L2ControllableMobAI.java 14 KB

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  1. /*
  2. * Copyright (C) 2004-2015 L2J Server
  3. *
  4. * This file is part of L2J Server.
  5. *
  6. * L2J Server is free software: you can redistribute it and/or modify
  7. * it under the terms of the GNU General Public License as published by
  8. * the Free Software Foundation, either version 3 of the License, or
  9. * (at your option) any later version.
  10. *
  11. * L2J Server is distributed in the hope that it will be useful,
  12. * but WITHOUT ANY WARRANTY; without even the implied warranty of
  13. * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
  14. * General Public License for more details.
  15. *
  16. * You should have received a copy of the GNU General Public License
  17. * along with this program. If not, see <http://www.gnu.org/licenses/>.
  18. */
  19. package com.l2jserver.gameserver.ai;
  20. import static com.l2jserver.gameserver.ai.CtrlIntention.AI_INTENTION_ACTIVE;
  21. import static com.l2jserver.gameserver.ai.CtrlIntention.AI_INTENTION_ATTACK;
  22. import java.util.ArrayList;
  23. import java.util.Collection;
  24. import java.util.List;
  25. import com.l2jserver.gameserver.model.L2Object;
  26. import com.l2jserver.gameserver.model.MobGroup;
  27. import com.l2jserver.gameserver.model.MobGroupTable;
  28. import com.l2jserver.gameserver.model.actor.L2Attackable;
  29. import com.l2jserver.gameserver.model.actor.L2Character;
  30. import com.l2jserver.gameserver.model.actor.L2Npc;
  31. import com.l2jserver.gameserver.model.actor.L2Playable;
  32. import com.l2jserver.gameserver.model.actor.instance.L2ControllableMobInstance;
  33. import com.l2jserver.gameserver.model.actor.instance.L2DoorInstance;
  34. import com.l2jserver.gameserver.model.actor.instance.L2NpcInstance;
  35. import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
  36. import com.l2jserver.gameserver.model.skills.Skill;
  37. import com.l2jserver.gameserver.util.Util;
  38. import com.l2jserver.util.Rnd;
  39. /**
  40. * AI for controllable mobs
  41. * @author littlecrow
  42. */
  43. public final class L2ControllableMobAI extends L2AttackableAI
  44. {
  45. public static final int AI_IDLE = 1;
  46. public static final int AI_NORMAL = 2;
  47. public static final int AI_FORCEATTACK = 3;
  48. public static final int AI_FOLLOW = 4;
  49. public static final int AI_CAST = 5;
  50. public static final int AI_ATTACK_GROUP = 6;
  51. private int _alternateAI;
  52. private boolean _isThinking; // to prevent thinking recursively
  53. private boolean _isNotMoving;
  54. private L2Character _forcedTarget;
  55. private MobGroup _targetGroup;
  56. public L2ControllableMobAI(L2ControllableMobInstance creature)
  57. {
  58. super(creature);
  59. setAlternateAI(AI_IDLE);
  60. }
  61. protected void thinkFollow()
  62. {
  63. L2Attackable me = (L2Attackable) _actor;
  64. if (!Util.checkIfInRange(MobGroupTable.FOLLOW_RANGE, me, getForcedTarget(), true))
  65. {
  66. int signX = (Rnd.nextInt(2) == 0) ? -1 : 1;
  67. int signY = (Rnd.nextInt(2) == 0) ? -1 : 1;
  68. int randX = Rnd.nextInt(MobGroupTable.FOLLOW_RANGE);
  69. int randY = Rnd.nextInt(MobGroupTable.FOLLOW_RANGE);
  70. moveTo(getForcedTarget().getX() + (signX * randX), getForcedTarget().getY() + (signY * randY), getForcedTarget().getZ());
  71. }
  72. }
  73. @Override
  74. protected void onEvtThink()
  75. {
  76. if (isThinking())
  77. {
  78. return;
  79. }
  80. setThinking(true);
  81. try
  82. {
  83. switch (getAlternateAI())
  84. {
  85. case AI_IDLE:
  86. if (getIntention() != CtrlIntention.AI_INTENTION_ACTIVE)
  87. {
  88. setIntention(CtrlIntention.AI_INTENTION_ACTIVE);
  89. }
  90. break;
  91. case AI_FOLLOW:
  92. thinkFollow();
  93. break;
