L2FortSiegeGuardAI.java 29 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 com.l2jserver.gameserver.ai;
  16. import static com.l2jserver.gameserver.ai.CtrlIntention.AI_INTENTION_ACTIVE;
  17. import static com.l2jserver.gameserver.ai.CtrlIntention.AI_INTENTION_ATTACK;
  18. import static com.l2jserver.gameserver.ai.CtrlIntention.AI_INTENTION_IDLE;
  19. import java.util.concurrent.Future;
  20. import java.util.logging.Logger;
  21. import com.l2jserver.Config;
  22. import com.l2jserver.gameserver.GameTimeController;
  23. import com.l2jserver.gameserver.GeoData;
  24. import com.l2jserver.gameserver.ThreadPoolManager;
  25. import com.l2jserver.gameserver.model.L2Effect;
  26. import com.l2jserver.gameserver.model.L2Object;
  27. import com.l2jserver.gameserver.model.L2Skill;
  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.L2Summon;
  33. import com.l2jserver.gameserver.model.actor.instance.L2DefenderInstance;
  34. import com.l2jserver.gameserver.model.actor.instance.L2DoorInstance;
  35. import com.l2jserver.gameserver.model.actor.instance.L2FortBallistaInstance;
  36. import com.l2jserver.gameserver.model.actor.instance.L2FortCommanderInstance;
  37. import com.l2jserver.gameserver.model.actor.instance.L2NpcInstance;
  38. import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
  39. import com.l2jserver.gameserver.templates.skills.L2SkillType;
  40. import com.l2jserver.gameserver.util.Util;
  41. import com.l2jserver.util.Rnd;
  42. /**
  43. * This class manages AI of L2Attackable.
  44. */
  45. public class L2FortSiegeGuardAI extends L2CharacterAI implements Runnable
  46. {
  47. protected static final Logger _log1 = Logger.getLogger(L2FortSiegeGuardAI.class.getName());
  48. private static final int MAX_ATTACK_TIMEOUT = 300; // int ticks, i.e. 30 seconds
  49. /** The L2Attackable AI task executed every 1s (call onEvtThink method)*/
  50. private Future<?> _aiTask;
  51. /** For attack AI, analysis of mob and its targets */
  52. private SelfAnalysis _selfAnalysis = new SelfAnalysis();
  53. /** The delay after which the attacked is stopped */
  54. private int _attackTimeout;
  55. /** The L2Attackable aggro counter */
  56. private int _globalAggro;
  57. /** The flag used to indicate that a thinking action is in progress */
  58. private boolean _thinking; // to prevent recursive thinking
  59. private int _attackRange;
  60. /**
  61. * Constructor of L2AttackableAI.<BR><BR>
  62. *
  63. * @param accessor The AI accessor of the L2Character
  64. *
  65. */
  66. public L2FortSiegeGuardAI(L2Character.AIAccessor accessor)
  67. {
  68. super(accessor);
  69. _selfAnalysis.init();
  70. _attackTimeout = Integer.MAX_VALUE;
  71. _globalAggro = -10; // 10 seconds timeout of ATTACK after respawn
  72. _attackRange = ((L2Attackable) _actor).getPhysicalAttackRange();
  73. }
  74. public void run()
  75. {
  76. // Launch actions corresponding to the Event Think
  77. onEvtThink();
  78. }
  79. /**
  80. * <B><U> Actor is a L2GuardInstance</U> :</B><BR><BR>
  81. * <li>The target isn't a Folk or a Door</li>
  82. * <li>The target isn't dead, isn't invulnerable, isn't in silent moving mode AND too far (>100)</li>
  83. * <li>The target is in the actor Aggro range and is at the same height</li>
  84. * <li>The L2PcInstance target has karma (=PK)</li>
  85. * <li>The L2MonsterInstance target is aggressive</li><BR><BR>
  86. *
  87. * <B><U> Actor is a L2SiegeGuardInstance</U> :</B><BR><BR>
  88. * <li>The target isn't a Folk or a Door</li>
  89. * <li>The target isn't dead, isn't invulnerable, isn't in silent moving mode AND too far (>100)</li>
  90. * <li>The target is in the actor Aggro range and is at the same height</li>
  91. * <li>A siege is in progress</li>
  92. * <li>The L2PcInstance target isn't a Defender</li><BR><BR>
  93. *
  94. * <B><U> Actor is a L2FriendlyMobInstance</U> :</B><BR><BR>
  95. * <li>The target isn't a Folk, a Door or another L2NpcInstance</li>
  96. * <li>The target isn't dead, isn't invulnerable, isn't in silent moving mode AND too far (>100)</li>
  97. * <li>The target is in the actor Aggro range and is at the same height</li>
  98. * <li>The L2PcInstance target has karma (=PK)</li><BR><BR>
  99. *
  100. * <B><U> Actor is a L2MonsterInstance</U> :</B><BR><BR>
  101. * <li>The target isn't a Folk, a Door or another L2NpcInstance</li>
  102. * <li>The target isn't dead, isn't invulnerable, isn't in silent moving mode AND too far (>100)</li>
  103. * <li>The target is in the actor Aggro range and is at the same height</li>
  104. * <li>The actor is Aggressive</li><BR><BR>
  105. *
  106. * @param target The targeted L2Object
  107. * @return True if the target is autoattackable (depends on the actor type).
