123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808 |
- /*
- * 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_ATTACK;
- import static net.sf.l2j.gameserver.ai.CtrlIntention.AI_INTENTION_FOLLOW;
- import static net.sf.l2j.gameserver.ai.CtrlIntention.AI_INTENTION_IDLE;
- import java.util.concurrent.Future;
- import java.util.logging.Level;
- import java.util.logging.Logger;
- import net.sf.l2j.gameserver.GameTimeController;
- import net.sf.l2j.gameserver.ThreadPoolManager;
- 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.L2PcInstance;
- import net.sf.l2j.gameserver.serverpackets.ActionFailed;
- import net.sf.l2j.gameserver.serverpackets.AutoAttackStart;
- import net.sf.l2j.gameserver.serverpackets.AutoAttackStop;
- import net.sf.l2j.gameserver.serverpackets.MoveToLocation;
- import net.sf.l2j.gameserver.serverpackets.Die;
- import net.sf.l2j.gameserver.serverpackets.MoveToLocationInVehicle;
- import net.sf.l2j.gameserver.serverpackets.MoveToPawn;
- import net.sf.l2j.gameserver.serverpackets.StopMove;
- import net.sf.l2j.gameserver.serverpackets.StopRotation;
- import net.sf.l2j.gameserver.taskmanager.AttackStanceTaskManager;
- /**
- * Mother class of all objects AI in the world.<BR><BR>
- *
- * AbastractAI :<BR><BR>
- * <li>L2CharacterAI</li><BR><BR>
- *
- */
- abstract class AbstractAI implements Ctrl
- {
- protected static final Logger _log = Logger.getLogger(AbstractAI.class.getName());
- class FollowTask implements Runnable
- {
- protected int _range = 60;
- public FollowTask()
- {
- }
- public FollowTask(int range)
- {
- _range = range;
- }
- public void run()
- {
- try
- {
- if (_followTask == null) return;
- if (_followTarget == null)
- {
- stopFollow();
- return;
- }
- if (!_actor.isInsideRadius(_followTarget, _range, true, false))
- {
- moveToPawn(_followTarget, _range);
- }
- }
- catch (Throwable t)
- {
- _log.log(Level.WARNING, "", t);
- }
- }
- }
- /** The character that this AI manages */
- protected final L2Character _actor;
- /** An accessor for private methods of the actor */
- protected final L2Character.AIAccessor _accessor;
- /** Current long-term intention */
- protected CtrlIntention _intention = AI_INTENTION_IDLE;
- /** Current long-term intention parameter */
- protected Object _intentionArg0 = null;
- /** Current long-term intention parameter */
- protected Object _intentionArg1 = null;
- /** Flags about client's state, in order to know which messages to send */
- protected boolean _clientMoving;
- /** Flags about client's state, in order to know which messages to send */
- protected boolean _clientAutoAttacking;
- /** Flags about client's state, in order to know which messages to send */
- protected int _clientMovingToPawnOffset;
- /** Different targets this AI maintains */
- private L2Object _target;
- private L2Character _castTarget;
- protected L2Character _attackTarget;
- protected L2Character _followTarget;
- /** The skill we are curently casting by INTENTION_CAST */
- L2Skill _skill;
- /** Diferent internal state flags */
- private int _moveToPawnTimeout;
- protected Future<?> _followTask = null;
- private static final int FOLLOW_INTERVAL = 1000;
- private static final int ATTACK_FOLLOW_INTERVAL = 500;
- /**
- * Constructor of AbstractAI.<BR><BR>
- *
- * @param accessor The AI accessor of the L2Character
- *
- */
- protected AbstractAI(L2Character.AIAccessor accessor)
- {
- _accessor = accessor;
- // Get the L2Character managed by this Accessor AI
- _actor = accessor.getActor();
- }
- /**
- * Return the L2Character managed by this Accessor AI.<BR><BR>
- */
- public L2Character getActor()
- {
- return _actor;
- }
- /**
