Package com.l2jfrozen.gameserver.ai

Source Code of com.l2jfrozen.gameserver.ai.L2AttackableAI

/*
* 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 com.l2jfrozen.gameserver.ai;

import static com.l2jfrozen.gameserver.ai.CtrlIntention.AI_INTENTION_ACTIVE;
import static com.l2jfrozen.gameserver.ai.CtrlIntention.AI_INTENTION_ATTACK;
import static com.l2jfrozen.gameserver.ai.CtrlIntention.AI_INTENTION_IDLE;

import java.util.concurrent.Future;

import com.l2jfrozen.Config;
import com.l2jfrozen.gameserver.controllers.GameTimeController;
import com.l2jfrozen.gameserver.datatables.sql.TerritoryTable;
import com.l2jfrozen.gameserver.geo.GeoData;
import com.l2jfrozen.gameserver.managers.DimensionalRiftManager;
import com.l2jfrozen.gameserver.model.L2Attackable;
import com.l2jfrozen.gameserver.model.L2Character;
import com.l2jfrozen.gameserver.model.L2Effect;
import com.l2jfrozen.gameserver.model.L2Object;
import com.l2jfrozen.gameserver.model.L2Skill;
import com.l2jfrozen.gameserver.model.L2Summon;
import com.l2jfrozen.gameserver.model.actor.instance.L2ChestInstance;
import com.l2jfrozen.gameserver.model.actor.instance.L2DoorInstance;
import com.l2jfrozen.gameserver.model.actor.instance.L2FestivalMonsterInstance;
import com.l2jfrozen.gameserver.model.actor.instance.L2FolkInstance;
import com.l2jfrozen.gameserver.model.actor.instance.L2FriendlyMobInstance;
import com.l2jfrozen.gameserver.model.actor.instance.L2GuardInstance;
import com.l2jfrozen.gameserver.model.actor.instance.L2MinionInstance;
import com.l2jfrozen.gameserver.model.actor.instance.L2MonsterInstance;
import com.l2jfrozen.gameserver.model.actor.instance.L2NpcInstance;
import com.l2jfrozen.gameserver.model.actor.instance.L2PcInstance;
import com.l2jfrozen.gameserver.model.actor.instance.L2PenaltyMonsterInstance;
import com.l2jfrozen.gameserver.model.actor.instance.L2PlayableInstance;
import com.l2jfrozen.gameserver.model.actor.instance.L2RaidBossInstance;
import com.l2jfrozen.gameserver.model.actor.instance.L2RiftInvaderInstance;
import com.l2jfrozen.gameserver.model.actor.position.L2CharPosition;
import com.l2jfrozen.gameserver.model.quest.Quest;
import com.l2jfrozen.gameserver.templates.L2Weapon;
import com.l2jfrozen.gameserver.templates.L2WeaponType;
import com.l2jfrozen.gameserver.thread.ThreadPoolManager;
import com.l2jfrozen.util.random.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
  }

  @Override
  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
   * @return
   */
  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().canTakeAggro())
        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;

      //if in offline mode
      if(((L2PcInstance) target).isOffline())
        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;

      // check player is in away mod
      if(((L2PcInstance) target).isAway() && !Config.AWAY_PLAYER_TAKE_AGGRO)
        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 target is a L2Summon
    if (target instanceof L2Summon)
    {
      L2PcInstance owner = ((L2Summon) target).getOwner();
      if (owner != null)
      {
        // Don't take the aggro if the GM has the access level below or equal to GM_DONT_TAKE_AGGRO
        if (owner.isGM() && (owner.isInvul() || !owner.getAccessLevel().canTakeAggro()))
          return false;
        // Check if player is an ally (comparing mem addr)   
        if (me.getFactionId() == "varka" && owner.isAlliedWithVarka())
          return false;
        if (me.getFactionId() == "ketra" && owner.isAlliedWithKetra())
          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);
      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(L2Character.isInsidePeaceZone(me,target))
        return false;

      // Check if the actor is Aggressive
      return me.isAggressive() && GeoData.getInstance().canSeeTarget(me, target);
    }
  }

  public synchronized void startAITask()
  {
    // If not idle - create an AI task (schedule onEvtThink repeatedly)
   
      if(_aiTask == null)
      {
        _aiTask = ThreadPoolManager.getInstance().scheduleAiAtFixedRate(this, 1000, 1000);
      }
   
  }

  public synchronized 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
  public 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;
        }

        npc = null;
      }

      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
        stopAITask();
       
        // 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;
          }

          targetPlayer = null;
        }

        if(obj instanceof L2PcInstance
          || obj instanceof L2Summon)
        {
          if(!target.isAlikeDead() && !npc.isInsideRadius(obj, npc.getAggroRange(), true, false))
          {
            L2PcInstance targetPlayer = obj instanceof L2PcInstance ? (L2PcInstance) obj : ((L2Summon) obj).getOwner();

            for(Quest quest : npc.getTemplate().getEventQuests(Quest.QuestEventType.ON_AGGRO_RANGE_ENTER))
            {
              quest.notifyAggroRangeEnter(npc, targetPlayer, obj instanceof L2Summon);
            }
          }
        }