  108. */
  109. private boolean autoAttackCondition(L2Character target)
  110. {
  111. // Check if the target isn't another guard, folk or a door
  112. if (target == null || target instanceof L2DefenderInstance || target instanceof L2NpcInstance || target instanceof L2DoorInstance
  113. || target.isAlikeDead() || target instanceof L2FortBallistaInstance || target instanceof L2FortCommanderInstance
  114. || target instanceof L2Playable)
  115. {
  116. L2PcInstance player = null;
  117. if (target instanceof L2PcInstance)
  118. player = ((L2PcInstance)target);
  119. else if (target instanceof L2Summon)
  120. player = ((L2Summon) target).getOwner();
  121. if (player == null || (player.getClan() != null && player.getClan().getHasFort() == ((L2Npc) _actor).getFort().getFortId()))
  122. return false;
  123. }
  124. // Check if the target isn't invulnerable
  125. if (target.isInvul())
  126. {
  127. // However EffectInvincible requires to check GMs specially
  128. if (target instanceof L2PcInstance && ((L2PcInstance) target).isGM())
  129. return false;
  130. if (target instanceof L2Summon && ((L2Summon) target).getOwner().isGM())
  131. return false;
  132. }
  133. // Get the owner if the target is a summon
  134. if (target instanceof L2Summon)
  135. {
  136. L2PcInstance owner = ((L2Summon) target).getOwner();
  137. if (_actor.isInsideRadius(owner, 1000, true, false))
  138. target = owner;
  139. }
  140. // Check if the target is a L2PcInstance
  141. if (target instanceof L2Playable)
  142. {
  143. // Check if the target isn't in silent move mode AND too far (>100)
  144. if (((L2Playable) target).isSilentMoving() && !_actor.isInsideRadius(target, 250, false, false))
  145. return false;
  146. }
  147. // Los Check Here
  148. return (_actor.isAutoAttackable(target) && GeoData.getInstance().canSeeTarget(_actor, target));
  149. }
  150. /**
  151. * Set the Intention of this L2CharacterAI and create an AI Task executed every 1s (call onEvtThink method) for this L2Attackable.<BR><BR>
  152. *
  153. * <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>
  154. *
  155. * @param intention The new Intention to set to the AI
  156. * @param arg0 The first parameter of the Intention
  157. * @param arg1 The second parameter of the Intention
  158. *
  159. */
  160. @Override
  161. synchronized void changeIntention(CtrlIntention intention, Object arg0, Object arg1)
  162. {
  163. if (Config.DEBUG)
  164. _log1.info("L2SiegeAI.changeIntention(" + intention + ", " + arg0 + ", " + arg1 + ")");
  165. if (intention == AI_INTENTION_IDLE /*|| intention == AI_INTENTION_ACTIVE*/) // active becomes idle if only a summon is present
  166. {
  167. // Check if actor is not dead
  168. if (!_actor.isAlikeDead())
  169. {
  170. L2Attackable npc = (L2Attackable) _actor;
  171. // If its _knownPlayer isn't empty set the Intention to AI_INTENTION_ACTIVE
  172. if (!npc.getKnownList().getKnownPlayers().isEmpty())
  173. intention = AI_INTENTION_ACTIVE;
  174. else
  175. intention = AI_INTENTION_IDLE;
  176. }
  177. if (intention == AI_INTENTION_IDLE)
  178. {
  179. // Set the Intention of this L2AttackableAI to AI_INTENTION_IDLE
  180. super.changeIntention(AI_INTENTION_IDLE, null, null);
  181. // Stop AI task and detach AI from NPC
  182. if (_aiTask != null)
  183. {
  184. _aiTask.cancel(true);
  185. _aiTask = null;
  186. }
  187. // Cancel the AI
  188. _accessor.detachAI();
  189. return;
  190. }
  191. }
  192. // Set the Intention of this L2AttackableAI to intention
  193. super.changeIntention(intention, arg0, arg1);
  194. // If not idle - create an AI task (schedule onEvtThink repeatedly)
