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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 3 of the License, 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, see <http://www.gnu.org/licenses/>.
- */
- package com.l2jserver.gameserver.ai;
- import static com.l2jserver.gameserver.ai.CtrlIntention.AI_INTENTION_ACTIVE;
- import static com.l2jserver.gameserver.ai.CtrlIntention.AI_INTENTION_ATTACK;
- import static com.l2jserver.gameserver.ai.CtrlIntention.AI_INTENTION_CAST;
- import static com.l2jserver.gameserver.ai.CtrlIntention.AI_INTENTION_FOLLOW;
- import static com.l2jserver.gameserver.ai.CtrlIntention.AI_INTENTION_IDLE;
- import static com.l2jserver.gameserver.ai.CtrlIntention.AI_INTENTION_INTERACT;
- import static com.l2jserver.gameserver.ai.CtrlIntention.AI_INTENTION_MOVE_TO;
- import static com.l2jserver.gameserver.ai.CtrlIntention.AI_INTENTION_PICK_UP;
- import static com.l2jserver.gameserver.ai.CtrlIntention.AI_INTENTION_REST;
- import java.util.List;
- import javolution.util.FastList;
- import com.l2jserver.Config;
- import com.l2jserver.gameserver.GeoData;
- import com.l2jserver.gameserver.instancemanager.WalkingManager;
- import com.l2jserver.gameserver.model.L2CharPosition;
- import com.l2jserver.gameserver.model.L2Effect;
- import com.l2jserver.gameserver.model.L2ItemInstance;
- import com.l2jserver.gameserver.model.L2ItemInstance.ItemLocation;
- import com.l2jserver.gameserver.model.L2Object;
- import com.l2jserver.gameserver.model.L2Skill;
- import com.l2jserver.gameserver.model.actor.L2Attackable;
- import com.l2jserver.gameserver.model.actor.L2Character;
- import com.l2jserver.gameserver.model.actor.L2Npc;
- import com.l2jserver.gameserver.model.actor.L2Playable;
- import com.l2jserver.gameserver.model.actor.instance.L2DoorInstance;
- import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
- import com.l2jserver.gameserver.network.SystemMessageId;
- import com.l2jserver.gameserver.network.serverpackets.ActionFailed;
- import com.l2jserver.gameserver.network.serverpackets.AutoAttackStop;
- import com.l2jserver.gameserver.network.serverpackets.SystemMessage;
- import com.l2jserver.gameserver.taskmanager.AttackStanceTaskManager;
- import com.l2jserver.gameserver.templates.chars.L2NpcTemplate;
- import com.l2jserver.gameserver.templates.item.L2Weapon;
- import com.l2jserver.gameserver.templates.item.L2WeaponType;
- import com.l2jserver.gameserver.templates.skills.L2SkillType;
- import com.l2jserver.gameserver.util.Point3D;
- import com.l2jserver.util.Rnd;
- /**
- * 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
- {
- public static class IntentionCommand
- {
- protected final CtrlIntention _crtlIntention;
- protected final Object _arg0, _arg1;
-
- protected IntentionCommand(CtrlIntention pIntention, Object pArg0, Object pArg1)
- {
- _crtlIntention = pIntention;
- _arg0 = pArg0;
- _arg1 = pArg1;
- }
-
- public CtrlIntention getCtrlIntention()
- {
- return _crtlIntention;
- }
- }
-
- /**
- * Constructor of L2CharacterAI.<BR><BR>
- *
- * @param accessor The AI accessor of the L2Character
- *
- */
- public L2CharacterAI(L2Character.AIAccessor accessor)
- {
- super(accessor);
- }
-
- public IntentionCommand getNextIntention()
- {
- return null;
- }
-
- @Override
- protected void onEvtAttacked(L2Character attacker)
- {
- if (attacker instanceof L2Attackable && !((L2Attackable) attacker).isCoreAIDisabled())
- clientStartAutoAttack();
- }
-
- /**
- * 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)
- ((L2Npc) _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.isCastingNow() || _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();
- _actor.setIsCastingNow(false);
- 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() || _actor.isCastingNow())
- {
- // 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);
- }
-
- /**
- * 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() || _actor.isCastingNow())
