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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 net.sf.l2j.gameserver.ai;
- import static net.sf.l2j.gameserver.ai.CtrlIntention.AI_INTENTION_ACTIVE;
- import static net.sf.l2j.gameserver.ai.CtrlIntention.AI_INTENTION_ATTACK;
- import static net.sf.l2j.gameserver.ai.CtrlIntention.AI_INTENTION_IDLE;
- import java.util.Collection;
- import java.util.List;
- import java.util.concurrent.Future;
- import javolution.util.FastList;
- import net.sf.l2j.Config;
- import net.sf.l2j.gameserver.GameTimeController;
- import net.sf.l2j.gameserver.GeoData;
- import net.sf.l2j.gameserver.Territory;
- import net.sf.l2j.gameserver.ThreadPoolManager;
- import net.sf.l2j.gameserver.instancemanager.DimensionalRiftManager;
- import net.sf.l2j.gameserver.model.L2Attackable;
- import net.sf.l2j.gameserver.model.L2CharPosition;
- import net.sf.l2j.gameserver.model.L2Character;
- import net.sf.l2j.gameserver.model.L2Object;
- import net.sf.l2j.gameserver.model.L2Skill;
- import net.sf.l2j.gameserver.model.L2Summon;
- import net.sf.l2j.gameserver.model.actor.instance.L2DoorInstance;
- import net.sf.l2j.gameserver.model.actor.instance.L2FestivalMonsterInstance;
- import net.sf.l2j.gameserver.model.actor.instance.L2FolkInstance;
- import net.sf.l2j.gameserver.model.actor.instance.L2FriendlyMobInstance;
- import net.sf.l2j.gameserver.model.actor.instance.L2GrandBossInstance;
- import net.sf.l2j.gameserver.model.actor.instance.L2GuardInstance;
- import net.sf.l2j.gameserver.model.actor.instance.L2MinionInstance;
- import net.sf.l2j.gameserver.model.actor.instance.L2MonsterInstance;
- import net.sf.l2j.gameserver.model.actor.instance.L2NpcInstance;
- import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance;
- import net.sf.l2j.gameserver.model.actor.instance.L2PlayableInstance;
- import net.sf.l2j.gameserver.model.actor.instance.L2RaidBossInstance;
- import net.sf.l2j.gameserver.model.actor.instance.L2RiftInvaderInstance;
- import net.sf.l2j.gameserver.model.quest.Quest;
- import net.sf.l2j.gameserver.taskmanager.DecayTaskManager;
- import net.sf.l2j.gameserver.util.Util;
- import net.sf.l2j.util.Rnd;
- /**
- * This class manages AI of L2Attackable.<BR><BR>
- *
- */
- public class L2AttackableAI extends L2CharacterAI implements Runnable
- {
- //protected static final Logger _log = Logger.getLogger(L2AttackableAI.class.getName());
- private static final int RANDOM_WALK_RATE = 30; // confirmed
- // private static final int MAX_DRIFT_RANGE = 300;
- private static final int MAX_ATTACK_TIMEOUT = 300; // int ticks, i.e. 30 seconds
- /** The L2Attackable AI task executed every 1s (call onEvtThink method)*/
- private Future<?> _aiTask;
- /** The delay after which the attacked is stopped */
- private int _attackTimeout;
- /** The L2Attackable aggro counter */
- private int _globalAggro;
- /** The flag used to indicate that a thinking action is in progress */
- private boolean _thinking; // to prevent recursive thinking
-
- /** For attack AI, analysis of mob and its targets */
- private SelfAnalysis _selfAnalysis = new SelfAnalysis();
- private TargetAnalysis _mostHatedAnalysis = new TargetAnalysis();
- private TargetAnalysis _secondMostHatedAnalysis = new TargetAnalysis();
-
- /**
- * Constructor of L2AttackableAI.<BR><BR>
- *
- * @param accessor The AI accessor of the L2Character
- *
- */
- public L2AttackableAI(L2Character.AIAccessor accessor)
- {
- super(accessor);
- _selfAnalysis.init();
- _attackTimeout = Integer.MAX_VALUE;
- _globalAggro = -10; // 10 seconds timeout of ATTACK after respawn
- }
- public void run()
- {
- // Launch actions corresponding to the Event Think
- onEvtThink();
- }
- /**
- * Return True if the target is autoattackable (depends on the actor type).<BR><BR>
- *
- * <B><U> Actor is a L2GuardInstance</U> :</B><BR><BR>
- * <li>The target isn't a Folk or a Door</li>
- * <li>The target isn't dead, isn't invulnerable, isn't in silent moving mode AND too far (>100)</li>
- * <li>The target is in the actor Aggro range and is at the same height</li>
- * <li>The L2PcInstance target has karma (=PK)</li>
- * <li>The L2MonsterInstance target is aggressive</li><BR><BR>
- *
- * <B><U> Actor is a L2SiegeGuardInstance</U> :</B><BR><BR>
- * <li>The target isn't a Folk or a Door</li>
- * <li>The target isn't dead, isn't invulnerable, isn't in silent moving mode AND too far (>100)</li>
- * <li>The target is in the actor Aggro range and is at the same height</li>
- * <li>A siege is in progress</li>
- * <li>The L2PcInstance target isn't a Defender</li><BR><BR>
- *
- * <B><U> Actor is a L2FriendlyMobInstance</U> :</B><BR><BR>
- * <li>The target isn't a Folk, a Door or another L2NpcInstance</li>
- * <li>The target isn't dead, isn't invulnerable, isn't in silent moving mode AND too far (>100)</li>
- * <li>The target is in the actor Aggro range and is at the same height</li>
- * <li>The L2PcInstance target has karma (=PK)</li><BR><BR>
- *
- * <B><U> Actor is a L2MonsterInstance</U> :</B><BR><BR>
- * <li>The target isn't a Folk, a Door or another L2NpcInstance</li>
- * <li>The target isn't dead, isn't invulnerable, isn't in silent moving mode AND too far (>100)</li>
- * <li>The target is in the actor Aggro range and is at the same height</li>
- * <li>The actor is Aggressive</li><BR><BR>
- *
- * @param target The targeted L2Object
- *
- */
- private boolean autoAttackCondition(L2Character target)
- {
- if (target == null || !(_actor instanceof L2Attackable)) return false;
- L2Attackable me = (L2Attackable) _actor;
- // Check if the target isn't invulnerable
- if (target.isInvul())
- {
- // However EffectInvincible requires to check GMs specially
- if (target instanceof L2PcInstance && ((L2PcInstance)target).isGM())
- return false;
- if (target instanceof L2Summon && ((L2Summon)target).getOwner().isGM())
- return false;
- }
- // Check if the target isn't a Folk or a Door
- if (target instanceof L2FolkInstance || target instanceof L2DoorInstance) return false;
- // Check if the target isn't dead, is in the Aggro range and is at the same height
- if (target.isAlikeDead()
- || !me.isInsideRadius(target, me.getAggroRange(), false, false)
- || Math.abs(_actor.getZ() - target.getZ()) > 300) return false;
-
- if (_selfAnalysis.cannotMoveOnLand && !target.isInsideZone(L2Character.ZONE_WATER))
