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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 net.sf.l2j.gameserver.ai;
  16. import static net.sf.l2j.gameserver.ai.CtrlIntention.AI_INTENTION_ACTIVE;
  17. import static net.sf.l2j.gameserver.ai.CtrlIntention.AI_INTENTION_ATTACK;
  18. import static net.sf.l2j.gameserver.ai.CtrlIntention.AI_INTENTION_IDLE;
  19. import java.util.concurrent.Future;
  20. import net.sf.l2j.Config;
  21. import net.sf.l2j.gameserver.GameTimeController;
  22. import net.sf.l2j.gameserver.GeoData;
  23. import net.sf.l2j.gameserver.ThreadPoolManager;
  24. import net.sf.l2j.gameserver.model.L2Attackable;
  25. import net.sf.l2j.gameserver.model.L2Character;
  26. import net.sf.l2j.gameserver.model.L2Effect;
  27. import net.sf.l2j.gameserver.model.L2Object;
  28. import net.sf.l2j.gameserver.model.L2Skill;
  29. import net.sf.l2j.gameserver.model.L2Summon;
  30. import net.sf.l2j.gameserver.model.actor.instance.L2CommanderInstance;
  31. import net.sf.l2j.gameserver.model.actor.instance.L2DoorInstance;
  32. import net.sf.l2j.gameserver.model.actor.instance.L2FolkInstance;
  33. import net.sf.l2j.gameserver.model.actor.instance.L2FortMerchantInstance;
  34. import net.sf.l2j.gameserver.model.actor.instance.L2NpcInstance;
  35. import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance;
  36. import net.sf.l2j.gameserver.model.actor.instance.L2PlayableInstance;
  37. import net.sf.l2j.gameserver.model.actor.instance.L2SiegeGuardInstance;
  38. import net.sf.l2j.gameserver.templates.L2SkillType;
  39. import net.sf.l2j.gameserver.util.Util;
  40. import net.sf.l2j.util.Rnd;
  41. /**
  42. * This class manages AI of L2Attackable.<BR><BR>
  43. *
  44. */
  45. public class L2SiegeGuardAI extends L2CharacterAI implements Runnable
  46. {
  47. //protected static final Logger _log = Logger.getLogger(L2SiegeGuardAI.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. //private TargetAnalysis _mostHatedAnalysis = new TargetAnalysis();
  54. /** The delay after which the attacked is stopped */
  55. private int _attackTimeout;
  56. /** The L2Attackable aggro counter */
  57. private int _globalAggro;
  58. /** The flag used to indicate that a thinking action is in progress */
  59. private boolean _thinking; // to prevent recursive thinking
  60. private int _attackRange;
  61. /**
  62. * Constructor of L2AttackableAI.<BR><BR>
  63. *
  64. * @param accessor The AI accessor of the L2Character
  65. *
  66. */
  67. public L2SiegeGuardAI(L2Character.AIAccessor accessor)
  68. {
  69. super(accessor);
  70. _selfAnalysis.init();
  71. _attackTimeout = Integer.MAX_VALUE;
  72. _globalAggro = -10; // 10 seconds timeout of ATTACK after respawn
  73. _attackRange = ((L2Attackable) _actor).getPhysicalAttackRange();
  74. }
  75. public void run()
  76. {
  77. // Launch actions corresponding to the Event Think
  78. onEvtThink();
  79. }
  80. /**
  81. * Return True if the target is autoattackable (depends on the actor type).<BR><BR>
  82. *
  83. * <B><U> Actor is a L2GuardInstance</U> :</B><BR><BR>
  84. * <li>The target isn't a Folk or a Door</li>
  85. * <li>The target isn't dead, isn't invulnerable, isn't in silent moving mode AND too far (>100)</li>
  86. * <li>The target is in the actor Aggro range and is at the same height</li>
  87. * <li>The L2PcInstance target has karma (=PK)</li>
  88. * <li>The L2MonsterInstance target is aggressive</li><BR><BR>
  89. *
  90. * <B><U> Actor is a L2SiegeGuardInstance</U> :</B><BR><BR>
  91. * <li>The target isn't a Folk or a Door</li>
  92. * <li>The target isn't dead, isn't invulnerable, isn't in silent moving mode AND too far (>100)</li>
  93. * <li>The target is in the actor Aggro range and is at the same height</li>
