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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_IDLE;
- import java.util.concurrent.Future;
- import net.sf.l2j.Config;
- import net.sf.l2j.gameserver.GameTimeController;
- import net.sf.l2j.gameserver.GeoData;
- import net.sf.l2j.gameserver.Territory;
- import net.sf.l2j.gameserver.ThreadPoolManager;
- import net.sf.l2j.gameserver.instancemanager.DimensionalRiftManager;
- 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.L2Effect;
- import net.sf.l2j.gameserver.model.L2Object;
- import net.sf.l2j.gameserver.model.L2Skill;
- import net.sf.l2j.gameserver.model.L2Summon;
- import net.sf.l2j.gameserver.model.actor.instance.L2DoorInstance;
- import net.sf.l2j.gameserver.model.actor.instance.L2FestivalMonsterInstance;
- import net.sf.l2j.gameserver.model.actor.instance.L2FolkInstance;
- import net.sf.l2j.gameserver.model.actor.instance.L2FriendlyMobInstance;
- import net.sf.l2j.gameserver.model.actor.instance.L2GuardInstance;
- import net.sf.l2j.gameserver.model.actor.instance.L2MinionInstance;
- import net.sf.l2j.gameserver.model.actor.instance.L2MonsterInstance;
- 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.L2PenaltyMonsterInstance;
- import net.sf.l2j.gameserver.model.actor.instance.L2RaidBossInstance;
- import net.sf.l2j.gameserver.model.actor.instance.L2RiftInvaderInstance;
- import net.sf.l2j.gameserver.templates.L2Weapon;
- import net.sf.l2j.gameserver.templates.L2WeaponType;
- import net.sf.l2j.util.Rnd;
- /**
- * This class manages AI of L2Attackable.<BR><BR>
- *
- */
- public class L2AttackableAI extends L2CharacterAI implements Runnable
- {
- //protected static final Logger _log = Logger.getLogger(L2AttackableAI.class.getName());
- private static final int RANDOM_WALK_RATE = 30; // confirmed
- // private static final int MAX_DRIFT_RANGE = 300;
- private static final int MAX_ATTACK_TIMEOUT = 300; // int ticks, i.e. 30 seconds
- /** The L2Attackable AI task executed every 1s (call onEvtThink method)*/
- private Future<?> _aiTask;
- /** The delay after wich the attacked is stopped */
- private int _attackTimeout;
- /** The L2Attackable aggro counter */
- private int _globalAggro;
- /** The flag used to indicate that a thinking action is in progress */
- private boolean _thinking; // to prevent recursive thinking
- /**
- * Constructor of L2AttackableAI.<BR><BR>
- *
- * @param accessor The AI accessor of the L2Character
- *
- */
- public L2AttackableAI(L2Character.AIAccessor accessor)
- {
- super(accessor);
- _attackTimeout = Integer.MAX_VALUE;
- _globalAggro = -10; // 10 seconds timeout of ATTACK after respawn
- }
- public void run()
- {
- // Launch actions corresponding to the Event Think
- onEvtThink();
- }
- /**
- * Return True if the target is autoattackable (depends on the actor type).<BR><BR>
- *
- * <B><U> Actor is a L2GuardInstance</U> :</B><BR><BR>
- * <li>The target isn't a Folk or a Door</li>
- * <li>The target isn't dead, isn't invulnerable, isn't in silent moving mode AND too far (>100)</li>
- * <li>The target is in the actor Aggro range and is at the same height</li>
- * <li>The L2PcInstance target has karma (=PK)</li>
- * <li>The L2MonsterInstance target is aggressive</li><BR><BR>
- *
- * <B><U> Actor is a L2SiegeGuardInstance</U> :</B><BR><BR>
- * <li>The target isn't a Folk or a Door</li>
- * <li>The target isn't dead, isn't invulnerable, isn't in silent moving mode AND too far (>100)</li>
- * <li>The target is in the actor Aggro range and is at the same height</li>
- * <li>A siege is in progress</li>
- * <li>The L2PcInstance target isn't a Defender</li><BR><BR>
- *
- * <B><U> Actor is a L2FriendlyMobInstance</U> :</B><BR><BR>
- * <li>The target isn't a Folk, a Door or another L2NpcInstance</li>
- * <li>The target isn't dead, isn't invulnerable, isn't in silent moving mode AND too far (>100)</li>
- * <li>The target is in the actor Aggro range and is at the same height</li>
- * <li>The L2PcInstance target has karma (=PK)</li><BR><BR>
- *