- return false;
- // Check if the target is a L2PlayableInstance
- if (target instanceof L2PlayableInstance)
- {
- // Check if the AI isn't a Raid Boss and the target isn't in silent move mode
- if (!(me instanceof L2RaidBossInstance) && ((L2PlayableInstance)target).isSilentMoving())
- return false;
- }
-
- // Check if the target is a L2PcInstance
- if (target instanceof L2PcInstance)
- {
- // Don't take the aggro if the GM has the access level below or equal to GM_DONT_TAKE_AGGRO
- if (((L2PcInstance)target).isGM() && !((L2PcInstance)target).getAccessLevel().canTakeAggro())
- return false;
- // TODO: Ideally, autoattack condition should be called from the AI script. In that case,
- // it should only implement the basic behaviors while the script will add more specific
- // behaviors (like varka/ketra alliance, etc). Once implemented, remove specialized stuff
- // from this location. (Fulminus)
-
- // Check if player is an ally (comparing mem addr)
- if (me.getFactionId() == "varka" && ((L2PcInstance)target).isAlliedWithVarka())
- return false;
- if (me.getFactionId() == "ketra" && ((L2PcInstance)target).isAlliedWithKetra())
- return false;
- // check if the target is within the grace period for JUST getting up from fake death
- if (((L2PcInstance)target).isRecentFakeDeath())
- return false;
- if (target.isInParty() && target.getParty().isInDimensionalRift())
- {
- byte riftType = target.getParty().getDimensionalRift().getType();
- byte riftRoom = target.getParty().getDimensionalRift().getCurrentRoom();
- if (me instanceof L2RiftInvaderInstance
- && !DimensionalRiftManager.getInstance().getRoom(riftType, riftRoom).checkIfInZone(me.getX(), me.getY(), me.getZ()))
- return false;
- }
- }
- // Check if the target is a L2Summon
- if (target instanceof L2Summon)
- {
- L2PcInstance owner = ((L2Summon)target).getOwner();
- if (owner != null)
- {
- // Don't take the aggro if the GM has the access level below or equal to GM_DONT_TAKE_AGGRO
- if (owner.isGM() && (owner.isInvul() || !owner.getAccessLevel().canTakeAggro()))
- return false;
- // Check if player is an ally (comparing mem addr)
- if (me.getFactionId() == "varka" && owner.isAlliedWithVarka())
- return false;
- if (me.getFactionId() == "ketra" && owner.isAlliedWithKetra())
- return false;
- }
- }
- // Check if the actor is a L2GuardInstance
- if (_actor instanceof L2GuardInstance)
- {
- // Check if the L2PcInstance target has karma (=PK)
- if (target instanceof L2PcInstance && ((L2PcInstance) target).getKarma() > 0)
- // Los Check
- return GeoData.getInstance().canSeeTarget(me, target);
- //if (target instanceof L2Summon)
- // return ((L2Summon)target).getKarma() > 0;
- // Check if the L2MonsterInstance target is aggressive
- if (target instanceof L2MonsterInstance)
- return (((L2MonsterInstance) target).isAggressive() && GeoData.getInstance().canSeeTarget(me, target));
- return false;
- }
- else if (_actor instanceof L2FriendlyMobInstance)
- { // the actor is a L2FriendlyMobInstance
- // Check if the target isn't another L2NpcInstance
- if (target instanceof L2NpcInstance) return false;
- // Check if the L2PcInstance target has karma (=PK)
- if (target instanceof L2PcInstance && ((L2PcInstance) target).getKarma() > 0)
- // Los Check
- return GeoData.getInstance().canSeeTarget(me, target);
- else
- return false;
- }
- else
- { //The actor is a L2MonsterInstance
- // Check if the target isn't another L2NpcInstance
- if (target instanceof L2NpcInstance) return false;
- // depending on config, do not allow mobs to attack _new_ players in peacezones,
- // unless they are already following those players from outside the peacezone.
- if (!Config.ALT_MOB_AGRO_IN_PEACEZONE && target.isInsideZone(L2Character.ZONE_PEACE))
- return false;
-
- if (me.isChampion() && Config.L2JMOD_CHAMPION_PASSIVE)
- return false;
- // Check if the actor is Aggressive
- return (me.isAggressive() && GeoData.getInstance().canSeeTarget(me, target));
- }
- }
- public void startAITask()
- {
- // If not idle - create an AI task (schedule onEvtThink repeatedly)
- if (_aiTask == null)
- {
- _aiTask = ThreadPoolManager.getInstance().scheduleAiAtFixedRate(this, 1000, 1000);
- }
- }
- public void stopAITask()
- {
- if (_aiTask != null)
- {
- _aiTask.cancel(false);
- _aiTask = null;
- }
- }
- @Override
- protected void onEvtDead()
- {
- stopAITask();
- super.onEvtDead();
- }
- /**
- * Set the Intention of this L2CharacterAI and create an AI Task executed every 1s (call onEvtThink method) for this L2Attackable.<BR><BR>
- *
- * <FONT COLOR=#FF0000><B> <U>Caution</U> : If actor _knowPlayer isn't EMPTY, AI_INTENTION_IDLE will be change in AI_INTENTION_ACTIVE</B></FONT><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 (intention == AI_INTENTION_IDLE || intention == AI_INTENTION_ACTIVE)
- {
- // Check if actor is not dead
- if (!_actor.isAlikeDead())
- {
- L2Attackable npc = (L2Attackable) _actor;
- // If its _knownPlayer isn't empty set the Intention to AI_INTENTION_ACTIVE
- if (npc.getKnownList().getKnownPlayers().size() > 0) intention = AI_INTENTION_ACTIVE;
- }
- if (intention == AI_INTENTION_IDLE)
- {
- // Set the Intention of this L2AttackableAI to AI_INTENTION_IDLE
- super.changeIntention(AI_INTENTION_IDLE, null, null);
- // Stop AI task and detach AI from NPC
- if (_aiTask != null)
- {
- _aiTask.cancel(true);
- _aiTask = null;
- }
- // Cancel the AI
- _accessor.detachAI();
- return;
- }
- }
- // Set the Intention of this L2AttackableAI to intention
- super.changeIntention(intention, arg0, arg1);
- // If not idle - create an AI task (schedule onEvtThink repeatedly)
- startAITask();
- }
- /**
- * Manage the Attack Intention : Stop current Attack (if necessary), Calculate attack timeout, Start a new Attack and Launch Think Event.<BR><BR>
- *
- * @param target The L2Character to attack
- *
- */
- @Override
- protected void onIntentionAttack(L2Character target)
- {
- // Calculate the attack timeout
- _attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks();
- // self and buffs
- if (_selfAnalysis.lastBuffTick+100 < GameTimeController.getGameTicks())
- {
- for (L2Skill sk : _selfAnalysis.buffSkills)
- {
- if (_actor.getFirstEffect(sk.getId()) == null)
- {
- if (_actor.getCurrentMp() < sk.getMpConsume())
- continue;
- if (_actor.isSkillDisabled(sk.getId()))
- continue;
- // no clan buffs here?
