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- /*
- * This program is free software: you can redistribute it and/or modify it under
- * the terms of the GNU General Public License as published by the Free Software
- * Foundation, either version 3 of the License, or (at your option) any later
- * version.
- *
- * This program is distributed in the hope that it will be useful, but WITHOUT
- * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
- * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
- * details.
- *
- * You should have received a copy of the GNU General Public License along with
- * this program. If not, see <http://www.gnu.org/licenses/>.
- */
- package com.l2jserver.gameserver.ai;
- import static com.l2jserver.gameserver.ai.CtrlIntention.AI_INTENTION_ATTACK;
- import static com.l2jserver.gameserver.ai.CtrlIntention.AI_INTENTION_CAST;
- import static com.l2jserver.gameserver.ai.CtrlIntention.AI_INTENTION_IDLE;
- import static com.l2jserver.gameserver.ai.CtrlIntention.AI_INTENTION_INTERACT;
- import static com.l2jserver.gameserver.ai.CtrlIntention.AI_INTENTION_MOVE_TO;
- import static com.l2jserver.gameserver.ai.CtrlIntention.AI_INTENTION_PICK_UP;
- import static com.l2jserver.gameserver.ai.CtrlIntention.AI_INTENTION_REST;
- import com.l2jserver.Config;
- import com.l2jserver.gameserver.model.L2CharPosition;
- import com.l2jserver.gameserver.model.L2Object;
- import com.l2jserver.gameserver.model.actor.L2Character;
- import com.l2jserver.gameserver.model.actor.L2Character.AIAccessor;
- import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
- import com.l2jserver.gameserver.model.actor.instance.L2StaticObjectInstance;
- import com.l2jserver.gameserver.model.skills.L2Skill;
- import com.l2jserver.gameserver.model.skills.targets.L2TargetType;
- public class L2PlayerAI extends L2PlayableAI
- {
-
- private boolean _thinking; // to prevent recursive thinking
-
- IntentionCommand _nextIntention = null;
-
- public L2PlayerAI(AIAccessor accessor)
- {
- super(accessor);
- }
-
- void saveNextIntention(CtrlIntention intention, Object arg0, Object arg1)
- {
- _nextIntention = new IntentionCommand(intention, arg0, arg1);
- }
-
- @Override
- public IntentionCommand getNextIntention()
- {
- return _nextIntention;
- }
-
- /**
- * Saves the current Intention for this L2PlayerAI if necessary and calls changeIntention in AbstractAI.<BR><BR>
- *
- * @param intention The new Intention to set to the AI
- * @param arg0 The first parameter of the Intention
- * @param arg1 The second parameter of the Intention
- *
- */
- @Override
- synchronized void changeIntention(CtrlIntention intention, Object arg0, Object arg1)
- {
- /*
- if (Config.DEBUG)
- _log.warning("L2PlayerAI: changeIntention -> " + intention + " " + arg0 + " " + arg1);
- */
-
- // do nothing unless CAST intention
- // however, forget interrupted actions when starting to use an offensive skill
- if (intention != AI_INTENTION_CAST || (arg0 != null && ((L2Skill) arg0).isOffensive()))
- {
- _nextIntention = null;
- super.changeIntention(intention, arg0, arg1);
- return;
- }
-
- // do nothing if next intention is same as current one.
- if (intention == _intention && arg0 == _intentionArg0 && arg1 == _intentionArg1)
- {
- super.changeIntention(intention, arg0, arg1);
- return;
- }
-
- // save current intention so it can be used after cast
- saveNextIntention(_intention, _intentionArg0, _intentionArg1);
- super.changeIntention(intention, arg0, arg1);
- }
-
- /**
- * Launch actions corresponding to the Event ReadyToAct.<BR><BR>
- *
- * <B><U> Actions</U> :</B><BR><BR>
- * <li>Launch actions corresponding to the Event Think</li><BR><BR>
- *
- */
- @Override
- protected void onEvtReadyToAct()
- {
- // Launch actions corresponding to the Event Think
- if (_nextIntention != null)
- {
- setIntention(_nextIntention._crtlIntention, _nextIntention._arg0, _nextIntention._arg1);
- _nextIntention = null;
- }
- super.onEvtReadyToAct();
- }
-
- /**
- * Launch actions corresponding to the Event Cancel.<BR><BR>
- *
- * <B><U> Actions</U> :</B><BR><BR>
- * <li>Stop an AI Follow Task</li>
- * <li>Launch actions corresponding to the Event Think</li><BR><BR>
- *
- */
- @Override
- protected void onEvtCancel()
- {
- _nextIntention = null;
- super.onEvtCancel();
- }
-
- /**
- * Finalize the casting of a skill. This method overrides L2CharacterAI method.<BR><BR>
- *
- * <B>What it does:</B>
- * Check if actual intention is set to CAST and, if so, retrieves latest intention
- * before the actual CAST and set it as the current intention for the player
- */
- @Override
- protected void onEvtFinishCasting()
- {
- if (getIntention() == AI_INTENTION_CAST)
- {
- // run interrupted or next intention
-
- IntentionCommand nextIntention = _nextIntention;
- if (nextIntention != null)
- {
- if (nextIntention._crtlIntention != AI_INTENTION_CAST) // previous state shouldn't be casting
- {
- setIntention(nextIntention._crtlIntention, nextIntention._arg0, nextIntention._arg1);
- }
- else
- setIntention(AI_INTENTION_IDLE);
- }
- else
- {
- /*
- if (Config.DEBUG)
- _log.warning("L2PlayerAI: no previous intention set... Setting it to IDLE");
- */
- // set intention to idle if skill doesn't change intention.
