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.L2DoorInstance;
  31. import net.sf.l2j.gameserver.model.actor.instance.L2FolkInstance;
  32. import net.sf.l2j.gameserver.model.actor.instance.L2NpcInstance;
  33. import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance;
  34. import net.sf.l2j.gameserver.model.actor.instance.L2PlayableInstance;
  35. import net.sf.l2j.gameserver.model.actor.instance.L2SiegeGuardInstance;
  36. import net.sf.l2j.gameserver.templates.skills.L2SkillType;
  37. import net.sf.l2j.gameserver.util.Util;
  38. import net.sf.l2j.util.Rnd;
  39. /**
  40. * This class manages AI of L2Attackable.<BR><BR>
  41. *
  42. */
  43. public class L2SiegeGuardAI extends L2CharacterAI implements Runnable
  44. {
  45. //protected static final Logger _log = Logger.getLogger(L2SiegeGuardAI.class.getName());
  46. private static final int MAX_ATTACK_TIMEOUT = 300; // int ticks, i.e. 30 seconds
  47. /** The L2Attackable AI task executed every 1s (call onEvtThink method)*/
  48. private Future<?> _aiTask;
  49. /** For attack AI, analysis of mob and its targets */
  50. private SelfAnalysis _selfAnalysis = new SelfAnalysis();
  51. //private TargetAnalysis _mostHatedAnalysis = new TargetAnalysis();
  52. /** The delay after which the attacked is stopped */
  53. private int _attackTimeout;
  54. /** The L2Attackable aggro counter */
  55. private int _globalAggro;
  56. /** The flag used to indicate that a thinking action is in progress */
  57. private boolean _thinking; // to prevent recursive thinking
  58. private int _attackRange;
  59. /**
  60. * Constructor of L2AttackableAI.<BR><BR>
  61. *
  62. * @param accessor The AI accessor of the L2Character
  63. *
  64. */
  65. public L2SiegeGuardAI(L2Character.AIAccessor accessor)
  66. {
  67. super(accessor);
  68. _selfAnalysis.init();
  69. _attackTimeout = Integer.MAX_VALUE;
  70. _globalAggro = -10; // 10 seconds timeout of ATTACK after respawn
  71. _attackRange = ((L2Attackable) _actor).getPhysicalAttackRange();
  72. }
  73. public void run()
  74. {
  75. // Launch actions corresponding to the Event Think
  76. onEvtThink();
  77. }
  78. /**
  79. * Return True if the target is autoattackable (depends on the actor type).<BR><BR>
  80. *
  81. * <B><U> Actor is a L2GuardInstance</U> :</B><BR><BR>
  82. * <li>The target isn't a Folk or a Door</li>
  83. * <li>The target isn't dead, isn't invulnerable, isn't in silent moving mode AND too far (>100)</li>
  84. * <li>The target is in the actor Aggro range and is at the same height</li>
  85. * <li>The L2PcInstance target has karma (=PK)</li>
  86. * <li>The L2MonsterInstance target is aggressive</li><BR><BR>
  87. *
  88. * <B><U> Actor is a L2SiegeGuardInstance</U> :</B><BR><BR>
  89. * <li>The target isn't a Folk or a Door</li>
  90. * <li>The target isn't dead, isn't invulnerable, isn't in silent moving mode AND too far (>100)</li>
  91. * <li>The target is in the actor Aggro range and is at the same height</li>
  92. * <li>A siege is in progress</li>
  93. * <li>The L2PcInstance target isn't a Defender</li><BR><BR>
  94. *
  95. * <B><U> Actor is a L2FriendlyMobInstance</U> :</B><BR><BR>
  96. * <li>The target isn't a Folk, a Door or another L2NpcInstance</li>
  97. * <li>The target isn't dead, isn't invulnerable, isn't in silent moving mode AND too far (>100)</li>
  98. * <li>The target is in the actor Aggro range and is at the same height</li>
  99. * <li>The L2PcInstance target has karma (=PK)</li><BR><BR>
  100. *
  101. * <B><U> Actor is a L2MonsterInstance</U> :</B><BR><BR>
