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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;
- /**
- * This class contains an enum of each possibles evenements that can happen on an AI character.
- */
- public enum CtrlEvent {
- /** Something has changed, usually a previous step has being completed
- * or maybe was completed, the AI must thing on next action
- */
- EVT_THINK,
- /** The actor was attacked. This event comes each time a physical or magical
- * attack was done on the actor. NPC may start attack in responce, or ignore
- * this event if they already attack someone, or change target and so on.
- */
- EVT_ATTACKED,
- /** Increase/decrease aggression towards a target, or reduce global aggression if target is null */
- EVT_AGGRESSION,
- /** Actor is in stun state */
- EVT_STUNNED,
- /** Actor starts/stops sleeping */
- EVT_SLEEPING,
- /** Actor is in rooted state (cannot move) */
- EVT_ROOTED,
- /** An event that previous action was completed. The action may be an attempt
- * to physically/magically hit an enemy, or an action that discarded
- * attack attempt has finished. */
- EVT_READY_TO_ACT,
- /** User's command, like using a combat magic or changing weapon, etc.
- * The command is not intended to change final goal */
- EVT_USER_CMD,
- /** The actor arrived to assigned location, or it's a time to modify
- * movement destination (follow, interact, random move and others intentions). */
- EVT_ARRIVED,
- /** The actor arrived to an intermidiate point, and needs revalidate destination.
- * This is sent when follow/move to pawn if destination is far away. */
- EVT_ARRIVED_REVALIDATE,
- /** The actor cannot move anymore. */
- EVT_ARRIVED_BLOCKED,
- /** Forgets an object (if it's used as attack target, follow target and so on */
- EVT_FORGET_OBJECT,
- /** Attempt to cancel current step execution, but not change the intention.
- * For example, the actor was putted into a stun, so it's current attack
- * or movement has to be canceled. But after the stun state expired, the
- * actor may try to attack again. Another usage for CANCEL is a user's
- * attempt to cancel a cast/bow attack and so on.
- */
- EVT_CANCEL,
- /** The character is dead */
- EVT_DEAD,
- /** The character looks like dead */
- EVT_FAKE_DEATH,
- /** The character attack anyone randomly **/
- EVT_CONFUSED,
- /** The character cannot cast spells anymore **/
- EVT_MUTED,
- /** The character flee in randoms directions **/
- EVT_AFFRAID,
- /** The character finish casting **/
- EVT_FINISH_CASTING,
- /** The character betrayed its master */
- EVT_BETRAYED
- }
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