L2SiegeGuardAI.java 28 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 com.l2jserver.Config;
  21. import com.l2jserver.gameserver.GameTimeController;
  22. import com.l2jserver.gameserver.GeoData;
  23. import com.l2jserver.gameserver.ThreadPoolManager;
  24. import com.l2jserver.gameserver.model.L2Effect;
  25. import com.l2jserver.gameserver.model.L2Object;
  26. import com.l2jserver.gameserver.model.L2Skill;
  27. import com.l2jserver.gameserver.model.actor.L2Attackable;
  28. import com.l2jserver.gameserver.model.actor.L2Character;
  29. import com.l2jserver.gameserver.model.actor.L2Npc;
  30. import com.l2jserver.gameserver.model.actor.L2Playable;
  31. import com.l2jserver.gameserver.model.actor.L2Summon;
  32. import com.l2jserver.gameserver.model.actor.instance.L2DefenderInstance;
  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.templates.skills.L2SkillType;
  37. import com.l2jserver.gameserver.util.Util;
  38. import com.l2jserver.util.Rnd;
  39. /**
  40. * This class manages AI of L2Attackable.
  41. */
  42. public class L2SiegeGuardAI extends L2CharacterAI implements Runnable
  43. {
  44. //protected static final Logger _log = Logger.getLogger(L2SiegeGuardAI.class.getName());
  45. private static final int MAX_ATTACK_TIMEOUT = 300; // int ticks, i.e. 30 seconds
  46. /** The L2Attackable AI task executed every 1s (call onEvtThink method)*/
  47. private Future<?> _aiTask;
  48. /** For attack AI, analysis of mob and its targets */
  49. private SelfAnalysis _selfAnalysis = new SelfAnalysis();
  50. //private TargetAnalysis _mostHatedAnalysis = new TargetAnalysis();
  51. /** The delay after which the attacked is stopped */
  52. private int _attackTimeout;
  53. /** The L2Attackable aggro counter */
  54. private int _globalAggro;
  55. /** The flag used to indicate that a thinking action is in progress */
  56. private boolean _thinking; // to prevent recursive thinking
  57. private int _attackRange;
  58. /**
  59. * Constructor of L2AttackableAI.<BR><BR>
  60. *
  61. * @param accessor The AI accessor of the L2Character
  62. *
  63. */
  64. public L2SiegeGuardAI(L2Character.AIAccessor accessor)
  65. {
  66. super(accessor);
  67. _selfAnalysis.init();
  68. _attackTimeout = Integer.MAX_VALUE;
  69. _globalAggro = -10; // 10 seconds timeout of ATTACK after respawn
  70. _attackRange = ((L2Attackable) _actor).getPhysicalAttackRange();
  71. }
  72. public void run()
  73. {
  74. // Launch actions corresponding to the Event Think
  75. onEvtThink();
  76. }
  77. /**
  78. * <B><U> Actor is a L2GuardInstance</U> :</B><BR><BR>
  79. * <li>The target isn't a Folk or a Door</li>
  80. * <li>The target isn't dead, isn't invulnerable, isn't in silent moving mode AND too far (>100)</li>
  81. * <li>The target is in the actor Aggro range and is at the same height</li>
  82. * <li>The L2PcInstance target has karma (=PK)</li>
  83. * <li>The L2MonsterInstance target is aggressive</li><BR><BR>
  84. *
  85. * <B><U> Actor is a L2SiegeGuardInstance</U> :</B><BR><BR>
  86. * <li>The target isn't a Folk or a Door</li>
  87. * <li>The target isn't dead, isn't invulnerable, isn't in silent moving mode AND too far (>100)</li>
  88. * <li>The target is in the actor Aggro range and is at the same height</li>
  89. * <li>A siege is in progress</li>
  90. * <li>The L2PcInstance target isn't a Defender</li><BR><BR>
  91. *
  92. * <B><U> Actor is a L2FriendlyMobInstance</U> :</B><BR><BR>
  93. * <li>The target isn't a Folk, a Door or another L2NpcInstance</li>
  94. * <li>The target isn't dead, isn't invulnerable, isn't in silent moving mode AND too far (>100)</li>
  95. * <li>The target is in the actor Aggro range and is at the same height</li>
  96. * <li>The L2PcInstance target has karma (=PK)</li><BR><BR>
  97. *
  98. * <B><U> Actor is a L2MonsterInstance</U> :</B><BR><BR>
  99. * <li>The target isn't a Folk, a Door or another L2NpcInstance</li>
  100. * <li>The target isn't dead, isn't invulnerable, isn't in silent moving mode AND too far (>100)</li>
  101. * <li>The target is in the actor Aggro range and is at the same height</li>
  102. * <li>The actor is Aggressive</li><BR><BR>
  103. *
  104. * @param target The targeted L2Object
  105. * @return True if the target is autoattackable (depends on the actor type).
