L2FortSiegeGuardAI.java 29 KB

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  1. /*
  2. * This program is free software: you can redistribute it and/or modify it under
  3. * the terms of the GNU General Public License as published by the Free Software
  4. * Foundation, either version 3 of the License, or (at your option) any later
  5. * version.
  6. *
  7. * This program is distributed in the hope that it will be useful, but WITHOUT
  8. * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
  9. * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
  10. * details.
  11. *
  12. * You should have received a copy of the GNU General Public License along with
  13. * this program. If not, see <http://www.gnu.org/licenses/>.
  14. */
  15. package 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 java.util.logging.Logger;
  21. import net.sf.l2j.Config;
  22. import net.sf.l2j.gameserver.GameTimeController;
  23. import net.sf.l2j.gameserver.GeoData;
  24. import net.sf.l2j.gameserver.ThreadPoolManager;
  25. import net.sf.l2j.gameserver.model.L2Attackable;
  26. import net.sf.l2j.gameserver.model.L2Character;
  27. import net.sf.l2j.gameserver.model.L2Effect;
  28. import net.sf.l2j.gameserver.model.L2Object;
  29. import net.sf.l2j.gameserver.model.L2Skill;
  30. import net.sf.l2j.gameserver.model.L2Summon;
  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.L2FortBallistaInstance;
  34. import net.sf.l2j.gameserver.model.actor.instance.L2FortCommanderInstance;
  35. import net.sf.l2j.gameserver.model.actor.instance.L2FortSiegeGuardInstance;
  36. import net.sf.l2j.gameserver.model.actor.instance.L2NpcInstance;
  37. import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance;
  38. import net.sf.l2j.gameserver.model.actor.instance.L2PlayableInstance;
  39. import net.sf.l2j.gameserver.templates.skills.L2SkillType;
  40. import net.sf.l2j.gameserver.util.Util;
  41. import net.sf.l2j.util.Rnd;
  42. /**
  43. * This class manages AI of L2Attackable.<BR><BR>
  44. *
  45. */
  46. public class L2FortSiegeGuardAI extends L2CharacterAI implements Runnable
  47. {
  48. protected static final Logger _log1 = Logger.getLogger(L2FortSiegeGuardAI.class.getName());
  49. private static final int MAX_ATTACK_TIMEOUT = 300; // int ticks, i.e. 30 seconds
  50. /** The L2Attackable AI task executed every 1s (call onEvtThink method)*/
  51. private Future<?> _aiTask;
  52. /** For attack AI, analysis of mob and its targets */
  53. private SelfAnalysis _selfAnalysis = new SelfAnalysis();
  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 L2FortSiegeGuardAI(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 L2FortSiegeGuardInstance || target instanceof L2FolkInstance || target instanceof L2DoorInstance
  116. || target.isAlikeDead() || target instanceof L2FortBallistaInstance || target instanceof L2FortCommanderInstance
  117. || target instanceof L2PlayableInstance)
  118. {
  119. L2PcInstance player = null;
  120. if (target instanceof L2PcInstance)
  121. player = ((L2PcInstance)target);
  122. else if (target instanceof L2Summon)
  123. player = ((L2Summon) target).getOwner();
  124. if (player == null || (player != null && player.getClan() != null && player.getClan().getHasFort() == ((L2NpcInstance) _actor).getFort().getFortId()))
  125. return false;
  126. }
  127. // Check if the target isn't invulnerable
  128. if (target.isInvul())
  129. {
  130. // However EffectInvincible requires to check GMs specially
  131. if (target instanceof L2PcInstance && ((L2PcInstance) target).isGM())