  94. case AI_CAST:
  95. thinkCast();
  96. break;
  97. case AI_FORCEATTACK:
  98. thinkForceAttack();
  99. break;
  100. case AI_ATTACK_GROUP:
  101. thinkAttackGroup();
  102. break;
  103. default:
  104. if (getIntention() == AI_INTENTION_ACTIVE)
  105. {
  106. thinkActive();
  107. }
  108. else if (getIntention() == AI_INTENTION_ATTACK)
  109. {
  110. thinkAttack();
  111. }
  112. break;
  113. }
  114. }
  115. finally
  116. {
  117. setThinking(false);
  118. }
  119. }
  120. @Override
  121. protected void thinkCast()
  122. {
  123. L2Attackable npc = (L2Attackable) _actor;
  124. if ((getAttackTarget() == null) || getAttackTarget().isAlikeDead())
  125. {
  126. setAttackTarget(findNextRndTarget());
  127. clientStopMoving(null);
  128. }
  129. if (getAttackTarget() == null)
  130. {
  131. return;
  132. }
  133. npc.setTarget(getAttackTarget());
  134. if (!_actor.isMuted())
  135. {
  136. int max_range = 0;
  137. // check distant skills
  138. for (Skill sk : _actor.getAllSkills())
  139. {
  140. if (Util.checkIfInRange(sk.getCastRange(), _actor, getAttackTarget(), true) && !_actor.isSkillDisabled(sk) && (_actor.getCurrentMp() > _actor.getStat().getMpConsume(sk)))
  141. {
  142. _actor.doCast(sk);
  143. return;
  144. }
  145. max_range = Math.max(max_range, sk.getCastRange());
  146. }
  147. if (!isNotMoving())
  148. {
  149. moveToPawn(getAttackTarget(), max_range);
  150. }
  151. return;
  152. }
  153. }
  154. protected void thinkAttackGroup()
  155. {
  156. L2Character target = getForcedTarget();
  157. if ((target == null) || target.isAlikeDead())
  158. {
  159. // try to get next group target
  160. setForcedTarget(findNextGroupTarget());
  161. clientStopMoving(null);
  162. }
  163. if (target == null)
  164. {
  165. return;
  166. }
  167. _actor.setTarget(target);
  168. // as a response, we put the target in a forcedattack mode
  169. L2ControllableMobInstance theTarget = (L2ControllableMobInstance) target;
  170. L2ControllableMobAI ctrlAi = (L2ControllableMobAI) theTarget.getAI();
  171. ctrlAi.forceAttack(_actor);
  172. double dist2 = _actor.calculateDistance(target, false, true);
  173. int range = _actor.getPhysicalAttackRange() + _actor.getTemplate().getCollisionRadius() + target.getTemplate().getCollisionRadius();
  174. int max_range = range;
  175. if (!_actor.isMuted() && (dist2 > ((range + 20) * (range + 20))))
  176. {
  177. // check distant skills
  178. for (Skill sk : _actor.getAllSkills())
  179. {
  180. int castRange = sk.getCastRange();
  181. if (((castRange * castRange) >= dist2) && !_actor.isSkillDisabled(sk) && (_actor.getCurrentMp() > _actor.getStat().getMpConsume(sk)))
  182. {
  183. _actor.doCast(sk);
  184. return;
  185. }
  186. max_range = Math.max(max_range, castRange);
  187. }
  188. if (!isNotMoving())
  189. {
  190. moveToPawn(target, range);
  191. }
  192. return;
  193. }
  194. _actor.doAttack(target);
  195. }
  196. protected void thinkForceAttack()
  197. {
  198. if ((getForcedTarget() == null) || getForcedTarget().isAlikeDead())
  199. {
  200. clientStopMoving(null);
  201. setIntention(AI_INTENTION_ACTIVE);
  202. setAlternateAI(AI_IDLE);
  203. }
  204. _actor.setTarget(getForcedTarget());
  205. double dist2 = _actor.calculateDistance(getForcedTarget(), false, true);
  206. int range = _actor.getPhysicalAttackRange() + _actor.getTemplate().getCollisionRadius() + getForcedTarget().getTemplate().getCollisionRadius();
  207. int max_range = range;
  208. if (!_actor.isMuted() && (dist2 > ((range + 20) * (range + 20))))
  209. {
  210. // check distant skills
  211. for (Skill sk : _actor.getAllSkills())
  212. {
  213. int castRange = sk.getCastRange();
  214. if (((castRange * castRange) >= dist2) && !_actor.isSkillDisabled(sk) && (_actor.getCurrentMp() > _actor.getStat().getMpConsume(sk)))