- * <B><U> Actor is a L2MonsterInstance</U> :</B><BR><BR>
- * <li>The target isn't a Folk, a Door or another L2NpcInstance</li>
- * <li>The target isn't dead, isn't invulnerable, isn't in silent moving mode AND too far (>100)</li>
- * <li>The target is in the actor Aggro range and is at the same height</li>
- * <li>The actor is Aggressive</li><BR><BR>
- *
- * @param target The targeted L2Object
- *
- */
- private boolean autoAttackCondition(L2Character target)
- {
- if (target == null || !(_actor instanceof L2Attackable)) return false;
- L2Attackable me = (L2Attackable) _actor;
- // Check if the target isn't invulnerable
- if (target.isInvul())
- {
- // However EffectInvincible requires to check GMs specially
- if (target instanceof L2PcInstance && ((L2PcInstance)target).isGM())
- return false;
- if (target instanceof L2Summon && ((L2Summon)target).getOwner().isGM())
- return false;
- }
- // Check if the target isn't a Folk or a Door
- if (target instanceof L2FolkInstance || target instanceof L2DoorInstance) return false;
- // Check if the target isn't dead, is in the Aggro range and is at the same height
- if (target.isAlikeDead()
- || !me.isInsideRadius(target, me.getAggroRange(), false, false)
- || Math.abs(_actor.getZ() - target.getZ()) > 300) return false;
- // Check if the target is a L2PcInstance
- if (target instanceof L2PcInstance)
- {
- // Don't take the aggro if the GM has the access level below or equal to GM_DONT_TAKE_AGGRO
- if (((L2PcInstance)target).isGM() && ((L2PcInstance)target).getAccessLevel() <= Config.GM_DONT_TAKE_AGGRO)
- return false;
- // Check if the AI isn't a Raid Boss and the target isn't in silent move mode
- if (!(me instanceof L2RaidBossInstance) && ((L2PcInstance)target).isSilentMoving())
- return false;
- // Check if player is an ally //TODO! [Nemesiss] it should be rather boolean or smth like that
- // Comparing String isnt good idea!
- if (me.getFactionId() == "varka" && ((L2PcInstance)target).isAlliedWithVarka())
- return false;
- if (me.getFactionId() == "ketra" && ((L2PcInstance)target).isAlliedWithKetra())
- return false;
- // check if the target is within the grace period for JUST getting up from fake death
- if (((L2PcInstance)target).isRecentFakeDeath())
- return false;
- if (target.isInParty() && target.getParty().isInDimensionalRift())
- {
- byte riftType = target.getParty().getDimensionalRift().getType();
- byte riftRoom = target.getParty().getDimensionalRift().getCurrentRoom();
- if (me instanceof L2RiftInvaderInstance
- && !DimensionalRiftManager.getInstance().getRoom(riftType, riftRoom).checkIfInZone(me.getX(), me.getY(), me.getZ()))
- return false;
- }
- }
- // Check if the actor is a L2GuardInstance
- if (_actor instanceof L2GuardInstance)
- {
- // Check if the L2PcInstance target has karma (=PK)
- if (target instanceof L2PcInstance && ((L2PcInstance) target).getKarma() > 0)
- // Los Check
- return GeoData.getInstance().canSeeTarget(me, target);
- //if (target instanceof L2Summon)
- // return ((L2Summon)target).getKarma() > 0;
- // Check if the L2MonsterInstance target is aggressive
- if (target instanceof L2MonsterInstance)
- return (((L2MonsterInstance) target).isAggressive() && GeoData.getInstance().canSeeTarget(me, target));
- return false;
- }
- else if (_actor instanceof L2FriendlyMobInstance)
- { // the actor is a L2FriendlyMobInstance
- // Check if the target isn't another L2NpcInstance
- if (target instanceof L2NpcInstance) return false;
- // Check if the L2PcInstance target has karma (=PK)
- if (target instanceof L2PcInstance && ((L2PcInstance) target).getKarma() > 0)
- // Los Check
- return GeoData.getInstance().canSeeTarget(me, target);
- else
- return false;
- }
- else
- { //The actor is a L2MonsterInstance
- // Check if the target isn't another L2NpcInstance
- if (target instanceof L2NpcInstance) return false;
- // depending on config, do not allow mobs to attack _new_ players in peacezones,
- // unless they are already following those players from outside the peacezone.
