AbstractAI.java 26 KB

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  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 net.sf.l2j.gameserver.ai;
  16. import static net.sf.l2j.gameserver.ai.CtrlIntention.AI_INTENTION_ATTACK;
  17. import static net.sf.l2j.gameserver.ai.CtrlIntention.AI_INTENTION_FOLLOW;
  18. import static net.sf.l2j.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 net.sf.l2j.gameserver.GameTimeController;
  23. import net.sf.l2j.gameserver.ThreadPoolManager;
  24. import net.sf.l2j.gameserver.model.L2CharPosition;
  25. import net.sf.l2j.gameserver.model.L2Character;
  26. import net.sf.l2j.gameserver.model.L2Object;
  27. import net.sf.l2j.gameserver.model.L2Skill;
  28. import net.sf.l2j.gameserver.model.L2Summon;
  29. import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance;
  30. import net.sf.l2j.gameserver.network.serverpackets.ActionFailed;
  31. import net.sf.l2j.gameserver.network.serverpackets.AutoAttackStart;
  32. import net.sf.l2j.gameserver.network.serverpackets.AutoAttackStop;
  33. import net.sf.l2j.gameserver.network.serverpackets.Die;
  34. import net.sf.l2j.gameserver.network.serverpackets.MoveToLocation;
  35. import net.sf.l2j.gameserver.network.serverpackets.MoveToLocationInVehicle;
  36. import net.sf.l2j.gameserver.network.serverpackets.MoveToPawn;
  37. import net.sf.l2j.gameserver.network.serverpackets.StopMove;
  38. import net.sf.l2j.gameserver.network.serverpackets.StopRotation;
  39. import net.sf.l2j.gameserver.taskmanager.AttackStanceTaskManager;
  40. /**
  41. * Mother class of all objects AI in the world.<BR><BR>
  42. *
  43. * AbastractAI :<BR><BR>
  44. * <li>L2CharacterAI</li><BR><BR>
  45. *
  46. */
  47. abstract class AbstractAI implements Ctrl
  48. {
  49. protected static final Logger _log = Logger.getLogger(AbstractAI.class.getName());
  50. class FollowTask implements Runnable
  51. {
  52. protected int _range = 60;
  53. public FollowTask()
  54. {
  55. }
  56. public FollowTask(int range)
  57. {
  58. _range = range;
  59. }
  60. public void run()
  61. {
  62. try
  63. {
  64. if (_followTask == null)
  65. return;
  66. L2Character followTarget = _followTarget; // copy to prevent NPE
  67. if (followTarget == null)
  68. {
  69. if (_actor instanceof L2Summon)
  70. ((L2Summon) _actor).setFollowStatus(false);
  71. setIntention(AI_INTENTION_IDLE);
  72. return;
  73. }
  74. if (!_actor.isInsideRadius(followTarget, _range, true, false))
  75. {
  76. if (!_actor.isInsideRadius(followTarget, 3000, true, false))
  77. {
  78. // if the target is too far (maybe also teleported)
  79. if (_actor instanceof L2Summon)
  80. ((L2Summon) _actor).setFollowStatus(false);
  81. setIntention(AI_INTENTION_IDLE);
  82. return;
  83. }
  84. moveToPawn(followTarget, _range);
  85. }
  86. }
  87. catch (Throwable t)
  88. {
  89. _log.log(Level.WARNING, "", t);
  90. }
  91. }
  92. }
  93. /** The character that this AI manages */
  94. protected final L2Character _actor;
  95. /** An accessor for private methods of the actor */
  96. protected final L2Character.AIAccessor _accessor;
  97. /** Current long-term intention */
  98. protected CtrlIntention _intention = AI_INTENTION_IDLE;
  99. /** Current long-term intention parameter */
  100. protected Object _intentionArg0 = null;
  101. /** Current long-term intention parameter */
  102. protected Object _intentionArg1 = null;
  103. /** Flags about client's state, in order to know which messages to send */
  104. protected boolean _clientMoving;
  105. /** Flags about client's state, in order to know which messages to send */
  106. protected boolean _clientAutoAttacking;
  107. /** Flags about client's state, in order to know which messages to send */
  108. protected int _clientMovingToPawnOffset;
