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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 static net.sf.l2j.gameserver.ai.CtrlIntention.AI_INTENTION_ACTIVE;
- import static net.sf.l2j.gameserver.ai.CtrlIntention.AI_INTENTION_ATTACK;
- import static net.sf.l2j.gameserver.ai.CtrlIntention.AI_INTENTION_CAST;
- import static net.sf.l2j.gameserver.ai.CtrlIntention.AI_INTENTION_FOLLOW;
- import static net.sf.l2j.gameserver.ai.CtrlIntention.AI_INTENTION_IDLE;
- import static net.sf.l2j.gameserver.ai.CtrlIntention.AI_INTENTION_INTERACT;
- import static net.sf.l2j.gameserver.ai.CtrlIntention.AI_INTENTION_MOVE_TO;
- import static net.sf.l2j.gameserver.ai.CtrlIntention.AI_INTENTION_PICK_UP;
- import static net.sf.l2j.gameserver.ai.CtrlIntention.AI_INTENTION_REST;
- import net.sf.l2j.Config;
- import net.sf.l2j.gameserver.Universe;
- import net.sf.l2j.gameserver.model.L2Attackable;
- import net.sf.l2j.gameserver.model.L2CharPosition;
- import net.sf.l2j.gameserver.model.L2Character;
- import net.sf.l2j.gameserver.model.L2Object;
- import net.sf.l2j.gameserver.model.L2Skill;
- import net.sf.l2j.gameserver.model.actor.instance.L2BoatInstance;
- import net.sf.l2j.gameserver.model.actor.instance.L2DoorInstance;
- import net.sf.l2j.gameserver.model.actor.instance.L2NpcInstance;
- import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance;
- import net.sf.l2j.gameserver.model.actor.instance.L2PlayableInstance;
- import net.sf.l2j.gameserver.serverpackets.AutoAttackStop;
- import net.sf.l2j.gameserver.taskmanager.AttackStanceTaskManager;
- /**
- * This class manages AI of L2Character.<BR><BR>
- *
- * L2CharacterAI :<BR><BR>
- * <li>L2AttackableAI</li>
- * <li>L2DoorAI</li>
- * <li>L2PlayerAI</li>
- * <li>L2SummonAI</li><BR><BR>
- *
- */
- public class L2CharacterAI extends AbstractAI
- {
- @Override
- protected void onEvtAttacked(L2Character attacker)
- {
- clientStartAutoAttack();
- }
- /**
- * Constructor of L2CharacterAI.<BR><BR>
- *
- * @param accessor The AI accessor of the L2Character
- *
- */
- public L2CharacterAI(L2Character.AIAccessor accessor)
- {
- super(accessor);
- }
- /**
- * Manage the Idle Intention : Stop Attack, Movement and Stand Up the actor.<BR><BR>
- *
- * <B><U> Actions</U> :</B><BR><BR>
- * <li>Set the AI Intention to AI_INTENTION_IDLE </li>
- * <li>Init cast and attack target </li>
- * <li>Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast) </li>
- * <li>Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast) </li>
- * <li>Stand up the actor server side AND client side by sending Server->Client packet ChangeWaitType (broadcast) </li><BR><BR>
- *
- */
- @Override
- protected void onIntentionIdle()
- {
- // Set the AI Intention to AI_INTENTION_IDLE
- changeIntention(AI_INTENTION_IDLE, null, null);
- // Init cast and attack target
- setCastTarget(null);
- setAttackTarget(null);
- // Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)
- clientStopMoving(null);
- // Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)
- clientStopAutoAttack();
- }
- /**
- * Manage the Active Intention : Stop Attack, Movement and Launch Think Event.<BR><BR>
- *
- * <B><U> Actions</U> : <I>if the Intention is not already Active</I></B><BR><BR>
- * <li>Set the AI Intention to AI_INTENTION_ACTIVE </li>
- * <li>Init cast and attack target </li>
- * <li>Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast) </li>
- * <li>Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast) </li>
- * <li>Launch the Think Event </li><BR><BR>
- *
- */
- @Override
- protected void onIntentionActive()
- {
- // Check if the Intention is not already Active
- if (getIntention() != AI_INTENTION_ACTIVE)
- {
- // Set the AI Intention to AI_INTENTION_ACTIVE
- changeIntention(AI_INTENTION_ACTIVE, null, null);
- // Init cast and attack target
- setCastTarget(null);
- setAttackTarget(null);
- // Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)
- clientStopMoving(null);
- // Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)
- clientStopAutoAttack();
- // Also enable random animations for this L2Character if allowed
- // This is only for mobs - town npcs are handled in their constructor
- if (_actor instanceof L2Attackable)
- ((L2NpcInstance)_actor).startRandomAnimationTimer();
- // Launch the Think Event
- onEvtThink();
- }
- }
- /**
- * Manage the Rest Intention.<BR><BR>
- *
- * <B><U> Actions</U> : </B><BR><BR>
- * <li>Set the AI Intention to AI_INTENTION_IDLE </li><BR><BR>
- *
- */
- @Override
- protected void onIntentionRest()
- {
- // Set the AI Intention to AI_INTENTION_IDLE
- setIntention(AI_INTENTION_IDLE);
- }
- /**
- * Manage the Attack Intention : Stop current Attack (if necessary), Start a new Attack and Launch Think Event.<BR><BR>
- *
- * <B><U> Actions</U> : </B><BR><BR>
- * <li>Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast) </li>
- * <li>Set the Intention of this AI to AI_INTENTION_ATTACK </li>
- * <li>Set or change the AI attack target </li>
- * <li>Start the actor Auto Attack client side by sending Server->Client packet AutoAttackStart (broadcast) </li>
- * <li>Launch the Think Event </li><BR><BR>
- *
- *
- * <B><U> Overridden in</U> :</B><BR><BR>
- * <li>L2AttackableAI : Calculate attack timeout</li><BR><BR>
- *
- */
- @Override
- protected void onIntentionAttack(L2Character target)
- {
- if (target == null)
- {
- clientActionFailed();
- return;
- }
- if (getIntention() == AI_INTENTION_REST)
- {
- // Cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor
- clientActionFailed();
- return;
- }
- if (_actor.isAllSkillsDisabled() || _actor.isAfraid())
- {
- // Cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor
- clientActionFailed();
- return;
- }
- // Check if the Intention is already AI_INTENTION_ATTACK
- if (getIntention() == AI_INTENTION_ATTACK)
- {
- // Check if the AI already targets the L2Character
- if (getAttackTarget() != target)
- {
- // Set the AI attack target (change target)
- setAttackTarget(target);
- stopFollow();
- // Launch the Think Event
- notifyEvent(CtrlEvent.EVT_THINK, null);
- }
- else
- clientActionFailed(); // else client freezes until cancel target
- }
- else
- {
- // Set the Intention of this AbstractAI to AI_INTENTION_ATTACK
- changeIntention(AI_INTENTION_ATTACK, target, null);
- // Set the AI attack target
- setAttackTarget(target);
- stopFollow();
- // Launch the Think Event
- notifyEvent(CtrlEvent.EVT_THINK, null);
- }
- }
- /**
- * Manage the Cast Intention : Stop current Attack, Init the AI in order to cast and Launch Think Event.<BR><BR>
- *
- * <B><U> Actions</U> : </B><BR><BR>
- * <li>Set the AI cast target </li>
- * <li>Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast) </li>
- * <li>Cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor </li>
- * <li>Set the AI skill used by INTENTION_CAST </li>
- * <li>Set the Intention of this AI to AI_INTENTION_CAST </li>
- * <li>Launch the Think Event </li><BR><BR>
- *
- */
- @Override
- protected void onIntentionCast(L2Skill skill, L2Object target)
- {
- if (getIntention() == AI_INTENTION_REST && skill.isMagic())
- {
- clientActionFailed();
- return;
- }
- if (_actor.isAllSkillsDisabled())
- {
- // Cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor
- clientActionFailed();
- return;
- }
- // can't cast if muted
- if (_actor.isMuted() && skill.isMagic())
- {
- // Cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor
- clientActionFailed();
- return;
- }
- // Set the AI cast target
- setCastTarget((L2Character) target);
- // Stop actions client-side to cast the skill
- if (skill.getHitTime() > 50)
- {
- // Abort the attack of the L2Character and send Server->Client ActionFailed packet
- _actor.abortAttack();
- // Cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor
- // no need for second ActionFailed packet, abortAttack() already sent it
- //clientActionFailed();
- }