- if (sk.getTargetType() == L2Skill.SkillTargetType.TARGET_CLAN)
- continue;
- L2Object OldTarget = _actor.getTarget();
- _actor.setTarget(_actor);
- clientStopMoving(null);
- _accessor.doCast(sk);
- // forcing long reuse delay so if cast get interrupted or there would be several buffs, doesn't cast again
- _selfAnalysis.lastBuffTick = GameTimeController.getGameTicks();
- _actor.setTarget(OldTarget);
- }
- }
- }
- // Manage the Attack Intention : Stop current Attack (if necessary), Start a new Attack and Launch Think Event
- super.onIntentionAttack(target);
- }
- /**
- * Manage AI standard thinks of a L2Attackable (called by onEvtThink).<BR><BR>
- *
- * <B><U> Actions</U> :</B><BR><BR>
- * <li>Update every 1s the _globalAggro counter to come close to 0</li>
- * <li>If the actor is Aggressive and can attack, add all autoAttackable L2Character in its Aggro Range to its _aggroList, chose a target and order to attack it</li>
- * <li>If the actor is a L2GuardInstance that can't attack, order to it to return to its home location</li>
- * <li>If the actor is a L2MonsterInstance that can't attack, order to it to random walk (1/100)</li><BR><BR>
- *
- */
- private void thinkActive()
- {
- L2Attackable npc = (L2Attackable) _actor;
- // Update every 1s the _globalAggro counter to come close to 0
- if (_globalAggro != 0)
- {
- if (_globalAggro < 0) _globalAggro++;
- else _globalAggro--;
- }
- // Add all autoAttackable L2Character in L2Attackable Aggro Range to its _aggroList with 0 damage and 1 hate
- // A L2Attackable isn't aggressive during 10s after its spawn because _globalAggro is set to -10
- if (_globalAggro >= 0)
- {
- // Get all visible objects inside its Aggro Range
- //L2Object[] objects = L2World.getInstance().getVisibleObjects(_actor, ((L2NpcInstance)_actor).getAggroRange());
- // Go through visible objects
- Collection<L2Object> objs = npc.getKnownList().getKnownObjects().values();
- //synchronized (npc.getKnownList().getKnownObjects())
- {
- for (L2Object obj : objs)
- {
- if (!(obj instanceof L2Character)) continue;
- L2Character target = (L2Character) obj;
- /*
- * Check to see if this is a festival mob spawn.
- * If it is, then check to see if the aggro trigger
- * is a festival participant...if so, move to attack it.
- */
- if ((_actor instanceof L2FestivalMonsterInstance) && obj instanceof L2PcInstance)
- {
- L2PcInstance targetPlayer = (L2PcInstance) obj;
- if (!(targetPlayer.isFestivalParticipant())) continue;
- }
- /*
- * Temporarily adding this commented code as a concept to be used eventually.
- * However, the way it is written below will NOT work correctly. The NPC
- * should only notify Aggro Range Enter when someone enters the range from outside.
- * Instead, the below code will keep notifying even while someone remains within
- * the range. Perhaps we need a short knownlist of range = aggroRange for just
- * people who are actively within the npc's aggro range?...(Fulminus)
- // notify AI that a playable instance came within aggro range
- if ((obj instanceof L2PcInstance) || (obj instanceof L2Summon))
- {
- if ( !((L2Character)obj).isAlikeDead()
- && !npc.isInsideRadius(obj, npc.getAggroRange(), true, false) )
- {
- L2PcInstance targetPlayer = (obj instanceof L2PcInstance)? (L2PcInstance) obj: ((L2Summon) obj).getOwner();
- if (npc.getTemplate().getEventQuests(Quest.QuestEventType.ON_AGGRO_RANGE_ENTER) !=null)
- for (Quest quest: npc.getTemplate().getEventQuests(Quest.QuestEventType.ON_AGGRO_RANGE_ENTER))
- quest.notifyAggroRangeEnter(npc, targetPlayer, (obj instanceof L2Summon));
- }
- }
- */
- // TODO: The AI Script ought to handle aggro behaviors in onSee. Once implemented, aggro behaviors ought
- // to be removed from here. (Fulminus)
- // For each L2Character check if the target is autoattackable
- if (autoAttackCondition(target)) // check aggression
- {
- // Get the hate level of the L2Attackable against this L2Character target contained in _aggroList
- int hating = npc.getHating(target);
- // Add the attacker to the L2Attackable _aggroList with 0 damage and 1 hate
- if (hating == 0) npc.addDamageHate(target, 0, 1);
- }
- }
- }
-
- // Chose a target from its aggroList
- L2Character hated;
- if (_actor.isConfused()) hated = getAttackTarget(); // effect handles selection
- else hated = npc.getMostHated();
- // Order to the L2Attackable to attack the target
- if (hated != null)
- {
- // Get the hate level of the L2Attackable against this L2Character target contained in _aggroList
- int aggro = npc.getHating(hated);
- if (aggro + _globalAggro > 0)
- {
- // Set the L2Character movement type to run and send Server->Client packet ChangeMoveType to all others L2PcInstance
- if (!_actor.isRunning()) _actor.setRunning();
- // Set the AI Intention to AI_INTENTION_ATTACK
- setIntention(CtrlIntention.AI_INTENTION_ATTACK, hated);
- }
- return;
- }
- }
- // Check if the actor is a L2GuardInstance
- if (_actor instanceof L2GuardInstance)
- {
- // Order to the L2GuardInstance to return to its home location because there's no target to attack
- ((L2GuardInstance) _actor).returnHome();
- }
- // If this is a festival monster, then it remains in the same location.