  109. /** Different targets this AI maintains */
  110. private L2Object _target;
  111. private L2Character _castTarget;
  112. protected L2Character _attackTarget;
  113. protected L2Character _followTarget;
  114. /** The skill we are currently casting by INTENTION_CAST */
  115. L2Skill _skill;
  116. /** Different internal state flags */
  117. private int _moveToPawnTimeout;
  118. protected Future<?> _followTask = null;
  119. private static final int FOLLOW_INTERVAL = 1000;
  120. private static final int ATTACK_FOLLOW_INTERVAL = 500;
  121. /**
  122. * Constructor of AbstractAI.<BR><BR>
  123. *
  124. * @param accessor The AI accessor of the L2Character
  125. *
  126. */
  127. protected AbstractAI(L2Character.AIAccessor accessor)
  128. {
  129. _accessor = accessor;
  130. // Get the L2Character managed by this Accessor AI
  131. _actor = accessor.getActor();
  132. }
  133. /**
  134. * Return the L2Character managed by this Accessor AI.<BR><BR>
  135. */
  136. public L2Character getActor()
  137. {
  138. return _actor;
  139. }
  140. /**
  141. * Return the current Intention.<BR><BR>
  142. */
  143. public CtrlIntention getIntention()
  144. {
  145. return _intention;
  146. }
  147. protected synchronized void setCastTarget(L2Character target)
  148. {
  149. _castTarget = target;
  150. }
  151. /**
  152. * Return the current cast target.<BR><BR>
  153. */
  154. public L2Character getCastTarget()
  155. {
  156. return _castTarget;
  157. }
  158. protected synchronized void setAttackTarget(L2Character target)
  159. {
  160. _attackTarget = target;
  161. }
  162. /**
  163. * Return current attack target.<BR><BR>
  164. */
  165. public L2Character getAttackTarget()
  166. {
  167. return _attackTarget;
  168. }
  169. /**
  170. * Set the Intention of this AbstractAI.<BR><BR>
  171. *
  172. * <FONT COLOR=#FF0000><B> <U>Caution</U> : This method is USED by AI classes</B></FONT><BR><BR>
  173. *
  174. * <B><U> Overridden in </U> : </B><BR>
  175. * <B>L2AttackableAI</B> : Create an AI Task executed every 1s (if necessary)<BR>
  176. * <B>L2PlayerAI</B> : Stores the current AI intention parameters to later restore it if necessary<BR><BR>
  177. *
  178. * @param intention The new Intention to set to the AI
  179. * @param arg0 The first parameter of the Intention
  180. * @param arg1 The second parameter of the Intention
  181. *
  182. */
  183. synchronized void changeIntention(CtrlIntention intention, Object arg0, Object arg1)
  184. {
  185. /*
  186. if (Config.DEBUG)
  187. _log.warning("AbstractAI: changeIntention -> " + intention + " " + arg0 + " " + arg1);
  188. */
  189. _intention = intention;
  190. _intentionArg0 = arg0;
  191. _intentionArg1 = arg1;
  192. }
  193. /**
  194. * Launch the L2CharacterAI onIntention method corresponding to the new Intention.<BR><BR>
  195. *
  196. * <FONT COLOR=#FF0000><B> <U>Caution</U> : Stop the FOLLOW mode if necessary</B></FONT><BR><BR>
  197. *
  198. * @param intention The new Intention to set to the AI
  199. *
  200. */
  201. public final void setIntention(CtrlIntention intention)
  202. {
  203. setIntention(intention, null, null);
  204. }
  205. /**
  206. * Launch the L2CharacterAI onIntention method corresponding to the new Intention.<BR><BR>
  207. *
  208. * <FONT COLOR=#FF0000><B> <U>Caution</U> : Stop the FOLLOW mode if necessary</B></FONT><BR><BR>
  209. *
  210. * @param intention The new Intention to set to the AI
  211. * @param arg0 The first parameter of the Intention (optional target)
  212. *
  213. */
  214. public final void setIntention(CtrlIntention intention, Object arg0)
  215. {
  216. setIntention(intention, arg0, null);
  217. }
  218. /**
  219. * Launch the L2CharacterAI onIntention method corresponding to the new Intention.<BR><BR>
  220. *
