AbstractAI.java 28 KB

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  1. /*
  2. * This program is free software: you can redistribute it and/or modify it under
  3. * the terms of the GNU General Public License as published by the Free Software
  4. * Foundation, either version 3 of the License, or (at your option) any later
  5. * version.
  6. *
  7. * This program is distributed in the hope that it will be useful, but WITHOUT
  8. * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
  9. * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
  10. * details.
  11. *
  12. * You should have received a copy of the GNU General Public License along with
  13. * this program. If not, see <http://www.gnu.org/licenses/>.
  14. */
  15. package com.l2jserver.gameserver.ai;
  16. import static com.l2jserver.gameserver.ai.CtrlIntention.AI_INTENTION_ATTACK;
  17. import static com.l2jserver.gameserver.ai.CtrlIntention.AI_INTENTION_FOLLOW;
  18. import static com.l2jserver.gameserver.ai.CtrlIntention.AI_INTENTION_IDLE;
  19. import java.util.concurrent.Future;
  20. import java.util.logging.Level;
  21. import java.util.logging.Logger;
  22. import com.l2jserver.gameserver.GameTimeController;
  23. import com.l2jserver.gameserver.ThreadPoolManager;
  24. import com.l2jserver.gameserver.model.L2CharPosition;
  25. import com.l2jserver.gameserver.model.L2Object;
  26. import com.l2jserver.gameserver.model.L2Skill;
  27. import com.l2jserver.gameserver.model.actor.L2Character;
  28. import com.l2jserver.gameserver.model.actor.L2Summon;
  29. import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
  30. import com.l2jserver.gameserver.network.serverpackets.ActionFailed;
  31. import com.l2jserver.gameserver.network.serverpackets.AutoAttackStart;
  32. import com.l2jserver.gameserver.network.serverpackets.AutoAttackStop;
  33. import com.l2jserver.gameserver.network.serverpackets.Die;
  34. import com.l2jserver.gameserver.network.serverpackets.ExMoveToLocationInAirShip;
  35. import com.l2jserver.gameserver.network.serverpackets.MoveToLocation;
  36. import com.l2jserver.gameserver.network.serverpackets.MoveToLocationInVehicle;
  37. import com.l2jserver.gameserver.network.serverpackets.MoveToPawn;
  38. import com.l2jserver.gameserver.network.serverpackets.StopMove;
  39. import com.l2jserver.gameserver.network.serverpackets.StopRotation;
  40. import com.l2jserver.gameserver.taskmanager.AttackStanceTaskManager;
  41. /**
  42. * Mother class of all objects AI in the world.<BR><BR>
  43. *
  44. * AbastractAI :<BR><BR>
  45. * <li>L2CharacterAI</li><BR><BR>
  46. *
  47. */
  48. abstract class AbstractAI implements Ctrl
  49. {
  50. protected static final Logger _log = Logger.getLogger(AbstractAI.class.getName());
  51. class FollowTask implements Runnable
  52. {
  53. protected int _range = 60;
  54. public FollowTask()
  55. {
  56. }
  57. public FollowTask(int range)
  58. {
  59. _range = range;
  60. }
  61. public void run()
  62. {
  63. try
  64. {
  65. if (_followTask == null)
  66. return;
  67. L2Character followTarget = _followTarget; // copy to prevent NPE
  68. if (followTarget == null)
  69. {
  70. if (_actor instanceof L2Summon)
  71. ((L2Summon) _actor).setFollowStatus(false);
  72. setIntention(AI_INTENTION_IDLE);
  73. return;
  74. }
  75. if (!_actor.isInsideRadius(followTarget, _range, true, false))
  76. {
  77. if (!_actor.isInsideRadius(followTarget, 3000, true, false))
  78. {
  79. // if the target is too far (maybe also teleported)
  80. if (_actor instanceof L2Summon)
  81. ((L2Summon) _actor).setFollowStatus(false);
  82. setIntention(AI_INTENTION_IDLE);
  83. return;
  84. }
  85. moveToPawn(followTarget, _range);
  86. }
  87. }
  88. catch (Exception e)
  89. {
  90. _log.log(Level.WARNING, "", e);
  91. }
  92. }
  93. }
  94. /** The character that this AI manages */
  95. protected final L2Character _actor;