- if (_actor instanceof L2FestivalMonsterInstance) return;
- // Check if the mob should not return to spawn point
- if (!npc.canReturnToSpawnPoint()) return;
-
- // Minions following leader
- if (_actor instanceof L2MinionInstance && ((L2MinionInstance)_actor).getLeader() != null)
- {
- int offset;
- if (_actor.isRaid()) offset = 500; // for Raids - need correction
- else offset = 200; // for normal minions - need correction :)
- if(((L2MinionInstance)_actor).getLeader().isRunning()) _actor.setRunning();
- else _actor.setWalking();
- if (_actor.getPlanDistanceSq(((L2MinionInstance)_actor).getLeader()) > offset*offset)
- {
- int x1, y1, z1;
- x1 = ((L2MinionInstance)_actor).getLeader().getX() + Rnd.nextInt( (offset - 30) * 2 ) - ( offset - 30 );
- y1 = ((L2MinionInstance)_actor).getLeader().getY() + Rnd.nextInt( (offset - 30) * 2 ) - ( offset - 30 );
- z1 = ((L2MinionInstance)_actor).getLeader().getZ();
- // Move the actor to Location (x,y,z) server side AND client side by sending Server->Client packet CharMoveToLocation (broadcast)
- moveTo(x1, y1, z1);
- return;
- }
- else if (Rnd.nextInt(RANDOM_WALK_RATE) == 0)
- {
- // self and clan buffs
- for (L2Skill sk : _selfAnalysis.buffSkills)
- {
- if (_actor.getFirstEffect(sk.getId()) == null)
- {
- // if clan buffs, don't buff every time
- if (sk.getTargetType() != L2Skill.SkillTargetType.TARGET_SELF
- && Rnd.nextInt(2) != 0)
- continue;
- if (_actor.getCurrentMp() < sk.getMpConsume())
- continue;
- if (_actor.isSkillDisabled(sk.getId()))
- continue;
- L2Object OldTarget = _actor.getTarget();
- _actor.setTarget(_actor);
- clientStopMoving(null);
- _accessor.doCast(sk);
- _actor.setTarget(OldTarget);
- return;
- }
- }
- }
- }
- // Order to the L2MonsterInstance to random walk (1/100)
- else if (npc.getSpawn() != null && Rnd.nextInt(RANDOM_WALK_RATE) == 0 && !(_actor instanceof L2RaidBossInstance || _actor instanceof L2MinionInstance))
- {
- int x1, y1, z1;
- int range = Config.MAX_DRIFT_RANGE;
-
- // self and clan buffs
- for (L2Skill sk : _selfAnalysis.buffSkills)
- {
- if (_actor.getFirstEffect(sk.getId()) == null)
- {
- // if clan buffs, don't buff every time
- if (sk.getTargetType() != L2Skill.SkillTargetType.TARGET_SELF
- && Rnd.nextInt(2) != 0)
- continue;
- if (_actor.getCurrentMp() < sk.getMpConsume())
- continue;
- if (_actor.isSkillDisabled(sk.getId()))
- continue;
- L2Object OldTarget = _actor.getTarget();
- _actor.setTarget(_actor);
- clientStopMoving(null);
- _accessor.doCast(sk);
- _actor.setTarget(OldTarget);
- return;
- }
- }
-
- // If NPC with random coord in territory
- if (npc.getSpawn().getLocx() == 0 && npc.getSpawn().getLocy() == 0)
- {
- // Calculate a destination point in the spawn area
- int p[] = Territory.getInstance().getRandomPoint(npc.getSpawn().getLocation());
- x1 = p[0];
- y1 = p[1];
- z1 = p[2];
- // Calculate the distance between the current position of the L2Character and the target (x,y)
- double distance2 = _actor.getPlanDistanceSq(x1, y1);
- if (distance2 > range * range)
- {
- npc.setisReturningToSpawnPoint(true);
- float delay = (float) Math.sqrt(distance2) / range;
- x1 = _actor.getX() + (int) ((x1 - _actor.getX()) / delay);
- y1 = _actor.getY() + (int) ((y1 - _actor.getY()) / delay);
- }
-
- // If NPC with random fixed coord, don't move (unless needs to return to spawnpoint)
- if (Territory.getInstance().getProcMax(npc.getSpawn().getLocation()) > 0 && !npc.isReturningToSpawnPoint())
- return;
- }
- else
- {
- // If NPC with fixed coord
- x1 = npc.getSpawn().getLocx() + Rnd.nextInt(range * 2) - range;
- y1 = npc.getSpawn().getLocy() + Rnd.nextInt(range * 2) - range;
- z1 = npc.getZ();
- }
- //_log.config("Curent pos ("+getX()+", "+getY()+"), moving to ("+x1+", "+y1+").");
- // Move the actor to Location (x,y,z) server side AND client side by sending Server->Client packet CharMoveToLocation (broadcast)
- moveTo(x1, y1, z1);
- }
- }
- /**
- * Manage AI attack thinks of a L2Attackable (called by onEvtThink).<BR><BR>
- *
- * <B><U> Actions</U> :</B><BR><BR>
- * <li>Update the attack timeout if actor is running</li>
- * <li>If target is dead or timeout is expired, stop this attack and set the Intention to AI_INTENTION_ACTIVE</li>
- * <li>Call all L2Object of its Faction inside the Faction Range</li>
- * <li>Chose a target and order to attack it with magic skill or physical attack</li><BR><BR>
- *
- * TODO: Manage casting rules to healer mobs (like Ant Nurses)
- *
- */
- private void thinkAttack()
- {
- if (_attackTimeout < GameTimeController.getGameTicks())
- {
- // Check if the actor is running
- if (_actor.isRunning())
- {
- // Set the actor movement type to walk and send Server->Client packet ChangeMoveType to all others L2PcInstance
- _actor.setWalking();
- // Calculate a new attack timeout
- _attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks();
- }
- }
- L2Character originalAttackTarget = getAttackTarget();
- // Check if target is dead or if timeout is expired to stop this attack
- if (originalAttackTarget == null || originalAttackTarget.isAlikeDead()
- || _attackTimeout < GameTimeController.getGameTicks())
- {
- // Stop hating this target after the attack timeout or if target is dead
- if (originalAttackTarget != null)
- ((L2Attackable) _actor).stopHating(originalAttackTarget);
- // Set the AI Intention to AI_INTENTION_ACTIVE
- setIntention(AI_INTENTION_ACTIVE);
- _actor.setWalking();
- return;
- }
- // Handle all L2Object of its Faction inside the Faction Range
- if (((L2NpcInstance) _actor).getFactionId() != null)
- {
- String faction_id = ((L2NpcInstance) _actor).getFactionId();
- // Go through all L2Object that belong to its faction
- Collection<L2Object> objs = _actor.getKnownList().getKnownObjects().values();
- //synchronized (_actor.getKnownList().getKnownObjects())
- {
- for (L2Object obj : objs)
- {
- if (obj instanceof L2NpcInstance)
- {
- L2NpcInstance npc = (L2NpcInstance) obj;
-
- if (faction_id != npc.getFactionId())
- continue;
-
- // Check if the L2Object is inside the Faction Range of
- // the actor
- if (_actor.isInsideRadius(npc, npc.getFactionRange()
- + npc.getTemplate().collisionRadius, true, false)
- && npc.getAI() != null)
- {
- if (Math.abs(originalAttackTarget.getZ()
- - npc.getZ()) < 600
- && _actor.getAttackByList().contains(originalAttackTarget)
- && (npc.getAI()._intention == CtrlIntention.AI_INTENTION_IDLE || npc.getAI()._intention == CtrlIntention.AI_INTENTION_ACTIVE)
- && GeoData.getInstance().canSeeTarget(_actor, npc))
- {
- if ((originalAttackTarget instanceof L2PcInstance) || (originalAttackTarget instanceof L2Summon))
- {
- if (npc.getTemplate().getEventQuests(Quest.QuestEventType.ON_FACTION_CALL) != null)
- {
- L2PcInstance player = (originalAttackTarget instanceof L2PcInstance) ? (L2PcInstance) originalAttackTarget : ((L2Summon) originalAttackTarget).getOwner();
- for (Quest quest : npc.getTemplate().getEventQuests(Quest.QuestEventType.ON_FACTION_CALL))
- quest.notifyFactionCall(npc, (L2NpcInstance) _actor, player, (originalAttackTarget instanceof L2Summon));
- }
- }
- }
- // heal or resurrect friends
- if (_selfAnalysis.hasHealOrResurrect
- && !_actor.isAttackingDisabled()
- && npc.getCurrentHp() < npc.getMaxHp() * 0.6
- && _actor.getCurrentHp() > _actor.getMaxHp() / 2
- && _actor.getCurrentMp() > _actor.getMaxMp() / 2
- )
- {
- if (npc.isDead()
- && _actor instanceof L2MinionInstance)
- {
- if (((L2MinionInstance) _actor).getLeader() == npc)
- {
- for (L2Skill sk : _selfAnalysis.resurrectSkills)
- {
- if (_actor.getCurrentMp() < sk.getMpConsume())
- continue;
- if (_actor.isSkillDisabled(sk.getId()))
- continue;
- if (!Util.checkIfInRange(sk.getCastRange(), _actor, npc, true))
- continue;
-
- if (10 >= Rnd.get(100)) // chance
- continue;
- if (!GeoData.getInstance().canSeeTarget(_actor, npc))
- break;
-
- L2Object OldTarget = _actor.getTarget();
- _actor.setTarget(npc);
- // would this ever be fast enough
- // for the decay not to run?