  106. */
  107. protected boolean autoAttackCondition(L2Character target)
  108. {
  109. // Check if the target isn't another guard, folk or a door
  110. if (target == null || target instanceof L2DefenderInstance || target instanceof L2NpcInstance || target instanceof L2DoorInstance
  111. || target.isAlikeDead())
  112. return false;
  113. // Check if the target isn't invulnerable
  114. if (target.isInvul())
  115. {
  116. // However EffectInvincible requires to check GMs specially
  117. if (target instanceof L2PcInstance && ((L2PcInstance) target).isGM())
  118. return false;
  119. if (target instanceof L2Summon && ((L2Summon) target).getOwner().isGM())
  120. return false;
  121. }
  122. // Get the owner if the target is a summon
  123. if (target instanceof L2Summon)
  124. {
  125. L2PcInstance owner = ((L2Summon) target).getOwner();
  126. if (_actor.isInsideRadius(owner, 1000, true, false))
  127. target = owner;
  128. }
  129. // Check if the target is a L2PcInstance
  130. if (target instanceof L2Playable)
  131. {
  132. // Check if the target isn't in silent move mode AND too far (>100)
  133. if (((L2Playable) target).isSilentMoving() && !_actor.isInsideRadius(target, 250, false, false))
  134. return false;
  135. }
  136. // Los Check Here
  137. return (_actor.isAutoAttackable(target) && GeoData.getInstance().canSeeTarget(_actor, target));
  138. }
  139. /**
  140. * Set the Intention of this L2CharacterAI and create an AI Task executed every 1s (call onEvtThink method) for this L2Attackable.<BR><BR>
  141. *
  142. * <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>
  143. *
  144. * @param intention The new Intention to set to the AI
  145. * @param arg0 The first parameter of the Intention
  146. * @param arg1 The second parameter of the Intention
  147. *
  148. */
  149. @Override
  150. synchronized void changeIntention(CtrlIntention intention, Object arg0, Object arg1)
  151. {
  152. if (Config.DEBUG)
  153. _log.info("L2SiegeAI.changeIntention(" + intention + ", " + arg0 + ", " + arg1 + ")");
  154. if (intention == AI_INTENTION_IDLE /*|| intention == AI_INTENTION_ACTIVE*/) // active becomes idle if only a summon is present
  155. {
  156. // Check if actor is not dead
  157. if (!_actor.isAlikeDead())
  158. {
  159. L2Attackable npc = (L2Attackable) _actor;
  160. // If its _knownPlayer isn't empty set the Intention to AI_INTENTION_ACTIVE
  161. if (!npc.getKnownList().getKnownPlayers().isEmpty())
  162. intention = AI_INTENTION_ACTIVE;
  163. else
  164. intention = AI_INTENTION_IDLE;
  165. }
  166. if (intention == AI_INTENTION_IDLE)
  167. {
  168. // Set the Intention of this L2AttackableAI to AI_INTENTION_IDLE
  169. super.changeIntention(AI_INTENTION_IDLE, null, null);
  170. // Stop AI task and detach AI from NPC
  171. if (_aiTask != null)
  172. {
  173. _aiTask.cancel(true);
  174. _aiTask = null;
  175. }
  176. // Cancel the AI
  177. _accessor.detachAI();
  178. return;
  179. }
  180. }
  181. // Set the Intention of this L2AttackableAI to intention
  182. super.changeIntention(intention, arg0, arg1);
  183. // If not idle - create an AI task (schedule onEvtThink repeatedly)
  184. if (_aiTask == null)
  185. {
  186. _aiTask = ThreadPoolManager.getInstance().scheduleAiAtFixedRate(this, 1000, 1000);
  187. }
  188. }
  189. /**
  190. * Manage the Attack Intention : Stop current Attack (if necessary), Calculate attack timeout, Start a new Attack and Launch Think Event.<BR><BR>
  191. *
