcMob;
int skillEffectPoint = skill.getEffectPoint();
if (player.hasSummon())
{
if ((targets.length == 1) && Util.contains(targets, player.getSummon()))
{
skillEffectPoint = 0;
}
}
if (skillEffectPoint > 0)
{
if (attackable.hasAI() && (attackable.getAI().getIntention() == AI_INTENTION_ATTACK))
{
L2Object npcTarget = attackable.getTarget();
for (L2Object skillTarget : targets)
{
if ((npcTarget == skillTarget) || (npcMob == skillTarget))
{
L2Character originalCaster = isSummon() ? getSummon() : player;
attackable.addDamageHate(originalCaster, 0, (skillEffectPoint * 150) / (attackable.getLevel() + 7));
}
}
}
}
}
}
}
}
}
// Notify AI
if (skill.isBad() && !skill.hasEffectType(L2EffectType.HATE))
{
for (L2Object target : targets)
{
if ((target instanceof L2Character) && ((L2Character) target).hasAI())
{
// notify target AI about the attack
((L2Character) target).getAI().notifyEvent(CtrlEvent.EVT_ATTACKED, this);
}
}
}
}
catch (Exception e)
{
_log.log(Level.WARNING, getClass().getSimpleName() + ": callSkill() failed.", e);
}
}
/**
* @param target
* @return True if the L2Character is behind the target and can't be seen.
*/
public boolean isBehind(L2Object target)
{
double angleChar, angleTarget, angleDiff, maxAngleDiff = 60;
if (target == null)
{
return false;
}
if (target instanceof L2Character)
{
L2Character target1 = (L2Character) target;
angleChar = Util.calculateAngleFrom(this, target1);
angleTarget = Util.convertHeadingToDegree(target1.getHeading());
angleDiff = angleChar - angleTarget;
if (angleDiff <= (-360 + maxAngleDiff))
{
angleDiff += 360;
}
if (angleDiff >= (360 - maxAngleDiff))
{
angleDiff -= 360;
}
if (Math.abs(angleDiff) <= maxAngleDiff)
{
return true;
}
}
return false;
}
public boolean isBehindTarget()
{
return isBehind(getTarget());
}
/**
* @param target
* @return True if the target is facing the L2Character.
*/
public boolean isInFrontOf(L2Character target)
{
double angleChar, angleTarget, angleDiff, maxAngleDiff = 60;
if (target == null)
{
return false;
}
angleTarget = Util.calculateAngleFrom(target, this);
angleChar = Util.convertHeadingToDegree(target.getHeading());
angleDiff = angleChar - angleTarget;
if (angleDiff <= (-360 + maxAngleDiff))
{
angleDiff += 360;
}
if (angleDiff >= (360 - maxAngleDiff))
{
angleDiff -= 360;
}
return Math.abs(angleDiff) <= maxAngleDiff;
}
/**
* @param target
* @param maxAngle
* @return true if target is in front of L2Character (shield def etc)
*/
public boolean isFacing(L2Object target, int maxAngle)
{
double angleChar, angleTarget, angleDiff, maxAngleDiff;
if (target == null)
{
return false;
}
maxAngleDiff = maxAngle / 2.;
angleTarget = Util.calculateAngleFrom(this, target);
angleChar = Util.convertHeadingToDegree(getHeading());
angleDiff = angleChar - angleTarget;
if (angleDiff <= (-360 + maxAngleDiff))
{
angleDiff += 360;
}
if (angleDiff >= (360 - maxAngleDiff))
{
angleDiff -= 360;
}
return Math.abs(angleDiff) <= maxAngleDiff;
}
public boolean isInFrontOfTarget()
{
L2Object target = getTarget();
if (target instanceof L2Character)
{
return isInFrontOf((L2Character) target);
}
return false;
}
/**
* @return the Level Modifier ((level + 89) / 100).