- if (!Config.ALT_MOB_AGRO_IN_PEACEZONE && target.isInsideZone(L2Character.ZONE_PEACE))
- return false;
- // Check if the actor is Aggressive
- return (me.isAggressive() && GeoData.getInstance().canSeeTarget(me, target));
- }
- }
- public void startAITask()
- {
- // If not idle - create an AI task (schedule onEvtThink repeatedly)
- if (_aiTask == null)
- {
- _aiTask = ThreadPoolManager.getInstance().scheduleAiAtFixedRate(this, 1000, 1000);
- }
- }
- public void stopAITask()
- {
- if (_aiTask != null)
- {
- _aiTask.cancel(false);
- _aiTask = null;
- }
- }
- @Override
- protected void onEvtDead()
- {
- stopAITask();
- super.onEvtDead();
- }
- /**
- * Set the Intention of this L2CharacterAI and create an AI Task executed every 1s (call onEvtThink method) for this L2Attackable.<BR><BR>
- *
- * <FONT COLOR=#FF0000><B> <U>Caution</U> : If actor _knowPlayer isn't EMPTY, AI_INTENTION_IDLE will be change in AI_INTENTION_ACTIVE</B></FONT><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
- *
- */
- @Override
- synchronized void changeIntention(CtrlIntention intention, Object arg0, Object arg1)
- {
- if (intention == AI_INTENTION_IDLE || intention == AI_INTENTION_ACTIVE)
- {
- // Check if actor is not dead
- if (!_actor.isAlikeDead())
- {
- L2Attackable npc = (L2Attackable) _actor;
- // If its _knownPlayer isn't empty set the Intention to AI_INTENTION_ACTIVE
- if (npc.getKnownList().getKnownPlayers().size() > 0) intention = AI_INTENTION_ACTIVE;
- }
- if (intention == AI_INTENTION_IDLE)
- {
- // Set the Intention of this L2AttackableAI to AI_INTENTION_IDLE
- super.changeIntention(AI_INTENTION_IDLE, null, null);
- // Stop AI task and detach AI from NPC
- if (_aiTask != null)
- {
- _aiTask.cancel(true);
- _aiTask = null;
- }
- // Cancel the AI
- _accessor.detachAI();
- return;
- }
- }
- // Set the Intention of this L2AttackableAI to intention
- super.changeIntention(intention, arg0, arg1);
- // If not idle - create an AI task (schedule onEvtThink repeatedly)
- startAITask();
- }
- /**
- * Manage the Attack Intention : Stop current Attack (if necessary), Calculate attack timeout, Start a new Attack and Launch Think Event.<BR><BR>
- *
- * @param target The L2Character to attack
- *
- */
- @Override
- protected void onIntentionAttack(L2Character target)
- {
- // Calculate the attack timeout
- _attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks();
- // Manage the Attack Intention : Stop current Attack (if necessary), Start a new Attack and Launch Think Event
- super.onIntentionAttack(target);
- }
- /**
- * Manage AI standard thinks of a L2Attackable (called by onEvtThink).<BR><BR>
- *
- * <B><U> Actions</U> :</B><BR><BR>
- * <li>Update every 1s the _globalAggro counter to come close to 0</li>
- * <li>If the actor is Aggressive and can attack, add all autoAttackable L2Character in its Aggro Range to its _aggroList, chose a target and order to attack it</li>
- * <li>If the actor is a L2GuardInstance that can't attack, order to it to return to its home location</li>
- * <li>If the actor is a L2MonsterInstance that can't attack, order to it to random walk (1/100)</li><BR><BR>
- *
- */
- private void thinkActive()
- {
- L2Attackable npc = (L2Attackable) _actor;
- // Update every 1s the _globalAggro counter to come close to 0
- if (_globalAggro != 0)
- {
- if (_globalAggro < 0) _globalAggro++;
- else _globalAggro--;
- }
- // Add all autoAttackable L2Character in L2Attackable Aggro Range to its _aggroList with 0 damage and 1 hate
- // A L2Attackable isn't aggressive during 10s after its spawn because _globalAggro is set to -10
- if (_globalAggro >= 0)
- {
- // Get all visible objects inside its Aggro Range
- //L2Object[] objects = L2World.getInstance().getVisibleObjects(_actor, ((L2NpcInstance)_actor).getAggroRange());
- // Go through visible objects
- for (L2Object obj : npc.getKnownList().getKnownObjects().values())
- {
- if (obj == null || !(obj instanceof L2Character)) continue;
- L2Character target = (L2Character) obj;
- /*
- * Check to see if this is a festival mob spawn.