  195. if (_aiTask == null)
  196. {
  197. _aiTask = ThreadPoolManager.getInstance().scheduleAiAtFixedRate(this, 1000, 1000);
  198. }
  199. }
  200. /**
  201. * Manage the Attack Intention : Stop current Attack (if necessary), Calculate attack timeout, Start a new Attack and Launch Think Event.<BR><BR>
  202. *
  203. * @param target The L2Character to attack
  204. *
  205. */
  206. @Override
  207. protected void onIntentionAttack(L2Character target)
  208. {
  209. // Calculate the attack timeout
  210. _attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks();
  211. // Manage the Attack Intention : Stop current Attack (if necessary), Start a new Attack and Launch Think Event
  212. //if (_actor.getTarget() != null)
  213. super.onIntentionAttack(target);
  214. }
  215. /**
  216. * Manage AI standard thinks of a L2Attackable (called by onEvtThink).<BR><BR>
  217. *
  218. * <B><U> Actions</U> :</B><BR><BR>
  219. * <li>Update every 1s the _globalAggro counter to come close to 0</li>
  220. * <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>
  221. * <li>If the actor can't attack, order to it to return to its home location</li>
  222. *
  223. */
  224. private void thinkActive()
  225. {
  226. L2Attackable npc = (L2Attackable) _actor;
  227. // Update every 1s the _globalAggro counter to come close to 0
  228. if (_globalAggro != 0)
  229. {
  230. if (_globalAggro < 0)
  231. _globalAggro++;
  232. else
  233. _globalAggro--;
  234. }
  235. // Add all autoAttackable L2Character in L2Attackable Aggro Range to its _aggroList with 0 damage and 1 hate
  236. // A L2Attackable isn't aggressive during 10s after its spawn because _globalAggro is set to -10
  237. if (_globalAggro >= 0)
  238. {
  239. for (L2Character target : npc.getKnownList().getKnownCharactersInRadius(_attackRange))
  240. {
  241. if (target == null)
  242. continue;
  243. if (autoAttackCondition(target)) // check aggression
  244. {
  245. // Get the hate level of the L2Attackable against this L2Character target contained in _aggroList
  246. int hating = npc.getHating(target);
  247. // Add the attacker to the L2Attackable _aggroList with 0 damage and 1 hate
  248. if (hating == 0)
  249. npc.addDamageHate(target, 0, 1);
  250. }
  251. }
  252. // Chose a target from its aggroList
  253. L2Character hated;
  254. if (_actor.isConfused())
  255. hated = getAttackTarget(); // Force mobs to attack anybody if confused
  256. else
  257. hated = npc.getMostHated();
  258. //_mostHatedAnalysis.Update(hated);
  259. // Order to the L2Attackable to attack the target
  260. if (hated != null)
  261. {
  262. // Get the hate level of the L2Attackable against this L2Character target contained in _aggroList
  263. int aggro = npc.getHating(hated);
  264. if (aggro + _globalAggro > 0)
  265. {
  266. // Set the L2Character movement type to run and send Server->Client packet ChangeMoveType to all others L2PcInstance
  267. if (!_actor.isRunning())
  268. _actor.setRunning();
  269. // Set the AI Intention to AI_INTENTION_ATTACK
  270. setIntention(CtrlIntention.AI_INTENTION_ATTACK, hated, null);
  271. }
  272. return;
  273. }
  274. }
  275. // Order to the L2SiegeGuardInstance to return to its home location because there's no target to attack
  276. if (_actor.getWalkSpeed() >= 0)
  277. {
  278. if (_actor instanceof L2DefenderInstance)
  279. ((L2DefenderInstance) _actor).returnHome();
  280. else
  281. ((L2FortCommanderInstance) _actor).returnHome();
  282. }
  283. }
  284. /**
  285. * Manage AI attack thinks of a L2Attackable (called by onEvtThink).<BR><BR>