*/
public double getLevelMod()
{
return ((getLevel() + 89) / 100d);
}
public final void setSkillCast(Future> newSkillCast)
{
_skillCast = newSkillCast;
}
/**
* Sets _isCastingNow to true and _castInterruptTime is calculated from end time (ticks)
* @param newSkillCastEndTick
*/
public final void forceIsCasting(int newSkillCastEndTick)
{
setIsCastingNow(true);
// for interrupt -400 ms
_castInterruptTime = newSkillCastEndTick - 4;
}
private boolean _AIdisabled = false;
public void updatePvPFlag(int value)
{
// Overridden in L2PcInstance
}
/**
* @return a multiplier based on weapon random damage
*/
public final double getRandomDamageMultiplier()
{
L2Weapon activeWeapon = getActiveWeaponItem();
int random;
if (activeWeapon != null)
{
random = activeWeapon.getRandomDamage();
}
else
{
random = 5 + (int) Math.sqrt(getLevel());
}
return (1 + ((double) Rnd.get(0 - random, random) / 100));
}
public final long getAttackEndTime()
{
return _attackEndTime;
}
public int getBowAttackEndTime()
{
return _disableBowAttackEndTime;
}
/**
* Not Implemented.
* @return
*/
public abstract int getLevel();
public final double calcStat(Stats stat, double init)
{
return getStat().calcStat(stat, init, null, null);
}
// Stat - NEED TO REMOVE ONCE L2CHARSTAT IS COMPLETE
public final double calcStat(Stats stat, double init, L2Character target, Skill skill)
{
return getStat().calcStat(stat, init, target, skill);
}
public int getAccuracy()
{
return getStat().getAccuracy();
}
public final float getAttackSpeedMultiplier()
{
return getStat().getAttackSpeedMultiplier();
}
public final double getCriticalDmg(L2Character target, double init)
{
return getStat().getCriticalDmg(target, init);
}
public int getCriticalHit(L2Character target, Skill skill)
{
return getStat().getCriticalHit(target, skill);
}
public int getEvasionRate(L2Character target)
{
return getStat().getEvasionRate(target);
}
public final int getMagicalAttackRange(Skill skill)
{
return getStat().getMagicalAttackRange(skill);
}
public final int getMaxCp()
{
return getStat().getMaxCp();
}
public final int getMaxRecoverableCp()
{
return getStat().getMaxRecoverableCp();
}
public int getMAtk(L2Character target, Skill skill)
{
return getStat().getMAtk(target, skill);
}
public int getMAtkSpd()
{
return getStat().getMAtkSpd();
}
public int getMaxMp()
{
return getStat().getMaxMp();
}
public int getMaxRecoverableMp()
{
return getStat().getMaxRecoverableMp();
}
public int getMaxHp()
{
return getStat().getMaxHp();
}
public int getMaxRecoverableHp()
{
return getStat().getMaxRecoverableHp();
}
public final int getMCriticalHit(L2Character target, Skill skill)
{
return getStat().getMCriticalHit(target, skill);
}
public int getMDef(L2Character target, Skill skill)
{
return getStat().getMDef(target, skill);
}
public double getMReuseRate(Skill skill)
{
return getStat().getMReuseRate(skill);
}
public int getPAtk(L2Character target)
{
return getStat().getPAtk(target);
}
public int getPAtkSpd()
{
return getStat().getPAtkSpd();
}
public int getPDef(L2Character target)
{
return getStat().getPDef(target);
}
public final int getPhysicalAttackRange()
{
return getStat().getPhysicalAttackRange();
}
public double getMovementSpeedMultiplier()
{
return getStat().getMovementSpeedMultiplier();
}
public double getRunSpeed()
{
return getStat().getRunSpeed();
}
public double getWalkSpeed()
{
return getStat().getWalkSpeed();
}
public final double getSwimRunSpeed()
{
return getStat().getSwimRunSpeed();
}
public final double getSwimWalkSpeed()
{
return getStat().getSwimWalkSpeed();
}
public double getMoveSpeed()
{
return getStat().getMoveSpeed();
}
public final int getShldDef()
{
return getStat().getShldDef();
}
public int getSTR()
{
return getStat().getSTR();
}
public int getDEX()
{
return getStat().getDEX();
}
public int getCON()
{
return getStat().getCON();
}
public int getINT()
{
return getStat().getINT();
}
public int getWIT()
{
return getStat().getWIT();
}
public int getMEN()
{
return getStat().getMEN();
}
// Status - NEED TO REMOVE ONCE L2CHARTATUS IS COMPLETE