  102. * <li>The target isn't a Folk, a Door or another L2NpcInstance</li>
  103. * <li>The target isn't dead, isn't invulnerable, isn't in silent moving mode AND too far (>100)</li>
  104. * <li>The target is in the actor Aggro range and is at the same height</li>
  105. * <li>The actor is Aggressive</li><BR><BR>
  106. *
  107. * @param target The targeted L2Object
  108. *
  109. */
  110. private boolean autoAttackCondition(L2Character target)
  111. {
  112. // Check if the target isn't another guard, folk or a door
  113. if (target == null || target instanceof L2SiegeGuardInstance || target instanceof L2FolkInstance || target instanceof L2DoorInstance
  114. || target.isAlikeDead())
  115. return false;
  116. // Check if the target isn't invulnerable
  117. if (target.isInvul())
  118. {
  119. // However EffectInvincible requires to check GMs specially
  120. if (target instanceof L2PcInstance && ((L2PcInstance) target).isGM())
  121. return false;
  122. if (target instanceof L2Summon && ((L2Summon) target).getOwner().isGM())
  123. return false;
  124. }
  125. // Get the owner if the target is a summon
  126. if (target instanceof L2Summon)
  127. {
  128. L2PcInstance owner = ((L2Summon) target).getOwner();
  129. if (_actor.isInsideRadius(owner, 1000, true, false))
  130. target = owner;
  131. }
  132. // Check if the target is a L2PcInstance
  133. if (target instanceof L2PlayableInstance)
  134. {
  135. // Check if the target isn't in silent move mode AND too far (>100)
  136. if (((L2PlayableInstance) target).isSilentMoving() && !_actor.isInsideRadius(target, 250, false, false))
  137. return false;
  138. }
  139. // Los Check Here
  140. return (_actor.isAutoAttackable(target) && GeoData.getInstance().canSeeTarget(_actor, target));
  141. }
  142. /**
  143. * Set the Intention of this L2CharacterAI and create an AI Task executed every 1s (call onEvtThink method) for this L2Attackable.<BR><BR>
  144. *
  145. * <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>
  146. *
  147. * @param intention The new Intention to set to the AI
  148. * @param arg0 The first parameter of the Intention
  149. * @param arg1 The second parameter of the Intention
  150. *
  151. */
  152. @Override
  153. synchronized void changeIntention(CtrlIntention intention, Object arg0, Object arg1)
  154. {
  155. if (Config.DEBUG)
  156. _log.info("L2SiegeAI.changeIntention(" + intention + ", " + arg0 + ", " + arg1 + ")");
  157. if (intention == AI_INTENTION_IDLE /*|| intention == AI_INTENTION_ACTIVE*/) // active becomes idle if only a summon is present
  158. {
  159. // Check if actor is not dead
  160. if (!_actor.isAlikeDead())
  161. {
  162. L2Attackable npc = (L2Attackable) _actor;
  163. // If its _knownPlayer isn't empty set the Intention to AI_INTENTION_ACTIVE
  164. if (npc.getKnownList().getKnownPlayers().size() > 0)
  165. intention = AI_INTENTION_ACTIVE;
  166. else
  167. intention = AI_INTENTION_IDLE;
  168. }
  169. if (intention == AI_INTENTION_IDLE)
  170. {
  171. // Set the Intention of this L2AttackableAI to AI_INTENTION_IDLE
  172. super.changeIntention(AI_INTENTION_IDLE, null, null);
  173. // Stop AI task and detach AI from NPC
  174. if (_aiTask != null)
  175. {
  176. _aiTask.cancel(true);
  177. _aiTask = null;
  178. }
  179. // Cancel the AI
  180. _accessor.detachAI();
  181. return;
  182. }
  183. }
  184. // Set the Intention of this L2AttackableAI to intention
  185. super.changeIntention(intention, arg0, arg1);
  186. // If not idle - create an AI task (schedule onEvtThink repeatedly)
  187. if (_aiTask == null)
  188. {
