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