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