2
0

AbstractAI.java 26 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896
  1. /*
  2. * This program is free software: you can redistribute it and/or modify it under
  3. * the terms of the GNU General Public License as published by the Free Software
  4. * Foundation, either version 3 of the License, or (at your option) any later
  5. * version.
  6. *
  7. * This program is distributed in the hope that it will be useful, but WITHOUT
  8. * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
  9. * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
  10. * details.
  11. *
  12. * You should have received a copy of the GNU General Public License along with
  13. * this program. If not, see <http://www.gnu.org/licenses/>.
  14. */
  15. package com.l2jserver.gameserver.ai;
  16. import static com.l2jserver.gameserver.ai.CtrlIntention.AI_INTENTION_ATTACK;
  17. import static com.l2jserver.gameserver.ai.CtrlIntention.AI_INTENTION_FOLLOW;
  18. import static com.l2jserver.gameserver.ai.CtrlIntention.AI_INTENTION_IDLE;
  19. import java.util.concurrent.Future;
  20. import java.util.logging.Level;
  21. import java.util.logging.Logger;
  22. import com.l2jserver.gameserver.GameTimeController;
  23. import com.l2jserver.gameserver.ThreadPoolManager;
  24. import com.l2jserver.gameserver.model.L2CharPosition;
  25. import com.l2jserver.gameserver.model.L2Object;
  26. import com.l2jserver.gameserver.model.L2Skill;
  27. import com.l2jserver.gameserver.model.actor.L2Character;
  28. import com.l2jserver.gameserver.model.actor.L2Summon;
  29. import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
  30. import com.l2jserver.gameserver.network.serverpackets.ActionFailed;
  31. import com.l2jserver.gameserver.network.serverpackets.AutoAttackStart;
  32. import com.l2jserver.gameserver.network.serverpackets.AutoAttackStop;
  33. import com.l2jserver.gameserver.network.serverpackets.Die;
  34. import com.l2jserver.gameserver.network.serverpackets.MoveToLocation;
  35. import com.l2jserver.gameserver.network.serverpackets.MoveToPawn;
  36. import com.l2jserver.gameserver.network.serverpackets.StopMove;
  37. import com.l2jserver.gameserver.network.serverpackets.StopRotation;
  38. import com.l2jserver.gameserver.taskmanager.AttackStanceTaskManager;
  39. /**
  40. * Mother class of all objects AI in the world.<BR><BR>
  41. *
  42. * AbastractAI :<BR><BR>
  43. * <li>L2CharacterAI</li><BR><BR>
  44. *
  45. */
  46. abstract class AbstractAI implements Ctrl
  47. {
  48. protected static final Logger _log = Logger.getLogger(AbstractAI.class.getName());
  49. class FollowTask implements Runnable
  50. {
  51. protected int _range = 60;
  52. public FollowTask()
  53. {
  54. }
  55. public FollowTask(int range)
  56. {
  57. _range = range;
  58. }
  59. public void run()
  60. {
  61. try
  62. {
  63. if (_followTask == null)
  64. return;
  65. L2Character followTarget = _followTarget; // copy to prevent NPE
  66. if (followTarget == null)
  67. {
  68. if (_actor instanceof L2Summon)
  69. ((L2Summon) _actor).setFollowStatus(false);
  70. setIntention(AI_INTENTION_IDLE);
  71. return;
  72. }
  73. if (!_actor.isInsideRadius(followTarget, _range, true, false))
  74. {
  75. if (!_actor.isInsideRadius(followTarget, 3000, true, false))
  76. {
  77. // if the target is too far (maybe also teleported)
  78. if (_actor instanceof L2Summon)
  79. ((L2Summon) _actor).setFollowStatus(false);
  80. setIntention(AI_INTENTION_IDLE);
  81. return;
  82. }
  83. moveToPawn(followTarget, _range);
  84. }
  85. }
  86. catch (Exception e)