  189. _aiTask = ThreadPoolManager.getInstance().scheduleAiAtFixedRate(this, 1000, 1000);
  190. }
  191. }
  192. /**
  193. * Manage the Attack Intention : Stop current Attack (if necessary), Calculate attack timeout, Start a new Attack and Launch Think Event.<BR><BR>
  194. *
  195. * @param target The L2Character to attack
  196. *
  197. */
  198. @Override
  199. protected void onIntentionAttack(L2Character target)
  200. {
  201. // Calculate the attack timeout
  202. _attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks();
  203. // Manage the Attack Intention : Stop current Attack (if necessary), Start a new Attack and Launch Think Event
  204. //if (_actor.getTarget() != null)
  205. super.onIntentionAttack(target);
  206. }
  207. /**
  208. * Manage AI standard thinks of a L2Attackable (called by onEvtThink).<BR><BR>
  209. *
  210. * <B><U> Actions</U> :</B><BR><BR>
  211. * <li>Update every 1s the _globalAggro counter to come close to 0</li>
  212. * <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>
  213. * <li>If the actor can't attack, order to it to return to its home location</li>
  214. *
  215. */
  216. private void thinkActive()
  217. {
  218. L2Attackable npc = (L2Attackable) _actor;
  219. // Update every 1s the _globalAggro counter to come close to 0
  220. if (_globalAggro != 0)
  221. {
  222. if (_globalAggro < 0)
  223. _globalAggro++;
  224. else
  225. _globalAggro--;
  226. }
  227. // Add all autoAttackable L2Character in L2Attackable Aggro Range to its _aggroList with 0 damage and 1 hate
  228. // A L2Attackable isn't aggressive during 10s after its spawn because _globalAggro is set to -10
  229. if (_globalAggro >= 0)
  230. {
  231. for (L2Character target : npc.getKnownList().getKnownCharactersInRadius(_attackRange))
  232. {
  233. if (target == null)
  234. continue;
  235. if (autoAttackCondition(target)) // check aggression
  236. {
  237. // Get the hate level of the L2Attackable against this L2Character target contained in _aggroList
  238. int hating = npc.getHating(target);
  239. // Add the attacker to the L2Attackable _aggroList with 0 damage and 1 hate
  240. if (hating == 0)
  241. npc.addDamageHate(target, 0, 1);
  242. }
  243. }
  244. // Chose a target from its aggroList
  245. L2Character hated;
  246. if (_actor.isConfused())
  247. hated = getAttackTarget(); // Force mobs to attack anybody if confused
  248. else
  249. hated = npc.getMostHated();
  250. //_mostHatedAnalysis.Update(hated);
  251. // Order to the L2Attackable to attack the target
  252. if (hated != null)
  253. {
  254. // Get the hate level of the L2Attackable against this L2Character target contained in _aggroList
  255. int aggro = npc.getHating(hated);
  256. if (aggro + _globalAggro > 0)
  257. {
  258. // Set the L2Character movement type to run and send Server->Client packet ChangeMoveType to all others L2PcInstance
  259. if (!_actor.isRunning())
  260. _actor.setRunning();
  261. // Set the AI Intention to AI_INTENTION_ATTACK
  262. setIntention(CtrlIntention.AI_INTENTION_ATTACK, hated, null);
  263. }
  264. return;
  265. }
  266. }
  267. // Order to the L2SiegeGuardInstance to return to its home location because there's no target to attack
  268. ((L2SiegeGuardInstance) _actor).returnHome();
  269. return;
  270. }
  271. /**
  272. * Manage AI attack thinks of a L2Attackable (called by onEvtThink).<BR><BR>
  273. *
  274. * <B><U> Actions</U> :</B><BR><BR>
  275. * <li>Update the attack timeout if actor is running</li>
  276. * <li>If target is dead or timeout is expired, stop this attack and set the Intention to AI_INTENTION_ACTIVE</li>