- * Return the current Intention.<BR><BR>
- */
- public CtrlIntention getIntention()
- {
- return _intention;
- }
- protected synchronized void setCastTarget(L2Character target)
- {
- _castTarget = target;
- }
- /**
- * Return the current cast target.<BR><BR>
- */
- public L2Character getCastTarget()
- {
- return _castTarget;
- }
- protected synchronized void setAttackTarget(L2Character target)
- {
- _attackTarget = target;
- }
- /**
- * Return current attack target.<BR><BR>
- */
- public L2Character getAttackTarget()
- {
- return _attackTarget;
- }
- /**
- * Set the Intention of this AbstractAI.<BR><BR>
- *
- * <FONT COLOR=#FF0000><B> <U>Caution</U> : This method is USED by AI classes</B></FONT><BR><BR>
- *
- * <B><U> Overriden in </U> : </B><BR>
- * <B>L2AttackableAI</B> : Create an AI Task executed every 1s (if necessary)<BR>
- * <B>L2PlayerAI</B> : Stores the current AI intention parameters to later restore it if necessary<BR><BR>
- *
- * @param intention The new Intention to set to the AI
- * @param arg0 The first parameter of the Intention
- * @param arg1 The second parameter of the Intention
- *
- */
- synchronized void changeIntention(CtrlIntention intention, Object arg0, Object arg1)
- {
- /*
- if (Config.DEBUG)
- _log.warning("AbstractAI: changeIntention -> " + intention + " " + arg0 + " " + arg1);
- */
- _intention = intention;
- _intentionArg0 = arg0;
- _intentionArg1 = arg1;
- }
- /**
- * Launch the L2CharacterAI onIntention method corresponding to the new Intention.<BR><BR>
- *
- * <FONT COLOR=#FF0000><B> <U>Caution</U> : Stop the FOLLOW mode if necessary</B></FONT><BR><BR>
- *
- * @param intention The new Intention to set to the AI
- *
- */
- public final void setIntention(CtrlIntention intention)
- {
- setIntention(intention, null, null);
- }
- /**
- * Launch the L2CharacterAI onIntention method corresponding to the new Intention.<BR><BR>
- *
- * <FONT COLOR=#FF0000><B> <U>Caution</U> : Stop the FOLLOW mode if necessary</B></FONT><BR><BR>
- *
- * @param intention The new Intention to set to the AI
- * @param arg0 The first parameter of the Intention (optional target)
- *
- */
- public final void setIntention(CtrlIntention intention, Object arg0)
- {
- setIntention(intention, arg0, null);
- }
- /**
- * Launch the L2CharacterAI onIntention method corresponding to the new Intention.<BR><BR>
- *
- * <FONT COLOR=#FF0000><B> <U>Caution</U> : Stop the FOLLOW mode if necessary</B></FONT><BR><BR>
- *
- * @param intention The new Intention to set to the AI
- * @param arg0 The first parameter of the Intention (optional target)
- * @param arg1 The second parameter of the Intention (optional target)
- *
- */
- public final void setIntention(CtrlIntention intention, Object arg0, Object arg1)
- {
- if (!_actor.isVisible() || !_actor.hasAI()) return;
- /*
- if (Config.DEBUG)
- _log.warning("AbstractAI: setIntention -> " + intention + " " + arg0 + " " + arg1);
- */
- // Stop the follow mode if necessary
- if (intention != AI_INTENTION_FOLLOW && intention != AI_INTENTION_ATTACK) stopFollow();
- // Launch the onIntention method of the L2CharacterAI corresponding to the new Intention
- switch (intention)
- {
- case AI_INTENTION_IDLE:
- onIntentionIdle();
- break;
- case AI_INTENTION_ACTIVE:
- onIntentionActive();
- break;
- case AI_INTENTION_REST:
- onIntentionRest();
- break;
- case AI_INTENTION_ATTACK:
- onIntentionAttack((L2Character) arg0);
- break;
- case AI_INTENTION_CAST:
- onIntentionCast((L2Skill) arg0, (L2Object) arg1);
- break;
- case AI_INTENTION_MOVE_TO:
- onIntentionMoveTo((L2CharPosition) arg0);
- break;
- case AI_INTENTION_MOVE_TO_IN_A_BOAT:
- onIntentionMoveToInABoat((L2CharPosition) arg0, (L2CharPosition) arg1);