public void addStatusListener(L2Character object)
{
getStatus().addStatusListener(object);
}
public void reduceCurrentHp(double i, L2Character attacker, Skill skill)
{
reduceCurrentHp(i, attacker, true, false, skill);
}
public void reduceCurrentHpByDOT(double i, L2Character attacker, Skill skill)
{
reduceCurrentHp(i, attacker, !skill.isToggle(), true, skill);
}
public void reduceCurrentHp(double i, L2Character attacker, boolean awake, boolean isDOT, Skill skill)
{
if (Config.L2JMOD_CHAMPION_ENABLE && isChampion() && (Config.L2JMOD_CHAMPION_HP != 0))
{
getStatus().reduceHp(i / Config.L2JMOD_CHAMPION_HP, attacker, awake, isDOT, false);
}
else
{
getStatus().reduceHp(i, attacker, awake, isDOT, false);
}
}
public void reduceCurrentMp(double i)
{
getStatus().reduceMp(i);
}
@Override
public void removeStatusListener(L2Character object)
{
getStatus().removeStatusListener(object);
}
protected void stopHpMpRegeneration()
{
getStatus().stopHpMpRegeneration();
}
public final double getCurrentCp()
{
return getStatus().getCurrentCp();
}
public final void setCurrentCp(double newCp)
{
getStatus().setCurrentCp(newCp);
}
public final double getCurrentHp()
{
return getStatus().getCurrentHp();
}
public final void setCurrentHp(double newHp)
{
getStatus().setCurrentHp(newHp);
}
public final void setCurrentHpMp(double newHp, double newMp)
{
getStatus().setCurrentHpMp(newHp, newMp);
}
public final double getCurrentMp()
{
return getStatus().getCurrentMp();
}
public final void setCurrentMp(double newMp)
{
getStatus().setCurrentMp(newMp);
}
/**
* @return the max weight that the L2Character can load.
*/
public int getMaxLoad()
{
if (isPlayer() || isPet())
{
// Weight Limit = (CON Modifier*69000) * Skills
// Source http://l2p.bravehost.com/weightlimit.html (May 2007)
double baseLoad = Math.floor(BaseStats.CON.calcBonus(this) * 69000 * Config.ALT_WEIGHT_LIMIT);
return (int) calcStat(Stats.WEIGHT_LIMIT, baseLoad, this, null);
}
return 0;
}
public int getBonusWeightPenalty()
{
if (isPlayer() || isPet())
{
return (int) calcStat(Stats.WEIGHT_PENALTY, 1, this, null);
}
return 0;
}
/**
* @return the current weight of the L2Character.
*/
public int getCurrentLoad()
{
if (isPlayer() || isPet())
{
return getInventory().getTotalWeight();
}
return 0;
}
public boolean isChampion()
{
return false;
}
/**
* Send system message about damage.
* @param target
* @param damage
* @param mcrit
* @param pcrit
* @param miss
*/
public void sendDamageMessage(L2Character target, int damage, boolean mcrit, boolean pcrit, boolean miss)
{
}
public byte getAttackElement()
{
return getStat().getAttackElement();
}
public int getAttackElementValue(byte attackAttribute)
{
return getStat().getAttackElementValue(attackAttribute);
}
public int getDefenseElementValue(byte defenseAttribute)
{
return getStat().getDefenseElementValue(defenseAttribute);
}
public final void startPhysicalAttackMuted()
{
abortAttack();
}
public void disableCoreAI(boolean val)
{
_AIdisabled = val;
}
public boolean isCoreAIDisabled()
{
return _AIdisabled;
}
/**
* @return true
*/
public boolean giveRaidCurse()
{
return true;
}
/**
* Check if target is affected with special buff
* @see CharEffectList#isAffected(EffectFlag)
* @param flag int
* @return boolean
*/
public boolean isAffected(EffectFlag flag)
{
return _effectList.isAffected(flag);
}
public void broadcastSocialAction(int id)
{
broadcastPacket(new SocialAction(getObjectId(), id));
}
public Team getTeam()
{
return _team;
}
public void setTeam(Team team)
{
_team = team;
}
public void addOverrideCond(PcCondOverride... excs)
{
for (PcCondOverride exc : excs)
{
_exceptions |= exc.getMask();
}
}
public void removeOverridedCond(PcCondOverride... excs)
{
for (PcCondOverride exc : excs)
{
_exceptions &= ~exc.getMask();
}
}
public boolean canOverrideCond(PcCondOverride excs)
{
return (_exceptions & excs.getMask()) == excs.getMask();
}
public void setOverrideCond(long masks)
{
_exceptions = masks;
}
public void setLethalable(boolean val)
{
_lethalable = val;
}
public boolean isLethalable()
{
return _lethalable;