  94. * <li>A siege is in progress</li>
  95. * <li>The L2PcInstance target isn't a Defender</li><BR><BR>
  96. *
  97. * <B><U> Actor is a L2FriendlyMobInstance</U> :</B><BR><BR>
  98. * <li>The target isn't a Folk, a Door or another L2NpcInstance</li>
  99. * <li>The target isn't dead, isn't invulnerable, isn't in silent moving mode AND too far (>100)</li>
  100. * <li>The target is in the actor Aggro range and is at the same height</li>
  101. * <li>The L2PcInstance target has karma (=PK)</li><BR><BR>
  102. *
  103. * <B><U> Actor is a L2MonsterInstance</U> :</B><BR><BR>
  104. * <li>The target isn't a Folk, a Door or another L2NpcInstance</li>
  105. * <li>The target isn't dead, isn't invulnerable, isn't in silent moving mode AND too far (>100)</li>
  106. * <li>The target is in the actor Aggro range and is at the same height</li>
  107. * <li>The actor is Aggressive</li><BR><BR>
  108. *
  109. * @param target The targeted L2Object
  110. *
  111. */
  112. private boolean autoAttackCondition(L2Character target)
  113. {
  114. // Check if the target isn't another guard, folk or a door
  115. if (target == null || target instanceof L2SiegeGuardInstance || target instanceof L2CommanderInstance || target instanceof L2FortMerchantInstance || target instanceof L2FolkInstance || target instanceof L2DoorInstance
  116. || target.isAlikeDead())
  117. return false;
  118. // Check if the target isn't invulnerable
  119. if (target.isInvul())
  120. {
  121. // However EffectInvincible requires to check GMs specially
  122. if (target instanceof L2PcInstance && ((L2PcInstance) target).isGM())
  123. return false;
  124. if (target instanceof L2Summon && ((L2Summon) target).getOwner().isGM())
  125. return false;
  126. }
  127. // Get the owner if the target is a summon
  128. if (target instanceof L2Summon)
  129. {
  130. L2PcInstance owner = ((L2Summon) target).getOwner();
  131. if (_actor.isInsideRadius(owner, 1000, true, false))
  132. target = owner;
  133. }
  134. // Check if the target is a L2PcInstance
  135. if (target instanceof L2PlayableInstance)
  136. {
  137. // Check if the target isn't in silent move mode AND too far (>100)
  138. if (((L2PlayableInstance) target).isSilentMoving() && !_actor.isInsideRadius(target, 250, false, false))
  139. return false;
  140. }
  141. // Los Check Here
  142. return (_actor.isAutoAttackable(target) && GeoData.getInstance().canSeeTarget(_actor, target));
  143. }
  144. /**
  145. * Set the Intention of this L2CharacterAI and create an AI Task executed every 1s (call onEvtThink method) for this L2Attackable.<BR><BR>
  146. *
  147. * <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>
  148. *
  149. * @param intention The new Intention to set to the AI
  150. * @param arg0 The first parameter of the Intention
  151. * @param arg1 The second parameter of the Intention
  152. *
  153. */
  154. @Override
  155. synchronized void changeIntention(CtrlIntention intention, Object arg0, Object arg1)
  156. {
  157. if (Config.DEBUG)
  158. _log.info("L2SiegeAI.changeIntention(" + intention + ", " + arg0 + ", " + arg1 + ")");
  159. if (intention == AI_INTENTION_IDLE /*|| intention == AI_INTENTION_ACTIVE*/) // active becomes idle if only a summon is present
  160. {
  161. // Check if actor is not dead
  162. if (!_actor.isAlikeDead())
  163. {
  164. L2Attackable npc = (L2Attackable) _actor;
  165. // If its _knownPlayer isn't empty set the Intention to AI_INTENTION_ACTIVE
  166. if (npc.getKnownList().getKnownPlayers().size() > 0)
  167. intention = AI_INTENTION_ACTIVE;
  168. else
  169. intention = AI_INTENTION_IDLE;
  170. }
  171. if (intention == AI_INTENTION_IDLE)
  172. {