  87. {
  88. _log.log(Level.WARNING, "", e);
  89. }
  90. }
  91. }
  92. /** The character that this AI manages */
  93. protected final L2Character _actor;
  94. /** An accessor for private methods of the actor */
  95. protected final L2Character.AIAccessor _accessor;
  96. /** Current long-term intention */
  97. protected CtrlIntention _intention = AI_INTENTION_IDLE;
  98. /** Current long-term intention parameter */
  99. protected Object _intentionArg0 = null;
  100. /** Current long-term intention parameter */
  101. protected Object _intentionArg1 = null;
  102. /** Flags about client's state, in order to know which messages to send */
  103. protected boolean _clientMoving;
  104. /** Flags about client's state, in order to know which messages to send */
  105. protected boolean _clientAutoAttacking;
  106. /** Flags about client's state, in order to know which messages to send */
  107. protected int _clientMovingToPawnOffset;
  108. /** Different targets this AI maintains */
  109. private L2Object _target;
  110. private L2Character _castTarget;
  111. protected L2Character _attackTarget;
  112. protected L2Character _followTarget;
  113. /** The skill we are currently casting by INTENTION_CAST */
  114. L2Skill _skill;
  115. /** Different internal state flags */
  116. private int _moveToPawnTimeout;
  117. protected Future<?> _followTask = null;
  118. private static final int FOLLOW_INTERVAL = 1000;
  119. private static final int ATTACK_FOLLOW_INTERVAL = 500;
  120. /**
  121. * Constructor of AbstractAI.<BR><BR>
  122. *
  123. * @param accessor The AI accessor of the L2Character
  124. *
  125. */
  126. protected AbstractAI(L2Character.AIAccessor accessor)
  127. {
  128. _accessor = accessor;
  129. // Get the L2Character managed by this Accessor AI
  130. _actor = accessor.getActor();
  131. }
  132. /**
  133. * Return the L2Character managed by this Accessor AI.<BR><BR>
  134. */
  135. public L2Character getActor()
  136. {
  137. return _actor;
  138. }
  139. /**
  140. * Return the current Intention.<BR><BR>
  141. */
  142. public CtrlIntention getIntention()
  143. {
  144. return _intention;
  145. }
  146. protected void setCastTarget(L2Character target)
  147. {
  148. _castTarget = target;
  149. }
  150. /**
  151. * Return the current cast target.<BR><BR>
  152. */
  153. public L2Character getCastTarget()
  154. {
  155. return _castTarget;
  156. }
  157. protected void setAttackTarget(L2Character target)
  158. {
  159. _attackTarget = target;
  160. }
  161. /**
  162. * Return current attack target.<BR><BR>
  163. */
  164. public L2Character getAttackTarget()
  165. {
  166. return _attackTarget;
  167. }
  168. /**
  169. * Set the Intention of this AbstractAI.<BR><BR>
  170. *
  171. * <FONT COLOR=#FF0000><B> <U>Caution</U> : This method is USED by AI classes</B></FONT><BR><BR>
  172. *
  173. * <B><U> Overridden in </U> : </B><BR>
  174. * <B>L2AttackableAI</B> : Create an AI Task executed every 1s (if necessary)<BR>
  175. * <B>L2PlayerAI</B> : Stores the current AI intention parameters to later restore it if necessary<BR><BR>
  176. *
  177. * @param intention The new Intention to set to the AI
  178. * @param arg0 The first parameter of the Intention
  179. * @param arg1 The second parameter of the Intention
  180. *
  181. */
  182. synchronized void changeIntention(CtrlIntention intention, Object arg0, Object arg1)
  183. {
  184. /*
  185. if (Config.DEBUG)
  186. _log.warning("AbstractAI: changeIntention -> " + intention + " " + arg0 + " " + arg1);
  187. */
  188. _intention = intention;