- // Set the AI skill used by INTENTION_CAST
- _skill = skill;
- // Change the Intention of this AbstractAI to AI_INTENTION_CAST
- changeIntention(AI_INTENTION_CAST, skill, target);
- // Launch the Think Event
- notifyEvent(CtrlEvent.EVT_THINK, null);
- }
- /**
- * Manage the Move To Intention : Stop current Attack and Launch a Move to Location Task.<BR><BR>
- *
- * <B><U> Actions</U> : </B><BR><BR>
- * <li>Stop the actor auto-attack server side AND client side by sending Server->Client packet AutoAttackStop (broadcast) </li>
- * <li>Set the Intention of this AI to AI_INTENTION_MOVE_TO </li>
- * <li>Move the actor to Location (x,y,z) server side AND client side by sending Server->Client packet CharMoveToLocation (broadcast) </li><BR><BR>
- *
- */
- @Override
- protected void onIntentionMoveTo(L2CharPosition pos)
- {
- if (getIntention() == AI_INTENTION_REST)
- {
- // Cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor
- clientActionFailed();
- return;
- }
- if (_actor.isAllSkillsDisabled())
- {
- // Cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor
- clientActionFailed();
- return;
- }
- // Set the Intention of this AbstractAI to AI_INTENTION_MOVE_TO
- changeIntention(AI_INTENTION_MOVE_TO, pos, null);
- // Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)
- clientStopAutoAttack();
- // Abort the attack of the L2Character and send Server->Client ActionFailed packet
- _actor.abortAttack();
- // Move the actor to Location (x,y,z) server side AND client side by sending Server->Client packet CharMoveToLocation (broadcast)
- moveTo(pos.x, pos.y, pos.z);
- }
- /* (non-Javadoc)
- * @see net.sf.l2j.gameserver.ai.AbstractAI#onIntentionMoveToInABoat(net.sf.l2j.gameserver.model.L2CharPosition, net.sf.l2j.gameserver.model.L2CharPosition)
- */
- @Override
- protected void onIntentionMoveToInABoat(L2CharPosition destination, L2CharPosition origin)
- {
- if (getIntention() == AI_INTENTION_REST)
- {
- // Cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor
- clientActionFailed();
- return;
- }
- if (_actor.isAllSkillsDisabled())
- {
- // Cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor
- clientActionFailed();
- return;
- }
- // Set the Intention of this AbstractAI to AI_INTENTION_MOVE_TO
- //
- //changeIntention(AI_INTENTION_MOVE_TO, new L2CharPosition(((L2PcInstance)_actor).getBoat().getX() - destination.x, ((L2PcInstance)_actor).getBoat().getY() - destination.y, ((L2PcInstance)_actor).getBoat().getZ() - destination.z, 0) , null);
- // Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)
- clientStopAutoAttack();
- // Abort the attack of the L2Character and send Server->Client ActionFailed packet
- _actor.abortAttack();
- // Move the actor to Location (x,y,z) server side AND client side by sending Server->Client packet CharMoveToLocation (broadcast)
- moveToInABoat(destination, origin);
- }
- /**
- * Manage the Follow Intention : Stop current Attack and Launch a Follow Task.<BR><BR>
- *
- * <B><U> Actions</U> : </B><BR><BR>
- * <li>Stop the actor auto-attack server side AND client side by sending Server->Client packet AutoAttackStop (broadcast) </li>
- * <li>Set the Intention of this AI to AI_INTENTION_FOLLOW </li>
- * <li>Create and Launch an AI Follow Task to execute every 1s </li><BR><BR>
- *
- */
- @Override
- protected void onIntentionFollow(L2Character target)
- {
- if (getIntention() == AI_INTENTION_REST)
- {
- // Cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor
- clientActionFailed();
- return;
- }
- if (_actor.isAllSkillsDisabled())
- {
- // Cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor
- clientActionFailed();
- return;
- }
- if (_actor.isImobilised() || _actor.isRooted())
- {
- // Cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor
- clientActionFailed();
- return;
- }
- // Dead actors can`t follow
- if (_actor.isDead())
- {
- clientActionFailed();
- return;
- }
- // do not follow yourself
- if (_actor == target)
- {
- clientActionFailed();