  221. * <FONT COLOR=#FF0000><B> <U>Caution</U> : Stop the FOLLOW mode if necessary</B></FONT><BR><BR>
  222. *
  223. * @param intention The new Intention to set to the AI
  224. * @param arg0 The first parameter of the Intention (optional target)
  225. * @param arg1 The second parameter of the Intention (optional target)
  226. *
  227. */
  228. /*
  229. public final void informAIIntention(CtrlIntention intent, Object arg0) {
  230. ThreadPoolManager.getInstance().executeAi(new InformAIMsg(this, intent, arg0));
  231. }
  232. public final void informAIIntention(CtrlIntention intent) {
  233. ThreadPoolManager.getInstance().executeAi(new InformAIMsg(this, intent, null));
  234. }
  235. public class InformAIMsg implements Runnable {
  236. private AbstractAI _ai;
  237. private CtrlIntention _intent;
  238. private Object _arg0;
  239. public InformAIMsg(AbstractAI ai, CtrlIntention intention, Object arg0) {
  240. _ai=ai;
  241. _intent = intention;
  242. _arg0 = arg0;
  243. }
  244. public final void run() {
  245. _ai.setIntention(_intent, _arg0, null);
  246. }
  247. }
  248. */
  249. public final void setIntention(CtrlIntention intention, Object arg0, Object arg1)
  250. {
  251. if (!_actor.isVisible() || !_actor.hasAI())
  252. return;
  253. /*
  254. if (Config.DEBUG)
  255. _log.warning("AbstractAI: setIntention -> " + intention + " " + arg0 + " " + arg1);
  256. */
  257. // Stop the follow mode if necessary
  258. if (intention != AI_INTENTION_FOLLOW && intention != AI_INTENTION_ATTACK)
  259. stopFollow();
  260. // Launch the onIntention method of the L2CharacterAI corresponding to the new Intention
  261. switch (intention)
  262. {
  263. case AI_INTENTION_IDLE:
  264. onIntentionIdle();
  265. break;
  266. case AI_INTENTION_ACTIVE:
  267. onIntentionActive();
  268. break;
  269. case AI_INTENTION_REST:
  270. onIntentionRest();
  271. break;
  272. case AI_INTENTION_ATTACK:
  273. onIntentionAttack((L2Character) arg0);
  274. break;
  275. case AI_INTENTION_CAST:
  276. onIntentionCast((L2Skill) arg0, (L2Object) arg1);
  277. break;
  278. case AI_INTENTION_MOVE_TO:
  279. onIntentionMoveTo((L2CharPosition) arg0);
  280. break;
  281. case AI_INTENTION_MOVE_TO_IN_A_BOAT:
  282. onIntentionMoveToInABoat((L2CharPosition) arg0, (L2CharPosition) arg1);
  283. break;
  284. case AI_INTENTION_FOLLOW:
  285. onIntentionFollow((L2Character) arg0);
  286. break;
  287. case AI_INTENTION_PICK_UP:
  288. onIntentionPickUp((L2Object) arg0);
  289. break;
  290. case AI_INTENTION_INTERACT:
  291. onIntentionInteract((L2Object) arg0);
  292. break;
  293. }
  294. }
  295. /**
  296. * Launch the L2CharacterAI onEvt method corresponding to the Event.<BR><BR>
  297. *
  298. * <FONT COLOR=#FF0000><B> <U>Caution</U> : The current general intention won't be change
  299. * (ex : If the character attack and is stunned, he will attack again after the stunned period)</B></FONT><BR><BR>
  300. *
  301. * @param evt The event whose the AI must be notified
  302. *
  303. */
  304. public final void notifyEvent(CtrlEvent evt)
  305. {
  306. notifyEvent(evt, null, null);
  307. }
  308. /**
  309. * Launch the L2CharacterAI onEvt method corresponding to the Event.<BR><BR>
  310. *
  311. * <FONT COLOR=#FF0000><B> <U>Caution</U> : The current general intention won't be change
  312. * (ex : If the character attack and is stunned, he will attack again after the stunned period)</B></FONT><BR><BR>
  313. *
  314. * @param evt The event whose the AI must be notified
  315. * @param arg0 The first parameter of the Event (optional target)
  316. *
  317. */
  318. public final void notifyEvent(CtrlEvent evt, Object arg0)
  319. {
  320. notifyEvent(evt, arg0, null);
  321. }
  322. /*
  323. public final void informAIEvent(CtrlEvent evt) {