- break;
- case AI_INTENTION_FOLLOW:
- onIntentionFollow((L2Character) arg0);
- break;
- case AI_INTENTION_PICK_UP:
- onIntentionPickUp((L2Object) arg0);
- break;
- case AI_INTENTION_INTERACT:
- onIntentionInteract((L2Object) arg0);
- break;
- }
- }
- /**
- * Launch the L2CharacterAI onEvt method corresponding to the Event.<BR><BR>
- *
- * <FONT COLOR=#FF0000><B> <U>Caution</U> : The current general intention won't be change
- * (ex : If the character attack and is stunned, he will attack again after the stunned periode)</B></FONT><BR><BR>
- *
- * @param evt The event whose the AI must be notified
- *
- */
- public final void notifyEvent(CtrlEvent evt)
- {
- notifyEvent(evt, null, null);
- }
- /**
- * Launch the L2CharacterAI onEvt method corresponding to the Event.<BR><BR>
- *
- * <FONT COLOR=#FF0000><B> <U>Caution</U> : The current general intention won't be change
- * (ex : If the character attack and is stunned, he will attack again after the stunned periode)</B></FONT><BR><BR>
- *
- * @param evt The event whose the AI must be notified
- * @param arg0 The first parameter of the Event (optional target)
- *
- */
- public final void notifyEvent(CtrlEvent evt, Object arg0)
- {
- notifyEvent(evt, arg0, null);
- }
- /**
- * Launch the L2CharacterAI onEvt method corresponding to the Event.<BR><BR>
- *
- * <FONT COLOR=#FF0000><B> <U>Caution</U> : The current general intention won't be change
- * (ex : If the character attack and is stunned, he will attack again after the stunned periode)</B></FONT><BR><BR>
- *
- * @param evt The event whose the AI must be notified
- * @param arg0 The first parameter of the Event (optional target)
- * @param arg1 The second parameter of the Event (optional target)
- *
- */
- public final void notifyEvent(CtrlEvent evt, Object arg0, Object arg1)
- {
- if (!_actor.isVisible() || !_actor.hasAI()) return;
- /*
- if (Config.DEBUG)
- _log.warning("AbstractAI: notifyEvent -> " + evt + " " + arg0 + " " + arg1);
- */
- switch (evt)
- {
- case EVT_THINK:
- onEvtThink();
- break;
- case EVT_ATTACKED:
- onEvtAttacked((L2Character) arg0);
- break;
- case EVT_AGGRESSION:
- onEvtAggression((L2Character) arg0, ((Number) arg1).intValue());
- break;
- case EVT_STUNNED:
- onEvtStunned((L2Character) arg0);
- break;
- case EVT_SLEEPING:
- onEvtSleeping((L2Character) arg0);
- break;
- case EVT_ROOTED:
- onEvtRooted((L2Character) arg0);
- break;
- case EVT_CONFUSED:
- onEvtConfused((L2Character) arg0);
- break;
- case EVT_MUTED:
- onEvtMuted((L2Character) arg0);
- break;
- case EVT_READY_TO_ACT:
- onEvtReadyToAct();
- break;
- case EVT_USER_CMD:
- onEvtUserCmd(arg0, arg1);
- break;
- case EVT_ARRIVED:
- onEvtArrived();
- break;
- case EVT_ARRIVED_REVALIDATE:
- onEvtArrivedRevalidate();
- break;
- case EVT_ARRIVED_BLOCKED:
- onEvtArrivedBlocked((L2CharPosition) arg0);
- break;
- case EVT_FORGET_OBJECT:
- onEvtForgetObject((L2Object) arg0);
- break;
- case EVT_CANCEL:
- onEvtCancel();
- break;
- case EVT_DEAD:
- onEvtDead();
- break;
- case EVT_FAKE_DEATH:
- onEvtFakeDeath();
- break;
- case EVT_FINISH_CASTING:
- onEvtFinishCasting();
- break;
- }
- }
- protected abstract void onIntentionIdle();
- protected abstract void onIntentionActive();
- protected abstract void onIntentionRest();
- protected abstract void onIntentionAttack(L2Character target);
- protected abstract void onIntentionCast(L2Skill skill, L2Object target);
- protected abstract void onIntentionMoveTo(L2CharPosition destination);
- protected abstract void onIntentionMoveToInABoat(L2CharPosition destination, L2CharPosition origin);
- protected abstract void onIntentionFollow(L2Character target);