  286. *
  287. * <B><U> Actions</U> :</B><BR><BR>
  288. * <li>Update the attack timeout if actor is running</li>
  289. * <li>If target is dead or timeout is expired, stop this attack and set the Intention to AI_INTENTION_ACTIVE</li>
  290. * <li>Call all L2Object of its Faction inside the Faction Range</li>
  291. * <li>Chose a target and order to attack it with magic skill or physical attack</li><BR><BR>
  292. *
  293. * TODO: Manage casting rules to healer mobs (like Ant Nurses)
  294. *
  295. */
  296. private void thinkAttack()
  297. {
  298. if (Config.DEBUG)
  299. _log1.info("L2FortSiegeGuardAI.thinkAttack(); timeout=" + (_attackTimeout - GameTimeController.getGameTicks()));
  300. if (_attackTimeout < GameTimeController.getGameTicks())
  301. {
  302. // Check if the actor is running
  303. if (_actor.isRunning())
  304. {
  305. // Set the actor movement type to walk and send Server->Client packet ChangeMoveType to all others L2PcInstance
  306. _actor.setWalking();
  307. // Calculate a new attack timeout
  308. _attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks();
  309. }
  310. }
  311. L2Character attackTarget = getAttackTarget();
  312. // Check if target is dead or if timeout is expired to stop this attack
  313. if (attackTarget == null || attackTarget.isAlikeDead() || _attackTimeout < GameTimeController.getGameTicks())
  314. {
  315. // Stop hating this target after the attack timeout or if target is dead
  316. if (attackTarget != null)
  317. {
  318. L2Attackable npc = (L2Attackable) _actor;
  319. npc.stopHating(attackTarget);
  320. }
  321. // Cancel target and timeout
  322. _attackTimeout = Integer.MAX_VALUE;
  323. setAttackTarget(null);
  324. // Set the AI Intention to AI_INTENTION_ACTIVE
  325. setIntention(AI_INTENTION_ACTIVE, null, null);
  326. _actor.setWalking();
  327. return;
  328. }
  329. factionNotifyAndSupport();
  330. attackPrepare();
  331. }
  332. private final void factionNotifyAndSupport()
  333. {
  334. L2Character target = getAttackTarget();
  335. // Call all L2Object of its Faction inside the Faction Range
  336. if (((L2Npc) _actor).getFactionId() == null || target == null)
  337. return;
  338. if (target.isInvul())
  339. return; // speeding it up for siege guards
  340. String faction_id = ((L2Npc) _actor).getFactionId();
  341. // Go through all L2Character that belong to its faction
  342. //for (L2Character cha : _actor.getKnownList().getKnownCharactersInRadius(((L2NpcInstance) _actor).getFactionRange()+_actor.getTemplate().collisionRadius))
  343. for (L2Character cha : _actor.getKnownList().getKnownCharactersInRadius(1000))
  344. {
  345. if (cha == null)
  346. continue;
  347. if (!(cha instanceof L2Npc))
  348. {
  349. if (_selfAnalysis.hasHealOrResurrect && cha instanceof L2PcInstance && ((L2Npc) _actor).getFort().getSiege().checkIsDefender(((L2PcInstance) cha).getClan()))
  350. {
  351. // heal friends
  352. if (!_actor.isAttackingDisabled() && cha.getCurrentHp() < cha.getMaxHp() * 0.6 && _actor.getCurrentHp() > _actor.getMaxHp() / 2 && _actor.getCurrentMp() > _actor.getMaxMp() / 2 && cha.isInCombat())
  353. {
  354. for (L2Skill sk : _selfAnalysis.healSkills)
  355. {
  356. if (_actor.getCurrentMp() < sk.getMpConsume())
  357. continue;
  358. if (_actor.isSkillDisabled(sk))
  359. continue;
  360. if (!Util.checkIfInRange(sk.getCastRange(), _actor, cha, true))
  361. continue;
  362. int chance = 5;
  363. if (chance >= Rnd.get(100)) // chance
  364. continue;
  365. if (!GeoData.getInstance().canSeeTarget(_actor, cha))
  366. break;
  367. L2Object OldTarget = _actor.getTarget();