  192. * @param target The L2Character to attack
  193. *
  194. */
  195. @Override
  196. protected void onIntentionAttack(L2Character target)
  197. {
  198. // Calculate the attack timeout
  199. _attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks();
  200. // Manage the Attack Intention : Stop current Attack (if necessary), Start a new Attack and Launch Think Event
  201. //if (_actor.getTarget() != null)
  202. super.onIntentionAttack(target);
  203. }
  204. /**
  205. * Manage AI standard thinks of a L2Attackable (called by onEvtThink).<BR><BR>
  206. *
  207. * <B><U> Actions</U> :</B><BR><BR>
  208. * <li>Update every 1s the _globalAggro counter to come close to 0</li>
  209. * <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>
  210. * <li>If the actor can't attack, order to it to return to its home location</li>
  211. *
  212. */
  213. private void thinkActive()
  214. {
  215. L2Attackable npc = (L2Attackable) _actor;
  216. // Update every 1s the _globalAggro counter to come close to 0
  217. if (_globalAggro != 0)
  218. {
  219. if (_globalAggro < 0)
  220. _globalAggro++;
  221. else
  222. _globalAggro--;
  223. }
  224. // Add all autoAttackable L2Character in L2Attackable Aggro Range to its _aggroList with 0 damage and 1 hate
  225. // A L2Attackable isn't aggressive during 10s after its spawn because _globalAggro is set to -10
  226. if (_globalAggro >= 0)
  227. {
  228. for (L2Character target : npc.getKnownList().getKnownCharactersInRadius(_attackRange))
  229. {
  230. if (target == null)
  231. continue;
  232. if (autoAttackCondition(target)) // check aggression
  233. {
  234. // Get the hate level of the L2Attackable against this L2Character target contained in _aggroList
  235. int hating = npc.getHating(target);
  236. // Add the attacker to the L2Attackable _aggroList with 0 damage and 1 hate
  237. if (hating == 0)
  238. npc.addDamageHate(target, 0, 1);
  239. }
  240. }
  241. // Chose a target from its aggroList
  242. L2Character hated;
  243. if (_actor.isConfused())
  244. hated = getAttackTarget(); // Force mobs to attack anybody if confused
  245. else
  246. hated = npc.getMostHated();
  247. //_mostHatedAnalysis.Update(hated);
  248. // Order to the L2Attackable to attack the target
  249. if (hated != null)
  250. {
  251. // Get the hate level of the L2Attackable against this L2Character target contained in _aggroList
  252. int aggro = npc.getHating(hated);
  253. if (aggro + _globalAggro > 0)
  254. {
  255. // Set the L2Character movement type to run and send Server->Client packet ChangeMoveType to all others L2PcInstance
  256. if (!_actor.isRunning())
  257. _actor.setRunning();
  258. // Set the AI Intention to AI_INTENTION_ATTACK
  259. setIntention(CtrlIntention.AI_INTENTION_ATTACK, hated, null);
  260. }
  261. return;
  262. }
  263. }
  264. // Order to the L2DefenderInstance to return to its home location because there's no target to attack
  265. ((L2DefenderInstance) _actor).returnHome();
  266. }
  267. /**
  268. * Manage AI attack thinks of a L2Attackable (called by onEvtThink).<BR><BR>
  269. *
  270. * <B><U> Actions</U> :</B><BR><BR>
  271. * <li>Update the attack timeout if actor is running</li>
  272. * <li>If target is dead or timeout is expired, stop this attack and set the Intention to AI_INTENTION_ACTIVE</li>
  273. * <li>Call all L2Object of its Faction inside the Faction Range</li>
  274. * <li>Chose a target and order to attack it with magic skill or physical attack</li><BR><BR>