  277. * <li>Call all L2Object of its Faction inside the Faction Range</li>
  278. * <li>Chose a target and order to attack it with magic skill or physical attack</li><BR><BR>
  279. *
  280. * TODO: Manage casting rules to healer mobs (like Ant Nurses)
  281. *
  282. */
  283. private void thinkAttack()
  284. {
  285. if (Config.DEBUG)
  286. _log.info("L2SiegeGuardAI.thinkAttack(); timeout=" + (_attackTimeout - GameTimeController.getGameTicks()));
  287. if (_attackTimeout < GameTimeController.getGameTicks())
  288. {
  289. // Check if the actor is running
  290. if (_actor.isRunning())
  291. {
  292. // Set the actor movement type to walk and send Server->Client packet ChangeMoveType to all others L2PcInstance
  293. _actor.setWalking();
  294. // Calculate a new attack timeout
  295. _attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks();
  296. }
  297. }
  298. L2Character attackTarget = getAttackTarget();
  299. // Check if target is dead or if timeout is expired to stop this attack
  300. if (attackTarget == null || attackTarget.isAlikeDead() || _attackTimeout < GameTimeController.getGameTicks())
  301. {
  302. // Stop hating this target after the attack timeout or if target is dead
  303. if (attackTarget != null)
  304. {
  305. L2Attackable npc = (L2Attackable) _actor;
  306. npc.stopHating(attackTarget);
  307. }
  308. // Cancel target and timeout
  309. _attackTimeout = Integer.MAX_VALUE;
  310. setAttackTarget(null);
  311. // Set the AI Intention to AI_INTENTION_ACTIVE
  312. setIntention(AI_INTENTION_ACTIVE, null, null);
  313. _actor.setWalking();
  314. return;
  315. }
  316. factionNotifyAndSupport();
  317. attackPrepare();
  318. }
  319. private final void factionNotifyAndSupport()
  320. {
  321. L2Character target = getAttackTarget();
  322. // Call all L2Object of its Faction inside the Faction Range
  323. if (((L2NpcInstance) _actor).getFactionId() == null || target == null)
  324. return;
  325. if (target.isInvul())
  326. return; // speeding it up for siege guards
  327. if (Rnd.get(10) > 4) return; // test for reducing CPU load
  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 (!npc.isDead() && 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. L2Character attackTarget = getAttackTarget();
  416. try
  417. {
  418. _actor.setTarget(attackTarget);
  419. skills = _actor.getAllSkills();
  420. dist_2 = _actor.getPlanDistanceSq(attackTarget.getX(), attackTarget.getY());
  421. range = _actor.getPhysicalAttackRange() + _actor.getTemplate().collisionRadius + attackTarget.getTemplate().collisionRadius;
  422. if (attackTarget.isMoving())
  423. range += 50;
  424. }
  425. catch (NullPointerException e)
  426. {
  427. //_log.warning("AttackableAI: Attack target is NULL.");
  428. _actor.setTarget(null);
  429. setIntention(AI_INTENTION_IDLE, null, null);
  430. return;
  431. }
  432. // never attack defenders
  433. if (attackTarget instanceof L2PcInstance && sGuard.getCastle().getSiege().checkIsDefender(((L2PcInstance) attackTarget).getClan()))
  434. {
  435. // Cancel the target
  436. sGuard.stopHating(attackTarget);
  437. _actor.setTarget(null);
  438. setIntention(AI_INTENTION_IDLE, null, null);
  439. return;
  440. }
  441. if (!GeoData.getInstance().canSeeTarget(_actor, attackTarget))
  442. {
  443. // Siege guards differ from normal mobs currently:
  444. // If target cannot seen, don't attack any more
  445. sGuard.stopHating(attackTarget);
  446. _actor.setTarget(null);
  447. setIntention(AI_INTENTION_IDLE, null, null);
  448. return;