  368. _actor.setTarget(cha);
  369. clientStopMoving(null);
  370. _accessor.doCast(sk);
  371. _actor.setTarget(OldTarget);
  372. return;
  373. }
  374. }
  375. }
  376. continue;
  377. }
  378. L2Npc npc = (L2Npc) cha;
  379. if (!faction_id.equals(npc.getFactionId()))
  380. continue;
  381. if (npc.getAI() != null) // TODO: possibly check not needed
  382. {
  383. if (!npc.isDead() && Math.abs(target.getZ() - npc.getZ()) < 600
  384. //&& _actor.getAttackByList().contains(getAttackTarget())
  385. && (npc.getAI()._intention == CtrlIntention.AI_INTENTION_IDLE || npc.getAI()._intention == CtrlIntention.AI_INTENTION_ACTIVE)
  386. //limiting aggro for siege guards
  387. && target.isInsideRadius(npc, 1500, true, false) && GeoData.getInstance().canSeeTarget(npc, target))
  388. {
  389. // Notify the L2Object AI with EVT_AGGRESSION
  390. npc.getAI().notifyEvent(CtrlEvent.EVT_AGGRESSION, getAttackTarget(), 1);
  391. return;
  392. }
  393. // heal friends
  394. if (_selfAnalysis.hasHealOrResurrect && !_actor.isAttackingDisabled() && npc.getCurrentHp() < npc.getMaxHp() * 0.6 && _actor.getCurrentHp() > _actor.getMaxHp() / 2 && _actor.getCurrentMp() > _actor.getMaxMp() / 2
  395. && npc.isInCombat())
  396. {
  397. for (L2Skill sk : _selfAnalysis.healSkills)
  398. {
  399. if (_actor.getCurrentMp() < sk.getMpConsume())
  400. continue;
  401. if (_actor.isSkillDisabled(sk))
  402. continue;
  403. if (!Util.checkIfInRange(sk.getCastRange(), _actor, npc, true))
  404. continue;
  405. int chance = 4;
  406. if (chance >= Rnd.get(100)) // chance
  407. continue;
  408. if (!GeoData.getInstance().canSeeTarget(_actor, npc))
  409. break;
  410. L2Object OldTarget = _actor.getTarget();
  411. _actor.setTarget(npc);
  412. clientStopMoving(null);
  413. _accessor.doCast(sk);
  414. _actor.setTarget(OldTarget);
  415. return;
  416. }
  417. }
  418. }
  419. }
  420. }
  421. private void attackPrepare()
  422. {
  423. // Get all information needed to choose between physical or magical attack
  424. L2Skill[] skills = null;
  425. double dist_2 = 0;
  426. int range = 0;
  427. L2DefenderInstance sGuard;
  428. if (_actor instanceof L2FortCommanderInstance)
  429. sGuard = (L2FortCommanderInstance) _actor;
  430. else
  431. sGuard = (L2DefenderInstance) _actor;
  432. L2Character attackTarget = getAttackTarget();
  433. try
  434. {
  435. _actor.setTarget(attackTarget);
  436. skills = _actor.getAllSkills();
  437. dist_2 = _actor.getPlanDistanceSq(attackTarget.getX(), attackTarget.getY());
  438. range = _actor.getPhysicalAttackRange() + _actor.getTemplate().collisionRadius + attackTarget.getTemplate().collisionRadius;
  439. if (attackTarget.isMoving())
  440. range += 50;
  441. }
  442. catch (NullPointerException e)
  443. {
  444. //_log.warning("AttackableAI: Attack target is NULL.");
  445. _actor.setTarget(null);
  446. setIntention(AI_INTENTION_IDLE, null, null);
  447. return;
  448. }
  449. // never attack defenders
  450. if (attackTarget instanceof L2PcInstance && sGuard.getFort().getSiege().checkIsDefender(((L2PcInstance) attackTarget).getClan()))
  451. {
  452. // Cancel the target
  453. sGuard.stopHating(attackTarget);
  454. _actor.setTarget(null);
  455. setIntention(AI_INTENTION_IDLE, null, null);
  456. return;
  457. }
  458. if (!GeoData.getInstance().canSeeTarget(_actor, attackTarget))
  459. {
  460. // Siege guards differ from normal mobs currently:
  461. // If target cannot seen, don't attack any more
  462. sGuard.stopHating(attackTarget);
  463. _actor.setTarget(null);
  464. setIntention(AI_INTENTION_IDLE, null, null);
  465. return;
  466. }