  96. /** An accessor for private methods of the actor */
  97. protected final L2Character.AIAccessor _accessor;
  98. /** Current long-term intention */
  99. protected CtrlIntention _intention = AI_INTENTION_IDLE;
  100. /** Current long-term intention parameter */
  101. protected Object _intentionArg0 = null;
  102. /** Current long-term intention parameter */
  103. protected Object _intentionArg1 = null;
  104. /** Flags about client's state, in order to know which messages to send */
  105. protected boolean _clientMoving;
  106. /** Flags about client's state, in order to know which messages to send */
  107. protected boolean _clientAutoAttacking;
  108. /** Flags about client's state, in order to know which messages to send */
  109. protected int _clientMovingToPawnOffset;
  110. /** Different targets this AI maintains */
  111. private L2Object _target;
  112. private L2Character _castTarget;
  113. protected L2Character _attackTarget;
  114. protected L2Character _followTarget;
  115. /** The skill we are currently casting by INTENTION_CAST */
  116. L2Skill _skill;
  117. /** Different internal state flags */
  118. private int _moveToPawnTimeout;
  119. protected Future<?> _followTask = null;
  120. private static final int FOLLOW_INTERVAL = 1000;
  121. private static final int ATTACK_FOLLOW_INTERVAL = 500;
  122. /**
  123. * Constructor of AbstractAI.<BR><BR>
  124. *
  125. * @param accessor The AI accessor of the L2Character
  126. *
  127. */
  128. protected AbstractAI(L2Character.AIAccessor accessor)
  129. {
  130. _accessor = accessor;
  131. // Get the L2Character managed by this Accessor AI
  132. _actor = accessor.getActor();
  133. }
  134. /**
  135. * Return the L2Character managed by this Accessor AI.<BR><BR>
  136. */
  137. public L2Character getActor()
  138. {
  139. return _actor;
  140. }
  141. /**
  142. * Return the current Intention.<BR><BR>
  143. */
  144. public CtrlIntention getIntention()
  145. {
  146. return _intention;
  147. }
  148. protected void setCastTarget(L2Character target)
  149. {
  150. _castTarget = target;
  151. }
  152. /**
  153. * Return the current cast target.<BR><BR>
  154. */
  155. public L2Character getCastTarget()
  156. {
  157. return _castTarget;
  158. }
  159. protected void setAttackTarget(L2Character target)
  160. {
  161. _attackTarget = target;
  162. }
  163. /**
  164. * Return current attack target.<BR><BR>
  165. */
  166. public L2Character getAttackTarget()
  167. {
  168. return _attackTarget;
  169. }
  170. /**
  171. * Set the Intention of this AbstractAI.<BR><BR>
  172. *
  173. * <FONT COLOR=#FF0000><B> <U>Caution</U> : This method is USED by AI classes</B></FONT><BR><BR>
  174. *
  175. * <B><U> Overridden in </U> : </B><BR>
  176. * <B>L2AttackableAI</B> : Create an AI Task executed every 1s (if necessary)<BR>
  177. * <B>L2PlayerAI</B> : Stores the current AI intention parameters to later restore it if necessary<BR><BR>
  178. *
  179. * @param intention The new Intention to set to the AI
  180. * @param arg0 The first parameter of the Intention
  181. * @param arg1 The second parameter of the Intention
  182. *
  183. */
  184. synchronized void changeIntention(CtrlIntention intention, Object arg0, Object arg1)
  185. {
  186. /*
  187. if (Config.DEBUG)
  188. _log.warning("AbstractAI: changeIntention -> " + intention + " " + arg0 + " " + arg1);
  189. */
  190. _intention = intention;
  191. _intentionArg0 = arg0;
  192. _intentionArg1 = arg1;
  193. }
  194. /**
  195. * Launch the L2CharacterAI onIntention method corresponding to the new Intention.<BR><BR>
  196. *
  197. * <FONT COLOR=#FF0000><B> <U>Caution</U> : Stop the FOLLOW mode if necessary</B></FONT><BR><BR>
  198. *
  199. * @param intention The new Intention to set to the AI
  200. *
  201. */
  202. public final void setIntention(CtrlIntention intention)
  203. {