- {
- // Cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor
- clientActionFailed();
- return;
- }
-
- if (_actor.isMovementDisabled())
- {
- // 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() || _actor.isCastingNow())
- {
- // 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 (object instanceof L2ItemInstance && ((L2ItemInstance)object).getLocation() != ItemLocation.VOID)
- return;
-
- // 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() || _actor.isCastingNow())
- {
- // 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(L2Character target, 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);
- }
-
- @Override
- protected void onEvtParalyzed(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(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);
- }
-
- /**
- * Do nothing.<BR><BR>
- */
- @Override
- protected void onEvtEvaded(L2Character attacker)
- {
- // do nothing
- }
-
- /**
- * 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(Object arg0, 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()
- {
- _accessor.getActor().revalidateZone(true);
-
- if (_accessor.getActor().moveToNextRoutePoint())
- return;
-
- if (_accessor.getActor() instanceof L2Attackable)
- {
- ((L2Attackable) _accessor.getActor()).setisReturningToSpawnPoint(false);
- }
- clientStoppedMoving();
-
- //Walking Manager support
- if (_actor instanceof L2Npc)
- WalkingManager.getInstance().onArrived((L2Npc) _actor);
-
- // 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();
- }
-
- /**
- * 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)
- {
- // If the Intention was AI_INTENTION_MOVE_TO, set the Intention to AI_INTENTION_ACTIVE
- if (getIntention() == AI_INTENTION_MOVE_TO || getIntention() == AI_INTENTION_CAST)
- setIntention(AI_INTENTION_ACTIVE);
-
- // 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();
- }*/
-
- // 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()
- {
- _actor.abortCast();
-
- // 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 Tasks
- stopAITask();
-
- // Kill the actor client side by sending Server->Client packet AutoAttackStop, StopMove/StopRotation, Die (broadcast)
- clientNotifyDead();
-
- if (!(_actor instanceof L2Playable))
- _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
- }
-
- protected boolean maybeMoveToPosition(Point3D worldPosition, int offset)
- {
- if (worldPosition == null)
- {
- _log.warning("maybeMoveToPosition: worldPosition == NULL!");
- return false;
- }
-
- if (offset < 0)
- return false; // skill radius -1
-
- if (!_actor.isInsideRadius(worldPosition.getX(), worldPosition.getY(), offset + _actor.getTemplate().collisionRadius, false))
- {
- if (_actor.isMovementDisabled())
- return true;
-
- if (!_actor.isRunning() && !(this instanceof L2PlayerAI) && !(this instanceof L2SummonAI))
- _actor.setRunning();
-
- stopFollow();
-
- int x = _actor.getX();
- int y = _actor.getY();
-
- double dx = worldPosition.getX() - x;
- double dy = worldPosition.getY() - y;
-
- double dist = Math.sqrt(dx * dx + dy * dy);
-
- double sin = dy / dist;
- double cos = dx / dist;
-
- dist -= offset - 5;
-
- x += (int) (dist * cos);
- y += (int) (dist * sin);
-
- moveTo(x, y, worldPosition.getZ());
- return true;
- }
-
- if (getFollowTarget() != null)
- stopFollow();
-
- return false;
- }
-
- /**
- * 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)
- {
-
- // 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())
- {
- // If player is trying attack target but he cannot move to attack target
- // change his intention to idle
- if (_actor.getAI().getIntention() == CtrlIntention.AI_INTENTION_ATTACK)
- _actor.getAI().setIntention(CtrlIntention.AI_INTENTION_IDLE);
-
- return true;
- }
-
- // while flying there is no move to cast
- if (_actor.getAI().getIntention() == CtrlIntention.AI_INTENTION_CAST &&
- _actor instanceof L2PcInstance && ((L2PcInstance)_actor).isTransformed())
- {