  449. }
  450. // Check if the actor isn't muted and if it is far from target
  451. if (!_actor.isMuted() && dist_2 > range * range)
  452. {
  453. // check for long ranged skills and heal/buff skills
  454. for (L2Skill sk : skills)
  455. {
  456. int castRange = sk.getCastRange();
  457. if ((dist_2 <= castRange * castRange) && castRange > 70 && !_actor.isSkillDisabled(sk.getId()) && _actor.getCurrentMp() >= _actor.getStat().getMpConsume(sk) && !sk.isPassive())
  458. {
  459. L2Object OldTarget = _actor.getTarget();
  460. if (sk.getSkillType() == L2SkillType.BUFF || sk.getSkillType() == L2SkillType.HEAL)
  461. {
  462. boolean useSkillSelf = true;
  463. if (sk.getSkillType() == L2SkillType.HEAL && _actor.getCurrentHp() > (int) (_actor.getMaxHp() / 1.5))
  464. {
  465. useSkillSelf = false;
  466. break;
  467. }
  468. if (sk.getSkillType() == L2SkillType.BUFF)
  469. {
  470. L2Effect[] effects = _actor.getAllEffects();
  471. for (int i = 0; effects != null && i < effects.length; i++)
  472. {
  473. L2Effect effect = effects[i];
  474. if (effect.getSkill() == sk)
  475. {
  476. useSkillSelf = false;
  477. break;
  478. }
  479. }
  480. }
  481. if (useSkillSelf)
  482. _actor.setTarget(_actor);
  483. }
  484. clientStopMoving(null);
  485. _accessor.doCast(sk);
  486. _actor.setTarget(OldTarget);
  487. return;
  488. }
  489. }
  490. // Check if the L2SiegeGuardInstance is attacking, knows the target and can't run
  491. if (!(_actor.isAttackingNow()) && (_actor.getRunSpeed() == 0) && (_actor.getKnownList().knowsObject(attackTarget)))
  492. {
  493. // Cancel the target
  494. _actor.getKnownList().removeKnownObject(attackTarget);
  495. _actor.setTarget(null);
  496. setIntention(AI_INTENTION_IDLE, null, null);
  497. }
  498. else
  499. {
  500. double dx = _actor.getX() - attackTarget.getX();
  501. double dy = _actor.getY() - attackTarget.getY();
  502. double dz = _actor.getZ() - attackTarget.getZ();
  503. double homeX = attackTarget.getX() - sGuard.getSpawn().getLocx();
  504. double homeY = attackTarget.getY() - sGuard.getSpawn().getLocy();
  505. // Check if the L2SiegeGuardInstance isn't too far from it's home location
  506. if ((dx * dx + dy * dy > 10000) && (homeX * homeX + homeY * homeY > 3240000) // 1800 * 1800
  507. && (_actor.getKnownList().knowsObject(attackTarget)))
  508. {
  509. // Cancel the target
  510. _actor.getKnownList().removeKnownObject(attackTarget);
  511. _actor.setTarget(null);
  512. setIntention(AI_INTENTION_IDLE, null, null);
  513. }
  514. else
  515. // Move the actor to Pawn server side AND client side by sending Server->Client packet MoveToPawn (broadcast)
  516. {
  517. // Temporary hack for preventing guards jumping off towers,
  518. // before replacing this with effective geodata checks and AI modification
  519. if (dz * dz < 170 * 170) // normally 130 if guard z coordinates correct
  520. {
  521. if (_selfAnalysis.isHealer)
  522. return;
  523. if (_selfAnalysis.isMage)
  524. range = _selfAnalysis.maxCastRange - 50;
  525. if (attackTarget.isMoving())
  526. moveToPawn(attackTarget, range - 70);
  527. else
  528. moveToPawn(attackTarget, range);
  529. }
  530. }
  531. }
  532. return;
  533. }
  534. // Else, if the actor is muted and far from target, just "move to pawn"
  535. else if (_actor.isMuted() && dist_2 > range * range && !_selfAnalysis.isHealer)
  536. {
  537. // Temporary hack for preventing guards jumping off towers,
  538. // before replacing this with effective geodata checks and AI modification
  539. double dz = _actor.getZ() - attackTarget.getZ();
