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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.ThreadPoolManager;
- import net.sf.l2j.gameserver.model.L2Attackable;
- 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.L2FolkInstance;
- 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.L2SiegeGuardInstance;
- import net.sf.l2j.util.Rnd;
- /**
- * This class manages AI of L2Attackable.<BR><BR>
- *
- */
- public class L2SiegeGuardAI extends L2CharacterAI implements Runnable
- {
- //protected static final Logger _log = Logger.getLogger(L2SiegeGuardAI.class.getName());
- 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
- private int _attackRange;
- /**
- * Constructor of L2AttackableAI.<BR><BR>
- *
- * @param accessor The AI accessor of the L2Character
- *
- */
- public L2SiegeGuardAI(L2Character.AIAccessor accessor)
- {
- super(accessor);
- _attackTimeout = Integer.MAX_VALUE;
- _globalAggro = -10; // 10 seconds timeout of ATTACK after respawn
- _attackRange = ((L2Attackable) _actor).getPhysicalAttackRange();
- }
- 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)
- {
- // Check if the target isn't another guard, folk or a door
- if (target == null ||
- target instanceof L2SiegeGuardInstance ||
- target instanceof L2FolkInstance ||
- target instanceof L2DoorInstance ||
- target.isAlikeDead() ||
- target.isInvul()) return false;
- // Get the owner if the target is a summon
- if (target instanceof L2Summon)
- {
- L2PcInstance owner = ((L2Summon)target).getOwner();
- if (_actor.isInsideRadius(owner, 1000, true, false))
- target = owner;
- }
- // Check if the target is a L2PcInstance
- if (target instanceof L2PcInstance)
- {
- // Check if the target isn't in silent move mode AND too far (>100)
- if (((L2PcInstance) target).isSilentMoving()
- && !_actor.isInsideRadius(target, 250, false, false)) return false;
- }
- // Los Check Here
- return (_actor.isAutoAttackable(target) && GeoData.getInstance().canSeeTarget(_actor, target));
- }
- /**
- * 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 (Config.DEBUG)
- _log.info("L2SiegeAI.changeIntention(" + intention + ", " + arg0 + ", " + arg1 + ")");
- ((L2Attackable)_actor).setisReturningToSpawnPoint(false);
-
- if (intention == AI_INTENTION_IDLE /*|| intention == AI_INTENTION_ACTIVE*/) // active becomes idle if only a summon is present
- {
- // 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;
- else intention = AI_INTENTION_IDLE;
- }
- 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)
- if (_aiTask == null)
- {
- _aiTask = ThreadPoolManager.getInstance().scheduleAiAtFixedRate(this, 1000, 1000);
- }
- }
- /**
- * 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
- //if (_actor.getTarget() != null)
- 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 can't attack, order to it to return to its home location</li>
- *
- */
- 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)
- {
- for (L2Character target : npc.getKnownList().getKnownCharactersInRadius(_attackRange))
- {
- if (target == null) continue;
- 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 = _attackTarget; // 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, null);
- }
- return;
- }
- }
- // Order to the L2SiegeGuardInstance to return to its home location because there's no target to attack
- ((L2SiegeGuardInstance) _actor).returnHome();
- return;
- }
- private void attackPrepare()
- {
- // Get all information needed to chose between physical or magical attack
- L2Skill[] skills = null;
- double dist_2 = 0;
- int range = 0;
- L2SiegeGuardInstance sGuard = (L2SiegeGuardInstance) _actor;
- try
- {
- _actor.setTarget(_attackTarget);
- skills = _actor.getAllSkills();
- dist_2 = _actor.getPlanDistanceSq(_attackTarget.getX(), _attackTarget.getY());
- range = _actor.getPhysicalAttackRange() + _actor.getTemplate().collisionRadius + _attackTarget.getTemplate().collisionRadius;
- }
- catch (NullPointerException e)
- {
- //_log.warning("AttackableAI: Attack target is NULL.");
- _actor.setTarget(null);
- setIntention(AI_INTENTION_IDLE, null, null);
- return;
- }
- // never attack defenders