- * If it is, then check to see if the aggro trigger
- * is a festival participant...if so, move to attack it.
- */
- if ((_actor instanceof L2FestivalMonsterInstance) && obj instanceof L2PcInstance)
- {
- L2PcInstance targetPlayer = (L2PcInstance) obj;
- if (!(targetPlayer.isFestivalParticipant())) continue;
- }
- // For each L2Character check if the target is autoattackable
- if (autoAttackCondition(target)) // check aggression
- {
- // Get the hate level of the L2Attackable against this L2Character target contained in _aggroList
- int hating = npc.getHating(target);
- // Add the attacker to the L2Attackable _aggroList with 0 damage and 1 hate
- if (hating == 0) npc.addDamageHate(target, 0, 1);
- }
- }
- // Chose a target from its aggroList
- L2Character hated;
- if (_actor.isConfused()) hated = getAttackTarget(); // Force mobs to attak anybody if confused
- else hated = npc.getMostHated();
- // Order to the L2Attackable to attack the target
- if (hated != null)
- {
- // Get the hate level of the L2Attackable against this L2Character target contained in _aggroList
- int aggro = npc.getHating(hated);
- if (aggro + _globalAggro > 0)
- {
- // Set the L2Character movement type to run and send Server->Client packet ChangeMoveType to all others L2PcInstance
- if (!_actor.isRunning()) _actor.setRunning();
- // Set the AI Intention to AI_INTENTION_ATTACK
- setIntention(CtrlIntention.AI_INTENTION_ATTACK, hated);
- }
- return;
- }
- }
- // Check if the actor is a L2GuardInstance
- if (_actor instanceof L2GuardInstance)
- {
- // Order to the L2GuardInstance to return to its home location because there's no target to attack
- ((L2GuardInstance) _actor).returnHome();
- }
- // If this is a festival monster, then it remains in the same location.