- protected abstract void onIntentionPickUp(L2Object item);
- protected abstract void onIntentionInteract(L2Object object);
- protected abstract void onEvtThink();
- protected abstract void onEvtAttacked(L2Character attacker);
- protected abstract void onEvtAggression(L2Character target, int aggro);
- protected abstract void onEvtStunned(L2Character attacker);
- protected abstract void onEvtSleeping(L2Character attacker);
- protected abstract void onEvtRooted(L2Character attacker);
- protected abstract void onEvtConfused(L2Character attacker);
- protected abstract void onEvtMuted(L2Character attacker);
- protected abstract void onEvtReadyToAct();
- protected abstract void onEvtUserCmd(Object arg0, Object arg1);
- protected abstract void onEvtArrived();
- protected abstract void onEvtArrivedRevalidate();
- protected abstract void onEvtArrivedBlocked(L2CharPosition blocked_at_pos);
- protected abstract void onEvtForgetObject(L2Object object);
- protected abstract void onEvtCancel();
- protected abstract void onEvtDead();
- protected abstract void onEvtFakeDeath();
- protected abstract void onEvtFinishCasting();
- /**
- * Cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor.<BR><BR>
- *
- * <FONT COLOR=#FF0000><B> <U>Caution</U> : Low level function, used by AI subclasses</B></FONT><BR><BR>
- *
- */
- protected void clientActionFailed()
- {
- if (_actor instanceof L2PcInstance) _actor.sendPacket(new ActionFailed());
- }
- /**
- * Move the actor to Pawn server side AND client side by sending Server->Client packet MoveToPawn <I>(broadcast)</I>.<BR><BR>
- *
- * <FONT COLOR=#FF0000><B> <U>Caution</U> : Low level function, used by AI subclasses</B></FONT><BR><BR>
- *
- */
- protected void moveToPawn(L2Object pawn, int offset)
- {
- // Chek if actor can move
- if (!_actor.isMovementDisabled())
- {
- if (offset < 10) offset = 10;
- // prevent possible extra calls to this function (there is none?),
- // also don't send movetopawn packets too often
- boolean sendPacket = true;
- if (_clientMoving && _target == pawn)
- {
- if (_clientMovingToPawnOffset == offset)
- {
- if (GameTimeController.getGameTicks() < _moveToPawnTimeout) return;
- sendPacket = false;
- }
- else if (_actor.isOnGeodataPath())
- {
- // minimum time to calculate new route is 2 seconds
- if (GameTimeController.getGameTicks() < (_moveToPawnTimeout+10)) return;
- }
- }
- // Set AI movement data
- _clientMoving = true;
- _clientMovingToPawnOffset = offset;
- _target = pawn;
- _moveToPawnTimeout = GameTimeController.getGameTicks();
- _moveToPawnTimeout += 1000 / GameTimeController.MILLIS_IN_TICK;
- if (pawn == null || _accessor == null) return;
- // Calculate movement data for a move to location action and add the actor to movingObjects of GameTimeController
- _accessor.moveTo(pawn.getX(), pawn.getY(), pawn.getZ(), offset);
- if (!_actor.isMoving())
- {
- _actor.sendPacket(new ActionFailed());
- return;
- }
- // Send a Server->Client packet MoveToPawn/CharMoveToLocation to the actor and all L2PcInstance in its _knownPlayers
- if (pawn instanceof L2Character) {
- if(_actor.isOnGeodataPath())
- {
- _actor.broadcastPacket(new MoveToLocation(_actor));
- _clientMovingToPawnOffset = 0;
- }
- else if (sendPacket) // don't repeat unnecessarily
- _actor.broadcastPacket(new MoveToPawn(_actor, (L2Character) pawn, offset));
- }
- else
- _actor.broadcastPacket(new MoveToLocation(_actor));
- }
- else
- {
- _actor.sendPacket(new ActionFailed());
- }
- }
- /**
- * Move the actor to Location (x,y,z) server side AND client side by sending Server->Client packet CharMoveToLocation <I>(broadcast)</I>.<BR><BR>
- *