  132. return false;
  133. if (target instanceof L2Summon && ((L2Summon) target).getOwner().isGM())
  134. return false;
  135. }
  136. // Get the owner if the target is a summon
  137. if (target instanceof L2Summon)
  138. {
  139. L2PcInstance owner = ((L2Summon) target).getOwner();
  140. if (_actor.isInsideRadius(owner, 1000, true, false))
  141. target = owner;
  142. }
  143. // Check if the target is a L2PcInstance
  144. if (target instanceof L2PlayableInstance)
  145. {
  146. // Check if the target isn't in silent move mode AND too far (>100)
  147. if (((L2PlayableInstance) target).isSilentMoving() && !_actor.isInsideRadius(target, 250, false, false))
  148. return false;
  149. }
  150. // Los Check Here
  151. return (_actor.isAutoAttackable(target) && GeoData.getInstance().canSeeTarget(_actor, target));
  152. }
  153. /**
  154. * Set the Intention of this L2CharacterAI and create an AI Task executed every 1s (call onEvtThink method) for this L2Attackable.<BR><BR>
  155. *
  156. * <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>
  157. *
  158. * @param intention The new Intention to set to the AI
  159. * @param arg0 The first parameter of the Intention
  160. * @param arg1 The second parameter of the Intention
  161. *
  162. */
  163. @Override
  164. synchronized void changeIntention(CtrlIntention intention, Object arg0, Object arg1)
  165. {
  166. if (Config.DEBUG)
  167. _log1.info("L2SiegeAI.changeIntention(" + intention + ", " + arg0 + ", " + arg1 + ")");
  168. if (intention == AI_INTENTION_IDLE /*|| intention == AI_INTENTION_ACTIVE*/) // active becomes idle if only a summon is present
  169. {
  170. // Check if actor is not dead
  171. if (!_actor.isAlikeDead())
  172. {
  173. L2Attackable npc = (L2Attackable) _actor;
  174. // If its _knownPlayer isn't empty set the Intention to AI_INTENTION_ACTIVE
  175. if (npc.getKnownList().getKnownPlayers().size() > 0)
  176. intention = AI_INTENTION_ACTIVE;
  177. else
  178. intention = AI_INTENTION_IDLE;
  179. }
  180. if (intention == AI_INTENTION_IDLE)
  181. {
  182. // Set the Intention of this L2AttackableAI to AI_INTENTION_IDLE
  183. super.changeIntention(AI_INTENTION_IDLE, null, null);
  184. // Stop AI task and detach AI from NPC
  185. if (_aiTask != null)
  186. {
  187. _aiTask.cancel(true);
  188. _aiTask = null;
  189. }
  190. // Cancel the AI
  191. _accessor.detachAI();
  192. return;
  193. }
  194. }
  195. // Set the Intention of this L2AttackableAI to intention
  196. super.changeIntention(intention, arg0, arg1);
  197. // If not idle - create an AI task (schedule onEvtThink repeatedly)
  198. if (_aiTask == null)
  199. {
  200. _aiTask = ThreadPoolManager.getInstance().scheduleAiAtFixedRate(this, 1000, 1000);
  201. }
  202. }
  203. /**
  204. * Manage the Attack Intention : Stop current Attack (if necessary), Calculate attack timeout, Start a new Attack and Launch Think Event.<BR><BR>
  205. *
  206. * @param target The L2Character to attack
  207. *
  208. */
  209. @Override
  210. protected void onIntentionAttack(L2Character target)
  211. {
  212. // Calculate the attack timeout
  213. _attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks();
  214. // Manage the Attack Intention : Stop current Attack (if necessary), Start a new Attack and Launch Think Event
  215. //if (_actor.getTarget() != null)
  216. super.onIntentionAttack(target);
  217. }
  218. /**
  219. * Manage AI standard thinks of a L2Attackable (called by onEvtThink).<BR><BR>