- return;
- }
- // Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)
- clientStopAutoAttack();
- // Set the Intention of this AbstractAI to AI_INTENTION_FOLLOW
- changeIntention(AI_INTENTION_FOLLOW, target, null);
- // Create and Launch an AI Follow Task to execute every 1s
- startFollow(target);
- }
- /**
- * Manage the PickUp Intention : Set the pick up target and Launch a Move To Pawn Task (offset=20).<BR><BR>
- *
- * <B><U> Actions</U> : </B><BR><BR>
- * <li>Set the AI pick up target </li>
- * <li>Set the Intention of this AI to AI_INTENTION_PICK_UP </li>
- * <li>Move the actor to Pawn server side AND client side by sending Server->Client packet MoveToPawn (broadcast) </li><BR><BR>
- *
- */
- @Override
- protected void onIntentionPickUp(L2Object object)
- {
- if (getIntention() == AI_INTENTION_REST)
- {
- // Cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor
- clientActionFailed();
- return;
- }
- if (_actor.isAllSkillsDisabled())
- {
- // Cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor
- clientActionFailed();
- return;
- }
- // Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)
- clientStopAutoAttack();
- // Set the Intention of this AbstractAI to AI_INTENTION_PICK_UP
- changeIntention(AI_INTENTION_PICK_UP, object, null);
- // Set the AI pick up target
- setTarget(object);
- if(object.getX() == 0 && object.getY() == 0) // TODO: Find the drop&spawn bug
- {
- _log.warning("Object in coords 0,0 - using a temporary fix");
- object.setXYZ(getActor().getX(), getActor().getY(), getActor().getZ()+5);
- }
- // Move the actor to Pawn server side AND client side by sending Server->Client packet MoveToPawn (broadcast)
- moveToPawn(object, 20);
- }
- /**
- * Manage the Interact Intention : Set the interact target and Launch a Move To Pawn Task (offset=60).<BR><BR>
- *
- * <B><U> Actions</U> : </B><BR><BR>
- * <li>Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast) </li>
- * <li>Set the AI interact target </li>
- * <li>Set the Intention of this AI to AI_INTENTION_INTERACT </li>
- * <li>Move the actor to Pawn server side AND client side by sending Server->Client packet MoveToPawn (broadcast) </li><BR><BR>
- *
- */
- @Override
- protected void onIntentionInteract(L2Object object)
- {
- if (getIntention() == AI_INTENTION_REST)
- {
- // Cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor
- clientActionFailed();
- return;
- }
- if (_actor.isAllSkillsDisabled())
- {
- // Cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor
- clientActionFailed();
- return;
- }
- // Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)
- clientStopAutoAttack();
- if (getIntention() != AI_INTENTION_INTERACT)
- {
- // Set the Intention of this AbstractAI to AI_INTENTION_INTERACT
- changeIntention(AI_INTENTION_INTERACT, object, null);
- // Set the AI interact target
- setTarget(object);
- // Move the actor to Pawn server side AND client side by sending Server->Client packet MoveToPawn (broadcast)
- moveToPawn(object, 60);
- }
- }
- /**
- * Do nothing.<BR><BR>
- */
- @Override
- protected void onEvtThink()
- {
- // do nothing
- }
- /**
- * Do nothing.<BR><BR>
- */
- @Override
- protected void onEvtAggression(@SuppressWarnings("unused")
- L2Character target, @SuppressWarnings("unused")
- int aggro)
- {
- // do nothing
- }
- /**
- * Launch actions corresponding to the Event Stunned then onAttacked Event.<BR><BR>
- *
- * <B><U> Actions</U> :</B><BR><BR>
- * <li>Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)</li>
- * <li>Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)</li>
- * <li>Break an attack and send Server->Client ActionFailed packet and a System Message to the L2Character </li>
- * <li>Break a cast and send Server->Client ActionFailed packet and a System Message to the L2Character </li>
- * <li>Launch actions corresponding to the Event onAttacked (only for L2AttackableAI after the stunning periode) </li><BR><BR>
- *
- */
- @Override