- * <FONT COLOR=#FF0000><B> <U>Caution</U> : Low level function, used by AI subclasses</B></FONT><BR><BR>
- *
- */
- protected void moveTo(int x, int y, int z)
- {
- // Chek if actor can move
- if (!_actor.isMovementDisabled())
- {
- // Set AI movement data
- _clientMoving = true;
- _clientMovingToPawnOffset = 0;
- // Calculate movement data for a move to location action and add the actor to movingObjects of GameTimeController
- _accessor.moveTo(x, y, z);
- // Send a Server->Client packet CharMoveToLocation to the actor and all L2PcInstance in its _knownPlayers
- MoveToLocation msg = new MoveToLocation(_actor);
- _actor.broadcastPacket(msg);
- }
- else
- {
- _actor.sendPacket(new ActionFailed());
- }
- }
- protected void moveToInABoat(L2CharPosition destination, L2CharPosition origin)
- {
- // Chek if actor can move
- if (!_actor.isMovementDisabled())
- {
- /* // Set AI movement data
- _client_moving = true;
- _client_moving_to_pawn_offset = 0;
- // Calculate movement data for a move to location action and add the actor to movingObjects of GameTimeController
- _accessor.moveTo(((L2PcInstance)_actor).getBoat().getX() - destination.x,((L2PcInstance)_actor).getBoat().getY()- destination.y,((L2PcInstance)_actor).getBoat().getZ() - destination.z);
- */
- // Send a Server->Client packet CharMoveToLocation to the actor and all L2PcInstance in its _knownPlayers
- //CharMoveToLocation msg = new CharMoveToLocation(_actor);
- if (((L2PcInstance) _actor).getBoat() != null)
- {
- MoveToLocationInVehicle msg = new MoveToLocationInVehicle(_actor, destination, origin);
- _actor.broadcastPacket(msg);
- }
- }
- else
- {
- _actor.sendPacket(new ActionFailed());
- }
- }
- /**
- * Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation <I>(broadcast)</I>.<BR><BR>
- *
- * <FONT COLOR=#FF0000><B> <U>Caution</U> : Low level function, used by AI subclasses</B></FONT><BR><BR>
- *
- */
- protected void clientStopMoving(L2CharPosition pos)
- {
- /*
- if (Config.DEBUG)
- _log.warning("clientStopMoving();");
- */
- // Stop movement of the L2Character
- if (_actor.isMoving()) _accessor.stopMove(pos);
- _clientMovingToPawnOffset = 0;
- if (_clientMoving || pos != null)
- {
- _clientMoving = false;
- // Send a Server->Client packet StopMove to the actor and all L2PcInstance in its _knownPlayers
- StopMove msg = new StopMove(_actor);
- _actor.broadcastPacket(msg);
- if (pos != null)
- {
- // Send a Server->Client packet StopRotation to the actor and all L2PcInstance in its _knownPlayers
- StopRotation sr = new StopRotation(_actor, pos.heading);
- _actor.sendPacket(sr);
- _actor.broadcastPacket(sr);
- }
- }
- }
- // Client has already arrived to target, no need to force StopMove packet
- protected void clientStoppedMoving()
- {
- if (_clientMovingToPawnOffset > 0) // movetoPawn needs to be stopped
- {
- _clientMovingToPawnOffset = 0;
- StopMove msg = new StopMove(_actor);
- _actor.broadcastPacket(msg);
- }
- _clientMoving = false;
- }
- public boolean isAutoAttacking()
- {
- return _clientAutoAttacking;
- }
- public void setAutoAttacking(boolean isAutoAttacking)
- {
- _clientAutoAttacking = isAutoAttacking;
- }
- /**
- * Start the actor Auto Attack client side by sending Server->Client packet AutoAttackStart <I>(broadcast)</I>.<BR><BR>
- *
- * <FONT COLOR=#FF0000><B> <U>Caution</U> : Low level function, used by AI subclasses</B></FONT><BR><BR>
- *
- */
- public void clientStartAutoAttack()
- {
- if (!isAutoAttacking())
- {
- // Send a Server->Client packet AutoAttackStart to the actor and all L2PcInstance in its _knownPlayers
- _actor.broadcastPacket(new AutoAttackStart(_actor.getObjectId()));
- setAutoAttacking(true);
- }