  173. // Set the Intention of this L2AttackableAI to AI_INTENTION_IDLE
  174. super.changeIntention(AI_INTENTION_IDLE, null, null);
  175. // Stop AI task and detach AI from NPC
  176. if (_aiTask != null)
  177. {
  178. _aiTask.cancel(true);
  179. _aiTask = null;
  180. }
  181. // Cancel the AI
  182. _accessor.detachAI();
  183. return;
  184. }
  185. }
  186. // Set the Intention of this L2AttackableAI to intention
  187. super.changeIntention(intention, arg0, arg1);
  188. // If not idle - create an AI task (schedule onEvtThink repeatedly)
  189. if (_aiTask == null)
  190. {
  191. _aiTask = ThreadPoolManager.getInstance().scheduleAiAtFixedRate(this, 1000, 1000);
  192. }
  193. }
  194. /**
  195. * Manage the Attack Intention : Stop current Attack (if necessary), Calculate attack timeout, Start a new Attack and Launch Think Event.<BR><BR>
  196. *
  197. * @param target The L2Character to attack
  198. *
  199. */
  200. @Override
  201. protected void onIntentionAttack(L2Character target)
  202. {
  203. // Calculate the attack timeout
  204. _attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks();
  205. // Manage the Attack Intention : Stop current Attack (if necessary), Start a new Attack and Launch Think Event
  206. //if (_actor.getTarget() != null)
  207. super.onIntentionAttack(target);
  208. }
  209. /**
  210. * Manage AI standard thinks of a L2Attackable (called by onEvtThink).<BR><BR>
  211. *
  212. * <B><U> Actions</U> :</B><BR><BR>
  213. * <li>Update every 1s the _globalAggro counter to come close to 0</li>
  214. * <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>
  215. * <li>If the actor can't attack, order to it to return to its home location</li>
  216. *
  217. */
  218. private void thinkActive()
  219. {
  220. L2Attackable npc = (L2Attackable) _actor;
  221. // Update every 1s the _globalAggro counter to come close to 0
  222. if (_globalAggro != 0)
  223. {
  224. if (_globalAggro < 0)
  225. _globalAggro++;
  226. else
  227. _globalAggro--;
  228. }
  229. // Add all autoAttackable L2Character in L2Attackable Aggro Range to its _aggroList with 0 damage and 1 hate
  230. // A L2Attackable isn't aggressive during 10s after its spawn because _globalAggro is set to -10
  231. if (_globalAggro >= 0)
  232. {
  233. for (L2Character target : npc.getKnownList().getKnownCharactersInRadius(_attackRange))
  234. {
  235. if (target == null)
  236. continue;
  237. if (autoAttackCondition(target)) // check aggression
  238. {
  239. // Get the hate level of the L2Attackable against this L2Character target contained in _aggroList
  240. int hating = npc.getHating(target);
  241. // Add the attacker to the L2Attackable _aggroList with 0 damage and 1 hate
  242. if (hating == 0)
  243. npc.addDamageHate(target, 0, 1);
  244. }
  245. }
  246. // Chose a target from its aggroList
  247. L2Character hated;
  248. if (_actor.isConfused())
  249. hated = _attackTarget; // Force mobs to attak anybody if confused
  250. else
  251. hated = npc.getMostHated();
  252. //_mostHatedAnalysis.Update(hated);
  253. // Order to the L2Attackable to attack the target
  254. if (hated != null)
  255. {
  256. // Get the hate level of the L2Attackable against this L2Character target contained in _aggroList
  257. int aggro = npc.getHating(hated);
  258. if (aggro + _globalAggro > 0)
  259. {
  260. // Set the L2Character movement type to run and send Server->Client packet ChangeMoveType to all others L2PcInstance
  261. if (!_actor.isRunning())
  262. _actor.setRunning();
  263. // Set the AI Intention to AI_INTENTION_ATTACK
  264. setIntention(CtrlIntention.AI_INTENTION_ATTACK, hated, null);
  265. }
  266. return;
  267. }
  268. }
  269. // Order to the L2SiegeGuardInstance to return to its home location because there's no target to attack