  324. ThreadPoolManager.getInstance().executeAi(new InformAIEvent(this, evt, null, null));
  325. }
  326. public final void informAIEvent(CtrlEvent evt, Object arg0) {
  327. ThreadPoolManager.getInstance().executeAi(new InformAIEvent(this, evt, arg0, null));
  328. }
  329. public final void informAIEvent(CtrlEvent evt, Object arg0, Object arg1) {
  330. ThreadPoolManager.getInstance().executeAi(new InformAIEvent(this, evt, arg0, arg1));
  331. }
  332. public class InformAIEvent implements Runnable {
  333. private AbstractAI _ai;
  334. private CtrlEvent _evt;
  335. private Object _arg0, _arg1;
  336. public InformAIEvent(AbstractAI ai, CtrlEvent evt, Object arg0, Object arg1) {
  337. _ai=ai;
  338. _evt = evt;
  339. _arg0 = arg0;
  340. _arg1 = arg1;
  341. }
  342. public final void run() {
  343. _ai.notifyEvent(_evt, _arg0, _arg1);
  344. }
  345. }
  346. */
  347. /**
  348. * Launch the L2CharacterAI onEvt method corresponding to the Event.<BR><BR>
  349. *
  350. * <FONT COLOR=#FF0000><B> <U>Caution</U> : The current general intention won't be change
  351. * (ex : If the character attack and is stunned, he will attack again after the stunned period)</B></FONT><BR><BR>
  352. *
  353. * @param evt The event whose the AI must be notified
  354. * @param arg0 The first parameter of the Event (optional target)
  355. * @param arg1 The second parameter of the Event (optional target)
  356. *
  357. */
  358. public final void notifyEvent(CtrlEvent evt, Object arg0, Object arg1)
  359. {
  360. if (!_actor.isVisible() || !_actor.hasAI())
  361. return;
  362. /*
  363. if (Config.DEBUG)
  364. _log.warning("AbstractAI: notifyEvent -> " + evt + " " + arg0 + " " + arg1);
  365. */
  366. switch (evt)
  367. {
  368. case EVT_THINK:
  369. onEvtThink();
  370. break;
  371. case EVT_ATTACKED:
  372. onEvtAttacked((L2Character) arg0);
  373. break;
  374. case EVT_AGGRESSION:
  375. onEvtAggression((L2Character) arg0, ((Number) arg1).intValue());
  376. break;
  377. case EVT_STUNNED:
  378. onEvtStunned((L2Character) arg0);
  379. break;
  380. case EVT_PARALYZED:
  381. onEvtParalyzed((L2Character) arg0);
  382. break;
  383. case EVT_SLEEPING:
  384. onEvtSleeping((L2Character) arg0);
  385. break;
  386. case EVT_ROOTED:
  387. onEvtRooted((L2Character) arg0);
  388. break;
  389. case EVT_CONFUSED:
  390. onEvtConfused((L2Character) arg0);
  391. break;
  392. case EVT_MUTED:
  393. onEvtMuted((L2Character) arg0);
  394. break;
  395. case EVT_READY_TO_ACT:
  396. onEvtReadyToAct();
  397. break;
  398. case EVT_USER_CMD:
  399. onEvtUserCmd(arg0, arg1);
  400. break;
  401. case EVT_ARRIVED:
  402. onEvtArrived();
  403. break;
  404. case EVT_ARRIVED_REVALIDATE:
  405. onEvtArrivedRevalidate();
  406. break;
  407. case EVT_ARRIVED_BLOCKED:
  408. onEvtArrivedBlocked((L2CharPosition) arg0);
  409. break;
  410. case EVT_FORGET_OBJECT:
  411. onEvtForgetObject((L2Object) arg0);
  412. break;
  413. case EVT_CANCEL:
  414. onEvtCancel();
  415. break;
  416. case EVT_DEAD:
  417. onEvtDead();
  418. break;
  419. case EVT_FAKE_DEATH:
  420. onEvtFakeDeath();
  421. break;
  422. case EVT_FINISH_CASTING:
  423. onEvtFinishCasting();
  424. break;
  425. }
  426. }
  427. protected abstract void onIntentionIdle();
  428. protected abstract void onIntentionActive();
  429. protected abstract void onIntentionRest();
  430. protected abstract void onIntentionAttack(L2Character target);
  431. protected abstract void onIntentionCast(L2Skill skill, L2Object target);
  432. protected abstract void onIntentionMoveTo(L2CharPosition destination);
  433. protected abstract void onIntentionMoveToInABoat(L2CharPosition destination, L2CharPosition origin);
  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. protected void moveToInABoat(L2CharPosition destination, L2CharPosition origin)