- if (_actor instanceof L2FestivalMonsterInstance) return;
- // Minions following leader
- if (_actor instanceof L2MinionInstance && ((L2MinionInstance)_actor).getLeader() != null)
- {
- int offset;
- if (_actor.isRaid()) offset = 500; // for Raids - need correction
- else offset = 200; // for normal minions - need correction :)
- if(((L2MinionInstance)_actor).getLeader().isRunning()) _actor.setRunning();
- else _actor.setWalking();
- if (_actor.getPlanDistanceSq(((L2MinionInstance)_actor).getLeader()) > offset*offset)
- {
- int x1, y1, z1;
- x1 = ((L2MinionInstance)_actor).getLeader().getX() + Rnd.nextInt( (offset - 30) * 2 ) - ( offset - 30 );
- y1 = ((L2MinionInstance)_actor).getLeader().getY() + Rnd.nextInt( (offset - 30) * 2 ) - ( offset - 30 );
- z1 = ((L2MinionInstance)_actor).getLeader().getZ();
- // Move the actor to Location (x,y,z) server side AND client side by sending Server->Client packet CharMoveToLocation (broadcast)
- moveTo(x1, y1, z1);
- return;
- }
- }
- // Order to the L2MonsterInstance to random walk (1/100)
- else if (npc.getSpawn() != null && Rnd.nextInt(RANDOM_WALK_RATE) == 0)
- {
- int x1, y1, z1;
- // If NPC with random coord in territory
- if (npc.getSpawn().getLocx() == 0 && npc.getSpawn().getLocy() == 0)
- {
- // If NPC with random fixed coord, don't move
- if (Territory.getInstance().getProcMax(npc.getSpawn().getLocation()) > 0) return;
- // Calculate a destination point in the spawn area
- int p[] = Territory.getInstance().getRandomPoint(npc.getSpawn().getLocation());
- x1 = p[0];
- y1 = p[1];
- z1 = p[2];
- // Calculate the distance between the current position of the L2Character and the target (x,y)
- double distance2 = _actor.getPlanDistanceSq(x1, y1);
- if (distance2 > Config.MAX_DRIFT_RANGE * Config.MAX_DRIFT_RANGE)
- {
- npc.setisReturningToSpawnPoint(true);
- float delay = (float) Math.sqrt(distance2) / Config.MAX_DRIFT_RANGE;
- x1 = _actor.getX() + (int) ((x1 - _actor.getX()) / delay);
- y1 = _actor.getY() + (int) ((y1 - _actor.getY()) / delay);
- }
- else
- npc.setisReturningToSpawnPoint(false);
- }
- else
- {
- // If NPC with fixed coord
- x1 = npc.getSpawn().getLocx() + Rnd.nextInt(Config.MAX_DRIFT_RANGE * 2)
- - Config.MAX_DRIFT_RANGE;
- y1 = npc.getSpawn().getLocy() + Rnd.nextInt(Config.MAX_DRIFT_RANGE * 2)
- - Config.MAX_DRIFT_RANGE;
- z1 = npc.getZ();
- }
- //_log.config("Curent pos ("+getX()+", "+getY()+"), moving to ("+x1+", "+y1+").");
- // Move the actor to Location (x,y,z) server side AND client side by sending Server->Client packet CharMoveToLocation (broadcast)
- moveTo(x1, y1, z1);
- }
- return;
- }
- /**
- * Manage AI attack thinks of a L2Attackable (called by onEvtThink).<BR><BR>
- *
- * <B><U> Actions</U> :</B><BR><BR>
- * <li>Update the attack timeout if actor is running</li>
- * <li>If target is dead or timeout is expired, stop this attack and set the Intention to AI_INTENTION_ACTIVE</li>
- * <li>Call all L2Object of its Faction inside the Faction Range</li>
- * <li>Chose a target and order to attack it with magic skill or physical attack</li><BR><BR>
- *
- * TODO: Manage casting rules to healer mobs (like Ant Nurses)
- *
- */
- private void thinkAttack()
- {
- if (_attackTimeout < GameTimeController.getGameTicks())
- {
- // Check if the actor is running
- if (_actor.isRunning())
- {
- // Set the actor movement type to walk and send Server->Client packet ChangeMoveType to all others L2PcInstance
- _actor.setWalking();
- // Calculate a new attack timeout
- _attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks();
- }
- }
- // Check if target is dead or if timeout is expired to stop this attack