  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 (attackTarget.isMoving())
  545. moveToPawn(attackTarget, range - 70);
  546. else
  547. moveToPawn(attackTarget, range);
  548. }
  549. return;
  550. }
  551. // Else, if this is close enough to attack
  552. else if (dist_2 <= range * range)
  553. {
  554. // Force mobs to attack anybody if confused
  555. L2Character hated = null;
  556. if (_actor.isConfused())
  557. hated = attackTarget;
  558. else
  559. hated = ((L2Attackable) _actor).getMostHated();
  560. if (hated == null)
  561. {
  562. setIntention(AI_INTENTION_ACTIVE, null, null);
  563. return;
  564. }
  565. if (hated != attackTarget)
  566. attackTarget = hated;
  567. _attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks();
  568. // check for close combat skills && heal/buff skills
  569. if (!_actor.isMuted() && Rnd.nextInt(100) <= 5)
  570. {
  571. for (L2Skill sk : skills)
  572. {
  573. int castRange = sk.getCastRange();
  574. if (castRange * castRange >= dist_2 && !sk.isPassive() && _actor.getCurrentMp() >= _actor.getStat().getMpConsume(sk) && !_actor.isSkillDisabled(sk.getId()))
  575. {
  576. L2Object OldTarget = _actor.getTarget();
  577. if (sk.getSkillType() == L2SkillType.BUFF || sk.getSkillType() == L2SkillType.HEAL)
  578. {
  579. boolean useSkillSelf = true;
  580. if (sk.getSkillType() == L2SkillType.HEAL && _actor.getCurrentHp() > (int) (_actor.getMaxHp() / 1.5))
  581. {
  582. useSkillSelf = false;
  583. break;
  584. }
  585. if (sk.getSkillType() == L2SkillType.BUFF)
  586. {
  587. L2Effect[] effects = _actor.getAllEffects();
  588. for (int i = 0; effects != null && i < effects.length; i++)
  589. {
  590. L2Effect effect = effects[i];
  591. if (effect.getSkill() == sk)
  592. {
  593. useSkillSelf = false;
  594. break;
  595. }
  596. }
  597. }
  598. if (useSkillSelf)
  599. _actor.setTarget(_actor);
  600. }
  601. clientStopMoving(null);
  602. _accessor.doCast(sk);
  603. _actor.setTarget(OldTarget);
  604. return;
  605. }
  606. }
  607. }
  608. // Finally, do the physical attack itself
  609. if (!_selfAnalysis.isHealer)
  610. _accessor.doAttack(attackTarget);
  611. }
  612. }
  613. /**
  614. * Manage AI thinking actions of a L2Attackable.<BR><BR>
  615. */
  616. @Override
  617. protected void onEvtThink()
  618. {
  619. // if(getIntention() != AI_INTENTION_IDLE && (!_actor.isVisible() || !_actor.hasAI() || !_actor.isKnownPlayers()))
  620. // setIntention(AI_INTENTION_IDLE);
  621. // Check if the thinking action is already in progress
  622. if (_thinking || _actor.isCastingNow() || _actor.isAllSkillsDisabled())
  623. return;
  624. // Start thinking action
  625. _thinking = true;
  626. try
  627. {
  628. // Manage AI thinks of a L2Attackable
  629. if (getIntention() == AI_INTENTION_ACTIVE)
  630. thinkActive();
  631. else if (getIntention() == AI_INTENTION_ATTACK)
  632. thinkAttack();
  633. }
  634. finally
  635. {
  636. // Stop thinking action
  637. _thinking = false;
  638. }
  639. }
  640. /**
  641. * Launch actions corresponding to the Event Attacked.<BR><BR>
  642. *
  643. * <B><U> Actions</U> :</B><BR><BR>
  644. * <li>Init the attack : Calculate the attack timeout, Set the _globalAggro to 0, Add the attacker to the actor _aggroList</li>
  645. * <li>Set the L2Character movement type to run and send Server->Client packet ChangeMoveType to all others L2PcInstance</li>
  646. * <li>Set the Intention to AI_INTENTION_ATTACK</li><BR><BR>
  647. *
  648. * @param attacker The L2Character that attacks the actor
  649. *
  650. */