  270. ((L2SiegeGuardInstance) _actor).returnHome();
  271. return;
  272. }
  273. /**
  274. * Manage AI attack thinks of a L2Attackable (called by onEvtThink).<BR><BR>
  275. *
  276. * <B><U> Actions</U> :</B><BR><BR>
  277. * <li>Update the attack timeout if actor is running</li>
  278. * <li>If target is dead or timeout is expired, stop this attack and set the Intention to AI_INTENTION_ACTIVE</li>
  279. * <li>Call all L2Object of its Faction inside the Faction Range</li>
  280. * <li>Chose a target and order to attack it with magic skill or physical attack</li><BR><BR>
  281. *
  282. * TODO: Manage casting rules to healer mobs (like Ant Nurses)
  283. *
  284. */
  285. private void thinkAttack()
  286. {
  287. if (Config.DEBUG)
  288. _log.info("L2SiegeGuardAI.thinkAttack(); timeout=" + (_attackTimeout - GameTimeController.getGameTicks()));
  289. if (_attackTimeout < GameTimeController.getGameTicks())
  290. {
  291. // Check if the actor is running
  292. if (_actor.isRunning())
  293. {
  294. // Set the actor movement type to walk and send Server->Client packet ChangeMoveType to all others L2PcInstance
  295. _actor.setWalking();
  296. // Calculate a new attack timeout
  297. _attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks();
  298. }
  299. }
  300. // Check if target is dead or if timeout is expired to stop this attack
  301. if (_attackTarget == null || _attackTarget.isAlikeDead() || _attackTimeout < GameTimeController.getGameTicks())
  302. {
  303. // Stop hating this target after the attack timeout or if target is dead
  304. if (_attackTarget != null)
  305. {
  306. L2Attackable npc = (L2Attackable) _actor;
  307. npc.stopHating(_attackTarget);
  308. }
  309. // Cancel target and timeout
  310. _attackTimeout = Integer.MAX_VALUE;
  311. _attackTarget = null;
  312. // Set the AI Intention to AI_INTENTION_ACTIVE
  313. setIntention(AI_INTENTION_ACTIVE, null, null);
  314. _actor.setWalking();
  315. return;
  316. }
  317. factionNotifyAndSupport();
  318. attackPrepare();
  319. }
  320. private final void factionNotifyAndSupport()
  321. {
  322. L2Character target = getAttackTarget();
  323. // Call all L2Object of its Faction inside the Faction Range
  324. if (((L2NpcInstance) _actor).getFactionId() == null || target == null)
  325. return;
  326. if (target.isInvul())
  327. return; // speeding it up for siege guards
  328. String faction_id = ((L2NpcInstance) _actor).getFactionId();
  329. // Go through all L2Character that belong to its faction
  330. //for (L2Character cha : _actor.getKnownList().getKnownCharactersInRadius(((L2NpcInstance) _actor).getFactionRange()+_actor.getTemplate().collisionRadius))
  331. for (L2Character cha : _actor.getKnownList().getKnownCharactersInRadius(1000))
  332. {
  333. if (cha == null)
  334. continue;
  335. if (!(cha instanceof L2NpcInstance))
  336. {
  337. if (_selfAnalysis.hasHealOrResurrect && cha instanceof L2PcInstance && ((L2NpcInstance) _actor).getCastle().getSiege().checkIsDefender(((L2PcInstance) cha).getClan()))
  338. {
  339. // heal friends
  340. if (!_actor.isAttackingDisabled() && cha.getCurrentHp() < cha.getMaxHp() * 0.6 && _actor.getCurrentHp() > _actor.getMaxHp() / 2 && _actor.getCurrentMp() > _actor.getMaxMp() / 2 && cha.isInCombat())
  341. {
  342. for (L2Skill sk : _selfAnalysis.healSkills)
  343. {
  344. if (_actor.getCurrentMp() < sk.getMpConsume())
  345. continue;
  346. if (_actor.isSkillDisabled(sk.getId()))
  347. continue;
  348. if (!Util.checkIfInRange(sk.getCastRange(), _actor, cha, true))
  349. continue;
  350. int chance = 5;
  351. if (chance >= Rnd.get(100)) // chance
  352. continue;