}
public Map getTriggerSkills()
{
if (_triggerSkills == null)
{
synchronized (this)
{
if (_triggerSkills == null)
{
_triggerSkills = new ConcurrentHashMap<>();
}
}
}
return _triggerSkills;
}
public void addTriggerSkill(OptionsSkillHolder holder)
{
getTriggerSkills().put(holder.getSkillId(), holder);
}
public void removeTriggerSkill(OptionsSkillHolder holder)
{
getTriggerSkills().remove(holder.getSkillId());
}
public void makeTriggerCast(Skill skill, L2Character target, boolean ignoreTargetType)
{
try
{
if ((skill == null))
{
return;
}
if (skill.checkCondition(this, target, false))
{
if (isSkillDisabled(skill))
{
return;
}
if (skill.getReuseDelay() > 0)
{
disableSkill(skill, skill.getReuseDelay());
}
// @formatter:off
final L2Object[] targets = !ignoreTargetType ? skill.getTargetList(this, false, target) : new L2Character[]{ target };
// @formatter:on
if (targets.length == 0)
{
return;
}
for (L2Object obj : targets)
{
if ((obj != null) && obj.isCharacter())
{
target = (L2Character) obj;
break;
}
}
if (Config.ALT_VALIDATE_TRIGGER_SKILLS && isPlayable() && (target != null) && target.isPlayable())
{
final L2PcInstance player = getActingPlayer();
if (!player.checkPvpSkill(target, skill))
{
return;
}
}
broadcastPacket(new MagicSkillUse(this, target, skill.getDisplayId(), skill.getLevel(), 0, 0));
broadcastPacket(new MagicSkillLaunched(this, skill.getDisplayId(), skill.getLevel(), targets));
// Launch the magic skill and calculate its effects
skill.activateSkill(this, targets);
}
}
catch (Exception e)
{
_log.log(Level.WARNING, "", e);
}
}
public void makeTriggerCast(Skill skill, L2Character target)
{
makeTriggerCast(skill, target, false);
}
/**
* Dummy method overriden in {@link L2PcInstance}
* @return {@code true} if current player can revive and shows 'To Village' button upon death, {@code false} otherwise.
*/
public boolean canRevive()
{
return true;
}
/**
* Dummy method overriden in {@link L2PcInstance}
* @param val
*/
public void setCanRevive(boolean val)
{
}
/**
* Dummy method overriden in {@link L2Attackable}
* @return {@code true} if there is a loot to sweep, {@code false} otherwise.
*/
public boolean isSweepActive()
{
return false;
}
/**
* Dummy method overriden in {@link L2PcInstance}
* @return {@code true} if player is on event, {@code false} otherwise.
*/
public boolean isOnEvent()
{
return false;
}
/**
* Dummy method overriden in {@link L2PcInstance}
* @return the clan id of current character.
*/
public int getClanId()
{
return 0;
}
/**
* Dummy method overriden in {@link L2PcInstance}
* @return the clan of current character.
*/
public L2Clan getClan()
{
return null;
}
/**
* Dummy method overriden in {@link L2PcInstance}
* @return {@code true} if player is in academy, {@code false} otherwise.
*/
public boolean isAcademyMember()
{
return false;
}
/**
* Dummy method overriden in {@link L2PcInstance}
* @return the pledge type of current character.
*/
public int getPledgeType()
{
return 0;
}
/**
* Dummy method overriden in {@link L2PcInstance}
* @return the alliance id of current character.
*/
public int getAllyId()
{
return 0;
}
/**
* Notifies to listeners that current character received damage.
* @param damage
* @param attacker
* @param skill
* @param critical
* @param damageOverTime
*/
public void notifyDamageReceived(double damage, L2Character attacker, Skill skill, boolean critical, boolean damageOverTime)
{
EventDispatcher.getInstance().notifyEventAsync(new OnCreatureDamageReceived(attacker, this, damage, skill, critical, damageOverTime), this);
EventDispatcher.getInstance().notifyEventAsync(new OnCreatureDamageDealt(attacker, this, damage, skill, critical, damageOverTime), attacker);
}
/**
* Notifies to listeners that current character avoid attack.
* @param target
* @param isDot
*/
public void notifyAttackAvoid(final L2Character target, final boolean isDot)
{
EventDispatcher.getInstance().notifyEventAsync(new OnCreatureAttackAvoid(this, target, isDot), target);
}
/**
* @return {@link WeaponType} of current character's weapon or basic weapon type.