  275. *
  276. * TODO: Manage casting rules to healer mobs (like Ant Nurses)
  277. *
  278. */
  279. private void thinkAttack()
  280. {
  281. if (Config.DEBUG)
  282. _log.info("L2SiegeGuardAI.thinkAttack(); timeout=" + (_attackTimeout - GameTimeController.getGameTicks()));
  283. if (_attackTimeout < GameTimeController.getGameTicks())
  284. {
  285. // Check if the actor is running
  286. if (_actor.isRunning())
  287. {
  288. // Set the actor movement type to walk and send Server->Client packet ChangeMoveType to all others L2PcInstance
  289. _actor.setWalking();
  290. // Calculate a new attack timeout
  291. _attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks();
  292. }
  293. }
  294. L2Character attackTarget = getAttackTarget();
  295. // Check if target is dead or if timeout is expired to stop this attack
  296. if (attackTarget == null || attackTarget.isAlikeDead() || _attackTimeout < GameTimeController.getGameTicks())
  297. {
  298. // Stop hating this target after the attack timeout or if target is dead
  299. if (attackTarget != null)
  300. {
  301. L2Attackable npc = (L2Attackable) _actor;
  302. npc.stopHating(attackTarget);
  303. }
  304. // Cancel target and timeout
  305. _attackTimeout = Integer.MAX_VALUE;
  306. setAttackTarget(null);
  307. // Set the AI Intention to AI_INTENTION_ACTIVE
  308. setIntention(AI_INTENTION_ACTIVE, null, null);
  309. _actor.setWalking();
  310. return;
  311. }
  312. factionNotifyAndSupport();
  313. attackPrepare();
  314. }
  315. private final void factionNotifyAndSupport()
  316. {
  317. L2Character target = getAttackTarget();
  318. // Call all L2Object of its Faction inside the Faction Range
  319. if (((L2Npc) _actor).getFactionId() == null || target == null)
  320. return;
  321. if (target.isInvul())
  322. return; // speeding it up for siege guards
  323. String faction_id = ((L2Npc) _actor).getFactionId();
  324. // Go through all L2Character that belong to its faction
  325. //for (L2Character cha : _actor.getKnownList().getKnownCharactersInRadius(((L2NpcInstance) _actor).getFactionRange()+_actor.getTemplate().collisionRadius))
  326. for (L2Character cha : _actor.getKnownList().getKnownCharactersInRadius(1000))
  327. {
  328. if (cha == null)
  329. continue;
  330. if (!(cha instanceof L2Npc))
  331. {
  332. if (_selfAnalysis.hasHealOrResurrect && cha instanceof L2PcInstance && (((L2Npc) _actor).getCastle().getSiege().checkIsDefender(((L2PcInstance) cha).getClan())))
  333. {
  334. // heal friends
  335. if (!_actor.isAttackingDisabled() && cha.getCurrentHp() < cha.getMaxHp() * 0.6 && _actor.getCurrentHp() > _actor.getMaxHp() / 2 && _actor.getCurrentMp() > _actor.getMaxMp() / 2 && cha.isInCombat())
  336. {
  337. for (L2Skill sk : _selfAnalysis.healSkills)
  338. {
  339. if (_actor.getCurrentMp() < sk.getMpConsume())
  340. continue;
  341. if (_actor.isSkillDisabled(sk))
  342. continue;
  343. if (!Util.checkIfInRange(sk.getCastRange(), _actor, cha, true))
  344. continue;
  345. int chance = 5;
  346. if (chance >= Rnd.get(100)) // chance
  347. continue;
  348. if (!GeoData.getInstance().canSeeTarget(_actor, cha))
  349. break;
  350. L2Object OldTarget = _actor.getTarget();
  351. _actor.setTarget(cha);
  352. clientStopMoving(null);
  353. _accessor.doCast(sk);
  354. _actor.setTarget(OldTarget);
  355. return;
  356. }
  357. }
  358. }
  359. continue;
  360. }
  361. L2Npc npc = (L2Npc) cha;
  362. if (!faction_id.equals(npc.getFactionId()))
  363. continue;