  204. setIntention(intention, null, null);
  205. }
  206. /**
  207. * Launch the L2CharacterAI onIntention method corresponding to the new Intention.<BR><BR>
  208. *
  209. * <FONT COLOR=#FF0000><B> <U>Caution</U> : Stop the FOLLOW mode if necessary</B></FONT><BR><BR>
  210. *
  211. * @param intention The new Intention to set to the AI
  212. * @param arg0 The first parameter of the Intention (optional target)
  213. *
  214. */
  215. public final void setIntention(CtrlIntention intention, Object arg0)
  216. {
  217. setIntention(intention, arg0, null);
  218. }
  219. /**
  220. * Launch the L2CharacterAI onIntention method corresponding to the new Intention.<BR><BR>
  221. *
  222. * <FONT COLOR=#FF0000><B> <U>Caution</U> : Stop the FOLLOW mode if necessary</B></FONT><BR><BR>
  223. *
  224. * @param intention The new Intention to set to the AI
  225. * @param arg0 The first parameter of the Intention (optional target)
  226. * @param arg1 The second parameter of the Intention (optional target)
  227. *
  228. */
  229. /*
  230. public final void informAIIntention(CtrlIntention intent, Object arg0) {
  231. ThreadPoolManager.getInstance().executeAi(new InformAIMsg(this, intent, arg0));
  232. }
  233. public final void informAIIntention(CtrlIntention intent) {
  234. ThreadPoolManager.getInstance().executeAi(new InformAIMsg(this, intent, null));
  235. }
  236. public class InformAIMsg implements Runnable {
  237. private AbstractAI _ai;
  238. private CtrlIntention _intent;
  239. private Object _arg0;
  240. public InformAIMsg(AbstractAI ai, CtrlIntention intention, Object arg0) {
  241. _ai=ai;
  242. _intent = intention;
  243. _arg0 = arg0;
  244. }
  245. public final void run() {
  246. _ai.setIntention(_intent, _arg0, null);
  247. }
  248. }
  249. */
  250. public final void setIntention(CtrlIntention intention, Object arg0, Object arg1)
  251. {
  252. /*
  253. if (Config.DEBUG)
  254. _log.warning("AbstractAI: setIntention -> " + intention + " " + arg0 + " " + arg1);
  255. */
  256. // Stop the follow mode if necessary
  257. if (intention != AI_INTENTION_FOLLOW && intention != AI_INTENTION_ATTACK)
  258. stopFollow();
  259. // Launch the onIntention method of the L2CharacterAI corresponding to the new Intention
  260. switch (intention)
  261. {
  262. case AI_INTENTION_IDLE:
  263. onIntentionIdle();
  264. break;
  265. case AI_INTENTION_ACTIVE:
  266. onIntentionActive();
  267. break;
  268. case AI_INTENTION_REST:
  269. onIntentionRest();
  270. break;
  271. case AI_INTENTION_ATTACK:
  272. onIntentionAttack((L2Character) arg0);
  273. break;
  274. case AI_INTENTION_CAST:
  275. onIntentionCast((L2Skill) arg0, (L2Object) arg1);
  276. break;
  277. case AI_INTENTION_MOVE_TO:
  278. onIntentionMoveTo((L2CharPosition) arg0);
  279. break;
  280. case AI_INTENTION_MOVE_TO_IN_A_BOAT:
  281. onIntentionMoveToInABoat((L2CharPosition) arg0, (L2CharPosition) arg1);
  282. break;
  283. case AI_INTENTION_MOVE_TO_IN_AIR_SHIP:
  284. onIntentionMoveToInAirShip((L2CharPosition) arg0, (L2CharPosition) arg1);
  285. break;
  286. case AI_INTENTION_FOLLOW:
  287. onIntentionFollow((L2Character) arg0);
  288. break;
  289. case AI_INTENTION_PICK_UP:
  290. onIntentionPickUp((L2Object) arg0);
  291. break;
  292. case AI_INTENTION_INTERACT:
  293. onIntentionInteract((L2Object) arg0);
  294. break;
  295. }
  296. }
  297. /**
  298. * Launch the L2CharacterAI onEvt method corresponding to the Event.<BR><BR>
  299. *
  300. * <FONT COLOR=#FF0000><B> <U>Caution</U> : The current general intention won't be change
  301. * (ex : If the character attack and is stunned, he will attack again after the stunned period)</B></FONT><BR><BR>
  302. *
  303. * @param evt The event whose the AI must be notified
  304. *
  305. */
  306. public final void notifyEvent(CtrlEvent evt)
  307. {
  308. notifyEvent(evt, null, null);
  309. }