- if(_attackTarget instanceof L2PcInstance && sGuard.getCastle().getSiege().checkIsDefender(((L2PcInstance)_attackTarget).getClan()))
- {
- // Cancel the target
- sGuard.stopHating(_attackTarget);
- _actor.setTarget(null);
- setIntention(AI_INTENTION_IDLE, null, null);
- return;
- }
- if (!GeoData.getInstance().canSeeTarget(_actor, _attackTarget))
- {
- // Siege guards differ from normal mobs currently:
- // If target cannot seen, don't attack any more
- sGuard.stopHating(_attackTarget);
- _actor.setTarget(null);
- setIntention(AI_INTENTION_IDLE, null, null);
- return;
- }
- // Check if the actor isn't muted and if it is far from target
- if (!_actor.isMuted() && dist_2 > (range + 20) * (range + 20))
- {
- // check for long ranged skills and heal/buff skills
- if (!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) || (dist_2 >= castRange * castRange / 9)
- && (dist_2 <= castRange * castRange) && (castRange > 70))
- && !_actor.isSkillDisabled(sk.getId())
- && _actor.getCurrentMp() >= _actor.getStat().getMpConsume(sk) && !sk.isPassive())
- {
- 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;
- }
- }
- // Check if the L2SiegeGuardInstance is attacking, knows the target and can't run
- if (!(_actor.isAttackingNow()) && (_actor.getRunSpeed() == 0)
- && (_actor.getKnownList().knowsObject(_attackTarget)))
- {
- // Cancel the target
- _actor.getKnownList().removeKnownObject(_attackTarget);
- _actor.setTarget(null);
- setIntention(AI_INTENTION_IDLE, null, null);
- }
- else
- {
- double dx = _actor.getX() - _attackTarget.getX();
- double dy = _actor.getY() - _attackTarget.getY();
- double dz = _actor.getZ() - _attackTarget.getZ();
- double homeX = _attackTarget.getX() - sGuard.getHomeX();
- double homeY = _attackTarget.getY() - sGuard.getHomeY();
- // Check if the L2SiegeGuardInstance isn't too far from it's home location
- if ((dx * dx + dy * dy > 10000) && (homeX * homeX + homeY * homeY > 3240000) // 1800 * 1800
- && (_actor.getKnownList().knowsObject(_attackTarget)))
- {
- // Cancel the target
- _actor.getKnownList().removeKnownObject(_attackTarget);
- _actor.setTarget(null);
- setIntention(AI_INTENTION_IDLE, null, null);
- }
- else // Move the actor to Pawn server side AND client side by sending Server->Client packet MoveToPawn (broadcast)
- {
- // Temporary hack for preventing guards jumping off towers,
- // before replacing this with effective geodata checks and AI modification
- if(dz*dz < 170*170) // normally 130 if guard z coordinates correct
- moveToPawn(_attackTarget, range);
- }
- }
- return;
- }
- // Else, if the actor is muted and far from target, just "move to pawn"
- else if (_actor.isMuted() && dist_2 > (range + 20) * (range + 20))
- {
- // Temporary hack for preventing guards jumping off towers,
- // before replacing this with effective geodata checks and AI modification
- double dz = _actor.getZ() - _attackTarget.getZ();
- if(dz*dz < 170*170) // normally 130 if guard z coordinates correct
- moveToPawn(_attackTarget, range);
- return;
- }
- // Else, if this is close enough to attack
- else if (dist_2 <= (range + 20) * (range + 20))
- {
- // Force mobs to attak anybody if confused
- L2Character hated = null;
- if (_actor.isConfused()) hated = _attackTarget;
- else hated = ((L2Attackable) _actor).getMostHated();
- if (hated == null)
- {
- setIntention(AI_INTENTION_ACTIVE, null, null);
- return;
- }
- if (hated != _attackTarget) _attackTarget = hated;
- _attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks();
- // check for close combat skills && heal/buff skills
- if (!_actor.isMuted() && Rnd.nextInt(100) <= 5)
- {
- for (L2Skill sk : skills)
- {
- int castRange = sk.getCastRange();
- if (castRange * castRange >= dist_2 && castRange <= 70 && !sk.isPassive()
- && _actor.getCurrentMp() >= _actor.getStat().getMpConsume(sk)
- && !_actor.isSkillDisabled(sk.getId()))
- {
- 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;
- }
- }
- }
- // Finally, do the physical attack itself
- _accessor.doAttack(_attackTarget);
- }
- }
- /**
- * 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 (Config.DEBUG)
- _log.info("L2SiegeGuardAI.thinkAttack(); timeout="