  215. {
  216. _actor.doCast(sk);
  217. return;
  218. }
  219. max_range = Math.max(max_range, castRange);
  220. }
  221. if (!isNotMoving())
  222. {
  223. moveToPawn(getForcedTarget(), _actor.getPhysicalAttackRange()/* range */);
  224. }
  225. return;
  226. }
  227. _actor.doAttack(getForcedTarget());
  228. }
  229. @Override
  230. protected void thinkAttack()
  231. {
  232. if ((getAttackTarget() == null) || getAttackTarget().isAlikeDead())
  233. {
  234. if (getAttackTarget() != null)
  235. {
  236. // stop hating
  237. L2Attackable npc = (L2Attackable) _actor;
  238. npc.stopHating(getAttackTarget());
  239. }
  240. setIntention(AI_INTENTION_ACTIVE);
  241. }
  242. else
  243. {
  244. // notify aggression
  245. if (((L2Npc) _actor).getTemplate().getClans() != null)
  246. {
  247. Collection<L2Object> objs = _actor.getKnownList().getKnownObjects().values();
  248. for (L2Object obj : objs)
  249. {
  250. if (!(obj instanceof L2Npc))
  251. {
  252. continue;
  253. }
  254. L2Npc npc = (L2Npc) obj;
  255. if (!npc.isInMyClan((L2Npc) _actor))
  256. {
  257. continue;
  258. }
  259. if (_actor.isInsideRadius(npc, npc.getTemplate().getClanHelpRange(), false, true) && (Math.abs(getAttackTarget().getZ() - npc.getZ()) < 200))
  260. {
  261. npc.getAI().notifyEvent(CtrlEvent.EVT_AGGRESSION, getAttackTarget(), 1);
  262. }
  263. }
  264. }
  265. _actor.setTarget(getAttackTarget());
  266. double dist2 = _actor.calculateDistance(getAttackTarget(), false, true);
  267. int range = _actor.getPhysicalAttackRange() + _actor.getTemplate().getCollisionRadius() + getAttackTarget().getTemplate().getCollisionRadius();
  268. int max_range = range;
  269. if (!_actor.isMuted() && (dist2 > ((range + 20) * (range + 20))))
  270. {
  271. // check distant skills
  272. for (Skill sk : _actor.getAllSkills())
  273. {
  274. int castRange = sk.getCastRange();
  275. if (((castRange * castRange) >= dist2) && !_actor.isSkillDisabled(sk) && (_actor.getCurrentMp() > _actor.getStat().getMpConsume(sk)))
  276. {
  277. _actor.doCast(sk);
  278. return;
  279. }
  280. max_range = Math.max(max_range, castRange);
  281. }
  282. moveToPawn(getAttackTarget(), range);
  283. return;
  284. }
  285. // Force mobs to attack anybody if confused.
  286. L2Character hated;
  287. if (_actor.isConfused())
  288. {
  289. hated = findNextRndTarget();
  290. }
  291. else
  292. {
  293. hated = getAttackTarget();
  294. }
  295. if (hated == null)
  296. {
  297. setIntention(AI_INTENTION_ACTIVE);
  298. return;
  299. }
  300. if (hated != getAttackTarget())
  301. {
  302. setAttackTarget(hated);
  303. }
  304. if (!_actor.isMuted() && (Rnd.nextInt(5) == 3))
  305. {
  306. for (Skill sk : _actor.getAllSkills())
  307. {
  308. int castRange = sk.getCastRange();
  309. if (((castRange * castRange) >= dist2) && !_actor.isSkillDisabled(sk) && (_actor.getCurrentMp() < _actor.getStat().getMpConsume(sk)))
  310. {
  311. _actor.doCast(sk);
  312. return;
  313. }
  314. }
  315. }
  316. _actor.doAttack(getAttackTarget());
  317. }
  318. }
  319. @Override
  320. protected void thinkActive()
  321. {
  322. setAttackTarget(findNextRndTarget());
  323. L2Character hated;
  324. if (_actor.isConfused())
  325. {
  326. hated = findNextRndTarget();
  327. }
  328. else
  329. {
  330. hated = getAttackTarget();
  331. }
  332. if (hated != null)
  333. {
  334. _actor.setRunning();
  335. setIntention(CtrlIntention.AI_INTENTION_ATTACK, hated);
  336. }
  337. }
  338. private boolean checkAutoAttackCondition(L2Character target)
  339. {
  340. if ((target == null) || !(_actor instanceof L2Attackable))
  341. {
  342. return false;
  343. }
  344. L2Attackable me = (L2Attackable) _actor;