- // giving some extra seconds
- DecayTaskManager.getInstance().cancelDecayTask(npc);
- DecayTaskManager.getInstance().addDecayTask(npc);
- clientStopMoving(null);
- _accessor.doCast(sk);
- _actor.setTarget(OldTarget);
- return;
- }
- }
- }
- else if (npc.isInCombat())
- {
- for (L2Skill sk : _selfAnalysis.healSkills)
- {
- if (_actor.getCurrentMp() < sk.getMpConsume())
- continue;
- if (_actor.isSkillDisabled(sk.getId()))
- continue;
- if (!Util.checkIfInRange(sk.getCastRange(), _actor, npc, true))
- continue;
-
- int chance = 4;
- if (_actor instanceof L2MinionInstance)
- {
- // minions support boss
- if (((L2MinionInstance) _actor).getLeader() == npc)
- chance = 6;
- else
- chance = 3;
- }
- if (npc instanceof L2GrandBossInstance)
- chance = 6;
- if (chance >= Rnd.get(100)) // chance
- continue;
- if (!GeoData.getInstance().canSeeTarget(_actor, npc))
- break;
-
- L2Object OldTarget = _actor.getTarget();
- _actor.setTarget(npc);
- clientStopMoving(null);
- _accessor.doCast(sk);
- _actor.setTarget(OldTarget);
- return;
- }
- }
- }
- }
- }
- }
- }
- }
- if(_actor.isAttackingDisabled()) return;
- // Get 2 most hated chars
- List<L2Character> hated = ((L2Attackable) _actor).get2MostHated();
- if (_actor.isConfused())
- {
- if (hated != null)
- hated.set(0, originalAttackTarget); // effect handles selection
- else
- {
- hated = new FastList<L2Character>();
- hated.add(originalAttackTarget);
- hated.add(null);
- }
- }
- if (hated == null || hated.get(0) == null)
- {
- setIntention(AI_INTENTION_ACTIVE);
- return;
- }
- if (hated.get(0) != originalAttackTarget)
- {
- setAttackTarget(hated.get(0));
- }
- _mostHatedAnalysis.update(hated.get(0));
- _secondMostHatedAnalysis.update(hated.get(1));
-
- // Get all information needed to choose between physical or magical attack
- _actor.setTarget(_mostHatedAnalysis.character);
- double dist2 = _actor.getPlanDistanceSq(_mostHatedAnalysis.character.getX(), _mostHatedAnalysis.character.getY());
- int combinedCollision = _actor.getTemplate().collisionRadius + _mostHatedAnalysis.character.getTemplate().collisionRadius;
- int range = _actor.getPhysicalAttackRange() + combinedCollision;
- // Reconsider target next round if _actor hasn't got hits in for last 14 seconds
- if (!_actor.isMuted()
- && _attackTimeout - 160 < GameTimeController.getGameTicks()
- && _secondMostHatedAnalysis.character != null)
- {
- if (Util.checkIfInRange(900, _actor, hated.get(1), true))
- {
- // take off 2* the amount the aggro is larger than second most
- ((L2Attackable) _actor).reduceHate(hated.get(0), 2 * (((L2Attackable) _actor).getHating(hated.get(0)) - ((L2Attackable) _actor).getHating(hated.get(1))));
- // Calculate a new attack timeout
- _attackTimeout = MAX_ATTACK_TIMEOUT
- + GameTimeController.getGameTicks();
- }
- }
- // Reconsider target during next round if actor is rooted and cannot reach mostHated but can
- // reach secondMostHated
- if (_actor.isRooted() && _secondMostHatedAnalysis.character != null)
- {
- if (_selfAnalysis.isMage
- && dist2 > _selfAnalysis.maxCastRange*_selfAnalysis.maxCastRange
- && _actor.getPlanDistanceSq(_secondMostHatedAnalysis.character.getX(), _secondMostHatedAnalysis.character.getY()) < _selfAnalysis.maxCastRange*_selfAnalysis.maxCastRange)
- {
- ((L2Attackable) _actor).reduceHate(hated.get(0), 1+(((L2Attackable) _actor).getHating(hated.get(0)) - ((L2Attackable) _actor).getHating(hated.get(1))));
- }
- else if (dist2 > range*range &&
- _actor.getPlanDistanceSq(_secondMostHatedAnalysis.character.getX(), _secondMostHatedAnalysis.character.getY()) < range*range)
- {
- ((L2Attackable) _actor).reduceHate(hated.get(0), 1+(((L2Attackable) _actor).getHating(hated.get(0)) - ((L2Attackable) _actor).getHating(hated.get(1))));
- }
- }
-
- // Considering, if bigger range will be attempted
- if ( (dist2 < 10000 + combinedCollision*combinedCollision)
- && !_selfAnalysis.isFighter && !_selfAnalysis.isBalanced
- && (_selfAnalysis.hasLongRangeSkills || _selfAnalysis.isArcher)
- && (_mostHatedAnalysis.isBalanced || _mostHatedAnalysis.isFighter)
- && (_mostHatedAnalysis.character.isRooted() || _mostHatedAnalysis.isSlower)
- && (Config.GEODATA == 2 ? 20 : 12) >= Rnd.get(100) // chance
- )
- {
- int posX = _actor.getX();
- int posY = _actor.getY();
- int posZ = _actor.getZ();
- double distance = Math.sqrt(dist2); // This way, we only do the sqrt if we need it
- int signx=-1;
- int signy=-1;
- if (_actor.getX()>_mostHatedAnalysis.character.getX())
- signx=1;
- if (_actor.getY()>_mostHatedAnalysis.character.getY())
- signy=1;
- posX += Math.round((float)((signx * ((range / 2) + (Rnd.get(range)))) - distance));
- posY += Math.round((float)((signy * ((range / 2) + (Rnd.get(range)))) - distance));
- setIntention(CtrlIntention.AI_INTENTION_MOVE_TO, new L2CharPosition(posX, posY, posZ, 0));
- return;
- }
- // Cannot see target, needs to go closer, currently just goes to range 300 if mage
- if ((dist2 > 310*310 + combinedCollision*combinedCollision)
- && this._selfAnalysis.hasLongRangeSkills
- && !GeoData.getInstance().canSeeTarget(_actor, _mostHatedAnalysis.character)
- )
- {
- if (!(_selfAnalysis.isMage && _actor.isMuted()))
- {
- moveToPawn(_mostHatedAnalysis.character, 300);
- return;
- }
- }
-
- if (_mostHatedAnalysis.character.isMoving()) range += 50;
- // Check if the actor is far from target
- if (dist2 > range*range)
- {
- if (!_actor.isMuted() && (_selfAnalysis.hasLongRangeSkills || !_selfAnalysis.healSkills.isEmpty()))
- {
- // check for long ranged skills and heal/buff skills
- if (!_mostHatedAnalysis.isCanceled)
- {
- for (L2Skill sk : _selfAnalysis.cancelSkills)
- {
- int castRange = sk.getCastRange() + combinedCollision;
- if (_actor.isSkillDisabled(sk.getId())
- || _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk)
- || (dist2 > castRange * castRange)
- )
- continue;
- if (Rnd.nextInt(100) <= 8)
- {
- clientStopMoving(null);
- _accessor.doCast(sk);
- _mostHatedAnalysis.isCanceled = true;
- _attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks();
- return;
- }
- }
- }
- if (this._selfAnalysis.lastDebuffTick+60 < GameTimeController.getGameTicks())
- {
- for (L2Skill sk : _selfAnalysis.debuffSkills)
- {
- int castRange = sk.getCastRange() + combinedCollision;
- if (_actor.isSkillDisabled(sk.getId())
- || _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk)
- || (dist2 > castRange * castRange)
- )
- continue;
- int chance = 8;
- if (_selfAnalysis.isFighter && _mostHatedAnalysis.isMage)
- chance = 3;
- if (_selfAnalysis.isFighter && _mostHatedAnalysis.isArcher)
- chance = 12;
- if (_selfAnalysis.isMage && !_mostHatedAnalysis.isMage)
- chance = 10;
- if (_mostHatedAnalysis.isMagicResistant) chance /= 2;
-
- if (Rnd.nextInt(100) <= chance)
- {