- if (getAttackTarget() == null || getAttackTarget().isAlikeDead()
- || _attackTimeout < GameTimeController.getGameTicks())
- {
- // Stop hating this target after the attack timeout or if target is dead
- if (getAttackTarget() != null)
- {
- L2Attackable npc = (L2Attackable) _actor;
- npc.stopHating(getAttackTarget());
- }
- // Set the AI Intention to AI_INTENTION_ACTIVE
- setIntention(AI_INTENTION_ACTIVE);
- _actor.setWalking();
- }
- else
- {
- // Call all L2Object of its Faction inside the Faction Range
- if (((L2NpcInstance) _actor).getFactionId() != null)
- {
- String faction_id = ((L2NpcInstance) _actor).getFactionId();
- // Go through all L2Object that belong to its faction
- for (L2Object obj : _actor.getKnownList().getKnownObjects().values())
- {
- if (obj instanceof L2NpcInstance)
- {
- L2NpcInstance npc = (L2NpcInstance) obj;
- if (npc == null || getAttackTarget() == null || faction_id != npc.getFactionId())
- continue;
- // Check if the L2Object is inside the Faction Range of the actor
- if (_actor.isInsideRadius(npc, npc.getFactionRange(), true, false)
- && GeoData.getInstance().canSeeTarget(_actor, npc)
- && Math.abs(getAttackTarget().getZ() - npc.getZ()) < 600
- && npc.getAI() != null
- && _actor.getAttackByList().contains(getAttackTarget())
- && (npc.getAI()._intention == CtrlIntention.AI_INTENTION_IDLE
- || npc.getAI()._intention == CtrlIntention.AI_INTENTION_ACTIVE))
- {
- if (getAttackTarget() instanceof L2PcInstance
- && getAttackTarget().isInParty()
- && getAttackTarget().getParty().isInDimensionalRift())
- {
- byte riftType = getAttackTarget().getParty().getDimensionalRift().getType();
- byte riftRoom = getAttackTarget().getParty().getDimensionalRift().getCurrentRoom();
- if (_actor instanceof L2RiftInvaderInstance
- && !DimensionalRiftManager.getInstance().getRoom(riftType, riftRoom).checkIfInZone(npc.getX(), npc.getY(), npc.getZ()))
- continue;
- }
- // Notify the L2Object AI with EVT_AGGRESSION
- npc.getAI().notifyEvent(CtrlEvent.EVT_AGGRESSION, getAttackTarget(), 1);
- }
- }
- }
- }
- if(_actor.isAttackingDisabled()) return;
- // Get all information needed to chose between physical or magical attack
- L2Skill[] skills = null;
- double dist2 = 0;
- int range = 0;
- try
- {
- _actor.setTarget(getAttackTarget());
- skills = _actor.getAllSkills();
- dist2 = _actor.getPlanDistanceSq(getAttackTarget().getX(), getAttackTarget().getY());
- range = _actor.getPhysicalAttackRange() + _actor.getTemplate().collisionRadius + getAttackTarget().getTemplate().collisionRadius;
- }
- catch (NullPointerException e)
- {
- //_log.warning("AttackableAI: Attack target is NULL.");
- setIntention(AI_INTENTION_ACTIVE);
- return;
- }
- L2Weapon weapon = _actor.getActiveWeaponItem();
- if (weapon != null && weapon.getItemType() == L2WeaponType.BOW)
- {
- // Micht: kepping this one otherwise we should do 2 sqrt
- double distance2 = _actor.getPlanDistanceSq(getAttackTarget().getX(), getAttackTarget().getY());
- if (distance2 <= 10000)
- {
- int chance = 5;
- if (chance >= Rnd.get(100))
- {
- int posX = _actor.getX();
- int posY = _actor.getY();
- int posZ = _actor.getZ();
- double distance = Math.sqrt(distance2); // This way, we only do the sqrt if we need it
- int signx=-1;
- int signy=-1;
- if (_actor.getX()>getAttackTarget().getX())
- signx=1;
- if (_actor.getY()>getAttackTarget().getY())
- signy=1;
- posX += Math.round((float)((signx * ((range / 2) + (Rnd.get(range)))) - distance));
- posY += Math.round((float)((signy * ((range / 2) + (Rnd.get(range)))) - distance));
- setIntention(CtrlIntention.AI_INTENTION_MOVE_TO, new L2CharPosition(posX, posY, posZ, 0));
- return;
- }
- }
- }