  189. _intentionArg0 = arg0;
  190. _intentionArg1 = arg1;
  191. }
  192. /**
  193. * Launch the L2CharacterAI onIntention method corresponding to the new Intention.<BR><BR>
  194. *
  195. * <FONT COLOR=#FF0000><B> <U>Caution</U> : Stop the FOLLOW mode if necessary</B></FONT><BR><BR>
  196. *
  197. * @param intention The new Intention to set to the AI
  198. *
  199. */
  200. public final void setIntention(CtrlIntention intention)
  201. {
  202. setIntention(intention, null, null);
  203. }
  204. /**
  205. * Launch the L2CharacterAI onIntention method corresponding to the new Intention.<BR><BR>
  206. *
  207. * <FONT COLOR=#FF0000><B> <U>Caution</U> : Stop the FOLLOW mode if necessary</B></FONT><BR><BR>
  208. *
  209. * @param intention The new Intention to set to the AI
  210. * @param arg0 The first parameter of the Intention (optional target)
  211. *
  212. */
  213. public final void setIntention(CtrlIntention intention, Object arg0)
  214. {
  215. setIntention(intention, arg0, null);
  216. }
  217. /**
  218. * Launch the L2CharacterAI onIntention method corresponding to the new Intention.<BR><BR>
  219. *
  220. * <FONT COLOR=#FF0000><B> <U>Caution</U> : Stop the FOLLOW mode if necessary</B></FONT><BR><BR>
  221. *
  222. * @param intention The new Intention to set to the AI
  223. * @param arg0 The first parameter of the Intention (optional target)
  224. * @param arg1 The second parameter of the Intention (optional target)
  225. *
  226. */
  227. /*
  228. public final void informAIIntention(CtrlIntention intent, Object arg0) {
  229. ThreadPoolManager.getInstance().executeAi(new InformAIMsg(this, intent, arg0));
  230. }
  231. public final void informAIIntention(CtrlIntention intent) {
  232. ThreadPoolManager.getInstance().executeAi(new InformAIMsg(this, intent, null));
  233. }
  234. public class InformAIMsg implements Runnable {
  235. private AbstractAI _ai;
  236. private CtrlIntention _intent;
  237. private Object _arg0;
  238. public InformAIMsg(AbstractAI ai, CtrlIntention intention, Object arg0) {
  239. _ai=ai;
  240. _intent = intention;
  241. _arg0 = arg0;
  242. }
  243. public final void run() {
  244. _ai.setIntention(_intent, _arg0, null);
  245. }
  246. }
  247. */
  248. public final void setIntention(CtrlIntention intention, Object arg0, Object arg1)
  249. {
  250. /*
  251. if (Config.DEBUG)
  252. _log.warning("AbstractAI: setIntention -> " + intention + " " + arg0 + " " + arg1);
  253. */
  254. // Stop the follow mode if necessary
  255. if (intention != AI_INTENTION_FOLLOW && intention != AI_INTENTION_ATTACK)
  256. stopFollow();
  257. // Launch the onIntention method of the L2CharacterAI corresponding to the new Intention
  258. switch (intention)
  259. {
  260. case AI_INTENTION_IDLE:
  261. onIntentionIdle();
  262. break;
  263. case AI_INTENTION_ACTIVE:
  264. onIntentionActive();
  265. break;
  266. case AI_INTENTION_REST:
  267. onIntentionRest();
  268. break;
  269. case AI_INTENTION_ATTACK:
  270. onIntentionAttack((L2Character) arg0);
  271. break;
  272. case AI_INTENTION_CAST:
  273. onIntentionCast((L2Skill) arg0, (L2Object) arg1);
  274. break;
  275. case AI_INTENTION_MOVE_TO:
  276. onIntentionMoveTo((L2CharPosition) arg0);
  277. break;
  278. case AI_INTENTION_FOLLOW:
  279. onIntentionFollow((L2Character) arg0);
  280. break;
  281. case AI_INTENTION_PICK_UP:
  282. onIntentionPickUp((L2Object) arg0);
  283. break;
  284. case AI_INTENTION_INTERACT:
  285. onIntentionInteract((L2Object) arg0);
  286. break;
  287. }
  288. }
  289. /**