- clientStopMoving(null);
- _accessor.doCast(sk);
- _selfAnalysis.lastDebuffTick = GameTimeController.getGameTicks();
- _attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks();
- return;
- }
- }
- }
- if (!_mostHatedAnalysis.character.isMuted())
- {
- int chance = 8;
- if (!(_mostHatedAnalysis.isMage || _mostHatedAnalysis.isBalanced))
- chance = 3;
- for (L2Skill sk : _selfAnalysis.muteSkills)
- {
- int castRange = sk.getCastRange() + combinedCollision;
- if (_actor.isSkillDisabled(sk.getId())
- || _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk)
- || (dist2 > castRange * castRange)
- )
- continue;
- if (Rnd.nextInt(100) <= chance)
- {
- clientStopMoving(null);
- _accessor.doCast(sk);
- _attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks();
- return;
- }
- }
- }
- if (_secondMostHatedAnalysis.character != null && !_secondMostHatedAnalysis.character.isMuted() && (_secondMostHatedAnalysis.isMage || _secondMostHatedAnalysis.isBalanced))
- {
- double secondHatedDist2 = _actor.getPlanDistanceSq(_secondMostHatedAnalysis.character.getX(), _secondMostHatedAnalysis.character.getY());
- for (L2Skill sk : _selfAnalysis.muteSkills)
- {
- int castRange = sk.getCastRange() + combinedCollision;
- if (_actor.isSkillDisabled(sk.getId())
- || _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk)
- || (secondHatedDist2 > castRange * castRange)
- )
- continue;
- if (Rnd.nextInt(100) <= 2)
- {
- _actor.setTarget(_secondMostHatedAnalysis.character);
- clientStopMoving(null);
- _accessor.doCast(sk);
- _actor.setTarget(_mostHatedAnalysis.character);
- return;
- }
- }
- }
- if (!_mostHatedAnalysis.character.isSleeping())
- {
- for (L2Skill sk : _selfAnalysis.sleepSkills)
- {
- int castRange = sk.getCastRange() + combinedCollision;
- if (_actor.isSkillDisabled(sk.getId())
- || _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk)
- || (dist2 > castRange * castRange)
- )
- continue;
- if (Rnd.nextInt(100) <= 1)
- {
- clientStopMoving(null);
- _accessor.doCast(sk);
- _attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks();
- return;
- }
- }
- }
- if (_secondMostHatedAnalysis.character != null && !_secondMostHatedAnalysis.character.isSleeping())
- {
- double secondHatedDist2 = _actor.getPlanDistanceSq(_secondMostHatedAnalysis.character.getX(), _secondMostHatedAnalysis.character.getY());
- for (L2Skill sk : _selfAnalysis.sleepSkills)
- {
- int castRange = sk.getCastRange() + combinedCollision;
- if (_actor.isSkillDisabled(sk.getId())
- || _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk)
- || (secondHatedDist2 > castRange * castRange)
- )
- continue;
- if (Rnd.nextInt(100) <= 3)
- {
- _actor.setTarget(_secondMostHatedAnalysis.character);
- clientStopMoving(null);
- _accessor.doCast(sk);
- _actor.setTarget(_mostHatedAnalysis.character);
- return;
- }
- }
- }
- if (!_mostHatedAnalysis.character.isRooted())
- {
- for (L2Skill sk : _selfAnalysis.rootSkills)
- {
- int castRange = sk.getCastRange() + combinedCollision;
- if (_actor.isSkillDisabled(sk.getId())
- || _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk)
- || (dist2 > castRange * castRange)
- )
- continue;
- if (Rnd.nextInt(100) <= (_mostHatedAnalysis.isSlower ? 3 : 8))
- {
- clientStopMoving(null);
- _accessor.doCast(sk);
- _attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks();
- return;
- }
- }
- }
- if (!_mostHatedAnalysis.character.isAttackingDisabled())
- {
- for (L2Skill sk : _selfAnalysis.generalDisablers)
- {
- int castRange = sk.getCastRange() + combinedCollision;
- if (_actor.isSkillDisabled(sk.getId())
- || _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk)
- || (dist2 > castRange * castRange)
- )
- continue;
- if (Rnd.nextInt(100) <= ((_selfAnalysis.isFighter && _actor.isRooted()) ? 15 : 7))
- {
- clientStopMoving(null);
- _accessor.doCast(sk);
- _attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks();
- return;
- }
- }
- }
- if (_actor.getCurrentHp() < _actor.getMaxHp()*0.4)
- {
- for (L2Skill sk : _selfAnalysis.healSkills)
- {
- if (_actor.isSkillDisabled(sk.getId())
- || _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk)
- )
- continue;
- int chance = 7;
- if (_mostHatedAnalysis.character.isAttackingDisabled()) chance += 10;
- if (_secondMostHatedAnalysis.character == null || _secondMostHatedAnalysis.character.isAttackingDisabled()) chance += 10;
- if (Rnd.nextInt(100) <= chance)
- {
- _actor.setTarget(_actor);
- clientStopMoving(null);
- _accessor.doCast(sk);
- _actor.setTarget(_mostHatedAnalysis.character);
- return;
- }
- }
- }
-
- // chance decision for launching long range skills
- int castingChance = 5;
- if (_selfAnalysis.isMage) castingChance = 50; // mages
- if (_selfAnalysis.isBalanced)
- {
- if (!_mostHatedAnalysis.isFighter) // advance to mages
- castingChance = 15;
- else
- castingChance = 25; // stay away from fighters
- }
- if (_selfAnalysis.isFighter)
- {
- if(_mostHatedAnalysis.isMage)
- castingChance = 3;
- else
- castingChance = 7;
- if (_actor.isRooted())
- castingChance = 20; // doesn't matter if no success first round
- }
- for (L2Skill sk : _selfAnalysis.generalSkills)
- {
-
- int castRange = sk.getCastRange() + combinedCollision;
- if (_actor.isSkillDisabled(sk.getId())
- || _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk)
- || (dist2 > castRange * castRange)
- )
- continue;
-
- if (Rnd.nextInt(100) <= castingChance)
- {
- clientStopMoving(null);
- _accessor.doCast(sk);
- _attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks();
- return;
- }
- }
- }
-
- // Move the actor to Pawn server side AND client side by sending Server->Client packet MoveToPawn (broadcast)
- if (_selfAnalysis.isMage)
- {
- if (_actor.isMuted()) return;
- range = _selfAnalysis.maxCastRange;
- }
- if (_mostHatedAnalysis.character.isMoving()) range -= 100; if (range < 5) range = 5;
- moveToPawn(_mostHatedAnalysis.character, range);
- return;
- }
- // **************************************************
- // Else, if this is close enough for physical attacks
- else
- {
- // In case many mobs are trying to hit from same place, move a bit,
- // circling around the target
- if (Rnd.nextInt(100) <= 33) // check it once per 3 seconds
- {
- for (L2Object nearby : _actor.getKnownList().getKnownCharactersInRadius(10))
- {
- if (nearby instanceof L2Attackable
- && nearby != _mostHatedAnalysis.character)
- {
- int diffx = Rnd.get(combinedCollision, combinedCollision+40);
- if (Rnd.get(10)<5) diffx = -diffx;
- int diffy = Rnd.get(combinedCollision, combinedCollision+40);
- if (Rnd.get(10)<5) diffy = -diffy;
- moveTo(_mostHatedAnalysis.character.getX() + diffx, _mostHatedAnalysis.character.getY()
- + diffy, _mostHatedAnalysis.character.getZ());
- return;
- }
- }
- }
-
- // Calculate a new attack timeout.