- protected void onEvtStunned(L2Character attacker)
- {
- // Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)
- _actor.broadcastPacket(new AutoAttackStop(_actor.getObjectId()));
- if (AttackStanceTaskManager.getInstance().getAttackStanceTask(_actor))
- AttackStanceTaskManager.getInstance().removeAttackStanceTask(_actor);
- // Stop Server AutoAttack also
- setAutoAttacking(false);
- // Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)
- clientStopMoving(null);
- // Launch actions corresponding to the Event onAttacked (only for L2AttackableAI after the stunning periode)
- onEvtAttacked(attacker);
- }
- /**
- * Launch actions corresponding to the Event Sleeping.<BR><BR>
- *
- * <B><U> Actions</U> :</B><BR><BR>
- * <li>Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)</li>
- * <li>Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)</li>
- * <li>Break an attack and send Server->Client ActionFailed packet and a System Message to the L2Character </li>
- * <li>Break a cast and send Server->Client ActionFailed packet and a System Message to the L2Character </li><BR><BR>
- *
- */
- @Override
- protected void onEvtSleeping(@SuppressWarnings("unused")
- L2Character attacker)
- {
- // Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)
- _actor.broadcastPacket(new AutoAttackStop(_actor.getObjectId()));
- if (AttackStanceTaskManager.getInstance().getAttackStanceTask(_actor))
- AttackStanceTaskManager.getInstance().removeAttackStanceTask(_actor);
- // stop Server AutoAttack also
- setAutoAttacking(false);
- // Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)
- clientStopMoving(null);
- }
- /**
- * Launch actions corresponding to the Event Rooted.<BR><BR>
- *
- * <B><U> Actions</U> :</B><BR><BR>
- * <li>Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)</li>
- * <li>Launch actions corresponding to the Event onAttacked</li><BR><BR>
- *
- */
- @Override
- protected void onEvtRooted(L2Character attacker)
- {
- // Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)
- //_actor.broadcastPacket(new AutoAttackStop(_actor.getObjectId()));
- //if (AttackStanceTaskManager.getInstance().getAttackStanceTask(_actor))
- // AttackStanceTaskManager.getInstance().removeAttackStanceTask(_actor);
- // Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)
- clientStopMoving(null);
- // Launch actions corresponding to the Event onAttacked
- onEvtAttacked(attacker);
- }
- /**
- * Launch actions corresponding to the Event Confused.<BR><BR>
- *
- * <B><U> Actions</U> :</B><BR><BR>
- * <li>Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)</li>
- * <li>Launch actions corresponding to the Event onAttacked</li><BR><BR>
- *
- */
- @Override
- protected void onEvtConfused(L2Character attacker)
- {
- // Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)
- clientStopMoving(null);
- // Launch actions corresponding to the Event onAttacked
- onEvtAttacked(attacker);
- }
- /**
- * Launch actions corresponding to the Event Muted.<BR><BR>
- *
- * <B><U> Actions</U> :</B><BR><BR>
- * <li>Break a cast and send Server->Client ActionFailed packet and a System Message to the L2Character </li><BR><BR>
- *
- */
- @Override
- protected void onEvtMuted(L2Character attacker)
- {
- // Break a cast and send Server->Client ActionFailed packet and a System Message to the L2Character
- onEvtAttacked(attacker);
- }
- /**
- * Launch actions corresponding to the Event ReadyToAct.<BR><BR>
- *
- * <B><U> Actions</U> :</B><BR><BR>
- * <li>Launch actions corresponding to the Event Think</li><BR><BR>
- *
- */
- @Override
- protected void onEvtReadyToAct()
- {
- // Launch actions corresponding to the Event Think
- onEvtThink();
- }
- /**
- * Do nothing.<BR><BR>
- */
- @Override
- protected void onEvtUserCmd(@SuppressWarnings("unused")
- Object arg0, @SuppressWarnings("unused")
- Object arg1)
- {
- // do nothing
- }
- /**
- * Launch actions corresponding to the Event Arrived.<BR><BR>
- *