*/
public final WeaponType getAttackType()
{
final L2Weapon weapon = getActiveWeaponItem();
if (weapon != null)
{
return weapon.getItemType();
}
else if (isTransformed())
{
final TransformTemplate template = getTransformation().getTemplate(getActingPlayer());
if (template != null)
{
return template.getBaseAttackType();
}
}
return getTemplate().getBaseAttackType();
}
public final boolean isInCategory(CategoryType type)
{
return CategoryData.getInstance().isInCategory(type, getId());
}
/**
* @return the character that summoned this NPC.
*/
public L2Character getSummoner()
{
return _summoner;
}
/**
* @param summoner the summoner of this NPC.
*/
public void setSummoner(L2Character summoner)
{
_summoner = summoner;
}
@Override
public boolean isCharacter()
{
return true;
}
/**
* @return {@code true} if current character is casting channeling skill, {@code false} otherwise.
*/
public final boolean isChanneling()
{
return (_channelizer != null) && _channelizer.isChanneling();
}
public final SkillChannelizer getSkillChannelizer()
{
if (_channelizer == null)
{
_channelizer = new SkillChannelizer(this);
}
return _channelizer;
}
/**
* @return {@code true} if current character is affected by channeling skill, {@code false} otherwise.
*/
public final boolean isChannelized()
{
return (_channelized != null) && !_channelized.isChannelized();
}
public final SkillChannelized getSkillChannelized()
{
if (_channelized == null)
{
_channelized = new SkillChannelized();
}
return _channelized;
}
public void addInvulAgainst(SkillHolder holder)
{
final InvulSkillHolder invulHolder = getInvulAgainstSkills().get(holder.getSkillId());
if (invulHolder != null)
{
invulHolder.increaseInstances();
return;
}
getInvulAgainstSkills().put(holder.getSkillId(), new InvulSkillHolder(holder));
}
public void removeInvulAgainst(SkillHolder holder)
{
final InvulSkillHolder invulHolder = getInvulAgainstSkills().get(holder.getSkillId());
if ((invulHolder != null) && (invulHolder.decreaseInstances() < 1))
{
getInvulAgainstSkills().remove(holder.getSkillId());
}
}
public boolean isInvulAgainst(int skillId, int skillLvl)
{
if (_invulAgainst != null)
{
final SkillHolder holder = getInvulAgainstSkills().get(skillId);
return ((holder != null) && ((holder.getSkillLvl() < 1) || (holder.getSkillLvl() == skillLvl)));
}
return false;
}
private Map getInvulAgainstSkills()
{
if (_invulAgainst == null)
{
synchronized (this)
{
if (_invulAgainst == null)
{
_invulAgainst = new ConcurrentHashMap<>();
}
}
}
return _invulAgainst;
}
@Override
public Queue getListeners(EventType type)
{
final Queue objectListenres = super.getListeners(type);
final Queue templateListeners = getTemplate().getListeners(type);
final Queue globalListeners = isNpc() && !isMonster() ? Containers.Npcs().getListeners(type) : isMonster() ? Containers.Monsters().getListeners(type) : isPlayer() ? Containers.Players().getListeners(type) : EmptyQueue.emptyQueue();
// Attempt to do not create collection
if (objectListenres.isEmpty() && templateListeners.isEmpty() && globalListeners.isEmpty())
{
return EmptyQueue.emptyQueue();
}
else if (!objectListenres.isEmpty() && templateListeners.isEmpty() && globalListeners.isEmpty())
{
return objectListenres;
}
else if (!templateListeners.isEmpty() && objectListenres.isEmpty() && globalListeners.isEmpty())
{
return templateListeners;
}
else if (!globalListeners.isEmpty() && objectListenres.isEmpty() && templateListeners.isEmpty())
{
return globalListeners;
}
final Queue both = new LinkedBlockingDeque<>(objectListenres.size() + templateListeners.size() + globalListeners.size());
both.addAll(objectListenres);
both.addAll(templateListeners);
both.addAll(globalListeners);
return both;
}
public Race getRace()
{
return getTemplate().getRace();
}
public boolean isInDuel()
{
return false;
}
public int getDuelId()
{
return 0;
}
public byte getSiegeState()
{
return 0;
}
public int getSiegeSide()
{
return 0;
}
}