  467. // Check if the actor isn't muted and if it is far from target
  468. if (!_actor.isMuted() && dist_2 > range * range)
  469. {
  470. // check for long ranged skills and heal/buff skills
  471. for (L2Skill sk : skills)
  472. {
  473. int castRange = sk.getCastRange();
  474. if ((dist_2 <= castRange * castRange) && castRange > 70 && !_actor.isSkillDisabled(sk) && _actor.getCurrentMp() >= _actor.getStat().getMpConsume(sk) && !sk.isPassive())
  475. {
  476. L2Object OldTarget = _actor.getTarget();
  477. if (sk.getSkillType() == L2SkillType.BUFF || sk.getSkillType() == L2SkillType.HEAL)
  478. {
  479. boolean useSkillSelf = true;
  480. if (sk.getSkillType() == L2SkillType.HEAL && _actor.getCurrentHp() > (int) (_actor.getMaxHp() / 1.5))
  481. {
  482. useSkillSelf = false;
  483. break;
  484. }
  485. if (sk.getSkillType() == L2SkillType.BUFF)
  486. {
  487. L2Effect[] effects = _actor.getAllEffects();
  488. for (int i = 0; effects != null && i < effects.length; i++)
  489. {
  490. L2Effect effect = effects[i];
  491. if (effect.getSkill() == sk)
  492. {
  493. useSkillSelf = false;
  494. break;
  495. }
  496. }
  497. }
  498. if (useSkillSelf)
  499. _actor.setTarget(_actor);
  500. }
  501. clientStopMoving(null);
  502. _accessor.doCast(sk);
  503. _actor.setTarget(OldTarget);
  504. return;
  505. }
  506. }
  507. // Check if the L2SiegeGuardInstance is attacking, knows the target and can't run
  508. if (!(_actor.isAttackingNow()) && (_actor.getRunSpeed() == 0) && (_actor.getKnownList().knowsObject(attackTarget)))
  509. {
  510. // Cancel the target
  511. _actor.getKnownList().removeKnownObject(attackTarget);
  512. _actor.setTarget(null);
  513. setIntention(AI_INTENTION_IDLE, null, null);
  514. }
  515. else
  516. {
  517. double dx = _actor.getX() - attackTarget.getX();
  518. double dy = _actor.getY() - attackTarget.getY();
  519. double dz = _actor.getZ() - attackTarget.getZ();
  520. double homeX = attackTarget.getX() - sGuard.getSpawn().getLocx();
  521. double homeY = attackTarget.getY() - sGuard.getSpawn().getLocy();
  522. // Check if the L2SiegeGuardInstance isn't too far from it's home location
  523. if ((dx * dx + dy * dy > 10000) && (homeX * homeX + homeY * homeY > 3240000) // 1800 * 1800
  524. && (_actor.getKnownList().knowsObject(attackTarget)))
  525. {
  526. // Cancel the target
  527. _actor.getKnownList().removeKnownObject(attackTarget);
  528. _actor.setTarget(null);
  529. setIntention(AI_INTENTION_IDLE, null, null);
  530. }
  531. else
  532. // Move the actor to Pawn server side AND client side by sending Server->Client packet MoveToPawn (broadcast)
  533. {
  534. // Temporary hack for preventing guards jumping off towers,
  535. // before replacing this with effective geodata checks and AI modification
  536. if (dz * dz < 170 * 170) // normally 130 if guard z coordinates correct
  537. {
  538. if (_selfAnalysis.isMage)
  539. range = _selfAnalysis.maxCastRange - 50;
  540. if (_actor.getWalkSpeed() <= 0)
  541. return;
  542. if (attackTarget.isMoving())
  543. moveToPawn(attackTarget, range - 70);
  544. else
  545. moveToPawn(attackTarget, range);
  546. }
  547. }
  548. }
  549. return;
  550. }
  551. // Else, if the actor is muted and far from target, just "move to pawn"
  552. else if (_actor.isMuted() && dist_2 > range * range)
  553. {
  554. // Temporary hack for preventing guards jumping off towers,
  555. // before replacing this with effective geodata checks and AI modification
  556. double dz = _actor.getZ() - attackTarget.getZ();
  557. if (dz * dz < 170 * 170) // normally 130 if guard z coordinates correct