  310. /**
  311. * Launch the L2CharacterAI onEvt method corresponding to the Event.<BR><BR>
  312. *
  313. * <FONT COLOR=#FF0000><B> <U>Caution</U> : The current general intention won't be change
  314. * (ex : If the character attack and is stunned, he will attack again after the stunned period)</B></FONT><BR><BR>
  315. *
  316. * @param evt The event whose the AI must be notified
  317. * @param arg0 The first parameter of the Event (optional target)
  318. *
  319. */
  320. public final void notifyEvent(CtrlEvent evt, Object arg0)
  321. {
  322. notifyEvent(evt, arg0, null);
  323. }
  324. /*
  325. public final void informAIEvent(CtrlEvent evt) {
  326. ThreadPoolManager.getInstance().executeAi(new InformAIEvent(this, evt, null, null));
  327. }
  328. public final void informAIEvent(CtrlEvent evt, Object arg0) {
  329. ThreadPoolManager.getInstance().executeAi(new InformAIEvent(this, evt, arg0, null));
  330. }
  331. public final void informAIEvent(CtrlEvent evt, Object arg0, Object arg1) {
  332. ThreadPoolManager.getInstance().executeAi(new InformAIEvent(this, evt, arg0, arg1));
  333. }
  334. public class InformAIEvent implements Runnable {
  335. private AbstractAI _ai;
  336. private CtrlEvent _evt;
  337. private Object _arg0, _arg1;
  338. public InformAIEvent(AbstractAI ai, CtrlEvent evt, Object arg0, Object arg1) {
  339. _ai=ai;
  340. _evt = evt;
  341. _arg0 = arg0;
  342. _arg1 = arg1;
  343. }
  344. public final void run() {
  345. _ai.notifyEvent(_evt, _arg0, _arg1);
  346. }
  347. }
  348. */
  349. /**
  350. * Launch the L2CharacterAI onEvt method corresponding to the Event.<BR><BR>
  351. *
  352. * <FONT COLOR=#FF0000><B> <U>Caution</U> : The current general intention won't be change
  353. * (ex : If the character attack and is stunned, he will attack again after the stunned period)</B></FONT><BR><BR>
  354. *
  355. * @param evt The event whose the AI must be notified
  356. * @param arg0 The first parameter of the Event (optional target)
  357. * @param arg1 The second parameter of the Event (optional target)
  358. *
  359. */
  360. public final void notifyEvent(CtrlEvent evt, Object arg0, Object arg1)
  361. {
  362. if (!_actor.isVisible() || !_actor.hasAI())
  363. return;
  364. /*
  365. if (Config.DEBUG)
  366. _log.warning("AbstractAI: notifyEvent -> " + evt + " " + arg0 + " " + arg1);
  367. */
  368. switch (evt)
  369. {
  370. case EVT_THINK:
  371. onEvtThink();
  372. break;
  373. case EVT_ATTACKED:
  374. onEvtAttacked((L2Character) arg0);
  375. break;
  376. case EVT_AGGRESSION:
  377. onEvtAggression((L2Character) arg0, ((Number) arg1).intValue());
  378. break;
  379. case EVT_STUNNED:
  380. onEvtStunned((L2Character) arg0);
  381. break;
  382. case EVT_PARALYZED:
  383. onEvtParalyzed((L2Character) arg0);
  384. break;
  385. case EVT_SLEEPING:
  386. onEvtSleeping((L2Character) arg0);
  387. break;
  388. case EVT_ROOTED:
  389. onEvtRooted((L2Character) arg0);
  390. break;
  391. case EVT_CONFUSED:
  392. onEvtConfused((L2Character) arg0);
  393. break;
  394. case EVT_MUTED:
  395. onEvtMuted((L2Character) arg0);
  396. break;
  397. case EVT_READY_TO_ACT:
  398. if (!_actor.isCastingNow() && !_actor.isCastingSimultaneouslyNow())
  399. onEvtReadyToAct();
  400. break;
  401. case EVT_USER_CMD:
  402. onEvtUserCmd(arg0, arg1);
  403. break;
  404. case EVT_ARRIVED:
  405. // happens e.g. from stopmove but we don't process it if we're casting
  406. if (!_actor.isCastingNow() && !_actor.isCastingSimultaneouslyNow())
  407. onEvtArrived();
  408. break;
  409. case EVT_ARRIVED_REVALIDATE:
  410. // this is disregarded if the char is not moving any more
  411. if (_actor.isMoving())
  412. onEvtArrivedRevalidate();
  413. break;
  414. case EVT_ARRIVED_BLOCKED:
  415. onEvtArrivedBlocked((L2CharPosition) arg0);
  416. break;
  417. case EVT_FORGET_OBJECT:
  418. onEvtForgetObject((L2Object) arg0);