  353. if (!GeoData.getInstance().canSeeTarget(_actor, cha))
  354. break;
  355. L2Object OldTarget = _actor.getTarget();
  356. _actor.setTarget(cha);
  357. clientStopMoving(null);
  358. _accessor.doCast(sk);
  359. _actor.setTarget(OldTarget);
  360. return;
  361. }
  362. }
  363. }
  364. continue;
  365. }
  366. L2NpcInstance npc = (L2NpcInstance) cha;
  367. if (faction_id != npc.getFactionId())
  368. continue;
  369. if (npc.getAI() != null) // TODO: possibly check not needed
  370. {
  371. if (Math.abs(target.getZ() - npc.getZ()) < 600
  372. //&& _actor.getAttackByList().contains(getAttackTarget())
  373. && (npc.getAI()._intention == CtrlIntention.AI_INTENTION_IDLE || npc.getAI()._intention == CtrlIntention.AI_INTENTION_ACTIVE)
  374. //limiting aggro for siege guards
  375. && target.isInsideRadius(npc, 1500, true, false) && GeoData.getInstance().canSeeTarget(npc, target))
  376. {
  377. // Notify the L2Object AI with EVT_AGGRESSION
  378. npc.getAI().notifyEvent(CtrlEvent.EVT_AGGRESSION, getAttackTarget(), 1);
  379. }
  380. // heal friends
  381. if (_selfAnalysis.hasHealOrResurrect && !_actor.isAttackingDisabled() && npc.getCurrentHp() < npc.getMaxHp() * 0.6 && _actor.getCurrentHp() > _actor.getMaxHp() / 2 && _actor.getCurrentMp() > _actor.getMaxMp() / 2
  382. && npc.isInCombat())
  383. {
  384. for (L2Skill sk : _selfAnalysis.healSkills)
  385. {
  386. if (_actor.getCurrentMp() < sk.getMpConsume())
  387. continue;
  388. if (_actor.isSkillDisabled(sk.getId()))
  389. continue;
  390. if (!Util.checkIfInRange(sk.getCastRange(), _actor, npc, true))
  391. continue;
  392. int chance = 4;
  393. if (chance >= Rnd.get(100)) // chance
  394. continue;
  395. if (!GeoData.getInstance().canSeeTarget(_actor, npc))
  396. break;
  397. L2Object OldTarget = _actor.getTarget();
  398. _actor.setTarget(npc);
  399. clientStopMoving(null);
  400. _accessor.doCast(sk);
  401. _actor.setTarget(OldTarget);
  402. return;
  403. }
  404. }
  405. }
  406. }
  407. }
  408. private void attackPrepare()
  409. {
  410. // Get all information needed to choose between physical or magical attack
  411. L2Skill[] skills = null;
  412. double dist_2 = 0;
  413. int range = 0;
  414. L2SiegeGuardInstance sGuard = (L2SiegeGuardInstance) _actor;
  415. try
  416. {
  417. _actor.setTarget(_attackTarget);
  418. skills = _actor.getAllSkills();
  419. dist_2 = _actor.getPlanDistanceSq(_attackTarget.getX(), _attackTarget.getY());
  420. range = _actor.getPhysicalAttackRange() + _actor.getTemplate().collisionRadius + _attackTarget.getTemplate().collisionRadius;
  421. if (_attackTarget.isMoving())
  422. range += 50;
  423. }
  424. catch (NullPointerException e)
  425. {
  426. //_log.warning("AttackableAI: Attack target is NULL.");
  427. _actor.setTarget(null);
  428. setIntention(AI_INTENTION_IDLE, null, null);
  429. return;
  430. }
  431. // never attack defenders
  432. if (_attackTarget instanceof L2PcInstance && sGuard.getCastle().getSiege().checkIsDefender(((L2PcInstance) _attackTarget).getClan()))
  433. {
  434. // Cancel the target
  435. sGuard.stopHating(_attackTarget);
  436. _actor.setTarget(null);
  437. setIntention(AI_INTENTION_IDLE, null, null);
  438. return;
  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.getId()) && _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.isMage)
  521. range = _selfAnalysis.maxCastRange - 50;
  522. if (_attackTarget.isMoving())
  523. moveToPawn(_attackTarget, range - 70);
  524. else
  525. moveToPawn(_attackTarget, range);
  526. }
  527. }
  528. }
  529. return;
  530. }
  531. // Else, if the actor is muted and far from target, just "move to pawn"
  532. else if (_actor.isMuted() && dist_2 > range * range)
  533. {