  558. {
  559. if (_selfAnalysis.isMage)
  560. range = _selfAnalysis.maxCastRange - 50;
  561. if (_actor.getWalkSpeed() <= 0)
  562. return;
  563. if (attackTarget.isMoving())
  564. moveToPawn(attackTarget, range - 70);
  565. else
  566. moveToPawn(attackTarget, range);
  567. }
  568. return;
  569. }
  570. // Else, if this is close enough to attack
  571. else if (dist_2 <= range * range)
  572. {
  573. // Force mobs to attack anybody if confused
  574. L2Character hated = null;
  575. if (_actor.isConfused())
  576. hated = attackTarget;
  577. else
  578. hated = ((L2Attackable) _actor).getMostHated();
  579. if (hated == null)
  580. {
  581. setIntention(AI_INTENTION_ACTIVE, null, null);
  582. return;
  583. }
  584. if (hated != attackTarget)
  585. attackTarget = hated;
  586. _attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks();
  587. // check for close combat skills && heal/buff skills
  588. if (!_actor.isMuted() && Rnd.nextInt(100) <= 5)
  589. {
  590. for (L2Skill sk : skills)
  591. {
  592. int castRange = sk.getCastRange();
  593. if (castRange * castRange >= dist_2 && !sk.isPassive() && _actor.getCurrentMp() >= _actor.getStat().getMpConsume(sk) && !_actor.isSkillDisabled(sk))
  594. {
  595. L2Object OldTarget = _actor.getTarget();
  596. if (sk.getSkillType() == L2SkillType.BUFF || sk.getSkillType() == L2SkillType.HEAL)
  597. {
  598. boolean useSkillSelf = true;
  599. if (sk.getSkillType() == L2SkillType.HEAL && _actor.getCurrentHp() > (int) (_actor.getMaxHp() / 1.5))
  600. {
  601. useSkillSelf = false;
  602. break;
  603. }
  604. if (sk.getSkillType() == L2SkillType.BUFF)
  605. {
  606. L2Effect[] effects = _actor.getAllEffects();
  607. for (int i = 0; effects != null && i < effects.length; i++)
  608. {
  609. L2Effect effect = effects[i];
  610. if (effect.getSkill() == sk)
  611. {
  612. useSkillSelf = false;
  613. break;
  614. }
  615. }
  616. }
  617. if (useSkillSelf)
  618. _actor.setTarget(_actor);
  619. }
  620. clientStopMoving(null);
  621. _accessor.doCast(sk);
  622. _actor.setTarget(OldTarget);
  623. return;
  624. }
  625. }
  626. }
  627. // Finally, do the physical attack itself
  628. _accessor.doAttack(attackTarget);
  629. }
  630. }
  631. /**
  632. * Manage AI thinking actions of a L2Attackable.<BR><BR>
  633. */
  634. @Override
  635. protected void onEvtThink()
  636. {
  637. // if(getIntention() != AI_INTENTION_IDLE && (!_actor.isVisible() || !_actor.hasAI() || !_actor.isKnownPlayers()))
  638. // setIntention(AI_INTENTION_IDLE);
  639. // Check if the actor can't use skills and if a thinking action isn't already in progress
  640. if (_thinking || _actor.isCastingNow() || _actor.isAllSkillsDisabled())
  641. return;
  642. // Start thinking action
  643. _thinking = true;
  644. try
  645. {
  646. // Manage AI thinks of a L2Attackable
  647. if (getIntention() == AI_INTENTION_ACTIVE)
  648. thinkActive();
  649. else if (getIntention() == AI_INTENTION_ATTACK)
  650. thinkAttack();
  651. }
  652. finally
  653. {
  654. // Stop thinking action
  655. _thinking = false;
  656. }
  657. }
  658. /**
  659. * Launch actions corresponding to the Event Attacked.<BR><BR>
  660. *
  661. * <B><U> Actions</U> :</B><BR><BR>
  662. * <li>Init the attack : Calculate the attack timeout, Set the _globalAggro to 0, Add the attacker to the actor _aggroList</li>
  663. * <li>Set the L2Character movement type to run and send Server->Client packet ChangeMoveType to all others L2PcInstance</li>
  664. * <li>Set the Intention to AI_INTENTION_ATTACK</li><BR><BR>
  665. *
  666. * @param attacker The L2Character that attacks the actor