  290. * Launch the L2CharacterAI onEvt method corresponding to the Event.<BR><BR>
  291. *
  292. * <FONT COLOR=#FF0000><B> <U>Caution</U> : The current general intention won't be change
  293. * (ex : If the character attack and is stunned, he will attack again after the stunned period)</B></FONT><BR><BR>
  294. *
  295. * @param evt The event whose the AI must be notified
  296. *
  297. */
  298. public final void notifyEvent(CtrlEvent evt)
  299. {
  300. notifyEvent(evt, null, null);
  301. }
  302. /**
  303. * Launch the L2CharacterAI onEvt method corresponding to the Event.<BR><BR>
  304. *
  305. * <FONT COLOR=#FF0000><B> <U>Caution</U> : The current general intention won't be change
  306. * (ex : If the character attack and is stunned, he will attack again after the stunned period)</B></FONT><BR><BR>
  307. *
  308. * @param evt The event whose the AI must be notified
  309. * @param arg0 The first parameter of the Event (optional target)
  310. *
  311. */
  312. public final void notifyEvent(CtrlEvent evt, Object arg0)
  313. {
  314. notifyEvent(evt, arg0, null);
  315. }
  316. /*
  317. public final void informAIEvent(CtrlEvent evt) {
  318. ThreadPoolManager.getInstance().executeAi(new InformAIEvent(this, evt, null, null));
  319. }
  320. public final void informAIEvent(CtrlEvent evt, Object arg0) {
  321. ThreadPoolManager.getInstance().executeAi(new InformAIEvent(this, evt, arg0, null));
  322. }
  323. public final void informAIEvent(CtrlEvent evt, Object arg0, Object arg1) {
  324. ThreadPoolManager.getInstance().executeAi(new InformAIEvent(this, evt, arg0, arg1));
  325. }
  326. public class InformAIEvent implements Runnable {
  327. private AbstractAI _ai;
  328. private CtrlEvent _evt;
  329. private Object _arg0, _arg1;
  330. public InformAIEvent(AbstractAI ai, CtrlEvent evt, Object arg0, Object arg1) {
  331. _ai=ai;
  332. _evt = evt;
  333. _arg0 = arg0;
  334. _arg1 = arg1;
  335. }
  336. public final void run() {
  337. _ai.notifyEvent(_evt, _arg0, _arg1);
  338. }
  339. }
  340. */
  341. /**
  342. * Launch the L2CharacterAI onEvt method corresponding to the Event.<BR><BR>
  343. *
  344. * <FONT COLOR=#FF0000><B> <U>Caution</U> : The current general intention won't be change
  345. * (ex : If the character attack and is stunned, he will attack again after the stunned period)</B></FONT><BR><BR>
  346. *
  347. * @param evt The event whose the AI must be notified
  348. * @param arg0 The first parameter of the Event (optional target)
  349. * @param arg1 The second parameter of the Event (optional target)
  350. *
  351. */
  352. public final void notifyEvent(CtrlEvent evt, Object arg0, Object arg1)
  353. {
  354. if ((!_actor.isVisible() && !_actor.isTeleporting()) || !_actor.hasAI())
  355. {
  356. return;
  357. }
  358. /*
  359. if (Config.DEBUG)
  360. _log.warning("AbstractAI: notifyEvent -> " + evt + " " + arg0 + " " + arg1);
  361. */
  362. switch (evt)
  363. {
  364. case EVT_THINK:
  365. onEvtThink();
  366. break;
  367. case EVT_ATTACKED:
  368. onEvtAttacked((L2Character) arg0);
  369. break;
  370. case EVT_AGGRESSION:
  371. onEvtAggression((L2Character) arg0, ((Number) arg1).intValue());
  372. break;
  373. case EVT_STUNNED:
  374. onEvtStunned((L2Character) arg0);
  375. break;
  376. case EVT_PARALYZED:
  377. onEvtParalyzed((L2Character) arg0);
  378. break;
  379. case EVT_SLEEPING:
  380. onEvtSleeping((L2Character) arg0);
  381. break;
  382. case EVT_ROOTED:
  383. onEvtRooted((L2Character) arg0);
  384. break;
  385. case EVT_CONFUSED:
  386. onEvtConfused((L2Character) arg0);