  534. // Temporary hack for preventing guards jumping off towers,
  535. // before replacing this with effective geodata checks and AI modification
  536. double dz = _actor.getZ() - _attackTarget.getZ();
  537. if (dz * dz < 170 * 170) // normally 130 if guard z coordinates correct
  538. {
  539. if (_selfAnalysis.isMage)
  540. range = _selfAnalysis.maxCastRange - 50;
  541. if (_attackTarget.isMoving())
  542. moveToPawn(_attackTarget, range - 70);
  543. else
  544. moveToPawn(_attackTarget, range);
  545. }
  546. return;
  547. }
  548. // Else, if this is close enough to attack
  549. else if (dist_2 <= range * range)
  550. {
  551. // Force mobs to attack anybody if confused
  552. L2Character hated = null;
  553. if (_actor.isConfused())
  554. hated = _attackTarget;
  555. else
  556. hated = ((L2Attackable) _actor).getMostHated();
  557. if (hated == null)
  558. {
  559. setIntention(AI_INTENTION_ACTIVE, null, null);
  560. return;
  561. }
  562. if (hated != _attackTarget)
  563. _attackTarget = hated;
  564. _attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks();
  565. // check for close combat skills && heal/buff skills
  566. if (!_actor.isMuted() && Rnd.nextInt(100) <= 5)
  567. {
  568. for (L2Skill sk : skills)
  569. {
  570. int castRange = sk.getCastRange();
  571. if (castRange * castRange >= dist_2 && !sk.isPassive() && _actor.getCurrentMp() >= _actor.getStat().getMpConsume(sk) && !_actor.isSkillDisabled(sk.getId()))
  572. {
  573. L2Object OldTarget = _actor.getTarget();
  574. if (sk.getSkillType() == L2SkillType.BUFF || sk.getSkillType() == L2SkillType.HEAL)
  575. {
  576. boolean useSkillSelf = true;
  577. if (sk.getSkillType() == L2SkillType.HEAL && _actor.getCurrentHp() > (int) (_actor.getMaxHp() / 1.5))
  578. {
  579. useSkillSelf = false;
  580. break;
  581. }
  582. if (sk.getSkillType() == L2SkillType.BUFF)
  583. {
  584. L2Effect[] effects = _actor.getAllEffects();
  585. for (int i = 0; effects != null && i < effects.length; i++)
  586. {
  587. L2Effect effect = effects[i];
  588. if (effect.getSkill() == sk)
  589. {
  590. useSkillSelf = false;
  591. break;
  592. }
  593. }
  594. }
  595. if (useSkillSelf)
  596. _actor.setTarget(_actor);
  597. }
  598. clientStopMoving(null);
  599. _accessor.doCast(sk);
  600. _actor.setTarget(OldTarget);
  601. return;
  602. }
  603. }
  604. }
  605. // Finally, do the physical attack itself
  606. _accessor.doAttack(_attackTarget);
  607. }
  608. }
  609. /**
  610. * Manage AI thinking actions of a L2Attackable.<BR><BR>
  611. */
  612. @Override
  613. protected void onEvtThink()
  614. {
  615. // if(getIntention() != AI_INTENTION_IDLE && (!_actor.isVisible() || !_actor.hasAI() || !_actor.isKnownPlayers()))
  616. // setIntention(AI_INTENTION_IDLE);
  617. // Check if the actor can't use skills and if a thinking action isn't already in progress
  618. if (_thinking || _actor.isAllSkillsDisabled())
  619. return;
  620. // Start thinking action
  621. _thinking = true;
  622. try
  623. {
  624. // Manage AI thinks of a L2Attackable
  625. if (getIntention() == AI_INTENTION_ACTIVE)
  626. thinkActive();
  627. else if (getIntention() == AI_INTENTION_ATTACK)
  628. thinkAttack();
  629. }
  630. finally
  631. {
  632. // Stop thinking action
  633. _thinking = false;
  634. }
  635. }
  636. /**
  637. * Launch actions corresponding to the Event Attacked.<BR><BR>
  638. *
  639. * <B><U> Actions</U> :</B><BR><BR>
  640. * <li>Init the attack : Calculate the attack timeout, Set the _globalAggro to 0, Add the attacker to the actor _aggroList</li>
  641. * <li>Set the L2Character movement type to run and send Server->Client packet ChangeMoveType to all others L2PcInstance</li>