  364. if (npc.getAI() != null) // TODO: possibly check not needed
  365. {
  366. if (!npc.isDead() && Math.abs(target.getZ() - npc.getZ()) < 600
  367. //&& _actor.getAttackByList().contains(getAttackTarget())
  368. && (npc.getAI()._intention == CtrlIntention.AI_INTENTION_IDLE || npc.getAI()._intention == CtrlIntention.AI_INTENTION_ACTIVE)
  369. //limiting aggro for siege guards
  370. && target.isInsideRadius(npc, 1500, true, false) && GeoData.getInstance().canSeeTarget(npc, target))
  371. {
  372. // Notify the L2Object AI with EVT_AGGRESSION
  373. npc.getAI().notifyEvent(CtrlEvent.EVT_AGGRESSION, getAttackTarget(), 1);
  374. return;
  375. }
  376. // heal friends
  377. if (_selfAnalysis.hasHealOrResurrect && !_actor.isAttackingDisabled() && npc.getCurrentHp() < npc.getMaxHp() * 0.6 && _actor.getCurrentHp() > _actor.getMaxHp() / 2 && _actor.getCurrentMp() > _actor.getMaxMp() / 2
  378. && npc.isInCombat())
  379. {
  380. for (L2Skill sk : _selfAnalysis.healSkills)
  381. {
  382. if (_actor.getCurrentMp() < sk.getMpConsume())
  383. continue;
  384. if (_actor.isSkillDisabled(sk))
  385. continue;
  386. if (!Util.checkIfInRange(sk.getCastRange(), _actor, npc, true))
  387. continue;
  388. int chance = 4;
  389. if (chance >= Rnd.get(100)) // chance
  390. continue;
  391. if (!GeoData.getInstance().canSeeTarget(_actor, npc))
  392. break;
  393. L2Object OldTarget = _actor.getTarget();
  394. _actor.setTarget(npc);
  395. clientStopMoving(null);
  396. _accessor.doCast(sk);
  397. _actor.setTarget(OldTarget);
  398. return;
  399. }
  400. }
  401. }
  402. }
  403. }
  404. private void attackPrepare()
  405. {
  406. // Get all information needed to choose between physical or magical attack
  407. L2Skill[] skills = null;
  408. double dist_2 = 0;
  409. int range = 0;
  410. L2DefenderInstance sGuard = (L2DefenderInstance) _actor;
  411. L2Character attackTarget = getAttackTarget();
  412. try
  413. {
  414. _actor.setTarget(attackTarget);
  415. skills = _actor.getAllSkills();
  416. dist_2 = _actor.getPlanDistanceSq(attackTarget.getX(), attackTarget.getY());
  417. range = _actor.getPhysicalAttackRange() + _actor.getTemplate().collisionRadius + attackTarget.getTemplate().collisionRadius;
  418. if (attackTarget.isMoving())
  419. range += 50;
  420. }
  421. catch (NullPointerException e)
  422. {
  423. //_log.warning("AttackableAI: Attack target is NULL.");
  424. _actor.setTarget(null);
  425. setIntention(AI_INTENTION_IDLE, null, null);
  426. return;
  427. }
  428. // never attack defenders
  429. if (attackTarget instanceof L2PcInstance)
  430. {
  431. if(sGuard.getConquerableHall() == null && sGuard.getCastle().getSiege().checkIsDefender(((L2PcInstance) attackTarget).getClan()))
  432. {
  433. // Cancel the target
  434. sGuard.stopHating(attackTarget);
  435. _actor.setTarget(null);
  436. setIntention(AI_INTENTION_IDLE, null, null);
  437. return;
  438. }
  439. }
  440. if (!GeoData.getInstance().canSeeTarget(_actor, attackTarget))
  441. {
  442. // Siege guards differ from normal mobs currently:
  443. // If target cannot seen, don't attack any more
  444. sGuard.stopHating(attackTarget);
  445. _actor.setTarget(null);
  446. setIntention(AI_INTENTION_IDLE, null, null);
  447. return;
  448. }
  449. // Check if the actor isn't muted and if it is far from target
  450. if (!_actor.isMuted() && dist_2 > range * range)
  451. {
  452. // check for long ranged skills and heal/buff skills
  453. for (L2Skill sk : skills)