- + (_attackTimeout - GameTimeController.getGameTicks()));
- 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 (_attackTarget == null || _attackTarget.isAlikeDead()
- || _attackTimeout < GameTimeController.getGameTicks())
- {
- // Stop hating this target after the attack timeout or if target is dead
- if (_attackTarget != null)
- {
- L2Attackable npc = (L2Attackable) _actor;
- npc.stopHating(_attackTarget);
- }
- // Cancel target and timeout
- _attackTimeout = Integer.MAX_VALUE;
- _attackTarget = null;
- // Set the AI Intention to AI_INTENTION_ACTIVE
- setIntention(AI_INTENTION_ACTIVE, null, null);
- _actor.setWalking();
- return;
- }
- attackPrepare();
- factionNotify();
- }
- private final void factionNotify()
- {
- // Call all L2Object of its Faction inside the Faction Range
- if (((L2NpcInstance) _actor).getFactionId() == null || _attackTarget == null || _actor == null)
- return;
- if (_attackTarget.isInvul()) return;
- String faction_id = ((L2NpcInstance) _actor).getFactionId();
- // Go through all L2Object that belong to its faction
- for (L2Character cha : _actor.getKnownList().getKnownCharactersInRadius(1000))
- {
- if (cha == null) continue;
- if (!(cha instanceof L2NpcInstance)) continue;
- L2NpcInstance npc = (L2NpcInstance) cha;
- if (faction_id != npc.getFactionId()) continue;
- // Check if the L2Object is inside the Faction Range of the actor
- if ((npc.getAI().getIntention() == CtrlIntention.AI_INTENTION_IDLE || npc.getAI().getIntention() == CtrlIntention.AI_INTENTION_ACTIVE)
- && _actor.isInsideRadius(npc, npc.getFactionRange(), false, true)
- && npc.getTarget() == null
- && _attackTarget.isInsideRadius(npc, npc.getFactionRange(), false, true)
- )
- {
- if (Config.GEODATA > 0)
- {
- if (GeoData.getInstance().canSeeTarget(npc, _attackTarget))
- // Notify the L2Object AI with EVT_AGGRESSION
- npc.getAI().notifyEvent(CtrlEvent.EVT_AGGRESSION, _attackTarget, 1);
- }
- else
- {
- if (Math.abs(_attackTarget.getZ() - npc.getZ()) < 600)
- // Notify the L2Object AI with EVT_AGGRESSION
- npc.getAI().notifyEvent(CtrlEvent.EVT_AGGRESSION, _attackTarget, 1);
- }
- }
- }
- }
- /**
- * Manage AI thinking actions of a L2Attackable.<BR><BR>
- */
- @Override
- protected void onEvtThink()
- {
- // if(getIntention() != AI_INTENTION_IDLE && (!_actor.isVisible() || !_actor.hasAI() || !_actor.isKnownPlayers()))
- // setIntention(AI_INTENTION_IDLE);
- // 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)
- {
- // 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, null);
- }
- 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)
- {
- if (_actor == null) return;
- 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);
- // Get the hate of the actor against the target
- aggro = me.getHating(target);
- if (aggro <= 0)
- {
- if (me.getMostHated() == null)
- {
- _globalAggro = -25;
- me.clearAggroList();
- setIntention(AI_INTENTION_IDLE, null, null);
- }
- return;
- }
- // 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();
- L2SiegeGuardInstance sGuard = (L2SiegeGuardInstance) _actor;
- double homeX = target.getX() - sGuard.getHomeX();
- double homeY = target.getY() - sGuard.getHomeY();
- // Check if the L2SiegeGuardInstance is not too far from its home location
- if (homeX * homeX + homeY * homeY < 3240000) // 1800 * 1800
- setIntention(CtrlIntention.AI_INTENTION_ATTACK, target, null);
- }
- }
- else
- {
- // currently only for setting lower general aggro
- if(aggro >= 0) return;
- L2Character mostHated = me.getMostHated();
- if (mostHated == null)
- {
- _globalAggro = -25;
- return;
- }
- else
- for(L2Character aggroed : me.getAggroListRP().keySet())
- me.addDamageHate(aggroed, 0, aggro);
- aggro = me.getHating(mostHated);
- if (aggro <= 0)
- {
- _globalAggro = -25;
- me.clearAggroList();
- setIntention(AI_INTENTION_IDLE, null, null);
- }
- }
- }
- @Override
- protected void onEvtDead()
- {
- stopAITask();
- super.onEvtDead();
- }
- public void stopAITask()
- {
- if (_aiTask != null)
- {
- _aiTask.cancel(false);
- _aiTask = null;
- }
- _accessor.detachAI();
- }
- }
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