- setIntention(AI_INTENTION_IDLE);
- }
- }
- }
-
- @Override
- protected void onIntentionRest()
- {
- if (getIntention() != AI_INTENTION_REST)
- {
- changeIntention(AI_INTENTION_REST, null, null);
- setTarget(null);
- if (getAttackTarget() != null)
- {
- setAttackTarget(null);
- }
- clientStopMoving(null);
- }
- }
-
- @Override
- protected void onIntentionActive()
- {
- setIntention(AI_INTENTION_IDLE);
- }
-
- /**
- * Manage the Move To Intention : Stop current Attack and Launch a Move to Location Task.<BR><BR>
- *
- * <B><U> Actions</U> : </B><BR><BR>
- * <li>Stop the actor auto-attack server side AND client side by sending Server->Client packet AutoAttackStop (broadcast) </li>
- * <li>Set the Intention of this AI to AI_INTENTION_MOVE_TO </li>
- * <li>Move the actor to Location (x,y,z) server side AND client side by sending Server->Client packet CharMoveToLocation (broadcast) </li><BR><BR>
- *
- */
- @Override
- protected void onIntentionMoveTo(L2CharPosition pos)
- {
- if (getIntention() == AI_INTENTION_REST)
- {
- // Cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor
- clientActionFailed();
- return;
- }
-
- if (_actor.isAllSkillsDisabled() || _actor.isCastingNow() || _actor.isAttackingNow())
- {
- clientActionFailed();
- saveNextIntention(AI_INTENTION_MOVE_TO, pos, null);
- return;
- }
-
- // Set the Intention of this AbstractAI to AI_INTENTION_MOVE_TO
- changeIntention(AI_INTENTION_MOVE_TO, pos, null);
-
- // Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)
- clientStopAutoAttack();
-
- // Abort the attack of the L2Character and send Server->Client ActionFailed packet
- _actor.abortAttack();
-
- // Move the actor to Location (x,y,z) server side AND client side by sending Server->Client packet CharMoveToLocation (broadcast)
- moveTo(pos.x, pos.y, pos.z);
- }
-
- @Override
- protected void clientNotifyDead()
- {
- _clientMovingToPawnOffset = 0;
- _clientMoving = false;
-
- super.clientNotifyDead();
- }
-
- private void thinkAttack()
- {
- L2Character target = getAttackTarget();
- if (target == null)
- return;
- if (checkTargetLostOrDead(target))
- {
- // Notify the target
- setAttackTarget(null);
- return;
- }
- if (maybeMoveToPawn(target, _actor.getPhysicalAttackRange()))
- return;
-
- _accessor.doAttack(target);
- }
-
- private void thinkCast()
- {
- L2Character target = getCastTarget();
- if (Config.DEBUG)
- _log.warning("L2PlayerAI: thinkCast -> Start");
-
- if (_skill.getTargetType() == L2TargetType.TARGET_GROUND && _actor instanceof L2PcInstance)
- {
- if (maybeMoveToPosition(((L2PcInstance) _actor).getCurrentSkillWorldPosition(), _actor.getMagicalAttackRange(_skill)))
- {
- _actor.setIsCastingNow(false);
- return;
- }
- }
- else
- {
- if (checkTargetLost(target))
- {
- if (_skill.isOffensive() && getAttackTarget() != null)
- {
- //Notify the target
- setCastTarget(null);
- }
- _actor.setIsCastingNow(false);
- return;
- }
- if (target != null && maybeMoveToPawn(target, _actor.getMagicalAttackRange(_skill)))
- {
- _actor.setIsCastingNow(false);
- return;
- }
- }
-
- if (_skill.getHitTime() > 50 && !_skill.isSimultaneousCast())
- clientStopMoving(null);
-
- L2Object oldTarget = _actor.getTarget();
- if (oldTarget != null && target != null && oldTarget != target)
- {
- // Replace the current target by the cast target
- _actor.setTarget(getCastTarget());
- // Launch the Cast of the skill
- _accessor.doCast(_skill);
- // Restore the initial target
- _actor.setTarget(oldTarget);
- }
- else
- _accessor.doCast(_skill);
- }
-
- private void thinkPickUp()
- {
- if (_actor.isAllSkillsDisabled() || _actor.isCastingNow())
- return;
- L2Object target = getTarget();
- if (checkTargetLost(target))
- return;
- if (maybeMoveToPawn(target, 36))
- return;
- setIntention(AI_INTENTION_IDLE);
- ((L2PcInstance.AIAccessor) _accessor).doPickupItem(target);
- }
-
- private void thinkInteract()
- {
- if (_actor.isAllSkillsDisabled() || _actor.isCastingNow())
- return;
- L2Object target = getTarget();
- if (checkTargetLost(target))
- return;
- if (maybeMoveToPawn(target, 36))
- return;
- if (!(target instanceof L2StaticObjectInstance))
- ((L2PcInstance.AIAccessor) _accessor).doInteract((L2Character) target);
- setIntention(AI_INTENTION_IDLE);
- }
-
- @Override
- protected void onEvtThink()
- {
- if (_thinking && getIntention() != AI_INTENTION_CAST) // casting must always continue
- return;
-
- /*
- if (Config.DEBUG)
- _log.warning("L2PlayerAI: onEvtThink -> Check intention");
- */
-
- _thinking = true;
- try
- {
- if (getIntention() == AI_INTENTION_ATTACK)
- thinkAttack();
- else if (getIntention() == AI_INTENTION_CAST)
- thinkCast();
- else if (getIntention() == AI_INTENTION_PICK_UP)
- thinkPickUp();
- else if (getIntention() == AI_INTENTION_INTERACT)
- thinkInteract();
- }
- finally
- {
- _thinking = false;
- }
- }
- }
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