  220. *
  221. * <B><U> Actions</U> :</B><BR><BR>
  222. * <li>Update every 1s the _globalAggro counter to come close to 0</li>
  223. * <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>
  224. * <li>If the actor can't attack, order to it to return to its home location</li>
  225. *
  226. */
  227. private void thinkActive()
  228. {
  229. L2Attackable npc = (L2Attackable) _actor;
  230. // Update every 1s the _globalAggro counter to come close to 0
  231. if (_globalAggro != 0)
  232. {
  233. if (_globalAggro < 0)
  234. _globalAggro++;
  235. else
  236. _globalAggro--;
  237. }
  238. // Add all autoAttackable L2Character in L2Attackable Aggro Range to its _aggroList with 0 damage and 1 hate
  239. // A L2Attackable isn't aggressive during 10s after its spawn because _globalAggro is set to -10
  240. if (_globalAggro >= 0)
  241. {
  242. for (L2Character target : npc.getKnownList().getKnownCharactersInRadius(_attackRange))
  243. {
  244. if (target == null)
  245. continue;
  246. if (autoAttackCondition(target)) // check aggression
  247. {
  248. // Get the hate level of the L2Attackable against this L2Character target contained in _aggroList
  249. int hating = npc.getHating(target);
  250. // Add the attacker to the L2Attackable _aggroList with 0 damage and 1 hate
  251. if (hating == 0)
  252. npc.addDamageHate(target, 0, 1);
  253. }
  254. }
  255. // Chose a target from its aggroList
  256. L2Character hated;
  257. if (_actor.isConfused())
  258. hated = getAttackTarget(); // Force mobs to attack anybody if confused
  259. else
  260. hated = npc.getMostHated();
  261. //_mostHatedAnalysis.Update(hated);
  262. // Order to the L2Attackable to attack the target
  263. if (hated != null)
  264. {
  265. // Get the hate level of the L2Attackable against this L2Character target contained in _aggroList
  266. int aggro = npc.getHating(hated);
  267. if (aggro + _globalAggro > 0)
  268. {
  269. // Set the L2Character movement type to run and send Server->Client packet ChangeMoveType to all others L2PcInstance
  270. if (!_actor.isRunning())
  271. _actor.setRunning();
  272. // Set the AI Intention to AI_INTENTION_ATTACK
  273. setIntention(CtrlIntention.AI_INTENTION_ATTACK, hated, null);
  274. }
  275. return;
  276. }
  277. }
  278. // Order to the L2SiegeGuardInstance to return to its home location because there's no target to attack
  279. if (_actor.getWalkSpeed() >= 0)
  280. {
  281. if (_actor instanceof L2FortSiegeGuardInstance)
  282. ((L2FortSiegeGuardInstance) _actor).returnHome();
  283. else
  284. ((L2FortCommanderInstance) _actor).returnHome();
  285. }
  286. return;
  287. }
  288. /**
  289. * Manage AI attack thinks of a L2Attackable (called by onEvtThink).<BR><BR>
  290. *
  291. * <B><U> Actions</U> :</B><BR><BR>
  292. * <li>Update the attack timeout if actor is running</li>
  293. * <li>If target is dead or timeout is expired, stop this attack and set the Intention to AI_INTENTION_ACTIVE</li>
  294. * <li>Call all L2Object of its Faction inside the Faction Range</li>
  295. * <li>Chose a target and order to attack it with magic skill or physical attack</li><BR><BR>
  296. *
  297. * TODO: Manage casting rules to healer mobs (like Ant Nurses)
  298. *
  299. */
  300. private void thinkAttack()
  301. {
  302. if (Config.DEBUG)
  303. _log1.info("L2FortSiegeGuardAI.thinkAttack(); timeout=" + (_attackTimeout - GameTimeController.getGameTicks()));
  304. if (_attackTimeout < GameTimeController.getGameTicks())
  305. {
