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- /*
- * This program is free software; you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation; either version 2, or (at your option)
- * any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software
- * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
- * 02111-1307, USA.
- *
- * http://www.gnu.org/copyleft/gpl.html
- */
- package net.sf.l2j.gameserver.ai;
- import net.sf.l2j.gameserver.model.L2Character;
- /**
- * Interface of AI and client state.
- *
- * To correctly send messages to client we need it's state.
- * For example, if we've sent 'StartAutoAttack' message, we need to
- * send 'StopAutoAttack' message before any other action. Or
- * if we've sent 'MoveToPawn', we need to send 'StopMove' when
- * the movement of a character is canceled (by Root spell or
- * any other reason). Thus, we need to know the state of
- * client, i.e. which messages we've sent and how the client
- * will show the scene.
- *
- * Close to this task is the task of AI.
- * If a player's character is attacking a mob, his ATTACK may be
- * iterrupted by an event, that temporary disable attacking.
- * But when the possibility to ATTACK will be enabled, the
- * character must continue the ATTACK. For mobs it may be
- * more complex, since we want them to decide when to use magic,
- * or when to follow the player for physical combat, or when to escape,
- * to help another mob, etc.
- *
- * This interface is hiding complexity of server<->client
- * interaction and multiple states of a character. It allows to
- * set a desired, simple "wish" of a character, and the implementation
- * of this interface will take care about the rest.
- * The goal of a character may be like "ATTACK", "random walk" and so on.
- * To reach the goal inplementation will split it into several small
- * actions, several steps (possibly repeatable). Like "run to target"
- * then "hit it", then if target is not dead - repeat.
- * This flow of simplier steps may be interrupted by incoming events.
- * Like a character's movement was disabled (by Root spell, for instance).
- * Depending on character's ability AI may choose to wait, or to use
- * magic ATTACK and so on.
- * Additionally incoming events are compared with client's state
- * of the character, and required network messages are sent to
- * client's, i.e. if we have incoming event that character's movement
- * was disabled, it causes changing if its behavour, and if client's
- * state for the character is "moving" we send messages to clients
- * to stop the avatar/mob.
- *
- */
- public interface Ctrl {
- /** the character this AI serves */
- L2Character getActor();
- /** get current intention */
- CtrlIntention getIntention();
- /** get current ATTACK target */
- L2Character getAttackTarget();
- /** Set general state/intention for AI, with optional data */
- void setIntention(CtrlIntention intention);
- void setIntention(CtrlIntention intention, Object arg0);
- void setIntention(CtrlIntention intention, Object arg0, Object arg1);
- /** Event, that notifies about previous step result, or user command,
- * that does not change current general intention */
- void notifyEvent(CtrlEvent evt);
- void notifyEvent(CtrlEvent evt, Object arg0);
- void notifyEvent(CtrlEvent evt, Object arg0, Object arg1);
- }
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