  387. break;
  388. case EVT_MUTED:
  389. onEvtMuted((L2Character) arg0);
  390. break;
  391. case EVT_READY_TO_ACT:
  392. if (!_actor.isCastingNow() && !_actor.isCastingSimultaneouslyNow())
  393. onEvtReadyToAct();
  394. break;
  395. case EVT_USER_CMD:
  396. onEvtUserCmd(arg0, arg1);
  397. break;
  398. case EVT_ARRIVED:
  399. // happens e.g. from stopmove but we don't process it if we're casting
  400. if (!_actor.isCastingNow() && !_actor.isCastingSimultaneouslyNow())
  401. onEvtArrived();
  402. break;
  403. case EVT_ARRIVED_REVALIDATE:
  404. // this is disregarded if the char is not moving any more
  405. if (_actor.isMoving())
  406. onEvtArrivedRevalidate();
  407. break;
  408. case EVT_ARRIVED_BLOCKED:
  409. onEvtArrivedBlocked((L2CharPosition) arg0);
  410. break;
  411. case EVT_FORGET_OBJECT:
  412. onEvtForgetObject((L2Object) arg0);
  413. break;
  414. case EVT_CANCEL:
  415. onEvtCancel();
  416. break;
  417. case EVT_DEAD:
  418. onEvtDead();
  419. break;
  420. case EVT_FAKE_DEATH:
  421. onEvtFakeDeath();
  422. break;
  423. case EVT_FINISH_CASTING:
  424. onEvtFinishCasting();
  425. break;
  426. }
  427. }
  428. protected abstract void onIntentionIdle();
  429. protected abstract void onIntentionActive();
  430. protected abstract void onIntentionRest();
  431. protected abstract void onIntentionAttack(L2Character target);
  432. protected abstract void onIntentionCast(L2Skill skill, L2Object target);
  433. protected abstract void onIntentionMoveTo(L2CharPosition destination);
  434. protected abstract void onIntentionFollow(L2Character target);
  435. protected abstract void onIntentionPickUp(L2Object item);
  436. protected abstract void onIntentionInteract(L2Object object);
  437. protected abstract void onEvtThink();
  438. protected abstract void onEvtAttacked(L2Character attacker);
  439. protected abstract void onEvtAggression(L2Character target, int aggro);
  440. protected abstract void onEvtStunned(L2Character attacker);
  441. protected abstract void onEvtParalyzed(L2Character attacker);
  442. protected abstract void onEvtSleeping(L2Character attacker);
  443. protected abstract void onEvtRooted(L2Character attacker);
  444. protected abstract void onEvtConfused(L2Character attacker);
  445. protected abstract void onEvtMuted(L2Character attacker);
  446. protected abstract void onEvtReadyToAct();
  447. protected abstract void onEvtUserCmd(Object arg0, Object arg1);
  448. protected abstract void onEvtArrived();
  449. protected abstract void onEvtArrivedRevalidate();
  450. protected abstract void onEvtArrivedBlocked(L2CharPosition blocked_at_pos);
  451. protected abstract void onEvtForgetObject(L2Object object);
  452. protected abstract void onEvtCancel();
  453. protected abstract void onEvtDead();
  454. protected abstract void onEvtFakeDeath();
  455. protected abstract void onEvtFinishCasting();
  456. /**
  457. * Cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor.<BR><BR>
  458. *
  459. * <FONT COLOR=#FF0000><B> <U>Caution</U> : Low level function, used by AI subclasses</B></FONT><BR><BR>
  460. *
  461. */
  462. protected void clientActionFailed()
  463. {
  464. if (_actor instanceof L2PcInstance)
  465. _actor.sendPacket(ActionFailed.STATIC_PACKET);
  466. }
  467. /**
  468. * Move the actor to Pawn server side AND client side by sending Server->Client packet MoveToPawn <I>(broadcast)</I>.<BR><BR>
  469. *
  470. * <FONT COLOR=#FF0000><B> <U>Caution</U> : Low level function, used by AI subclasses</B></FONT><BR><BR>
  471. *
  472. */