  306. // Check if the actor is running
  307. if (_actor.isRunning())
  308. {
  309. // Set the actor movement type to walk and send Server->Client packet ChangeMoveType to all others L2PcInstance
  310. _actor.setWalking();
  311. // Calculate a new attack timeout
  312. _attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks();
  313. }
  314. }
  315. L2Character attackTarget = getAttackTarget();
  316. // Check if target is dead or if timeout is expired to stop this attack
  317. if (attackTarget == null || attackTarget.isAlikeDead() || _attackTimeout < GameTimeController.getGameTicks())
  318. {
  319. // Stop hating this target after the attack timeout or if target is dead
  320. if (attackTarget != null)
  321. {
  322. L2Attackable npc = (L2Attackable) _actor;
  323. npc.stopHating(attackTarget);
  324. }
  325. // Cancel target and timeout
  326. _attackTimeout = Integer.MAX_VALUE;
  327. setAttackTarget(null);
  328. // Set the AI Intention to AI_INTENTION_ACTIVE
  329. setIntention(AI_INTENTION_ACTIVE, null, null);
  330. _actor.setWalking();
  331. return;
  332. }
  333. factionNotifyAndSupport();
  334. attackPrepare();
  335. }
  336. private final void factionNotifyAndSupport()
  337. {
  338. L2Character target = getAttackTarget();
  339. // Call all L2Object of its Faction inside the Faction Range
  340. if (((L2NpcInstance) _actor).getFactionId() == null || target == null)
  341. return;
  342. if (target.isInvul())
  343. return; // speeding it up for siege guards
  344. if (Rnd.get(10) > 4) return; // test for reducing CPU load
  345. String faction_id = ((L2NpcInstance) _actor).getFactionId();
  346. // Go through all L2Character that belong to its faction
  347. //for (L2Character cha : _actor.getKnownList().getKnownCharactersInRadius(((L2NpcInstance) _actor).getFactionRange()+_actor.getTemplate().collisionRadius))
  348. for (L2Character cha : _actor.getKnownList().getKnownCharactersInRadius(1000))
  349. {
  350. if (cha == null)
  351. continue;
  352. if (!(cha instanceof L2NpcInstance))
  353. {
  354. if (_selfAnalysis.hasHealOrResurrect && cha instanceof L2PcInstance && ((L2NpcInstance) _actor).getFort().getSiege().checkIsDefender(((L2PcInstance) cha).getClan()))
  355. {
  356. // heal friends
  357. if (!_actor.isAttackingDisabled() && cha.getCurrentHp() < cha.getMaxHp() * 0.6 && _actor.getCurrentHp() > _actor.getMaxHp() / 2 && _actor.getCurrentMp() > _actor.getMaxMp() / 2 && cha.isInCombat())
  358. {
  359. for (L2Skill sk : _selfAnalysis.healSkills)
  360. {
  361. if (_actor.getCurrentMp() < sk.getMpConsume())
  362. continue;
  363. if (_actor.isSkillDisabled(sk.getId()))
  364. continue;
  365. if (!Util.checkIfInRange(sk.getCastRange(), _actor, cha, true))
  366. continue;
  367. int chance = 5;
  368. if (chance >= Rnd.get(100)) // chance
  369. continue;
  370. if (!GeoData.getInstance().canSeeTarget(_actor, cha))
  371. break;
  372. L2Object OldTarget = _actor.getTarget();
  373. _actor.setTarget(cha);
  374. clientStopMoving(null);
  375. _accessor.doCast(sk);
  376. _actor.setTarget(OldTarget);
  377. return;
  378. }
  379. }
  380. }
  381. continue;
  382. }
  383. L2NpcInstance npc = (L2NpcInstance) cha;
  384. if (faction_id != npc.getFactionId())
  385. continue;
  386. if (npc.getAI() != null) // TODO: possibly check not needed
  387. {
  388. if (!npc.isDead() && Math.abs(target.getZ() - npc.getZ()) < 600
  389. //&& _actor.getAttackByList().contains(getAttackTarget())
  390. && (npc.getAI()._intention == CtrlIntention.AI_INTENTION_IDLE || npc.getAI()._intention == CtrlIntention.AI_INTENTION_ACTIVE)