  454. {
  455. int castRange = sk.getCastRange();
  456. if ((dist_2 <= castRange * castRange) && castRange > 70 && !_actor.isSkillDisabled(sk) && _actor.getCurrentMp() >= _actor.getStat().getMpConsume(sk) && !sk.isPassive())
  457. {
  458. L2Object OldTarget = _actor.getTarget();
  459. if (sk.getSkillType() == L2SkillType.BUFF || sk.getSkillType() == L2SkillType.HEAL)
  460. {
  461. boolean useSkillSelf = true;
  462. if (sk.getSkillType() == L2SkillType.HEAL && _actor.getCurrentHp() > (int) (_actor.getMaxHp() / 1.5))
  463. {
  464. useSkillSelf = false;
  465. break;
  466. }
  467. if (sk.getSkillType() == L2SkillType.BUFF)
  468. {
  469. L2Effect[] effects = _actor.getAllEffects();
  470. for (int i = 0; effects != null && i < effects.length; i++)
  471. {
  472. L2Effect effect = effects[i];
  473. if (effect.getSkill() == sk)
  474. {
  475. useSkillSelf = false;
  476. break;
  477. }
  478. }
  479. }
  480. if (useSkillSelf)
  481. _actor.setTarget(_actor);
  482. }
  483. clientStopMoving(null);
  484. _accessor.doCast(sk);
  485. _actor.setTarget(OldTarget);
  486. return;
  487. }
  488. }
  489. // Check if the L2SiegeGuardInstance is attacking, knows the target and can't run
  490. if (!(_actor.isAttackingNow()) && (_actor.getRunSpeed() == 0) && (_actor.getKnownList().knowsObject(attackTarget)))
  491. {
  492. // Cancel the target
  493. _actor.getKnownList().removeKnownObject(attackTarget);
  494. _actor.setTarget(null);
  495. setIntention(AI_INTENTION_IDLE, null, null);
  496. }
  497. else
  498. {
  499. double dx = _actor.getX() - attackTarget.getX();
  500. double dy = _actor.getY() - attackTarget.getY();
  501. double dz = _actor.getZ() - attackTarget.getZ();
  502. double homeX = attackTarget.getX() - sGuard.getSpawn().getLocx();
  503. double homeY = attackTarget.getY() - sGuard.getSpawn().getLocy();
  504. // Check if the L2SiegeGuardInstance isn't too far from it's home location
  505. if ((dx * dx + dy * dy > 10000) && (homeX * homeX + homeY * homeY > 3240000) // 1800 * 1800
  506. && (_actor.getKnownList().knowsObject(attackTarget)))
  507. {
  508. // Cancel the target
  509. _actor.getKnownList().removeKnownObject(attackTarget);
  510. _actor.setTarget(null);
  511. setIntention(AI_INTENTION_IDLE, null, null);
  512. }
  513. else
  514. // Move the actor to Pawn server side AND client side by sending Server->Client packet MoveToPawn (broadcast)
  515. {
  516. // Temporary hack for preventing guards jumping off towers,
  517. // before replacing this with effective geodata checks and AI modification
  518. if (dz * dz < 170 * 170) // normally 130 if guard z coordinates correct
  519. {
  520. if (_selfAnalysis.isHealer)
  521. return;
  522. if (_selfAnalysis.isMage)
  523. range = _selfAnalysis.maxCastRange - 50;
  524. if (attackTarget.isMoving())
  525. moveToPawn(attackTarget, range - 70);
  526. else
  527. moveToPawn(attackTarget, range);
  528. }
  529. }
  530. }
  531. return;
  532. }
  533. // Else, if the actor is muted and far from target, just "move to pawn"
  534. else if (_actor.isMuted() && dist_2 > range * range && !_selfAnalysis.isHealer)
  535. {
  536. // Temporary hack for preventing guards jumping off towers,
  537. // before replacing this with effective geodata checks and AI modification
  538. double dz = _actor.getZ() - attackTarget.getZ();
  539. if (dz * dz < 170 * 170) // normally 130 if guard z coordinates correct
  540. {
  541. if (_selfAnalysis.isMage)