  473. protected void moveToPawn(L2Object pawn, int offset)
  474. {
  475. // Check if actor can move
  476. if (!_actor.isMovementDisabled())
  477. {
  478. if (offset < 10)
  479. offset = 10;
  480. // prevent possible extra calls to this function (there is none?),
  481. // also don't send movetopawn packets too often
  482. boolean sendPacket = true;
  483. if (_clientMoving && _target == pawn)
  484. {
  485. if (_clientMovingToPawnOffset == offset)
  486. {
  487. if (GameTimeController.getGameTicks() < _moveToPawnTimeout)
  488. return;
  489. sendPacket = false;
  490. }
  491. else if (_actor.isOnGeodataPath())
  492. {
  493. // minimum time to calculate new route is 2 seconds
  494. if (GameTimeController.getGameTicks() < (_moveToPawnTimeout + 10))
  495. return;
  496. }
  497. }
  498. // Set AI movement data
  499. _clientMoving = true;
  500. _clientMovingToPawnOffset = offset;
  501. _target = pawn;
  502. _moveToPawnTimeout = GameTimeController.getGameTicks();
  503. _moveToPawnTimeout += 1000 / GameTimeController.MILLIS_IN_TICK;
  504. if (pawn == null || _accessor == null)
  505. return;
  506. // Calculate movement data for a move to location action and add the actor to movingObjects of GameTimeController
  507. _accessor.moveTo(pawn.getX(), pawn.getY(), pawn.getZ(), offset);
  508. if (!_actor.isMoving())
  509. {
  510. _actor.sendPacket(ActionFailed.STATIC_PACKET);
  511. return;
  512. }
  513. // Send a Server->Client packet MoveToPawn/CharMoveToLocation to the actor and all L2PcInstance in its _knownPlayers
  514. if (pawn instanceof L2Character)
  515. {
  516. if (_actor.isOnGeodataPath())
  517. {
  518. _actor.broadcastPacket(new MoveToLocation(_actor));
  519. _clientMovingToPawnOffset = 0;
  520. }
  521. else if (sendPacket) // don't repeat unnecessarily
  522. _actor.broadcastPacket(new MoveToPawn(_actor, (L2Character) pawn, offset));
  523. }
  524. else
  525. _actor.broadcastPacket(new MoveToLocation(_actor));
  526. }
  527. else
  528. {
  529. _actor.sendPacket(ActionFailed.STATIC_PACKET);
  530. }
  531. }
  532. /**
  533. * Move the actor to Location (x,y,z) server side AND client side by sending Server->Client packet CharMoveToLocation <I>(broadcast)</I>.<BR><BR>
  534. *
  535. * <FONT COLOR=#FF0000><B> <U>Caution</U> : Low level function, used by AI subclasses</B></FONT><BR><BR>
  536. *
  537. */
  538. protected void moveTo(int x, int y, int z)
  539. {
  540. // Chek if actor can move
  541. if (!_actor.isMovementDisabled())
  542. {
  543. // Set AI movement data
  544. _clientMoving = true;
  545. _clientMovingToPawnOffset = 0;
  546. // Calculate movement data for a move to location action and add the actor to movingObjects of GameTimeController
  547. _accessor.moveTo(x, y, z);
  548. // Send a Server->Client packet CharMoveToLocation to the actor and all L2PcInstance in its _knownPlayers
  549. MoveToLocation msg = new MoveToLocation(_actor);
  550. _actor.broadcastPacket(msg);
  551. }
  552. else
  553. {
  554. _actor.sendPacket(ActionFailed.STATIC_PACKET);
  555. }
  556. }
  557. /**
  558. * Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation <I>(broadcast)</I>.<BR><BR>
  559. *
  560. * <FONT COLOR=#FF0000><B> <U>Caution</U> : Low level function, used by AI subclasses</B></FONT><BR><BR>
  561. *
  562. */
  563. protected void clientStopMoving(L2CharPosition pos)
  564. {
  565. /*
  566. if (Config.DEBUG)
  567. _log.warning("clientStopMoving();");
  568. */
  569. // Stop movement of the L2Character
  570. if (_actor.isMoving())
  571. _accessor.stopMove(pos);
  572. _clientMovingToPawnOffset = 0;