  391. //limiting aggro for siege guards
  392. && target.isInsideRadius(npc, 1500, true, false) && GeoData.getInstance().canSeeTarget(npc, target))
  393. {
  394. // Notify the L2Object AI with EVT_AGGRESSION
  395. npc.getAI().notifyEvent(CtrlEvent.EVT_AGGRESSION, getAttackTarget(), 1);
  396. }
  397. // heal friends
  398. if (_selfAnalysis.hasHealOrResurrect && !_actor.isAttackingDisabled() && npc.getCurrentHp() < npc.getMaxHp() * 0.6 && _actor.getCurrentHp() > _actor.getMaxHp() / 2 && _actor.getCurrentMp() > _actor.getMaxMp() / 2
  399. && npc.isInCombat())
  400. {
  401. for (L2Skill sk : _selfAnalysis.healSkills)
  402. {
  403. if (_actor.getCurrentMp() < sk.getMpConsume())
  404. continue;
  405. if (_actor.isSkillDisabled(sk.getId()))
  406. continue;
  407. if (!Util.checkIfInRange(sk.getCastRange(), _actor, npc, true))
  408. continue;
  409. int chance = 4;
  410. if (chance >= Rnd.get(100)) // chance
  411. continue;
  412. if (!GeoData.getInstance().canSeeTarget(_actor, npc))
  413. break;
  414. L2Object OldTarget = _actor.getTarget();
  415. _actor.setTarget(npc);
  416. clientStopMoving(null);
  417. _accessor.doCast(sk);
  418. _actor.setTarget(OldTarget);
  419. return;
  420. }
  421. }
  422. }
  423. }
  424. }
  425. private void attackPrepare()
  426. {
  427. // Get all information needed to choose between physical or magical attack
  428. L2Skill[] skills = null;
  429. double dist_2 = 0;
  430. int range = 0;
  431. L2FortSiegeGuardInstance sGuard;
  432. if (_actor instanceof L2FortSiegeGuardInstance)
  433. sGuard = (L2FortSiegeGuardInstance) _actor;
  434. else
  435. sGuard = (L2FortCommanderInstance) _actor;
  436. L2Character attackTarget = getAttackTarget();
  437. try
  438. {
  439. _actor.setTarget(attackTarget);
  440. skills = _actor.getAllSkills();
  441. dist_2 = _actor.getPlanDistanceSq(attackTarget.getX(), attackTarget.getY());
  442. range = _actor.getPhysicalAttackRange() + _actor.getTemplate().collisionRadius + attackTarget.getTemplate().collisionRadius;
  443. if (attackTarget.isMoving())
  444. range += 50;
  445. }
  446. catch (NullPointerException e)
  447. {
  448. //_log.warning("AttackableAI: Attack target is NULL.");
  449. _actor.setTarget(null);
  450. setIntention(AI_INTENTION_IDLE, null, null);
  451. return;
  452. }
  453. // never attack defenders
  454. if (attackTarget instanceof L2PcInstance && sGuard.getFort().getSiege().checkIsDefender(((L2PcInstance) attackTarget).getClan()))
  455. {
  456. // Cancel the target
  457. sGuard.stopHating(attackTarget);
  458. _actor.setTarget(null);
  459. setIntention(AI_INTENTION_IDLE, null, null);
  460. return;
  461. }
  462. if (!GeoData.getInstance().canSeeTarget(_actor, attackTarget))
  463. {
  464. // Siege guards differ from normal mobs currently:
  465. // If target cannot seen, don't attack any more
  466. sGuard.stopHating(attackTarget);
  467. _actor.setTarget(null);
  468. setIntention(AI_INTENTION_IDLE, null, null);
  469. return;
  470. }
  471. // Check if the actor isn't muted and if it is far from target
  472. if (!_actor.isMuted() && dist_2 > range * range)
  473. {
  474. // check for long ranged skills and heal/buff skills
  475. for (L2Skill sk : skills)
  476. {
  477. int castRange = sk.getCastRange();
  478. if ((dist_2 <= castRange * castRange) && castRange > 70 && !_actor.isSkillDisabled(sk.getId()) && _actor.getCurrentMp() >= _actor.getStat().getMpConsume(sk) && !sk.isPassive())