- // Force mobs to attack anybody if confused
- L2Character hated;
- if (_actor.isConfused()) hated = getAttackTarget();
- else hated = ((L2Attackable) _actor).getMostHated();
- if (hated == null)
- {
- setIntention(AI_INTENTION_ACTIVE);
- return;
- }
- if (hated != getAttackTarget())
- {
- setAttackTarget(hated);
- }
- // We should calculate new distance cuz mob can have changed the target
- dist2 = _actor.getPlanDistanceSq(hated.getX(), hated.getY());
- if (hated.isMoving()) range += 50;
- // Check if the actor isn't far from target
- if (dist2 > range*range)
- {
- // check for long ranged skills and heal/buff skills
- if (!_actor.isMuted() &&
- (!Config.ALT_GAME_MOB_ATTACK_AI || (_actor instanceof L2MonsterInstance && Rnd.nextInt(100) <= 5))
- )
- for (L2Skill sk : skills)
- {
- int castRange = sk.getCastRange();
- if (((sk.getSkillType() == L2Skill.SkillType.BUFF || sk.getSkillType() == L2Skill.SkillType.HEAL) || (dist2 >= castRange * castRange / 9.0)
- && (dist2 <= castRange * castRange) && (castRange > 70))
- && !_actor.isSkillDisabled(sk.getId())
- && _actor.getCurrentMp() >= _actor.getStat().getMpConsume(sk)
- && !sk.isPassive()
- && Rnd.nextInt(100) <= 5)
- {
- L2Object OldTarget = _actor.getTarget();
- if (sk.getSkillType() == L2Skill.SkillType.BUFF
- || sk.getSkillType() == L2Skill.SkillType.HEAL)
- {
- boolean useSkillSelf = true;
- if (sk.getSkillType() == L2Skill.SkillType.HEAL
- && _actor.getCurrentHp() > (int) (_actor.getMaxHp() / 1.5))
- {
- useSkillSelf = false;
- break;
- }
- if (sk.getSkillType() == L2Skill.SkillType.BUFF)
- {
- L2Effect[] effects = _actor.getAllEffects();
- for (int i = 0; effects != null && i < effects.length; i++)
- {
- L2Effect effect = effects[i];
- if (effect.getSkill() == sk)
- {
- useSkillSelf = false;
- break;
- }
- }
- }
- if (useSkillSelf) _actor.setTarget(_actor);
- }
- clientStopMoving(null);
- _accessor.doCast(sk);
- _actor.setTarget(OldTarget);
- return;
- }
- }
- // Move the actor to Pawn server side AND client side by sending Server->Client packet MoveToPawn (broadcast)
- if (hated.isMoving()) range -= 100; if (range < 5) range = 5;
- moveToPawn(getAttackTarget(), range);
- return;
- }
- // Else, if this is close enough to attack
- else
- {
- _attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks();
- // check for close combat skills && heal/buff skills
- if (!_actor.isMuted() /*&& _rnd.nextInt(100) <= 5*/)
- {
- boolean useSkillSelf = true;;
- for (L2Skill sk : skills)
- {
- if (/*sk.getCastRange() >= dist && sk.getCastRange() <= 70 && */!sk.isPassive()
- && _actor.getCurrentMp() >= _actor.getStat().getMpConsume(sk)
- && !_actor.isSkillDisabled(sk.getId()) && (Rnd.nextInt(100) <= 8
- || (_actor instanceof L2PenaltyMonsterInstance && Rnd.nextInt(100) <= 20)))
- {
- L2Object OldTarget = _actor.getTarget();
- if (sk.getSkillType() == L2Skill.SkillType.BUFF
- || sk.getSkillType() == L2Skill.SkillType.HEAL)
- {
- useSkillSelf = true;
- if (sk.getSkillType() == L2Skill.SkillType.HEAL
- && _actor.getCurrentHp() > (int) (_actor.getMaxHp() / 1.5))
- {
- useSkillSelf = false;
- break;
- }
- if (sk.getSkillType() == L2Skill.SkillType.BUFF)
- {
- L2Effect[] effects = _actor.getAllEffects();
- for (int i = 0; effects != null && i < effects.length; i++)
- {
- L2Effect effect = effects[i];
- if (effect.getSkill() == sk)
- {
- useSkillSelf = false;
- break;
- }
- }
- }
- if (useSkillSelf) _actor.setTarget(_actor);
- }
- // GeoData Los Check here
- if (!useSkillSelf && !GeoData.getInstance().canSeeTarget(_actor, _actor.getTarget()))
- return;
- clientStopMoving(null);
- _accessor.doCast(sk);
- _actor.setTarget(OldTarget);
- return;
- }
- }
- }