  542. range = _selfAnalysis.maxCastRange - 50;
  543. if (attackTarget.isMoving())
  544. moveToPawn(attackTarget, range - 70);
  545. else
  546. moveToPawn(attackTarget, range);
  547. }
  548. return;
  549. }
  550. // Else, if this is close enough to attack
  551. else if (dist_2 <= range * range)
  552. {
  553. // Force mobs to attack anybody if confused
  554. L2Character hated = null;
  555. if (_actor.isConfused())
  556. hated = attackTarget;
  557. else
  558. hated = ((L2Attackable) _actor).getMostHated();
  559. if (hated == null)
  560. {
  561. setIntention(AI_INTENTION_ACTIVE, null, null);
  562. return;
  563. }
  564. if (hated != attackTarget)
  565. attackTarget = hated;
  566. _attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks();
  567. // check for close combat skills && heal/buff skills
  568. if (!_actor.isMuted() && Rnd.nextInt(100) <= 5)
  569. {
  570. for (L2Skill sk : skills)
  571. {
  572. int castRange = sk.getCastRange();
  573. if (castRange * castRange >= dist_2 && !sk.isPassive() && _actor.getCurrentMp() >= _actor.getStat().getMpConsume(sk) && !_actor.isSkillDisabled(sk))
  574. {
  575. L2Object OldTarget = _actor.getTarget();
  576. if (sk.getSkillType() == L2SkillType.BUFF || sk.getSkillType() == L2SkillType.HEAL)
  577. {
  578. boolean useSkillSelf = true;
  579. if (sk.getSkillType() == L2SkillType.HEAL && _actor.getCurrentHp() > (int) (_actor.getMaxHp() / 1.5))
  580. {
  581. useSkillSelf = false;
  582. break;
  583. }
  584. if (sk.getSkillType() == L2SkillType.BUFF)
  585. {
  586. L2Effect[] effects = _actor.getAllEffects();
  587. for (int i = 0; effects != null && i < effects.length; i++)
  588. {
  589. L2Effect effect = effects[i];
  590. if (effect.getSkill() == sk)
  591. {
  592. useSkillSelf = false;
  593. break;
  594. }
  595. }
  596. }
  597. if (useSkillSelf)
  598. _actor.setTarget(_actor);
  599. }
  600. clientStopMoving(null);
  601. _accessor.doCast(sk);
  602. _actor.setTarget(OldTarget);
  603. return;
  604. }
  605. }
  606. }
  607. // Finally, do the physical attack itself
  608. if (!_selfAnalysis.isHealer)
  609. _accessor.doAttack(attackTarget);
  610. }
  611. }
  612. /**
  613. * Manage AI thinking actions of a L2Attackable.<BR><BR>
  614. */
  615. @Override
  616. protected void onEvtThink()
  617. {
  618. // if(getIntention() != AI_INTENTION_IDLE && (!_actor.isVisible() || !_actor.hasAI() || !_actor.isKnownPlayers()))
  619. // setIntention(AI_INTENTION_IDLE);
  620. // Check if the thinking action is already in progress
  621. if (_thinking || _actor.isCastingNow() || _actor.isAllSkillsDisabled())
  622. return;
  623. // Start thinking action
  624. _thinking = true;
  625. try
  626. {
  627. // Manage AI thinks of a L2Attackable
  628. if (getIntention() == AI_INTENTION_ACTIVE)
  629. thinkActive();
  630. else if (getIntention() == AI_INTENTION_ATTACK)
  631. thinkAttack();
  632. }
  633. finally
  634. {
  635. // Stop thinking action
  636. _thinking = false;
  637. }
  638. }
  639. /**
  640. * Launch actions corresponding to the Event Attacked.<BR><BR>
  641. *
  642. * <B><U> Actions</U> :</B><BR><BR>
  643. * <li>Init the attack : Calculate the attack timeout, Set the _globalAggro to 0, Add the attacker to the actor _aggroList</li>
  644. * <li>Set the L2Character movement type to run and send Server->Client packet ChangeMoveType to all others L2PcInstance</li>
  645. * <li>Set the Intention to AI_INTENTION_ATTACK</li><BR><BR>
  646. *
  647. * @param attacker The L2Character that attacks the actor