  479. {
  480. L2Object OldTarget = _actor.getTarget();
  481. if (sk.getSkillType() == L2SkillType.BUFF || sk.getSkillType() == L2SkillType.HEAL)
  482. {
  483. boolean useSkillSelf = true;
  484. if (sk.getSkillType() == L2SkillType.HEAL && _actor.getCurrentHp() > (int) (_actor.getMaxHp() / 1.5))
  485. {
  486. useSkillSelf = false;
  487. break;
  488. }
  489. if (sk.getSkillType() == L2SkillType.BUFF)
  490. {
  491. L2Effect[] effects = _actor.getAllEffects();
  492. for (int i = 0; effects != null && i < effects.length; i++)
  493. {
  494. L2Effect effect = effects[i];
  495. if (effect.getSkill() == sk)
  496. {
  497. useSkillSelf = false;
  498. break;
  499. }
  500. }
  501. }
  502. if (useSkillSelf)
  503. _actor.setTarget(_actor);
  504. }
  505. clientStopMoving(null);
  506. _accessor.doCast(sk);
  507. _actor.setTarget(OldTarget);
  508. return;
  509. }
  510. }
  511. // Check if the L2SiegeGuardInstance is attacking, knows the target and can't run
  512. if (!(_actor.isAttackingNow()) && (_actor.getRunSpeed() == 0) && (_actor.getKnownList().knowsObject(attackTarget)))
  513. {
  514. // Cancel the target
  515. _actor.getKnownList().removeKnownObject(attackTarget);
  516. _actor.setTarget(null);
  517. setIntention(AI_INTENTION_IDLE, null, null);
  518. }
  519. else
  520. {
  521. double dx = _actor.getX() - attackTarget.getX();
  522. double dy = _actor.getY() - attackTarget.getY();
  523. double dz = _actor.getZ() - attackTarget.getZ();
  524. double homeX = attackTarget.getX() - sGuard.getSpawn().getLocx();
  525. double homeY = attackTarget.getY() - sGuard.getSpawn().getLocy();
  526. // Check if the L2SiegeGuardInstance isn't too far from it's home location
  527. if ((dx * dx + dy * dy > 10000) && (homeX * homeX + homeY * homeY > 3240000) // 1800 * 1800
  528. && (_actor.getKnownList().knowsObject(attackTarget)))
  529. {
  530. // Cancel the target
  531. _actor.getKnownList().removeKnownObject(attackTarget);
  532. _actor.setTarget(null);
  533. setIntention(AI_INTENTION_IDLE, null, null);
  534. }
  535. else
  536. // Move the actor to Pawn server side AND client side by sending Server->Client packet MoveToPawn (broadcast)
  537. {
  538. // Temporary hack for preventing guards jumping off towers,
  539. // before replacing this with effective geodata checks and AI modification
  540. if (dz * dz < 170 * 170) // normally 130 if guard z coordinates correct
  541. {
  542. if (_selfAnalysis.isMage)
  543. range = _selfAnalysis.maxCastRange - 50;
  544. if (_actor.getWalkSpeed() <= 0)
  545. return;
  546. if (attackTarget.isMoving())
  547. moveToPawn(attackTarget, range - 70);
  548. else
  549. moveToPawn(attackTarget, range);
  550. }
  551. }
  552. }
  553. return;
  554. }
  555. // Else, if the actor is muted and far from target, just "move to pawn"
  556. else if (_actor.isMuted() && dist_2 > range * range)
  557. {
  558. // Temporary hack for preventing guards jumping off towers,
  559. // before replacing this with effective geodata checks and AI modification
  560. double dz = _actor.getZ() - attackTarget.getZ();
  561. if (dz * dz < 170 * 170) // normally 130 if guard z coordinates correct
  562. {
  563. if (_selfAnalysis.isMage)
  564. range = _selfAnalysis.maxCastRange - 50;
  565. if (_actor.getWalkSpeed() <= 0)
  566. return;
  567. if (attackTarget.isMoving())
  568. moveToPawn(attackTarget, range - 70);
  569. else
  570. moveToPawn(attackTarget, range);
  571. }
  572. return;
  573. }
  574. // Else, if this is close enough to attack