- if (!((L2PcInstance)_actor).getTransformation().canStartFollowToCast())
- {
- ((L2PcInstance)_actor).sendPacket(SystemMessage.getSystemMessage(SystemMessageId.DIST_TOO_FAR_CASTING_STOPPED));
- ((L2PcInstance)_actor).sendPacket(ActionFailed.STATIC_PACKET);
-
- 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) && !(this instanceof L2SummonAI))
- _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 instanceof L2PcInstance && ((L2PcInstance)target).isFakeDeath())
- {
- target.stopFakeDeath(true);
- 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(true);
- return false;
- }
- }
- if (target == null)
- {
- // Set the Intention of this AbstractAI to AI_INTENTION_ACTIVE
- setIntention(AI_INTENTION_ACTIVE);
- return true;
- }
- if (_actor != null && _skill != null && _skill.isOffensive() && _skill.getSkillRadius() > 0 && Config.GEODATA > 0 && !GeoData.getInstance().canSeeTarget(_actor, target))
- {
- setIntention(AI_INTENTION_ACTIVE);
- return true;
- }
- return false;
- }
-
- protected class SelfAnalysis
- {
- public boolean isMage = false;
- public boolean isBalanced;
- public boolean isArcher = false;
- public boolean isHealer = false;
- public boolean isFighter = false;
- public boolean cannotMoveOnLand = false;
- public List<L2Skill> generalSkills = new FastList<L2Skill>();
- public List<L2Skill> buffSkills = new FastList<L2Skill>();
- public int lastBuffTick = 0;
- public List<L2Skill> debuffSkills = new FastList<L2Skill>();
- public int lastDebuffTick = 0;
- public List<L2Skill> cancelSkills = new FastList<L2Skill>();
- public List<L2Skill> healSkills = new FastList<L2Skill>();
- //public List<L2Skill> trickSkills = new FastList<L2Skill>();
- public List<L2Skill> generalDisablers = new FastList<L2Skill>();
- public List<L2Skill> sleepSkills = new FastList<L2Skill>();
- public List<L2Skill> rootSkills = new FastList<L2Skill>();
- public List<L2Skill> muteSkills = new FastList<L2Skill>();
- public List<L2Skill> resurrectSkills = new FastList<L2Skill>();
- public boolean hasHealOrResurrect = false;
- public boolean hasLongRangeSkills = false;
- public boolean hasLongRangeDamageSkills = false;
- public int maxCastRange = 0;
-
- public SelfAnalysis()
- {
- }
-
- public void init()
- {
- switch (((L2NpcTemplate) _actor.getTemplate()).getAIDataStatic().getAiType())
- {
- case FIGHTER:
- isFighter = true;
- break;
- case MAGE:
- isMage = true;
- break;
- case CORPSE:
- case BALANCED:
- isBalanced = true;
- break;
- case ARCHER:
- isArcher = true;
- break;
- case HEALER:
- isHealer = true;
- break;
- default:
- isFighter = true;
- break;
- }
- // water movement analysis
- if (_actor instanceof L2Npc)
- {
- int npcId = ((L2Npc) _actor).getNpcId();
-
- switch (npcId)
- {
- case 20314: // great white shark
- case 20849: // Light Worm
- cannotMoveOnLand = true;
- break;
- default:
- cannotMoveOnLand = false;
- break;
- }
- }
- // skill analysis
- for (L2Skill sk : _actor.getAllSkills())
- {
- if (sk.isPassive())
- continue;
- int castRange = sk.getCastRange();
- boolean hasLongRangeDamageSkill = false;
- switch (sk.getSkillType())
- {
- case HEAL:
- case HEAL_PERCENT:
- case HEAL_STATIC:
- case BALANCE_LIFE:
- case HOT:
- healSkills.add(sk);
- hasHealOrResurrect = true;
- continue; // won't be considered something for fighting
- case BUFF:
- buffSkills.add(sk);
- continue; // won't be considered something for fighting
- case PARALYZE:
- case STUN:
- // hardcoding petrification until improvements are made to
- // EffectTemplate... petrification is totally different for
- // AI than paralyze
- switch (sk.getId())
- {
- case 367:
- case 4111:
- case 4383:
- case 4616:
- case 4578:
- sleepSkills.add(sk);
- break;
- default:
- generalDisablers.add(sk);
- break;
- }
- break;
- case MUTE:
- muteSkills.add(sk);
- break;
- case SLEEP:
- sleepSkills.add(sk);
- break;
- case ROOT:
- rootSkills.add(sk);
- break;
- case FEAR: // could be used as an alternative for healing?