  558. {
  559. // Check if actor can move
  560. if (!_actor.isMovementDisabled())
  561. {
  562. /* // Set AI movement data
  563. _client_moving = true;
  564. _client_moving_to_pawn_offset = 0;
  565. // Calculate movement data for a move to location action and add the actor to movingObjects of GameTimeController
  566. _accessor.moveTo(((L2PcInstance)_actor).getBoat().getX() - destination.x,((L2PcInstance)_actor).getBoat().getY()- destination.y,((L2PcInstance)_actor).getBoat().getZ() - destination.z);
  567. */
  568. // Send a Server->Client packet CharMoveToLocation to the actor and all L2PcInstance in its _knownPlayers
  569. //CharMoveToLocation msg = new CharMoveToLocation(_actor);
  570. if (((L2PcInstance) _actor).getBoat() != null)
  571. {
  572. MoveToLocationInVehicle msg = new MoveToLocationInVehicle(_actor, destination, origin);
  573. _actor.broadcastPacket(msg);
  574. }
  575. }
  576. else
  577. {
  578. _actor.sendPacket(ActionFailed.STATIC_PACKET);
  579. }
  580. }
  581. /**
  582. * Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation <I>(broadcast)</I>.<BR><BR>
  583. *
  584. * <FONT COLOR=#FF0000><B> <U>Caution</U> : Low level function, used by AI subclasses</B></FONT><BR><BR>
  585. *
  586. */
  587. protected void clientStopMoving(L2CharPosition pos)
  588. {
  589. /*
  590. if (Config.DEBUG)
  591. _log.warning("clientStopMoving();");
  592. */
  593. // Stop movement of the L2Character
  594. if (_actor.isMoving())
  595. _accessor.stopMove(pos);
  596. _clientMovingToPawnOffset = 0;
  597. if (_clientMoving || pos != null)
  598. {
  599. _clientMoving = false;
  600. // Send a Server->Client packet StopMove to the actor and all L2PcInstance in its _knownPlayers
  601. StopMove msg = new StopMove(_actor);
  602. _actor.broadcastPacket(msg);
  603. if (pos != null)
  604. {
  605. // Send a Server->Client packet StopRotation to the actor and all L2PcInstance in its _knownPlayers
  606. StopRotation sr = new StopRotation(_actor, pos.heading);
  607. _actor.sendPacket(sr);
  608. _actor.broadcastPacket(sr);
  609. }
  610. }
  611. }
  612. // Client has already arrived to target, no need to force StopMove packet
  613. protected void clientStoppedMoving()
  614. {
  615. if (_clientMovingToPawnOffset > 0) // movetoPawn needs to be stopped
  616. {
  617. _clientMovingToPawnOffset = 0;
  618. StopMove msg = new StopMove(_actor);
  619. _actor.broadcastPacket(msg);
  620. }
  621. _clientMoving = false;
  622. }
  623. public boolean isAutoAttacking()
  624. {
  625. return _clientAutoAttacking;
  626. }
  627. public void setAutoAttacking(boolean isAutoAttacking)
  628. {
  629. _clientAutoAttacking = isAutoAttacking;
  630. }
  631. /**
  632. * Start the actor Auto Attack client side by sending Server->Client packet AutoAttackStart <I>(broadcast)</I>.<BR><BR>
  633. *
  634. * <FONT COLOR=#FF0000><B> <U>Caution</U> : Low level function, used by AI subclasses</B></FONT><BR><BR>
  635. *
  636. */
  637. public void clientStartAutoAttack()
  638. {
  639. if (!isAutoAttacking())
  640. {
  641. // Send a Server->Client packet AutoAttackStart to the actor and all L2PcInstance in its _knownPlayers
  642. _actor.broadcastPacket(new AutoAttackStart(_actor.getObjectId()));
  643. setAutoAttacking(true);
  644. }
  645. AttackStanceTaskManager.getInstance().addAttackStanceTask(_actor);
  646. }
  647. /**
  648. * Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop <I>(broadcast)</I>.<BR><BR>
  649. *
  650. * <FONT COLOR=#FF0000><B> <U>Caution</U> : Low level function, used by AI subclasses</B></FONT><BR><BR>
  651. *
  652. */
  653. public void clientStopAutoAttack()
  654. {
  655. if (_actor instanceof L2PcInstance)
  656. {