- // Finally, physical attacks
- clientStopMoving(null);
- _accessor.doAttack(hated);
- }
- }
- }
- /**
- * Manage AI thinking actions of a L2Attackable.<BR><BR>
- */
- @Override
- protected void onEvtThink()
- {
- // Check if the actor can't use skills and if a thinking action isn't already in progress
- if (_thinking || _actor.isAllSkillsDisabled()) return;
- // Start thinking action
- _thinking = true;
- try
- {
- // Manage AI thinks of a L2Attackable
- if (getIntention() == AI_INTENTION_ACTIVE) thinkActive();
- else if (getIntention() == AI_INTENTION_ATTACK) thinkAttack();
- }
- finally
- {
- // Stop thinking action
- _thinking = false;
- }
- }
- /**
- * Launch actions corresponding to the Event Attacked.<BR><BR>
- *
- * <B><U> Actions</U> :</B><BR><BR>
- * <li>Init the attack : Calculate the attack timeout, Set the _globalAggro to 0, Add the attacker to the actor _aggroList</li>
- * <li>Set the L2Character movement type to run and send Server->Client packet ChangeMoveType to all others L2PcInstance</li>
- * <li>Set the Intention to AI_INTENTION_ATTACK</li><BR><BR>
- *
- * @param attacker The L2Character that attacks the actor
- *
- */
- @Override
- protected void onEvtAttacked(L2Character attacker)
- {
- //if (_actor instanceof L2ChestInstance && !((L2ChestInstance)_actor).isInteracted())
- //{
- //((L2ChestInstance)_actor).deleteMe();
- //((L2ChestInstance)_actor).getSpawn().startRespawn();
- //return;
- //}
- // Calculate the attack timeout
- _attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks();
- // Set the _globalAggro to 0 to permit attack even just after spawn
- if (_globalAggro < 0) _globalAggro = 0;
- // Add the attacker to the _aggroList of the actor
- ((L2Attackable) _actor).addDamageHate(attacker, 0, 1);
- // Set the L2Character movement type to run and send Server->Client packet ChangeMoveType to all others L2PcInstance
- if (!_actor.isRunning()) _actor.setRunning();
- // Set the Intention to AI_INTENTION_ATTACK
- if (getIntention() != AI_INTENTION_ATTACK)
- {
- setIntention(CtrlIntention.AI_INTENTION_ATTACK, attacker);
- }
- else if (((L2Attackable) _actor).getMostHated() != getAttackTarget())
- {
- setIntention(CtrlIntention.AI_INTENTION_ATTACK, attacker);
- }
- super.onEvtAttacked(attacker);
- }
- /**
- * Launch actions corresponding to the Event Aggression.<BR><BR>
- *
- * <B><U> Actions</U> :</B><BR><BR>
- * <li>Add the target to the actor _aggroList or update hate if already present </li>
- * <li>Set the actor Intention to AI_INTENTION_ATTACK (if actor is L2GuardInstance check if it isn't too far from its home location)</li><BR><BR>
- *
- * @param attacker The L2Character that attacks
- * @param aggro The value of hate to add to the actor against the target
- *
- */
- @Override
- protected void onEvtAggression(L2Character target, int aggro)
- {
- L2Attackable me = (L2Attackable) _actor;
- if (target != null)
- {
- // Add the target to the actor _aggroList or update hate if already present
- me.addDamageHate(target, 0, aggro);
- // Set the actor AI Intention to AI_INTENTION_ATTACK
- if (getIntention() != CtrlIntention.AI_INTENTION_ATTACK)
- {
- // Set the L2Character movement type to run and send Server->Client packet ChangeMoveType to all others L2PcInstance
- if (!_actor.isRunning()) _actor.setRunning();
- setIntention(CtrlIntention.AI_INTENTION_ATTACK, target);
- }
- }
- }
- @Override
- protected void onIntentionActive()
- {
- // Cancel attack timeout
- _attackTimeout = Integer.MAX_VALUE;
- super.onIntentionActive();
- }
- public void setGlobalAggro(int value)
- {
- _globalAggro = value;
- }
- }
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