  648. *
  649. */
  650. @Override
  651. protected void onEvtAttacked(L2Character attacker)
  652. {
  653. // Calculate the attack timeout
  654. _attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks();
  655. // Set the _globalAggro to 0 to permit attack even just after spawn
  656. if (_globalAggro < 0)
  657. _globalAggro = 0;
  658. // Add the attacker to the _aggroList of the actor
  659. ((L2Attackable) _actor).addDamageHate(attacker, 0, 1);
  660. // Set the L2Character movement type to run and send Server->Client packet ChangeMoveType to all others L2PcInstance
  661. if (!_actor.isRunning())
  662. _actor.setRunning();
  663. // Set the Intention to AI_INTENTION_ATTACK
  664. if (getIntention() != AI_INTENTION_ATTACK)
  665. {
  666. setIntention(CtrlIntention.AI_INTENTION_ATTACK, attacker, null);
  667. }
  668. super.onEvtAttacked(attacker);
  669. }
  670. /**
  671. * Launch actions corresponding to the Event Aggression.<BR><BR>
  672. *
  673. * <B><U> Actions</U> :</B><BR><BR>
  674. * <li>Add the target to the actor _aggroList or update hate if already present </li>
  675. * <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>
  676. *
  677. * @param aggro The value of hate to add to the actor against the target
  678. *
  679. */
  680. @Override
  681. protected void onEvtAggression(L2Character target, int aggro)
  682. {
  683. if (_actor == null)
  684. return;
  685. L2Attackable me = (L2Attackable) _actor;
  686. if (target != null)
  687. {
  688. // Add the target to the actor _aggroList or update hate if already present
  689. me.addDamageHate(target, 0, aggro);
  690. // Get the hate of the actor against the target
  691. aggro = me.getHating(target);
  692. if (aggro <= 0)
  693. {
  694. if (me.getMostHated() == null)
  695. {
  696. _globalAggro = -25;
  697. me.clearAggroList();
  698. setIntention(AI_INTENTION_IDLE, null, null);
  699. }
  700. return;
  701. }
  702. // Set the actor AI Intention to AI_INTENTION_ATTACK
  703. if (getIntention() != CtrlIntention.AI_INTENTION_ATTACK)
  704. {
  705. // Set the L2Character movement type to run and send Server->Client packet ChangeMoveType to all others L2PcInstance
  706. if (!_actor.isRunning())
  707. _actor.setRunning();
  708. L2DefenderInstance sGuard = (L2DefenderInstance) _actor;
  709. double homeX = target.getX() - sGuard.getSpawn().getLocx();
  710. double homeY = target.getY() - sGuard.getSpawn().getLocy();
  711. // Check if the L2SiegeGuardInstance is not too far from its home location
  712. if (homeX * homeX + homeY * homeY < 3240000) // 1800 * 1800
  713. setIntention(CtrlIntention.AI_INTENTION_ATTACK, target, null);
  714. }
  715. }
  716. else
  717. {
  718. // currently only for setting lower general aggro
  719. if (aggro >= 0)
  720. return;
  721. L2Character mostHated = me.getMostHated();
  722. if (mostHated == null)
  723. {
  724. _globalAggro = -25;
  725. return;
  726. }
  727. for (L2Character aggroed : me.getAggroList().keySet())
  728. me.addDamageHate(aggroed, 0, aggro);
  729. aggro = me.getHating(mostHated);
  730. if (aggro <= 0)
  731. {
  732. _globalAggro = -25;
  733. me.clearAggroList();
  734. setIntention(AI_INTENTION_IDLE, null, null);
  735. }
  736. }
  737. }
  738. @Override
  739. public void stopAITask()
  740. {
  741. if (_aiTask != null)
  742. {
  743. _aiTask.cancel(false);
  744. _aiTask = null;
  745. }
  746. _accessor.detachAI();
  747. super.stopAITask();
  748. }
  749. }