- _attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks();
-
- // check for close combat skills && heal/buff skills
-
- if (!_mostHatedAnalysis.isCanceled)
- {
- for (L2Skill sk : _selfAnalysis.cancelSkills)
- {
- if ((_actor.isMuted() && sk.isMagic())
- || (_actor.isPhysicalMuted() && !sk.isMagic()))
- continue;
- int castRange = sk.getCastRange() + combinedCollision;
- if (_actor.isSkillDisabled(sk.getId())
- || _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk)
- || (dist2 > castRange * castRange))
- continue;
- if (Rnd.nextInt(100) <= 8)
- {
- clientStopMoving(null);
- _accessor.doCast(sk);
- _mostHatedAnalysis.isCanceled = true;
- return;
- }
- }
- }
- if (this._selfAnalysis.lastDebuffTick+60 < GameTimeController.getGameTicks())
- {
- for (L2Skill sk : _selfAnalysis.debuffSkills)
- {
- if ((_actor.isMuted() && sk.isMagic())
- || (_actor.isPhysicalMuted() && !sk.isMagic()))
- continue;
- int castRange = sk.getCastRange() + combinedCollision;
- if (_actor.isSkillDisabled(sk.getId())
- || _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk)
- || (dist2 > castRange * castRange))
- continue;
- int chance = 5;
- if (_selfAnalysis.isFighter && _mostHatedAnalysis.isMage)
- chance = 3;
- if (_selfAnalysis.isFighter && _mostHatedAnalysis.isArcher)
- chance = 3;
- if (_selfAnalysis.isMage && !_mostHatedAnalysis.isMage)
- chance = 4;
- if (_mostHatedAnalysis.isMagicResistant) chance /= 2;
- if (sk.getCastRange() < 200) chance += 3;
- if (Rnd.nextInt(100) <= chance)
- {
- clientStopMoving(null);
- _accessor.doCast(sk);
- _selfAnalysis.lastDebuffTick = GameTimeController.getGameTicks();
- return;
- }
- }
- }
- if (!_mostHatedAnalysis.character.isMuted() && (_mostHatedAnalysis.isMage || _mostHatedAnalysis.isBalanced))
- {
- for (L2Skill sk : _selfAnalysis.muteSkills)
- {
- if ((_actor.isMuted() && sk.isMagic())
- || (_actor.isPhysicalMuted() && !sk.isMagic()))
- continue;
- int castRange = sk.getCastRange() + combinedCollision;
- if (_actor.isSkillDisabled(sk.getId())
- || _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk)
- || (dist2 > castRange * castRange))
- continue;
- if (Rnd.nextInt(100) <= 7)
- {
- clientStopMoving(null);
- _accessor.doCast(sk);
- return;
- }
- }
- }
- if (_secondMostHatedAnalysis.character != null && !_secondMostHatedAnalysis.character.isMuted() && (_secondMostHatedAnalysis.isMage || _secondMostHatedAnalysis.isBalanced))
- {
- double secondHatedDist2 = _actor.getPlanDistanceSq(_secondMostHatedAnalysis.character.getX(), _secondMostHatedAnalysis.character.getY());
- for (L2Skill sk : _selfAnalysis.muteSkills)
- {
- if ((_actor.isMuted() && sk.isMagic())
- || (_actor.isPhysicalMuted() && !sk.isMagic()))
- continue;
- int castRange = sk.getCastRange() + combinedCollision;
- if (_actor.isSkillDisabled(sk.getId())
- || _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk)
- || (secondHatedDist2 > castRange * castRange))
- continue;
- if (Rnd.nextInt(100) <= 3)
- {
- _actor.setTarget(_secondMostHatedAnalysis.character);
- clientStopMoving(null);
- _accessor.doCast(sk);
- _actor.setTarget(_mostHatedAnalysis.character);
- return;
- }
- }
- }
- if (_secondMostHatedAnalysis.character != null && !_secondMostHatedAnalysis.character.isSleeping())
- {
- double secondHatedDist2 = _actor.getPlanDistanceSq(_secondMostHatedAnalysis.character.getX(), _secondMostHatedAnalysis.character.getY());
- for (L2Skill sk : _selfAnalysis.sleepSkills)
- {
- if ((_actor.isMuted() && sk.isMagic())
- || (_actor.isPhysicalMuted() && !sk.isMagic()))
- continue;
- int castRange = sk.getCastRange() + combinedCollision;
- if (_actor.isSkillDisabled(sk.getId())
- || _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk)
- || (secondHatedDist2 > castRange * castRange))
- continue;
- if (Rnd.nextInt(100) <= 4)
- {
- _actor.setTarget(_secondMostHatedAnalysis.character);
- clientStopMoving(null);
- _accessor.doCast(sk);
- _actor.setTarget(_mostHatedAnalysis.character);
- return;
- }
- }
- }
- if (!_mostHatedAnalysis.character.isRooted() && _mostHatedAnalysis.isFighter && !_selfAnalysis.isFighter)
- {
- for (L2Skill sk : _selfAnalysis.rootSkills)
- {
- if ((_actor.isMuted() && sk.isMagic())
- || (_actor.isPhysicalMuted() && !sk.isMagic()))
- continue;
- int castRange = sk.getCastRange() + combinedCollision;
- if (_actor.isSkillDisabled(sk.getId())
- || _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk)
- || (dist2 > castRange * castRange))
- continue;
- if (Rnd.nextInt(100) <= 4)
- {
- clientStopMoving(null);
- _accessor.doCast(sk);
- return;
- }
- }
- }
- if (!_mostHatedAnalysis.character.isAttackingDisabled())
- {
- for (L2Skill sk : _selfAnalysis.generalDisablers)
- {
- if ((_actor.isMuted() && sk.isMagic())
- || (_actor.isPhysicalMuted() && !sk.isMagic()))
- continue;
- int castRange = sk.getCastRange() + combinedCollision;
- if (_actor.isSkillDisabled(sk.getId())
- || _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk)
- || (dist2 > castRange * castRange))
- continue;
- if (Rnd.nextInt(100) <= ((sk.getCastRange() < 200) ? 10 : 7))
- {
- clientStopMoving(null);
- _accessor.doCast(sk);
- return;
- }
- }
- }
- if (_actor.getCurrentHp() < _actor.getMaxHp()*0.4)
- {
- for (L2Skill sk : _selfAnalysis.healSkills)
- {
- if ((_actor.isMuted() && sk.isMagic())
- || (_actor.isPhysicalMuted() && !sk.isMagic()))
- continue;