- * <B><U> Actions</U> :</B><BR><BR>
- * <li>If the Intention was AI_INTENTION_MOVE_TO, set the Intention to AI_INTENTION_ACTIVE</li>
- * <li>Launch actions corresponding to the Event Think</li><BR><BR>
- *
- */
- @Override
- protected void onEvtArrived()
- {
- // Launch an explore task if necessary
- if (_accessor.getActor() instanceof L2PcInstance)
- {
- if (Config.ACTIVATE_POSITION_RECORDER)
- ((L2PcInstance) _accessor.getActor()).explore();
- ((L2PcInstance) _accessor.getActor()).revalidateZone(true);
- }
- else _accessor.getActor().revalidateZone();
- if (_accessor.getActor().moveToNextRoutePoint())
- return;
- clientStoppedMoving();
- // If the Intention was AI_INTENTION_MOVE_TO, set the Intention to AI_INTENTION_ACTIVE
- if (getIntention() == AI_INTENTION_MOVE_TO) setIntention(AI_INTENTION_ACTIVE);
- // Launch actions corresponding to the Event Think
- onEvtThink();
- if (_actor instanceof L2BoatInstance)
- {
- ((L2BoatInstance) _actor).evtArrived();
- }
- }
- /**
- * Launch actions corresponding to the Event ArrivedRevalidate.<BR><BR>
- *
- * <B><U> Actions</U> :</B><BR><BR>
- * <li>Launch actions corresponding to the Event Think</li><BR><BR>
- *
- */
- @Override
- protected void onEvtArrivedRevalidate()
- {
- // Launch actions corresponding to the Event Think
- onEvtThink();
- }
- /**
- * Launch actions corresponding to the Event ArrivedBlocked.<BR><BR>
- *
- * <B><U> Actions</U> :</B><BR><BR>
- * <li>Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)</li>
- * <li>If the Intention was AI_INTENTION_MOVE_TO, set the Intention to AI_INTENTION_ACTIVE</li>
- * <li>Launch actions corresponding to the Event Think</li><BR><BR>
- *
- */
- @Override
- protected void onEvtArrivedBlocked(L2CharPosition blocked_at_pos)
- {
- // Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)
- clientStopMoving(blocked_at_pos);
- if (Config.ACTIVATE_POSITION_RECORDER
- && Universe.getInstance().shouldLog(_accessor.getActor().getObjectId()))
- {
- if (!_accessor.getActor().isFlying())
- Universe.getInstance().registerObstacle(blocked_at_pos.x, blocked_at_pos.y,
- blocked_at_pos.z);
- if (_accessor.getActor() instanceof L2PcInstance)
- ((L2PcInstance) _accessor.getActor()).explore();
- }
- // If the Intention was AI_INTENTION_MOVE_TO, tet the Intention to AI_INTENTION_ACTIVE
- if (getIntention() == AI_INTENTION_MOVE_TO) setIntention(AI_INTENTION_ACTIVE);
- // Launch actions corresponding to the Event Think
- onEvtThink();
- }
- /**
- * Launch actions corresponding to the Event ForgetObject.<BR><BR>
- *
- * <B><U> Actions</U> :</B><BR><BR>
- * <li>If the object was targeted and the Intention was AI_INTENTION_INTERACT or AI_INTENTION_PICK_UP, set the Intention to AI_INTENTION_ACTIVE</li>
- * <li>If the object was targeted to attack, stop the auto-attack, cancel target and set the Intention to AI_INTENTION_ACTIVE</li>
- * <li>If the object was targeted to cast, cancel target and set the Intention to AI_INTENTION_ACTIVE</li>
- * <li>If the object was targeted to follow, stop the movement, cancel AI Follow Task and set the Intention to AI_INTENTION_ACTIVE</li>
- * <li>If the targeted object was the actor , cancel AI target, stop AI Follow Task, stop the movement and set the Intention to AI_INTENTION_IDLE </li><BR><BR>
- *
- */
- @Override
- protected void onEvtForgetObject(L2Object object)
- {
- // If the object was targeted and the Intention was AI_INTENTION_INTERACT or AI_INTENTION_PICK_UP, set the Intention to AI_INTENTION_ACTIVE
- if (getTarget() == object)
- {
- setTarget(null);
- if (getIntention() == AI_INTENTION_INTERACT) setIntention(AI_INTENTION_ACTIVE);
- else if (getIntention() == AI_INTENTION_PICK_UP) setIntention(AI_INTENTION_ACTIVE);
- }
- // Check if the object was targeted to attack
- if (getAttackTarget() == object)
- {
- // Cancel attack target
- setAttackTarget(null);
- // Set the Intention of this AbstractAI to AI_INTENTION_ACTIVE
- setIntention(AI_INTENTION_ACTIVE);