  419. break;
  420. case EVT_CANCEL:
  421. onEvtCancel();
  422. break;
  423. case EVT_DEAD:
  424. onEvtDead();
  425. break;
  426. case EVT_FAKE_DEATH:
  427. onEvtFakeDeath();
  428. break;
  429. case EVT_FINISH_CASTING:
  430. onEvtFinishCasting();
  431. break;
  432. }
  433. }
  434. protected abstract void onIntentionIdle();
  435. protected abstract void onIntentionActive();
  436. protected abstract void onIntentionRest();
  437. protected abstract void onIntentionAttack(L2Character target);
  438. protected abstract void onIntentionCast(L2Skill skill, L2Object target);
  439. protected abstract void onIntentionMoveTo(L2CharPosition destination);
  440. protected abstract void onIntentionMoveToInABoat(L2CharPosition destination, L2CharPosition origin);
  441. protected abstract void onIntentionMoveToInAirShip(L2CharPosition destination, L2CharPosition origin);
  442. protected abstract void onIntentionFollow(L2Character target);
  443. protected abstract void onIntentionPickUp(L2Object item);
  444. protected abstract void onIntentionInteract(L2Object object);
  445. protected abstract void onEvtThink();
  446. protected abstract void onEvtAttacked(L2Character attacker);
  447. protected abstract void onEvtAggression(L2Character target, int aggro);
  448. protected abstract void onEvtStunned(L2Character attacker);
  449. protected abstract void onEvtParalyzed(L2Character attacker);
  450. protected abstract void onEvtSleeping(L2Character attacker);
  451. protected abstract void onEvtRooted(L2Character attacker);
  452. protected abstract void onEvtConfused(L2Character attacker);
  453. protected abstract void onEvtMuted(L2Character attacker);
  454. protected abstract void onEvtReadyToAct();
  455. protected abstract void onEvtUserCmd(Object arg0, Object arg1);
  456. protected abstract void onEvtArrived();
  457. protected abstract void onEvtArrivedRevalidate();
  458. protected abstract void onEvtArrivedBlocked(L2CharPosition blocked_at_pos);
  459. protected abstract void onEvtForgetObject(L2Object object);
  460. protected abstract void onEvtCancel();
  461. protected abstract void onEvtDead();
  462. protected abstract void onEvtFakeDeath();
  463. protected abstract void onEvtFinishCasting();
  464. /**
  465. * Cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor.<BR><BR>
  466. *
  467. * <FONT COLOR=#FF0000><B> <U>Caution</U> : Low level function, used by AI subclasses</B></FONT><BR><BR>
  468. *
  469. */
  470. protected void clientActionFailed()
  471. {
  472. if (_actor instanceof L2PcInstance)
  473. _actor.sendPacket(ActionFailed.STATIC_PACKET);
  474. }
  475. /**
  476. * Move the actor to Pawn server side AND client side by sending Server->Client packet MoveToPawn <I>(broadcast)</I>.<BR><BR>
  477. *
  478. * <FONT COLOR=#FF0000><B> <U>Caution</U> : Low level function, used by AI subclasses</B></FONT><BR><BR>
  479. *
  480. */
  481. protected void moveToPawn(L2Object pawn, int offset)
  482. {
  483. // Check if actor can move
  484. if (!_actor.isMovementDisabled())
  485. {
  486. if (offset < 10)
  487. offset = 10;
  488. // prevent possible extra calls to this function (there is none?),
  489. // also don't send movetopawn packets too often
  490. boolean sendPacket = true;
  491. if (_clientMoving && _target == pawn)
  492. {
  493. if (_clientMovingToPawnOffset == offset)
  494. {
  495. if (GameTimeController.getGameTicks() < _moveToPawnTimeout)
  496. return;
  497. sendPacket = false;
  498. }
  499. else if (_actor.isOnGeodataPath())
  500. {
  501. // minimum time to calculate new route is 2 seconds
  502. if (GameTimeController.getGameTicks() < (_moveToPawnTimeout + 10))
  503. return;
  504. }
  505. }
  506. // Set AI movement data
  507. _clientMoving = true;
  508. _clientMovingToPawnOffset = offset;
  509. _target = pawn;
  510. _moveToPawnTimeout = GameTimeController.getGameTicks();