  575. else if (dist_2 <= range * range)
  576. {
  577. // Force mobs to attack anybody if confused
  578. L2Character hated = null;
  579. if (_actor.isConfused())
  580. hated = attackTarget;
  581. else
  582. hated = ((L2Attackable) _actor).getMostHated();
  583. if (hated == null)
  584. {
  585. setIntention(AI_INTENTION_ACTIVE, null, null);
  586. return;
  587. }
  588. if (hated != attackTarget)
  589. attackTarget = hated;
  590. _attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks();
  591. // check for close combat skills && heal/buff skills
  592. if (!_actor.isMuted() && Rnd.nextInt(100) <= 5)
  593. {
  594. for (L2Skill sk : skills)
  595. {
  596. int castRange = sk.getCastRange();
  597. if (castRange * castRange >= dist_2 && !sk.isPassive() && _actor.getCurrentMp() >= _actor.getStat().getMpConsume(sk) && !_actor.isSkillDisabled(sk.getId()))
  598. {
  599. L2Object OldTarget = _actor.getTarget();
  600. if (sk.getSkillType() == L2SkillType.BUFF || sk.getSkillType() == L2SkillType.HEAL)
  601. {
  602. boolean useSkillSelf = true;
  603. if (sk.getSkillType() == L2SkillType.HEAL && _actor.getCurrentHp() > (int) (_actor.getMaxHp() / 1.5))
  604. {
  605. useSkillSelf = false;
  606. break;
  607. }
  608. if (sk.getSkillType() == L2SkillType.BUFF)
  609. {
  610. L2Effect[] effects = _actor.getAllEffects();
  611. for (int i = 0; effects != null && i < effects.length; i++)
  612. {
  613. L2Effect effect = effects[i];
  614. if (effect.getSkill() == sk)
  615. {
  616. useSkillSelf = false;
  617. break;
  618. }
  619. }
  620. }
  621. if (useSkillSelf)
  622. _actor.setTarget(_actor);
  623. }
  624. clientStopMoving(null);
  625. _accessor.doCast(sk);
  626. _actor.setTarget(OldTarget);
  627. return;
  628. }
  629. }
  630. }
  631. // Finally, do the physical attack itself
  632. _accessor.doAttack(attackTarget);
  633. }
  634. }
  635. /**
  636. * Manage AI thinking actions of a L2Attackable.<BR><BR>
  637. */
  638. @Override
  639. protected void onEvtThink()
  640. {
  641. // if(getIntention() != AI_INTENTION_IDLE && (!_actor.isVisible() || !_actor.hasAI() || !_actor.isKnownPlayers()))
  642. // setIntention(AI_INTENTION_IDLE);
  643. // Check if the actor can't use skills and if a thinking action isn't already in progress
  644. if (_thinking || _actor.isCastingNow() || _actor.isAllSkillsDisabled())
  645. return;
  646. // Start thinking action
  647. _thinking = true;
  648. try
  649. {
  650. // Manage AI thinks of a L2Attackable
  651. if (getIntention() == AI_INTENTION_ACTIVE)
  652. thinkActive();
  653. else if (getIntention() == AI_INTENTION_ATTACK)
  654. thinkAttack();
  655. }
  656. finally
  657. {
  658. // Stop thinking action
  659. _thinking = false;
  660. }
  661. }
  662. /**
  663. * Launch actions corresponding to the Event Attacked.<BR><BR>
  664. *
  665. * <B><U> Actions</U> :</B><BR><BR>
  666. * <li>Init the attack : Calculate the attack timeout, Set the _globalAggro to 0, Add the attacker to the actor _aggroList</li>
  667. * <li>Set the L2Character movement type to run and send Server->Client packet ChangeMoveType to all others L2PcInstance</li>
  668. * <li>Set the Intention to AI_INTENTION_ATTACK</li><BR><BR>
  669. *
  670. * @param attacker The L2Character that attacks the actor
  671. *
  672. */
  673. @Override
  674. protected void onEvtAttacked(L2Character attacker)
  675. {
  676. // Calculate the attack timeout
  677. _attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks();