- }
- // Check if the object was targeted to cast
- if (getCastTarget() == object)
- {
- // Cancel cast target
- setCastTarget(null);
- // Set the Intention of this AbstractAI to AI_INTENTION_ACTIVE
- setIntention(AI_INTENTION_ACTIVE);
- }
- // Check if the object was targeted to follow
- if (getFollowTarget() == object)
- {
- // Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)
- clientStopMoving(null);
- // Stop an AI Follow Task
- stopFollow();
- // Set the Intention of this AbstractAI to AI_INTENTION_ACTIVE
- setIntention(AI_INTENTION_ACTIVE);
- }
- // Check if the targeted object was the actor
- if (_actor == object)
- {
- // Cancel AI target
- setTarget(null);
- setAttackTarget(null);
- setCastTarget(null);
- // Stop an AI Follow Task
- stopFollow();
- // Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)
- clientStopMoving(null);
- // Set the Intention of this AbstractAI to AI_INTENTION_IDLE
- changeIntention(AI_INTENTION_IDLE, null, null);
- }
- }
- /**
- * Launch actions corresponding to the Event Cancel.<BR><BR>
- *
- * <B><U> Actions</U> :</B><BR><BR>
- * <li>Stop an AI Follow Task</li>
- * <li>Launch actions corresponding to the Event Think</li><BR><BR>
- *
- */
- @Override
- protected void onEvtCancel()
- {
- // Stop an AI Follow Task
- stopFollow();
- if (!AttackStanceTaskManager.getInstance().getAttackStanceTask(_actor))
- _actor.broadcastPacket(new AutoAttackStop(_actor.getObjectId()));
- // Launch actions corresponding to the Event Think
- onEvtThink();
- }
- /**
- * Launch actions corresponding to the Event Dead.<BR><BR>
- *
- * <B><U> Actions</U> :</B><BR><BR>
- * <li>Stop an AI Follow Task</li>
- * <li>Kill the actor client side by sending Server->Client packet AutoAttackStop, StopMove/StopRotation, Die (broadcast)</li><BR><BR>
- *
- */
- @Override
- protected void onEvtDead()
- {
- // Stop an AI Follow Task
- stopFollow();
- // Kill the actor client side by sending Server->Client packet AutoAttackStop, StopMove/StopRotation, Die (broadcast)
- clientNotifyDead();
- if (!(_actor instanceof L2PcInstance))
- _actor.setWalking();
- }
- /**
- * Launch actions corresponding to the Event Fake Death.<BR><BR>
- *
- * <B><U> Actions</U> :</B><BR><BR>
- * <li>Stop an AI Follow Task</li>
- *
- */
- @Override
- protected void onEvtFakeDeath()
- {
- // Stop an AI Follow Task
- stopFollow();
- // Stop the actor movement and send Server->Client packet StopMove/StopRotation (broadcast)
- clientStopMoving(null);
- // Init AI
- _intention = AI_INTENTION_IDLE;
- setTarget(null);
- setCastTarget(null);
- setAttackTarget(null);
- }
- /**
- * Do nothing.<BR><BR>
- */
- @Override
- protected void onEvtFinishCasting()
- {
- // do nothing
- }
- /**
- * Manage the Move to Pawn action in function of the distance and of the Interact area.<BR><BR>
- *
- * <B><U> Actions</U> :</B><BR><BR>
- * <li>Get the distance between the current position of the L2Character and the target (x,y)</li>
- * <li>If the distance > offset+20, move the actor (by running) to Pawn server side AND client side by sending Server->Client packet MoveToPawn (broadcast)</li>
- * <li>If the distance <= offset+20, Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)</li><BR><BR>
- *
- * <B><U> Example of use </U> :</B><BR><BR>
- * <li> L2PLayerAI, L2SummonAI</li><BR><BR>
- *
- * @param target The targeted L2Object
- * @param offset The Interact area radius
- *
- * @return True if a movement must be done
- *
- */
- protected boolean maybeMoveToPawn(L2Object target, int offset)
- {
- // Get the distance between the current position of the L2Character and the target (x,y)
- if (target == null)
- {
- _log.warning("maybeMoveToPawn: target == NULL!");
- return false;
- }
- if(offset < 0) return false; // skill radius -1
- offset += _actor.getTemplate().collisionRadius;
- if (target instanceof L2Character)
- offset += ((L2Character)target).getTemplate().collisionRadius;