  573. if (_clientMoving || pos != null)
  574. {
  575. _clientMoving = false;
  576. // Send a Server->Client packet StopMove to the actor and all L2PcInstance in its _knownPlayers
  577. StopMove msg = new StopMove(_actor);
  578. _actor.broadcastPacket(msg);
  579. if (pos != null)
  580. {
  581. // Send a Server->Client packet StopRotation to the actor and all L2PcInstance in its _knownPlayers
  582. StopRotation sr = new StopRotation(_actor.getObjectId(), pos.heading, 0);
  583. _actor.sendPacket(sr);
  584. _actor.broadcastPacket(sr);
  585. }
  586. }
  587. }
  588. // Client has already arrived to target, no need to force StopMove packet
  589. protected void clientStoppedMoving()
  590. {
  591. if (_clientMovingToPawnOffset > 0) // movetoPawn needs to be stopped
  592. {
  593. _clientMovingToPawnOffset = 0;
  594. StopMove msg = new StopMove(_actor);
  595. _actor.broadcastPacket(msg);
  596. }
  597. _clientMoving = false;
  598. }
  599. public boolean isAutoAttacking()
  600. {
  601. return _clientAutoAttacking;
  602. }
  603. public void setAutoAttacking(boolean isAutoAttacking)
  604. {
  605. if (_actor instanceof L2Summon)
  606. {
  607. L2Summon summon = (L2Summon) _actor;
  608. if (summon.getOwner() != null)
  609. summon.getOwner().getAI().setAutoAttacking(isAutoAttacking);
  610. return;
  611. }
  612. _clientAutoAttacking = isAutoAttacking;
  613. }
  614. /**
  615. * Start the actor Auto Attack client side by sending Server->Client packet AutoAttackStart <I>(broadcast)</I>.<BR><BR>
  616. *
  617. * <FONT COLOR=#FF0000><B> <U>Caution</U> : Low level function, used by AI subclasses</B></FONT><BR><BR>
  618. *
  619. */
  620. public void clientStartAutoAttack()
  621. {
  622. if (_actor instanceof L2Summon)
  623. {
  624. L2Summon summon = (L2Summon) _actor;
  625. if (summon.getOwner() != null)
  626. summon.getOwner().getAI().clientStartAutoAttack();
  627. return;
  628. }
  629. if (!isAutoAttacking())
  630. {
  631. if (_actor instanceof L2PcInstance && ((L2PcInstance)_actor).getPet() != null)
  632. ((L2PcInstance)_actor).getPet().broadcastPacket(new AutoAttackStart(((L2PcInstance)_actor).getPet().getObjectId()));
  633. // Send a Server->Client packet AutoAttackStart to the actor and all L2PcInstance in its _knownPlayers
  634. _actor.broadcastPacket(new AutoAttackStart(_actor.getObjectId()));
  635. setAutoAttacking(true);
  636. }
  637. AttackStanceTaskManager.getInstance().addAttackStanceTask(_actor);
  638. }
  639. /**
  640. * Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop <I>(broadcast)</I>.<BR><BR>
  641. *
  642. * <FONT COLOR=#FF0000><B> <U>Caution</U> : Low level function, used by AI subclasses</B></FONT><BR><BR>
  643. *
  644. */
  645. public void clientStopAutoAttack()
  646. {
  647. if (_actor instanceof L2Summon)
  648. {
  649. L2Summon summon = (L2Summon) _actor;
  650. if (summon.getOwner() != null)
  651. summon.getOwner().getAI().clientStopAutoAttack();
  652. return;
  653. }
  654. if (_actor instanceof L2PcInstance)
  655. {
  656. if (!AttackStanceTaskManager.getInstance().getAttackStanceTask(_actor) && isAutoAttacking())
  657. AttackStanceTaskManager.getInstance().addAttackStanceTask(_actor);
  658. }
  659. else if (isAutoAttacking())
  660. {
  661. _actor.broadcastPacket(new AutoAttackStop(_actor.getObjectId()));
  662. setAutoAttacking(false);
  663. }
  664. }
  665. /**
  666. * Kill the actor client side by sending Server->Client packet AutoAttackStop, StopMove/StopRotation, Die <I>(broadcast)</I>.<BR><BR>
  667. *