  511. _moveToPawnTimeout += 1000 / GameTimeController.MILLIS_IN_TICK;
  512. if (pawn == null || _accessor == null)
  513. return;
  514. // Calculate movement data for a move to location action and add the actor to movingObjects of GameTimeController
  515. _accessor.moveTo(pawn.getX(), pawn.getY(), pawn.getZ(), offset);
  516. if (!_actor.isMoving())
  517. {
  518. _actor.sendPacket(ActionFailed.STATIC_PACKET);
  519. return;
  520. }
  521. // Send a Server->Client packet MoveToPawn/CharMoveToLocation to the actor and all L2PcInstance in its _knownPlayers
  522. if (pawn instanceof L2Character)
  523. {
  524. if (_actor.isOnGeodataPath())
  525. {
  526. _actor.broadcastPacket(new MoveToLocation(_actor));
  527. _clientMovingToPawnOffset = 0;
  528. }
  529. else if (sendPacket) // don't repeat unnecessarily
  530. _actor.broadcastPacket(new MoveToPawn(_actor, (L2Character) pawn, offset));
  531. }
  532. else
  533. _actor.broadcastPacket(new MoveToLocation(_actor));
  534. }
  535. else
  536. {
  537. _actor.sendPacket(ActionFailed.STATIC_PACKET);
  538. }
  539. }
  540. /**
  541. * Move the actor to Location (x,y,z) server side AND client side by sending Server->Client packet CharMoveToLocation <I>(broadcast)</I>.<BR><BR>
  542. *
  543. * <FONT COLOR=#FF0000><B> <U>Caution</U> : Low level function, used by AI subclasses</B></FONT><BR><BR>
  544. *
  545. */
  546. protected void moveTo(int x, int y, int z)
  547. {
  548. // Chek if actor can move
  549. if (!_actor.isMovementDisabled())
  550. {
  551. // Set AI movement data
  552. _clientMoving = true;
  553. _clientMovingToPawnOffset = 0;
  554. // Calculate movement data for a move to location action and add the actor to movingObjects of GameTimeController
  555. _accessor.moveTo(x, y, z);
  556. // Send a Server->Client packet CharMoveToLocation to the actor and all L2PcInstance in its _knownPlayers
  557. MoveToLocation msg = new MoveToLocation(_actor);
  558. _actor.broadcastPacket(msg);
  559. }
  560. else
  561. {
  562. _actor.sendPacket(ActionFailed.STATIC_PACKET);
  563. }
  564. }
  565. protected void moveToInABoat(L2CharPosition destination, L2CharPosition origin)
  566. {
  567. // Check if actor can move
  568. if (!_actor.isMovementDisabled())
  569. {
  570. /* // Set AI movement data
  571. _client_moving = true;
  572. _client_moving_to_pawn_offset = 0;
  573. // Calculate movement data for a move to location action and add the actor to movingObjects of GameTimeController
  574. _accessor.moveTo(((L2PcInstance)_actor).getBoat().getX() - destination.x,((L2PcInstance)_actor).getBoat().getY()- destination.y,((L2PcInstance)_actor).getBoat().getZ() - destination.z);
  575. */
  576. // Send a Server->Client packet CharMoveToLocation to the actor and all L2PcInstance in its _knownPlayers
  577. //CharMoveToLocation msg = new CharMoveToLocation(_actor);
  578. if (((L2PcInstance) _actor).getBoat() != null)
  579. {
  580. MoveToLocationInVehicle msg = new MoveToLocationInVehicle(_actor, destination, origin);
  581. _actor.broadcastPacket(msg);
  582. }
  583. }
  584. else
  585. {
  586. _actor.sendPacket(ActionFailed.STATIC_PACKET);
  587. }
  588. }
  589. protected void moveToInAirShip(L2CharPosition destination, L2CharPosition origin)
  590. {
  591. // Check if actor can move
  592. if (!_actor.isMovementDisabled())
  593. {
  594. /* // Set AI movement data
  595. _client_moving = true;
  596. _client_moving_to_pawn_offset = 0;
  597. // Calculate movement data for a move to location action and add the actor to movingObjects of GameTimeController
  598. _accessor.moveTo(((L2PcInstance)_actor).getBoat().getX() - destination.x,((L2PcInstance)_actor).getBoat().getY()- destination.y,((L2PcInstance)_actor).getBoat().getZ() - destination.z);
  599. */
  600. // Send a Server->Client packet CharMoveToLocation to the actor and all L2PcInstance in its _knownPlayers