  651. @Override
  652. protected void onEvtAttacked(L2Character attacker)
  653. {
  654. // Calculate the attack timeout
  655. _attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks();
  656. // Set the _globalAggro to 0 to permit attack even just after spawn
  657. if (_globalAggro < 0)
  658. _globalAggro = 0;
  659. // Add the attacker to the _aggroList of the actor
  660. ((L2Attackable) _actor).addDamageHate(attacker, 0, 1);
  661. // Set the L2Character movement type to run and send Server->Client packet ChangeMoveType to all others L2PcInstance
  662. if (!_actor.isRunning())
  663. _actor.setRunning();
  664. // Set the Intention to AI_INTENTION_ATTACK
  665. if (getIntention() != AI_INTENTION_ATTACK)
  666. {
  667. setIntention(CtrlIntention.AI_INTENTION_ATTACK, attacker, null);
  668. }
  669. super.onEvtAttacked(attacker);
  670. }
  671. /**
  672. * Launch actions corresponding to the Event Aggression.<BR><BR>
  673. *
  674. * <B><U> Actions</U> :</B><BR><BR>
  675. * <li>Add the target to the actor _aggroList or update hate if already present </li>
  676. * <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>
  677. *
  678. * @param attacker The L2Character that attacks
  679. * @param aggro The value of hate to add to the actor against the target
  680. *
  681. */
  682. @Override
  683. protected void onEvtAggression(L2Character target, int aggro)
  684. {
  685. if (_actor == null)
  686. return;
  687. L2Attackable me = (L2Attackable) _actor;
  688. if (target != null)
  689. {
  690. // Add the target to the actor _aggroList or update hate if already present
  691. me.addDamageHate(target, 0, aggro);
  692. // Get the hate of the actor against the target
  693. aggro = me.getHating(target);
  694. if (aggro <= 0)
  695. {
  696. if (me.getMostHated() == null)
  697. {
  698. _globalAggro = -25;
  699. me.clearAggroList();
  700. setIntention(AI_INTENTION_IDLE, null, null);
  701. }
  702. return;
  703. }
  704. // Set the actor AI Intention to AI_INTENTION_ATTACK
  705. if (getIntention() != CtrlIntention.AI_INTENTION_ATTACK)
  706. {
  707. // Set the L2Character movement type to run and send Server->Client packet ChangeMoveType to all others L2PcInstance
  708. if (!_actor.isRunning())
  709. _actor.setRunning();
  710. L2SiegeGuardInstance sGuard = (L2SiegeGuardInstance) _actor;
  711. double homeX = target.getX() - sGuard.getSpawn().getLocx();
  712. double homeY = target.getY() - sGuard.getSpawn().getLocy();
  713. // Check if the L2SiegeGuardInstance is not too far from its home location
  714. if (homeX * homeX + homeY * homeY < 3240000) // 1800 * 1800
  715. setIntention(CtrlIntention.AI_INTENTION_ATTACK, target, null);
  716. }
  717. }
  718. else
  719. {
  720. // currently only for setting lower general aggro
  721. if (aggro >= 0)
  722. return;
  723. L2Character mostHated = me.getMostHated();
  724. if (mostHated == null)
  725. {
  726. _globalAggro = -25;
  727. return;
  728. }
  729. else
  730. for (L2Character aggroed : me.getAggroListRP().keySet())
  731. me.addDamageHate(aggroed, 0, aggro);
  732. aggro = me.getHating(mostHated);
  733. if (aggro <= 0)
  734. {
  735. _globalAggro = -25;
  736. me.clearAggroList();
  737. setIntention(AI_INTENTION_IDLE, null, null);
  738. }
  739. }
  740. }
  741. @Override
  742. protected void onEvtDead()
  743. {
  744. stopAITask();
  745. super.onEvtDead();
  746. }
  747. public void stopAITask()
  748. {
  749. if (_aiTask != null)
  750. {
  751. _aiTask.cancel(false);
  752. _aiTask = null;
  753. }
  754. _accessor.detachAI();
  755. }
  756. }