  642. * <li>Set the Intention to AI_INTENTION_ATTACK</li><BR><BR>
  643. *
  644. * @param attacker The L2Character that attacks the actor
  645. *
  646. */
  647. @Override
  648. protected void onEvtAttacked(L2Character attacker)
  649. {
  650. // Calculate the attack timeout
  651. _attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks();
  652. // Set the _globalAggro to 0 to permit attack even just after spawn
  653. if (_globalAggro < 0)
  654. _globalAggro = 0;
  655. // Add the attacker to the _aggroList of the actor
  656. ((L2Attackable) _actor).addDamageHate(attacker, 0, 1);
  657. // Set the L2Character movement type to run and send Server->Client packet ChangeMoveType to all others L2PcInstance
  658. if (!_actor.isRunning())
  659. _actor.setRunning();
  660. // Set the Intention to AI_INTENTION_ATTACK
  661. if (getIntention() != AI_INTENTION_ATTACK)
  662. {
  663. setIntention(CtrlIntention.AI_INTENTION_ATTACK, attacker, null);
  664. }
  665. super.onEvtAttacked(attacker);
  666. }
  667. /**
  668. * Launch actions corresponding to the Event Aggression.<BR><BR>
  669. *
  670. * <B><U> Actions</U> :</B><BR><BR>
  671. * <li>Add the target to the actor _aggroList or update hate if already present </li>
  672. * <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>
  673. *
  674. * @param attacker The L2Character that attacks
  675. * @param aggro The value of hate to add to the actor against the target
  676. *
  677. */
  678. @Override
  679. protected void onEvtAggression(L2Character target, int aggro)
  680. {
  681. if (_actor == null)
  682. return;
  683. L2Attackable me = (L2Attackable) _actor;
  684. if (target != null)
  685. {
  686. // Add the target to the actor _aggroList or update hate if already present
  687. me.addDamageHate(target, 0, aggro);
  688. // Get the hate of the actor against the target
  689. aggro = me.getHating(target);
  690. if (aggro <= 0)
  691. {
  692. if (me.getMostHated() == null)
  693. {
  694. _globalAggro = -25;
  695. me.clearAggroList();
  696. setIntention(AI_INTENTION_IDLE, null, null);
  697. }
  698. return;
  699. }
  700. // Set the actor AI Intention to AI_INTENTION_ATTACK
  701. if (getIntention() != CtrlIntention.AI_INTENTION_ATTACK)
  702. {
  703. // Set the L2Character movement type to run and send Server->Client packet ChangeMoveType to all others L2PcInstance
  704. if (!_actor.isRunning())
  705. _actor.setRunning();
  706. L2SiegeGuardInstance sGuard = (L2SiegeGuardInstance) _actor;
  707. double homeX = target.getX() - sGuard.getSpawn().getLocx();
  708. double homeY = target.getY() - sGuard.getSpawn().getLocy();
  709. // Check if the L2SiegeGuardInstance is not too far from its home location
  710. if (homeX * homeX + homeY * homeY < 3240000) // 1800 * 1800
  711. setIntention(CtrlIntention.AI_INTENTION_ATTACK, target, null);
  712. }
  713. }
  714. else
  715. {
  716. // currently only for setting lower general aggro
  717. if (aggro >= 0)
  718. return;
  719. L2Character mostHated = me.getMostHated();
  720. if (mostHated == null)
  721. {
  722. _globalAggro = -25;
  723. return;
  724. }
  725. else
  726. for (L2Character aggroed : me.getAggroListRP().keySet())
  727. me.addDamageHate(aggroed, 0, aggro);
  728. aggro = me.getHating(mostHated);
  729. if (aggro <= 0)
  730. {
  731. _globalAggro = -25;
  732. me.clearAggroList();
  733. setIntention(AI_INTENTION_IDLE, null, null);
  734. }
  735. }
  736. }
  737. @Override
  738. protected void onEvtDead()
  739. {
  740. stopAITask();
  741. super.onEvtDead();
  742. }
  743. public void stopAITask()
  744. {
  745. if (_aiTask != null)
  746. {
  747. _aiTask.cancel(false);
  748. _aiTask = null;
  749. }
  750. _accessor.detachAI();
  751. }
  752. }