- if (_actor.isSkillDisabled(sk.getId())
- || _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk))
- continue;
- int chance = 7;
- if (_mostHatedAnalysis.character.isAttackingDisabled()) chance += 10;
- if (_secondMostHatedAnalysis.character == null || _secondMostHatedAnalysis.character.isAttackingDisabled()) chance += 10;
- if (Rnd.nextInt(100) <= chance)
- {
- _actor.setTarget(_actor);
- clientStopMoving(null);
- _accessor.doCast(sk);
- _actor.setTarget(_mostHatedAnalysis.character);
- return;
- }
- }
- }
- for (L2Skill sk : _selfAnalysis.generalSkills)
- {
- if ((_actor.isMuted() && sk.isMagic())
- || (_actor.isPhysicalMuted() && !sk.isMagic()))
- continue;
- int castRange = sk.getCastRange() + combinedCollision;
- if (_actor.isSkillDisabled(sk.getId())
- || _actor.getCurrentMp() < _actor.getStat().getMpConsume(sk)
- || (dist2 > castRange * castRange))
- continue;
-
- // chance decision for launching general skills in melee fight
- // close range skills should be higher, long range lower
- int castingChance = 5;
- if (_selfAnalysis.isMage)
- {
- if (sk.getCastRange() < 200) castingChance = 35;
- else castingChance = 25; // mages
- }
- if (_selfAnalysis.isBalanced)
- {
- if (sk.getCastRange() < 200) castingChance = 12;
- else
- {
- if (_mostHatedAnalysis.isMage) // hit mages
- castingChance = 2;
- else
- castingChance = 5;
- }
-
- }
- if (_selfAnalysis.isFighter)
- {
- if (sk.getCastRange() < 200) castingChance = 12;
- else
- {
- if(_mostHatedAnalysis.isMage)
- castingChance = 1;
- else
- castingChance = 3;
- }
- }
- if (Rnd.nextInt(100) <= castingChance)
- {
- clientStopMoving(null);
- _accessor.doCast(sk);
- return;
- }
- }
-
- // Finally, physical attacks
- clientStopMoving(null);
- _accessor.doAttack(getAttackTarget());
- }
- }
- /**
- * Manage AI thinking actions of a L2Attackable.<BR><BR>
- */
- @Override
- protected void onEvtThink()
- {
- // Check if the actor can't use skills and if a thinking action isn't already in progress
- if (_thinking || _actor.isAllSkillsDisabled()) return;
- // Start thinking action
- _thinking = true;
- try
- {
- // Manage AI thinks of a L2Attackable
- if (getIntention() == AI_INTENTION_ACTIVE) thinkActive();
- else if (getIntention() == AI_INTENTION_ATTACK) thinkAttack();
- }
- finally
- {
- // Stop thinking action
- _thinking = false;
- }
- }
- /**
- * Launch actions corresponding to the Event Attacked.<BR><BR>
- *
- * <B><U> Actions</U> :</B><BR><BR>
- * <li>Init the attack : Calculate the attack timeout, Set the _globalAggro to 0, Add the attacker to the actor _aggroList</li>
- * <li>Set the L2Character movement type to run and send Server->Client packet ChangeMoveType to all others L2PcInstance</li>
- * <li>Set the Intention to AI_INTENTION_ATTACK</li><BR><BR>
- *
- * @param attacker The L2Character that attacks the actor
- *
- */
- @Override
- protected void onEvtAttacked(L2Character attacker)
- {
- //if (_actor instanceof L2ChestInstance && !((L2ChestInstance)_actor).isInteracted())
- //{
- //((L2ChestInstance)_actor).deleteMe();
- //((L2ChestInstance)_actor).getSpawn().startRespawn();
- //return;
- //}
- // Calculate the attack timeout
- _attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks();
- // Set the _globalAggro to 0 to permit attack even just after spawn
- if (_globalAggro < 0) _globalAggro = 0;
- // Add the attacker to the _aggroList of the actor
- ((L2Attackable) _actor).addDamageHate(attacker, 0, 1);
- // Set the L2Character movement type to run and send Server->Client packet ChangeMoveType to all others L2PcInstance
- if (!_actor.isRunning()) _actor.setRunning();
- // Set the Intention to AI_INTENTION_ATTACK
- if (getIntention() != AI_INTENTION_ATTACK)
- {
- setIntention(CtrlIntention.AI_INTENTION_ATTACK, attacker);
- }
- else if (((L2Attackable) _actor).getMostHated() != getAttackTarget())
- {
- setIntention(CtrlIntention.AI_INTENTION_ATTACK, attacker);
- }
- super.onEvtAttacked(attacker);
- }
- /**
- * Launch actions corresponding to the Event Aggression.<BR><BR>
- *
- * <B><U> Actions</U> :</B><BR><BR>
- * <li>Add the target to the actor _aggroList or update hate if already present </li>
- * <li>Set the actor Intention to AI_INTENTION_ATTACK (if actor is L2GuardInstance check if it isn't too far from its home location)</li><BR><BR>
- *
- * @param attacker The L2Character that attacks
- * @param aggro The value of hate to add to the actor against the target
- *
- */
- @Override
- protected void onEvtAggression(L2Character target, int aggro)
- {
- L2Attackable me = (L2Attackable) _actor;
- if (target != null)
- {
- // Add the target to the actor _aggroList or update hate if already present
- me.addDamageHate(target, 0, aggro);
- // Set the actor AI Intention to AI_INTENTION_ATTACK
- if (getIntention() != CtrlIntention.AI_INTENTION_ATTACK)
- {
- // Set the L2Character movement type to run and send Server->Client packet ChangeMoveType to all others L2PcInstance
- if (!_actor.isRunning()) _actor.setRunning();
- setIntention(CtrlIntention.AI_INTENTION_ATTACK, target);
- }
- }
- }
- @Override
- protected void onIntentionActive()
- {
- // Cancel attack timeout
- _attackTimeout = Integer.MAX_VALUE;
- super.onIntentionActive();
- }
- public void setGlobalAggro(int value)
- {
- _globalAggro = value;
- }
-
- }
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