  657. if (!AttackStanceTaskManager.getInstance().getAttackStanceTask(_actor) && isAutoAttacking())
  658. AttackStanceTaskManager.getInstance().addAttackStanceTask(_actor);
  659. }
  660. else if (isAutoAttacking())
  661. {
  662. _actor.broadcastPacket(new AutoAttackStop(_actor.getObjectId()));
  663. }
  664. setAutoAttacking(false);
  665. }
  666. /**
  667. * Kill the actor client side by sending Server->Client packet AutoAttackStop, StopMove/StopRotation, Die <I>(broadcast)</I>.<BR><BR>
  668. *
  669. * <FONT COLOR=#FF0000><B> <U>Caution</U> : Low level function, used by AI subclasses</B></FONT><BR><BR>
  670. *
  671. */
  672. protected void clientNotifyDead()
  673. {
  674. // Send a Server->Client packet Die to the actor and all L2PcInstance in its _knownPlayers
  675. Die msg = new Die(_actor);
  676. _actor.broadcastPacket(msg);
  677. // Init AI
  678. _intention = AI_INTENTION_IDLE;
  679. _target = null;
  680. _castTarget = null;
  681. _attackTarget = null;
  682. // Cancel the follow task if necessary
  683. stopFollow();
  684. }
  685. /**
  686. * Update the state of this actor client side by sending Server->Client packet MoveToPawn/CharMoveToLocation and AutoAttackStart to the L2PcInstance player.<BR><BR>
  687. *
  688. * <FONT COLOR=#FF0000><B> <U>Caution</U> : Low level function, used by AI subclasses</B></FONT><BR><BR>
  689. *
  690. * @param player The L2PcIstance to notify with state of this L2Character
  691. *
  692. */
  693. public void describeStateToPlayer(L2PcInstance player)
  694. {
  695. if (_clientMoving)
  696. {
  697. if (_clientMovingToPawnOffset != 0 && _followTarget != null)
  698. {
  699. // Send a Server->Client packet MoveToPawn to the actor and all L2PcInstance in its _knownPlayers
  700. MoveToPawn msg = new MoveToPawn(_actor, _followTarget, _clientMovingToPawnOffset);
  701. player.sendPacket(msg);
  702. }
  703. else
  704. {
  705. // Send a Server->Client packet CharMoveToLocation to the actor and all L2PcInstance in its _knownPlayers
  706. MoveToLocation msg = new MoveToLocation(_actor);
  707. player.sendPacket(msg);
  708. }
  709. }
  710. }
  711. /**
  712. * Create and Launch an AI Follow Task to execute every 1s.<BR><BR>
  713. *
  714. * @param target The L2Character to follow
  715. *
  716. */
  717. public synchronized void startFollow(L2Character target)
  718. {
  719. if (_followTask != null)
  720. {
  721. _followTask.cancel(false);
  722. _followTask = null;
  723. }
  724. // Create and Launch an AI Follow Task to execute every 1s
  725. _followTarget = target;
  726. _followTask = ThreadPoolManager.getInstance().scheduleAiAtFixedRate(new FollowTask(), 5, FOLLOW_INTERVAL);
  727. }
  728. /**
  729. * Create and Launch an AI Follow Task to execute every 0.5s, following at specified range.<BR><BR>
  730. *
  731. * @param target The L2Character to follow
  732. *
  733. */
  734. public synchronized void startFollow(L2Character target, int range)
  735. {
  736. if (_followTask != null)
  737. {
  738. _followTask.cancel(false);
  739. _followTask = null;
  740. }
  741. _followTarget = target;
  742. _followTask = ThreadPoolManager.getInstance().scheduleAiAtFixedRate(new FollowTask(range), 5, ATTACK_FOLLOW_INTERVAL);
  743. }
  744. /**
  745. * Stop an AI Follow Task.<BR><BR>
  746. */
  747. public synchronized void stopFollow()
  748. {
  749. if (_followTask != null)
  750. {
  751. // Stop the Follow Task
  752. _followTask.cancel(false);
  753. _followTask = null;
  754. }
  755. _followTarget = null;
  756. }
  757. protected L2Character getFollowTarget()
  758. {
  759. return _followTarget;
  760. }
  761. protected L2Object getTarget()
  762. {
  763. return _target;
  764. }
  765. protected synchronized void setTarget(L2Object target)
  766. {
  767. _target = target;
  768. }
  769. }