- case CONFUSION:
- // trickSkills.add(sk);
- case DEBUFF:
- debuffSkills.add(sk);
- break;
- case CANCEL:
- case NEGATE:
- cancelSkills.add(sk);
- break;
- case RESURRECT:
- resurrectSkills.add(sk);
- hasHealOrResurrect = true;
- break;
- case NOTDONE:
- case COREDONE:
- continue; // won't be considered something for fighting
- default:
- generalSkills.add(sk);
- hasLongRangeDamageSkill = true;
- break;
- }
- if (castRange > 70)
- {
- hasLongRangeSkills = true;
- if (hasLongRangeDamageSkill)
- hasLongRangeDamageSkills = true;
- }
- if (castRange > maxCastRange)
- maxCastRange = castRange;
-
- }
- // Because of missing skills, some mages/balanced cannot play like mages
- if (!hasLongRangeDamageSkills && isMage)
- {
- isBalanced = true;
- isMage = false;
- isFighter = false;
- }
- if (!hasLongRangeSkills && (isMage || isBalanced))
- {
- isBalanced = false;
- isMage = false;
- isFighter = true;
- }
- if (generalSkills.isEmpty() && isMage)
- {
- isBalanced = true;
- isMage = false;
- }
- }
- }
-
- protected class TargetAnalysis
- {
- public L2Character character;
- public boolean isMage;
- public boolean isBalanced;
- public boolean isArcher;
- public boolean isFighter;
- public boolean isCanceled;
- public boolean isSlower;
- public boolean isMagicResistant;
-
- public TargetAnalysis()
- {
- }
-
- public void update(L2Character target)
- {
- // update status once in 4 seconds
- if (target == character && Rnd.nextInt(100) > 25)
- return;
- character = target;
- if (target == null)
- return;
- isMage = false;
- isBalanced = false;
- isArcher = false;
- isFighter = false;
- isCanceled = false;
-
- if (target.getMAtk(null, null) > 1.5 * target.getPAtk(null))
- isMage = true;
- else if (target.getPAtk(null) * 0.8 < target.getMAtk(null, null) || target.getMAtk(null, null) * 0.8 > target.getPAtk(null))
- {
- isBalanced = true;
- }
- else
- {
- L2Weapon weapon = target.getActiveWeaponItem();
- if (weapon != null && (weapon.getItemType() == L2WeaponType.BOW || weapon.getItemType() == L2WeaponType.CROSSBOW))
- isArcher = true;
- else
- isFighter = true;
- }
- if (target.getRunSpeed() < _actor.getRunSpeed() - 3)
- isSlower = true;
- else
- isSlower = false;
- if (target.getMDef(null, null) * 1.2 > _actor.getMAtk(null, null))
- isMagicResistant = true;
- else
- isMagicResistant = false;
- if (target.getBuffCount() < 4)
- isCanceled = true;
- }
- }
-
- public boolean canAura(L2Skill sk)
- {
- if(sk.getTargetType() == L2Skill.SkillTargetType.TARGET_AURA
- || sk.getTargetType() == L2Skill.SkillTargetType.TARGET_BEHIND_AURA
- || sk.getTargetType() == L2Skill.SkillTargetType.TARGET_FRONT_AURA
- || (sk.getTargetType() == L2Skill.SkillTargetType.TARGET_AURA_CORPSE_MOB))
- {
- for(L2Object target:_actor.getKnownList().getKnownCharactersInRadius(sk.getSkillRadius()))
- {
- if (target == getAttackTarget())
- return true;
- }
- }
- return false;
- }
-
- public boolean canAOE(L2Skill sk)
- {
- if(sk.getSkillType() != L2SkillType.NEGATE || sk.getSkillType() != L2SkillType.CANCEL)
- {
- if(sk.getTargetType() == L2Skill.SkillTargetType.TARGET_AURA
- || sk.getTargetType() == L2Skill.SkillTargetType.TARGET_BEHIND_AURA
- || sk.getTargetType() == L2Skill.SkillTargetType.TARGET_FRONT_AURA
- || (sk.getTargetType() == L2Skill.SkillTargetType.TARGET_AURA_CORPSE_MOB))
- {
- boolean cancast = true;
- for(L2Character target:_actor.getKnownList().getKnownCharactersInRadius(sk.getSkillRadius()))
- {
- if(!GeoData.getInstance().canSeeTarget(_actor,target))
- continue;
- if(target instanceof L2Attackable)
- {
- L2Npc targets = ((L2Npc)target);
- L2Npc actors = ((L2Npc)_actor);
-
- if(targets.getEnemyClan() == null || actors.getClan() == null || !targets.getEnemyClan().equals(actors.getClan()) || (actors.getClan() == null && actors.getIsChaos() == 0))
- continue;
- }
- L2Effect[] effects = target.getAllEffects();
- for (int i = 0; effects != null && i < effects.length; i++)
- {
- L2Effect effect = effects[i];