- AttackStanceTaskManager.getInstance().addAttackStanceTask(_actor);
- }
- /**
- * Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop <I>(broadcast)</I>.<BR><BR>
- *
- * <FONT COLOR=#FF0000><B> <U>Caution</U> : Low level function, used by AI subclasses</B></FONT><BR><BR>
- *
- */
- public void clientStopAutoAttack()
- {
- if (_actor instanceof L2PcInstance)
- {
- if (!AttackStanceTaskManager.getInstance().getAttackStanceTask(_actor) && isAutoAttacking())
- AttackStanceTaskManager.getInstance().addAttackStanceTask(_actor);
- }
- else if (isAutoAttacking())
- {
- _actor.broadcastPacket(new AutoAttackStop(_actor.getObjectId()));
- }
- setAutoAttacking(false);
- }
- /**
- * Kill the actor client side by sending Server->Client packet AutoAttackStop, StopMove/StopRotation, Die <I>(broadcast)</I>.<BR><BR>
- *
- * <FONT COLOR=#FF0000><B> <U>Caution</U> : Low level function, used by AI subclasses</B></FONT><BR><BR>
- *
- */
- protected void clientNotifyDead()
- {
- // Send a Server->Client packet Die to the actor and all L2PcInstance in its _knownPlayers
- Die msg = new Die(_actor);
- _actor.broadcastPacket(msg);
- // Init AI
- _intention = AI_INTENTION_IDLE;
- _target = null;
- _castTarget = null;
- _attackTarget = null;
- // Cancel the follow task if necessary
- stopFollow();
- }
- /**
- * Update the state of this actor client side by sending Server->Client packet MoveToPawn/CharMoveToLocation and AutoAttackStart to the L2PcInstance player.<BR><BR>
- *
- * <FONT COLOR=#FF0000><B> <U>Caution</U> : Low level function, used by AI subclasses</B></FONT><BR><BR>
- *
- * @param player The L2PcIstance to notify with state of this L2Character
- *
- */
- public void describeStateToPlayer(L2PcInstance player)
- {
- if (_clientMoving)
- {
- if (_clientMovingToPawnOffset != 0 && _followTarget != null)
- {
- // Send a Server->Client packet MoveToPawn to the actor and all L2PcInstance in its _knownPlayers
- MoveToPawn msg = new MoveToPawn(_actor, _followTarget, _clientMovingToPawnOffset);
- player.sendPacket(msg);
- }
- else
- {
- // Send a Server->Client packet CharMoveToLocation to the actor and all L2PcInstance in its _knownPlayers
- MoveToLocation msg = new MoveToLocation(_actor);
- player.sendPacket(msg);
- }
- }
- }
- /**
- * Create and Launch an AI Follow Task to execute every 1s.<BR><BR>
- *
- * @param target The L2Character to follow
- *
- */
- public synchronized void startFollow(L2Character target)
- {
- if (_followTask != null)
- {
- _followTask.cancel(false);
- _followTask = null;
- }
- // Create and Launch an AI Follow Task to execute every 1s
- _followTarget = target;
- _followTask = ThreadPoolManager.getInstance().scheduleAiAtFixedRate(new FollowTask(), 5,
- FOLLOW_INTERVAL);
- }
- /**
- * Create and Launch an AI Follow Task to execute every 0.5s, following at specified range.<BR><BR>
- *
- * @param target The L2Character to follow
- *
- */
- public synchronized void startFollow(L2Character target, int range)
- {
- if (_followTask != null)
- {
- _followTask.cancel(false);
- _followTask = null;
- }
- _followTarget = target;
- _followTask = ThreadPoolManager.getInstance().scheduleAiAtFixedRate(new FollowTask(range), 5,
- ATTACK_FOLLOW_INTERVAL);
- }
- /**
- * Stop an AI Follow Task.<BR><BR>
- */
- public synchronized void stopFollow()
- {
- if (_followTask != null)
- {
- // Stop the Follow Task
- _followTask.cancel(false);
- _followTask = null;
- }
- _followTarget = null;
- }
- protected L2Character getFollowTarget()
- {
- return _followTarget;
- }
- protected L2Object getTarget()
- {
- return _target;
- }
- protected synchronized void setTarget(L2Object target)
- {
- _target = target;
- }
- }
|