  678. // Set the _globalAggro to 0 to permit attack even just after spawn
  679. if (_globalAggro < 0)
  680. _globalAggro = 0;
  681. // Add the attacker to the _aggroList of the actor
  682. ((L2Attackable) _actor).addDamageHate(attacker, 0, 1);
  683. // Set the L2Character movement type to run and send Server->Client packet ChangeMoveType to all others L2PcInstance
  684. if (!_actor.isRunning())
  685. _actor.setRunning();
  686. // Set the Intention to AI_INTENTION_ATTACK
  687. if (getIntention() != AI_INTENTION_ATTACK)
  688. {
  689. setIntention(CtrlIntention.AI_INTENTION_ATTACK, attacker, null);
  690. }
  691. super.onEvtAttacked(attacker);
  692. }
  693. /**
  694. * Launch actions corresponding to the Event Aggression.<BR><BR>
  695. *
  696. * <B><U> Actions</U> :</B><BR><BR>
  697. * <li>Add the target to the actor _aggroList or update hate if already present </li>
  698. * <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>
  699. *
  700. * @param attacker The L2Character that attacks
  701. * @param aggro The value of hate to add to the actor against the target
  702. *
  703. */
  704. @Override
  705. protected void onEvtAggression(L2Character target, int aggro)
  706. {
  707. if (_actor == null)
  708. return;
  709. L2Attackable me = (L2Attackable) _actor;
  710. if (target != null)
  711. {
  712. // Add the target to the actor _aggroList or update hate if already present
  713. me.addDamageHate(target, 0, aggro);
  714. // Get the hate of the actor against the target
  715. aggro = me.getHating(target);
  716. if (aggro <= 0)
  717. {
  718. if (me.getMostHated() == null)
  719. {
  720. _globalAggro = -25;
  721. me.clearAggroList();
  722. setIntention(AI_INTENTION_IDLE, null, null);
  723. }
  724. return;
  725. }
  726. // Set the actor AI Intention to AI_INTENTION_ATTACK
  727. if (getIntention() != CtrlIntention.AI_INTENTION_ATTACK)
  728. {
  729. // Set the L2Character movement type to run and send Server->Client packet ChangeMoveType to all others L2PcInstance
  730. if (!_actor.isRunning())
  731. _actor.setRunning();
  732. L2FortSiegeGuardInstance sGuard;
  733. if (_actor instanceof L2FortSiegeGuardInstance)
  734. sGuard = (L2FortSiegeGuardInstance) _actor;
  735. else
  736. sGuard = (L2FortCommanderInstance) _actor;
  737. double homeX = target.getX() - sGuard.getSpawn().getLocx();
  738. double homeY = target.getY() - sGuard.getSpawn().getLocy();
  739. // Check if the L2SiegeGuardInstance is not too far from its home location
  740. if (homeX * homeX + homeY * homeY < 3240000) // 1800 * 1800
  741. setIntention(CtrlIntention.AI_INTENTION_ATTACK, target, null);
  742. }
  743. }
  744. else
  745. {
  746. // currently only for setting lower general aggro
  747. if (aggro >= 0)
  748. return;
  749. L2Character mostHated = me.getMostHated();
  750. if (mostHated == null)
  751. {
  752. _globalAggro = -25;
  753. return;
  754. }
  755. else
  756. for (L2Character aggroed : me.getAggroListRP().keySet())
  757. me.addDamageHate(aggroed, 0, aggro);
  758. aggro = me.getHating(mostHated);
  759. if (aggro <= 0)
  760. {
  761. _globalAggro = -25;
  762. me.clearAggroList();
  763. setIntention(AI_INTENTION_IDLE, null, null);
  764. }
  765. }
  766. }
  767. @Override
  768. protected void onEvtDead()
  769. {
  770. stopAITask();
  771. super.onEvtDead();
  772. }
  773. public void stopAITask()
  774. {
  775. if (_aiTask != null)
  776. {
  777. _aiTask.cancel(false);
  778. _aiTask = null;
  779. }
  780. _accessor.detachAI();
  781. }
  782. }