- if (effect.getSkill() == sk)
- {
- cancast=false;
- break;
- }
- }
- }
- if(cancast)
- return true;
- }
- else if(sk.getTargetType() == L2Skill.SkillTargetType.TARGET_AREA
- || sk.getTargetType() == L2Skill.SkillTargetType.TARGET_BEHIND_AREA
- || sk.getTargetType() == L2Skill.SkillTargetType.TARGET_FRONT_AREA)
- {
- boolean cancast = true;
- for(L2Character target: getAttackTarget().getKnownList().getKnownCharactersInRadius(sk.getSkillRadius()))
- {
- if(!GeoData.getInstance().canSeeTarget(_actor,target) || target == null)
- continue;
- if(target instanceof L2Attackable)
- {
- L2Npc targets = ((L2Npc)target);
- L2Npc actors = ((L2Npc)_actor);
- if(targets.getEnemyClan() == null || actors.getClan() == null || !targets.getEnemyClan().equals(actors.getClan()) || (actors.getClan() == null && actors.getIsChaos() == 0))
- continue;
- }
- L2Effect[] effects = target.getAllEffects();
- if (effects.length >0)
- cancast = true;
- }
- if(cancast)
- return true;
- }
- }
- else
- {
- if(sk.getTargetType() == L2Skill.SkillTargetType.TARGET_AURA
- || sk.getTargetType() == L2Skill.SkillTargetType.TARGET_BEHIND_AURA
- || sk.getTargetType() == L2Skill.SkillTargetType.TARGET_FRONT_AURA
- || (sk.getTargetType() == L2Skill.SkillTargetType.TARGET_AURA_CORPSE_MOB))
- {
- boolean cancast = false;
- for(L2Character target:_actor.getKnownList().getKnownCharactersInRadius(sk.getSkillRadius()))
- {
- if(!GeoData.getInstance().canSeeTarget(_actor,target))
- continue;
- if(target instanceof L2Attackable)
- {
- L2Npc targets = ((L2Npc)target);
- L2Npc actors = ((L2Npc)_actor);
- if(targets.getEnemyClan() == null || actors.getClan() == null || !targets.getEnemyClan().equals(actors.getClan()) || (actors.getClan() == null && actors.getIsChaos() == 0))
- continue;
- }
- L2Effect[] effects = target.getAllEffects();
- if (effects.length >0)
- cancast = true;
- }
- if(cancast)
- return true;
- }
- else if(sk.getTargetType() == L2Skill.SkillTargetType.TARGET_AREA
- || sk.getTargetType() == L2Skill.SkillTargetType.TARGET_BEHIND_AREA
- || sk.getTargetType() == L2Skill.SkillTargetType.TARGET_FRONT_AREA)
- {
- boolean cancast = true;
- for(L2Character target: getAttackTarget().getKnownList().getKnownCharactersInRadius(sk.getSkillRadius()))
- {
- if(!GeoData.getInstance().canSeeTarget(_actor,target))
- continue;
- if(target instanceof L2Attackable)
- {
- L2Npc targets = ((L2Npc)target);
- L2Npc actors = ((L2Npc)_actor);
- if(targets.getEnemyClan() == null || actors.getClan() == null || !targets.getEnemyClan().equals(actors.getClan()) || (actors.getClan() == null && actors.getIsChaos() == 0))
- continue;
- }
- L2Effect[] effects = target.getAllEffects();
- for (int i = 0; effects != null && i < effects.length; i++)
- {
- L2Effect effect = effects[i];
- if (effect.getSkill() == sk)
- {
- cancast=false;
- break;
- }
- }
- }
- if(cancast)
- return true;
- }
- }
- return false;
- }
- public boolean canParty(L2Skill sk)
- {
- if(sk.getTargetType() == L2Skill.SkillTargetType.TARGET_PARTY)
- {
- int count = 0;
- int ccount = 0;
- for(L2Character target:_actor.getKnownList().getKnownCharactersInRadius(sk.getSkillRadius()))
- {
- if(!(target instanceof L2Attackable) || !GeoData.getInstance().canSeeTarget(_actor,target))
- {
- continue;
- }
- L2Npc targets = ((L2Npc)target);
- L2Npc actors = ((L2Npc)_actor);
- if(actors.getFactionId() != null && targets.getFactionId().equals(actors.getFactionId()))
- {
- count++;
- L2Effect[] effects = target.getAllEffects();
- for (int i = 0; effects != null && i < effects.length; i++)
- {
-
- L2Effect effect = effects[i];
- if (effect.getSkill() == sk)
- {
- ccount++;
- break;
- }
- }
- }
- }
- if(ccount < count)
- return true;
-
- }
- return false;
- }
- public boolean isParty(L2Skill sk)
- {
- if(sk.getTargetType() == L2Skill.SkillTargetType.TARGET_PARTY)
- {
- return true;
- }
- return false;
- }
- }
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