  668. * <FONT COLOR=#FF0000><B> <U>Caution</U> : Low level function, used by AI subclasses</B></FONT><BR><BR>
  669. *
  670. */
  671. protected void clientNotifyDead()
  672. {
  673. // Send a Server->Client packet Die to the actor and all L2PcInstance in its _knownPlayers
  674. Die msg = new Die(_actor);
  675. _actor.broadcastPacket(msg);
  676. // Init AI
  677. _intention = AI_INTENTION_IDLE;
  678. _target = null;
  679. _castTarget = null;
  680. _attackTarget = null;
  681. // Cancel the follow task if necessary
  682. stopFollow();
  683. }
  684. /**
  685. * Update the state of this actor client side by sending Server->Client packet MoveToPawn/CharMoveToLocation and AutoAttackStart to the L2PcInstance player.<BR><BR>
  686. *
  687. * <FONT COLOR=#FF0000><B> <U>Caution</U> : Low level function, used by AI subclasses</B></FONT><BR><BR>
  688. *
  689. * @param player The L2PcIstance to notify with state of this L2Character
  690. *
  691. */
  692. public void describeStateToPlayer(L2PcInstance player)
  693. {
  694. if (_clientMoving)
  695. {
  696. if (_clientMovingToPawnOffset != 0 && _followTarget != null)
  697. {
  698. // Send a Server->Client packet MoveToPawn to the actor and all L2PcInstance in its _knownPlayers
  699. MoveToPawn msg = new MoveToPawn(_actor, _followTarget, _clientMovingToPawnOffset);
  700. player.sendPacket(msg);
  701. }
  702. else
  703. {
  704. // Send a Server->Client packet CharMoveToLocation to the actor and all L2PcInstance in its _knownPlayers
  705. MoveToLocation msg = new MoveToLocation(_actor);
  706. player.sendPacket(msg);
  707. }
  708. }
  709. }
  710. /**
  711. * Create and Launch an AI Follow Task to execute every 1s.<BR><BR>
  712. *
  713. * @param target The L2Character to follow
  714. *
  715. */
  716. public synchronized void startFollow(L2Character target)
  717. {
  718. if (_followTask != null)
  719. {
  720. _followTask.cancel(false);
  721. _followTask = null;
  722. }
  723. // Create and Launch an AI Follow Task to execute every 1s
  724. _followTarget = target;
  725. _followTask = ThreadPoolManager.getInstance().scheduleAiAtFixedRate(new FollowTask(), 5, FOLLOW_INTERVAL);
  726. }
  727. /**
  728. * Create and Launch an AI Follow Task to execute every 0.5s, following at specified range.<BR><BR>
  729. *
  730. * @param target The L2Character to follow
  731. *
  732. */
  733. public synchronized void startFollow(L2Character target, int range)
  734. {
  735. if (_followTask != null)
  736. {
  737. _followTask.cancel(false);
  738. _followTask = null;
  739. }
  740. _followTarget = target;
  741. _followTask = ThreadPoolManager.getInstance().scheduleAiAtFixedRate(new FollowTask(range), 5, ATTACK_FOLLOW_INTERVAL);
  742. }
  743. /**
  744. * Stop an AI Follow Task.<BR><BR>
  745. */
  746. public synchronized void stopFollow()
  747. {
  748. if (_followTask != null)
  749. {
  750. // Stop the Follow Task
  751. _followTask.cancel(false);
  752. _followTask = null;
  753. }
  754. _followTarget = null;
  755. }
  756. protected L2Character getFollowTarget()
  757. {
  758. return _followTarget;
  759. }
  760. protected L2Object getTarget()
  761. {
  762. return _target;
  763. }
  764. protected void setTarget(L2Object target)
  765. {
  766. _target = target;
  767. }
  768. /**
  769. * Stop all Ai tasks and futures.
  770. */
  771. public void stopAITask()
  772. {
  773. stopFollow();
  774. }
  775. @Override
  776. public String toString()
  777. {
  778. if (_actor == null)
  779. return "Actor: null";
  780. else
  781. return "Actor: "+_actor;
  782. }
  783. }