  601. //CharMoveToLocation msg = new CharMoveToLocation(_actor);
  602. if (((L2PcInstance) _actor).getAirShip() != null)
  603. {
  604. ExMoveToLocationInAirShip msg = new ExMoveToLocationInAirShip(_actor, destination);
  605. _actor.broadcastPacket(msg);
  606. }
  607. }
  608. else
  609. {
  610. _actor.sendPacket(ActionFailed.STATIC_PACKET);
  611. }
  612. }
  613. /**
  614. * Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation <I>(broadcast)</I>.<BR><BR>
  615. *
  616. * <FONT COLOR=#FF0000><B> <U>Caution</U> : Low level function, used by AI subclasses</B></FONT><BR><BR>
  617. *
  618. */
  619. protected void clientStopMoving(L2CharPosition pos)
  620. {
  621. /*
  622. if (Config.DEBUG)
  623. _log.warning("clientStopMoving();");
  624. */
  625. // Stop movement of the L2Character
  626. if (_actor.isMoving())
  627. _accessor.stopMove(pos);
  628. _clientMovingToPawnOffset = 0;
  629. if (_clientMoving || pos != null)
  630. {
  631. _clientMoving = false;
  632. // Send a Server->Client packet StopMove to the actor and all L2PcInstance in its _knownPlayers
  633. StopMove msg = new StopMove(_actor);
  634. _actor.broadcastPacket(msg);
  635. if (pos != null)
  636. {
  637. // Send a Server->Client packet StopRotation to the actor and all L2PcInstance in its _knownPlayers
  638. StopRotation sr = new StopRotation(_actor.getObjectId(), pos.heading, 0);
  639. _actor.sendPacket(sr);
  640. _actor.broadcastPacket(sr);
  641. }
  642. }
  643. }
  644. // Client has already arrived to target, no need to force StopMove packet
  645. protected void clientStoppedMoving()
  646. {
  647. if (_clientMovingToPawnOffset > 0) // movetoPawn needs to be stopped
  648. {
  649. _clientMovingToPawnOffset = 0;
  650. StopMove msg = new StopMove(_actor);
  651. _actor.broadcastPacket(msg);
  652. }
  653. _clientMoving = false;
  654. }
  655. public boolean isAutoAttacking()
  656. {
  657. return _clientAutoAttacking;
  658. }
  659. public void setAutoAttacking(boolean isAutoAttacking)
  660. {
  661. if (_actor instanceof L2Summon)
  662. {
  663. L2Summon summon = (L2Summon) _actor;
  664. if (summon.getOwner() != null)
  665. summon.getOwner().getAI().setAutoAttacking(isAutoAttacking);
  666. return;
  667. }
  668. _clientAutoAttacking = isAutoAttacking;
  669. }
  670. /**
  671. * Start the actor Auto Attack client side by sending Server->Client packet AutoAttackStart <I>(broadcast)</I>.<BR><BR>
  672. *
  673. * <FONT COLOR=#FF0000><B> <U>Caution</U> : Low level function, used by AI subclasses</B></FONT><BR><BR>
  674. *
  675. */
  676. public void clientStartAutoAttack()
  677. {
  678. if (_actor instanceof L2Summon)
  679. {
  680. L2Summon summon = (L2Summon) _actor;
  681. if (summon.getOwner() != null)
  682. summon.getOwner().getAI().clientStartAutoAttack();
  683. return;
  684. }
  685. if (!isAutoAttacking())
  686. {
  687. if (_actor instanceof L2PcInstance && ((L2PcInstance)_actor).getPet() != null)
  688. ((L2PcInstance)_actor).getPet().broadcastPacket(new AutoAttackStart(((L2PcInstance)_actor).getPet().getObjectId()));
  689. // Send a Server->Client packet AutoAttackStart to the actor and all L2PcInstance in its _knownPlayers
  690. _actor.broadcastPacket(new AutoAttackStart(_actor.getObjectId()));
  691. setAutoAttacking(true);
  692. }
  693. AttackStanceTaskManager.getInstance().addAttackStanceTask(_actor);
  694. }
  695. /**
  696. * Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop <I>(broadcast)</I>.<BR><BR>
  697. *
  698. * <FONT COLOR=#FF0000><B> <U>Caution</U> : Low level function, used by AI subclasses</B></FONT><BR><BR>
  699. *
  700. */
  701. public void clientStopAutoAttack()
  702. {
  703. if (_actor instanceof L2Summon)
  704. {
  705. L2Summon summon = (L2Summon) _actor;
  706. if (summon.getOwner() != null)
  707. summon.getOwner().getAI().clientStopAutoAttack();
