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- /*
- * Copyright (C) 2004-2015 L2J Server
- *
- * This file is part of L2J Server.
- *
- * L2J Server is free software: you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation, either version 3 of the License, or
- * (at your option) any later version.
- *
- * L2J Server is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program. If not, see <http://www.gnu.org/licenses/>.
- */
- package com.l2jserver.gameserver.ai;
- /**
- * This class contains an enum of each possibles events that can happen on an AI character.
- */
- public enum CtrlEvent
- {
- /**
- * Something has changed, usually a previous step has being completed or maybe was completed, the AI must thing on next action.
- */
- EVT_THINK,
- /**
- * The actor was attacked. This event comes each time a physical or magical<br>
- * attack was done on the actor. NPC may start attack in response, or ignore<br>
- * this event if they already attack someone, or change target and so on.
- */
- EVT_ATTACKED,
- /** Increase/decrease aggression towards a target, or reduce global aggression if target is null */
- EVT_AGGRESSION,
- /** Actor is in stun state */
- EVT_STUNNED,
- /** Actor is paralyzed or petrified */
- EVT_PARALYZED,
- /** Actor starts/stops sleeping */
- EVT_SLEEPING,
- /** Actor is in rooted state (cannot move) */
- EVT_ROOTED,
- /** Actor evaded hit **/
- EVT_EVADED,
- /**
- * An event that previous action was completed. The action may be an attempt to physically/magically hit an enemy, or an action that discarded attack attempt has finished.
- */
- EVT_READY_TO_ACT,
- /**
- * User's command, like using a combat magic or changing weapon, etc. The command is not intended to change final goal
- */
- EVT_USER_CMD,
- /**
- * The actor arrived to assigned location, or it's a time to modify movement destination (follow, interact, random move and others intentions).
- */
- EVT_ARRIVED,
- /**
- * The actor arrived to an intermediate point, and needs to revalidate destination. This is sent when follow/move to pawn if destination is far away.
- */
- EVT_ARRIVED_REVALIDATE,
- /** The actor cannot move anymore. */
- EVT_ARRIVED_BLOCKED,
- /** Forgets an object (if it's used as attack target, follow target and so on */
- EVT_FORGET_OBJECT,
- /**
- * Attempt to cancel current step execution, but not change the intention.<br>
- * For example, the actor was put into a stun, so it's current attack<br>
- * or movement has to be canceled. But after the stun state expired,<br>
- * the actor may try to attack again. Another usage for CANCEL is a user's<br>
- * attempt to cancel a cast/bow attack and so on.
- */
- EVT_CANCEL,
- /** The character is dead */
- EVT_DEAD,
- /** The character looks like dead */
- EVT_FAKE_DEATH,
- /** The character attack anyone randomly **/
- EVT_CONFUSED,
- /** The character cannot cast spells anymore **/
- EVT_MUTED,
- /** The character flee in random directions **/
- EVT_AFRAID,
- /** The character finish casting **/
- EVT_FINISH_CASTING,
- /** The character betrayed its master */
- EVT_BETRAYED
- }
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