- if (!_actor.isInsideRadius(target, offset, false, false))
- {
- // Caller should be L2Playable and thinkAttack/thinkCast/thinkInteract/thinkPickUp
- if (getFollowTarget() != null) {
- // prevent attack-follow into peace zones
- if(getAttackTarget() != null && _actor instanceof L2PlayableInstance && target instanceof L2PlayableInstance)
- {
- if(getAttackTarget() == getFollowTarget())
- {
- // allow GMs to keep following
- boolean isGM = (_actor instanceof L2PcInstance ? ((L2PcInstance)_actor).isGM() : false);
- if (((L2PlayableInstance)_actor).isInsidePeaceZone(_actor, target) && !isGM)
- {
- stopFollow();
- setIntention(AI_INTENTION_IDLE);
- return true;
- }
- }
- }
- // if the target is too far (maybe also teleported)
- if (!_actor.isInsideRadius(target, 2000, false, false))
- {
- stopFollow();
- setIntention(AI_INTENTION_IDLE);
- return true;
- }
- // allow larger hit range when the target is moving (check is run only once per second)
- if (!_actor.isInsideRadius(target, offset + 100, false, false)) return true;
- stopFollow();
- return false;
- }
- if (_actor.isMovementDisabled()) return true;
- // If not running, set the L2Character movement type to run and send Server->Client packet ChangeMoveType to all others L2PcInstance
- if (!_actor.isRunning() && !(this instanceof L2PlayerAI)) _actor.setRunning();
- stopFollow();
- if ((target instanceof L2Character) && !(target instanceof L2DoorInstance))
- {
- if (((L2Character)target).isMoving()) offset -= 100;
- if (offset < 5) offset = 5;
- startFollow((L2Character) target, offset);
- }
- else
- {
- // Move the actor to Pawn server side AND client side by sending Server->Client packet MoveToPawn (broadcast)
- moveToPawn(target, offset);
- }
- return true;
- }
- if (getFollowTarget() != null) stopFollow();
- // Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)
- // clientStopMoving(null);
- return false;
- }
- /**
- * Modify current Intention and actions if the target is lost or dead.<BR><BR>
- *
- * <B><U> Actions</U> : <I>If the target is lost or dead</I></B><BR><BR>
- * <li>Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)</li>
- * <li>Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)</li>
- * <li>Set the Intention of this AbstractAI to AI_INTENTION_ACTIVE</li><BR><BR>
- *
- * <B><U> Example of use </U> :</B><BR><BR>
- * <li> L2PLayerAI, L2SummonAI</li><BR><BR>
- *
- * @param target The targeted L2Object
- *
- * @return True if the target is lost or dead (false if fakedeath)
- *
- */
- protected boolean checkTargetLostOrDead(L2Character target)
- {
- if (target == null || target.isAlikeDead())
- {
- //check if player is fakedeath
- if (target != null && target.isFakeDeath())
- {
- target.stopFakeDeath(null);
- return false;
- }
- // Set the Intention of this AbstractAI to AI_INTENTION_ACTIVE
- setIntention(AI_INTENTION_ACTIVE);
- return true;
- }
- return false;
- }
- /**
- * Modify current Intention and actions if the target is lost.<BR><BR>
- *
- * <B><U> Actions</U> : <I>If the target is lost</I></B><BR><BR>
- * <li>Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)</li>
- * <li>Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)</li>
- * <li>Set the Intention of this AbstractAI to AI_INTENTION_ACTIVE</li><BR><BR>
- *
- * <B><U> Example of use </U> :</B><BR><BR>
- * <li> L2PLayerAI, L2SummonAI</li><BR><BR>
- *
- * @param target The targeted L2Object
- *
- * @return True if the target is lost
- *
- */
- protected boolean checkTargetLost(L2Object target)
- {
- // check if player is fakedeath
- if (target instanceof L2PcInstance)
- {
- L2PcInstance target2 = (L2PcInstance) target; //convert object to chara
- if (target2.isFakeDeath())
- {
- target2.stopFakeDeath(null);
- return false;
- }
- }
- if (target == null)
- {
- // Set the Intention of this AbstractAI to AI_INTENTION_ACTIVE
- setIntention(AI_INTENTION_ACTIVE);
- return true;
- }
- return false;
- }
- }
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