  345. if ((target instanceof L2NpcInstance) || (target instanceof L2DoorInstance))
  346. {
  347. return false;
  348. }
  349. if (target.isAlikeDead() || !me.isInsideRadius(target, me.getAggroRange(), false, false) || (Math.abs(_actor.getZ() - target.getZ()) > 100))
  350. {
  351. return false;
  352. }
  353. // Check if the target isn't invulnerable
  354. if (target.isInvul())
  355. {
  356. return false;
  357. }
  358. // Spawn protection (only against mobs)
  359. if ((target instanceof L2PcInstance) && ((L2PcInstance) target).isSpawnProtected())
  360. {
  361. return false;
  362. }
  363. // Check if the target is a L2Playable
  364. if (target.isPlayable())
  365. {
  366. // Check if the target isn't in silent move mode
  367. if (((L2Playable) target).isSilentMovingAffected())
  368. {
  369. return false;
  370. }
  371. }
  372. if (target instanceof L2Npc)
  373. {
  374. return false;
  375. }
  376. return me.isAggressive();
  377. }
  378. private L2Character findNextRndTarget()
  379. {
  380. int aggroRange = ((L2Attackable) _actor).getAggroRange();
  381. L2Attackable npc = (L2Attackable) _actor;
  382. int npcX, npcY, targetX, targetY;
  383. double dy, dx;
  384. double dblAggroRange = aggroRange * aggroRange;
  385. final List<L2Character> potentialTarget = new ArrayList<>();
  386. for (L2Character obj : npc.getKnownList().getKnownCharacters())
  387. {
  388. npcX = npc.getX();
  389. npcY = npc.getY();
  390. targetX = obj.getX();
  391. targetY = obj.getY();
  392. dx = npcX - targetX;
  393. dy = npcY - targetY;
  394. if (((dx * dx) + (dy * dy)) > dblAggroRange)
  395. {
  396. continue;
  397. }
  398. L2Character target = obj;
  399. if (checkAutoAttackCondition(target))
  400. {
  401. potentialTarget.add(target);
  402. }
  403. }
  404. if (potentialTarget.isEmpty())
  405. {
  406. return null;
  407. }
  408. // we choose a random target
  409. int choice = Rnd.nextInt(potentialTarget.size());
  410. L2Character target = potentialTarget.get(choice);
  411. return target;
  412. }
  413. private L2ControllableMobInstance findNextGroupTarget()
  414. {
  415. return getGroupTarget().getRandomMob();
  416. }
  417. public int getAlternateAI()
  418. {
  419. return _alternateAI;
  420. }
  421. public void setAlternateAI(int _alternateai)
  422. {
  423. _alternateAI = _alternateai;
  424. }
  425. public void forceAttack(L2Character target)
  426. {
  427. setAlternateAI(AI_FORCEATTACK);
  428. setForcedTarget(target);
  429. }
  430. public void forceAttackGroup(MobGroup group)
  431. {
  432. setForcedTarget(null);
  433. setGroupTarget(group);
  434. setAlternateAI(AI_ATTACK_GROUP);
  435. }
  436. public void stop()
  437. {
  438. setAlternateAI(AI_IDLE);
  439. clientStopMoving(null);
  440. }
  441. public void move(int x, int y, int z)
  442. {
  443. moveTo(x, y, z);
  444. }
  445. public void follow(L2Character target)
  446. {
  447. setAlternateAI(AI_FOLLOW);
  448. setForcedTarget(target);
  449. }
  450. public boolean isThinking()
  451. {
  452. return _isThinking;
  453. }
  454. public boolean isNotMoving()
  455. {
  456. return _isNotMoving;
  457. }
  458. public void setNotMoving(boolean isNotMoving)
  459. {
  460. _isNotMoving = isNotMoving;
  461. }
  462. public void setThinking(boolean isThinking)
  463. {
  464. _isThinking = isThinking;
  465. }
  466. private L2Character getForcedTarget()
  467. {
  468. return _forcedTarget;
  469. }
  470. private MobGroup getGroupTarget()
  471. {
  472. return _targetGroup;
  473. }
  474. private void setForcedTarget(L2Character forcedTarget)
  475. {
  476. _forcedTarget = forcedTarget;
  477. }
  478. private void setGroupTarget(MobGroup targetGroup)
  479. {
  480. _targetGroup = targetGroup;
  481. }
  482. }