  708. return;
  709. }
  710. if (_actor instanceof L2PcInstance)
  711. {
  712. if (!AttackStanceTaskManager.getInstance().getAttackStanceTask(_actor) && isAutoAttacking())
  713. AttackStanceTaskManager.getInstance().addAttackStanceTask(_actor);
  714. }
  715. else if (isAutoAttacking())
  716. {
  717. _actor.broadcastPacket(new AutoAttackStop(_actor.getObjectId()));
  718. setAutoAttacking(false);
  719. }
  720. }
  721. /**
  722. * Kill the actor client side by sending Server->Client packet AutoAttackStop, StopMove/StopRotation, Die <I>(broadcast)</I>.<BR><BR>
  723. *
  724. * <FONT COLOR=#FF0000><B> <U>Caution</U> : Low level function, used by AI subclasses</B></FONT><BR><BR>
  725. *
  726. */
  727. protected void clientNotifyDead()
  728. {
  729. // Send a Server->Client packet Die to the actor and all L2PcInstance in its _knownPlayers
  730. Die msg = new Die(_actor);
  731. _actor.broadcastPacket(msg);
  732. // Init AI
  733. _intention = AI_INTENTION_IDLE;
  734. _target = null;
  735. _castTarget = null;
  736. _attackTarget = null;
  737. // Cancel the follow task if necessary
  738. stopFollow();
  739. }
  740. /**
  741. * Update the state of this actor client side by sending Server->Client packet MoveToPawn/CharMoveToLocation and AutoAttackStart to the L2PcInstance player.<BR><BR>
  742. *
  743. * <FONT COLOR=#FF0000><B> <U>Caution</U> : Low level function, used by AI subclasses</B></FONT><BR><BR>
  744. *
  745. * @param player The L2PcIstance to notify with state of this L2Character
  746. *
  747. */
  748. public void describeStateToPlayer(L2PcInstance player)
  749. {
  750. if (_clientMoving)
  751. {
  752. if (_clientMovingToPawnOffset != 0 && _followTarget != null)
  753. {
  754. // Send a Server->Client packet MoveToPawn to the actor and all L2PcInstance in its _knownPlayers
  755. MoveToPawn msg = new MoveToPawn(_actor, _followTarget, _clientMovingToPawnOffset);
  756. player.sendPacket(msg);
  757. }
  758. else
  759. {
  760. // Send a Server->Client packet CharMoveToLocation to the actor and all L2PcInstance in its _knownPlayers
  761. MoveToLocation msg = new MoveToLocation(_actor);
  762. player.sendPacket(msg);
  763. }
  764. }
  765. }
  766. /**
  767. * Create and Launch an AI Follow Task to execute every 1s.<BR><BR>
  768. *
  769. * @param target The L2Character to follow
  770. *
  771. */
  772. public synchronized void startFollow(L2Character target)
  773. {
  774. if (_followTask != null)
  775. {
  776. _followTask.cancel(false);
  777. _followTask = null;
  778. }
  779. // Create and Launch an AI Follow Task to execute every 1s
  780. _followTarget = target;
  781. _followTask = ThreadPoolManager.getInstance().scheduleAiAtFixedRate(new FollowTask(), 5, FOLLOW_INTERVAL);
  782. }
  783. /**
  784. * Create and Launch an AI Follow Task to execute every 0.5s, following at specified range.<BR><BR>
  785. *
  786. * @param target The L2Character to follow
  787. *
  788. */
  789. public synchronized void startFollow(L2Character target, int range)
  790. {
  791. if (_followTask != null)
  792. {
  793. _followTask.cancel(false);
  794. _followTask = null;
  795. }
  796. _followTarget = target;
  797. _followTask = ThreadPoolManager.getInstance().scheduleAiAtFixedRate(new FollowTask(range), 5, ATTACK_FOLLOW_INTERVAL);
  798. }
  799. /**
  800. * Stop an AI Follow Task.<BR><BR>
  801. */
  802. public synchronized void stopFollow()
  803. {
  804. if (_followTask != null)
  805. {
  806. // Stop the Follow Task
  807. _followTask.cancel(false);
  808. _followTask = null;
  809. }
  810. _followTarget = null;
  811. }
  812. protected L2Character getFollowTarget()
  813. {
  814. return _followTarget;
  815. }
  816. protected L2Object getTarget()
  817. {
  818. return _target;
  819. }
  820. protected void setTarget(L2Object target)
  821. {
  822. _target = target;
  823. }
  824. }