  667. *
  668. */
  669. @Override
  670. protected void onEvtAttacked(L2Character attacker)
  671. {
  672. // Calculate the attack timeout
  673. _attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks();
  674. // Set the _globalAggro to 0 to permit attack even just after spawn
  675. if (_globalAggro < 0)
  676. _globalAggro = 0;
  677. // Add the attacker to the _aggroList of the actor
  678. ((L2Attackable) _actor).addDamageHate(attacker, 0, 1);
  679. // Set the L2Character movement type to run and send Server->Client packet ChangeMoveType to all others L2PcInstance
  680. if (!_actor.isRunning())
  681. _actor.setRunning();
  682. // Set the Intention to AI_INTENTION_ATTACK
  683. if (getIntention() != AI_INTENTION_ATTACK)
  684. {
  685. setIntention(CtrlIntention.AI_INTENTION_ATTACK, attacker, null);
  686. }
  687. super.onEvtAttacked(attacker);
  688. }
  689. /**
  690. * Launch actions corresponding to the Event Aggression.<BR><BR>
  691. *
  692. * <B><U> Actions</U> :</B><BR><BR>
  693. * <li>Add the target to the actor _aggroList or update hate if already present </li>
  694. * <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>
  695. *
  696. * @param aggro The value of hate to add to the actor against the target
  697. *
  698. */
  699. @Override
  700. protected void onEvtAggression(L2Character target, int aggro)
  701. {
  702. if (_actor == null)
  703. return;
  704. L2Attackable me = (L2Attackable) _actor;
  705. if (target != null)
  706. {
  707. // Add the target to the actor _aggroList or update hate if already present
  708. me.addDamageHate(target, 0, aggro);
  709. // Get the hate of the actor against the target
  710. aggro = me.getHating(target);
  711. if (aggro <= 0)
  712. {
  713. if (me.getMostHated() == null)
  714. {
  715. _globalAggro = -25;
  716. me.clearAggroList();
  717. setIntention(AI_INTENTION_IDLE, null, null);
  718. }
  719. return;
  720. }
  721. // Set the actor AI Intention to AI_INTENTION_ATTACK
  722. if (getIntention() != CtrlIntention.AI_INTENTION_ATTACK)
  723. {
  724. // Set the L2Character movement type to run and send Server->Client packet ChangeMoveType to all others L2PcInstance
  725. if (!_actor.isRunning())
  726. _actor.setRunning();
  727. L2DefenderInstance sGuard;
  728. if (_actor instanceof L2FortCommanderInstance)
  729. sGuard = (L2FortCommanderInstance) _actor;
  730. else
  731. sGuard = (L2DefenderInstance) _actor;
  732. double homeX = target.getX() - sGuard.getSpawn().getLocx();
  733. double homeY = target.getY() - sGuard.getSpawn().getLocy();
  734. // Check if the L2SiegeGuardInstance is not too far from its home location
  735. if (homeX * homeX + homeY * homeY < 3240000) // 1800 * 1800
  736. setIntention(CtrlIntention.AI_INTENTION_ATTACK, target, null);
  737. }
  738. }
  739. else
  740. {
  741. // currently only for setting lower general aggro
  742. if (aggro >= 0)
  743. return;
  744. L2Character mostHated = me.getMostHated();
  745. if (mostHated == null)
  746. {
  747. _globalAggro = -25;
  748. return;
  749. }
  750. for (L2Character aggroed : me.getAggroList().keySet())
  751. me.addDamageHate(aggroed, 0, aggro);
  752. aggro = me.getHating(mostHated);
  753. if (aggro <= 0)
  754. {
  755. _globalAggro = -25;
  756. me.clearAggroList();
  757. setIntention(AI_INTENTION_IDLE, null, null);
  758. }
  759. }
  760. }
  761. @Override
  762. public void stopAITask()
  763. {
  764. if (_aiTask != null)
  765. {
  766. _aiTask.cancel(false);
  767. _aiTask = null;
  768. }
  769. _accessor.detachAI();
  770. super.stopAITask();
  771. }
  772. }