        // 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);
          }
        }

        target = null;
      }

      // Chose a target from its aggroList
      L2Character hated;

      // Force mobs to attak anybody if confused
      if(_actor.isConfused())
      {
        hated = getAttackTarget();
      }
      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;

    // Check if the mob should not return to spawn point
    if(!npc.canReturnToSpawnPoint())
      return;

    // Minions following leader
    if(_actor instanceof L2MinionInstance && ((L2MinionInstance) _actor).getLeader() != null)
    {
      int offset;

      // for Raids - need correction
      if(_actor.isRaid())
      {
        offset = 500;
      }
      else
      {
        // for normal minions - need correction :)
        offset = 200;
      }

      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 instanceof L2ChestInstance) && 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(TerritoryTable.getInstance().getProcMax(npc.getSpawn().getLocation()) > 0)
          return;

        // Calculate a destination point in the spawn area
        int p[] = TerritoryTable.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(Config.MONSTER_RETURN_DELAY > 0 && npc instanceof L2MonsterInstance && !npc.isAlikeDead() && !npc.isDead() && npc.getSpawn() != null && !npc.isInsideRadius(npc.getSpawn().getLocx(), npc.getSpawn().getLocy(), Config.MAX_DRIFT_RANGE, false))
        {
          ((L2MonsterInstance) _actor).returnHome();
        }

        // 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);
    }

    npc = null;

    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 ((_actor == null) || _actor.isCastingNow())
    {
      return;
    }
    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();
      }
    }
   
    final L2Character originalAttackTarget = getAttackTarget();
    // Check if target is dead or if timeout is expired to stop this attack
    if (originalAttackTarget == null || originalAttackTarget.isAlikeDead() || (originalAttackTarget instanceof L2PcInstance && (((L2PcInstance)originalAttackTarget).isOffline() || ((L2PcInstance)originalAttackTarget).isOnline()==0 )) || _attackTimeout < GameTimeController.getGameTicks())
    {
      // Stop hating this target after the attack timeout or if target is dead
      if (originalAttackTarget != null)
        ((L2Attackable) _actor).stopHating(originalAttackTarget);
     
      // Set the AI Intention to AI_INTENTION_ACTIVE
      setIntention(AI_INTENTION_ACTIVE);
     
      _actor.setWalking();
      return;
    }
   
    /*
    // Handle all L2Object of its Faction inside the Faction Range
   
    if (_actor instanceof L2NpcInstance && ((L2NpcInstance) _actor).getFactionId() != null)
    {
      String faction_id = ((L2NpcInstance) _actor).getFactionId();
     
      // Go through all L2Object that belong to its faction
      Collection<L2Object> objs = _actor.getKnownList().getKnownObjects().values();
      //synchronized (_actor.getKnownList().getKnownObjects())
      try
      {
        for (L2Object obj : objs)
        {
          if (obj instanceof L2NpcInstance)
          {
            L2NpcInstance npc = (L2NpcInstance) obj;
           
            //Handle SevenSigns mob Factions
            String npcfaction = npc.getFactionId();
            boolean sevenSignFaction = false;
           
            // TODO: Unhardcode this by AI scripts (DrHouse)
            //Catacomb mobs should assist lilim and nephilim other than dungeon
            if ("c_dungeon_clan".equals(faction_id) && ("c_dungeon_lilim".equals(npcfaction) || "c_dungeon_nephi".equals(npcfaction)))
              sevenSignFaction = true;
            //Lilim mobs should assist other Lilim and catacomb mobs
            else if ("c_dungeon_lilim".equals(faction_id) && "c_dungeon_clan".equals(npcfaction))
              sevenSignFaction = true;
            //Nephilim mobs should assist other Nephilim and catacomb mobs
            else if ("c_dungeon_nephi".equals(faction_id) && "c_dungeon_clan".equals(npcfaction))
              sevenSignFaction = true;
           
            if (!faction_id.equals(npc.getFactionId()) && !sevenSignFaction)
              continue;
           
            // Check if the L2Object is inside the Faction Range of
            // the actor
            if (_actor.isInsideRadius(npc, npc.getFactionRange() + npc.getTemplate().collisionRadius, true, false) && npc.getAI() != null)
            {
              if (Math.abs(originalAttackTarget.getZ() - npc.getZ()) < 600 && _actor.getAttackByList().contains(originalAttackTarget) && (npc.getAI()._intention == CtrlIntention.AI_INTENTION_IDLE || npc.getAI()._intention == CtrlIntention.AI_INTENTION_ACTIVE) && GeoData.getInstance().canSeeTarget(_actor, npc))
              {
                if ((originalAttackTarget instanceof L2PcInstance) || (originalAttackTarget instanceof L2Summon))
                {
                  if (npc.getTemplate().getEventQuests(Quest.QuestEventType.ON_FACTION_CALL) != null)
                  {
                    L2PcInstance player = (originalAttackTarget instanceof L2PcInstance) ? (L2PcInstance) originalAttackTarget : ((L2Summon) originalAttackTarget).getOwner();
                    for (Quest quest : npc.getTemplate().getEventQuests(Quest.QuestEventType.ON_FACTION_CALL))
                      quest.notifyFactionCall(npc, (L2NpcInstance) _actor, player, (originalAttackTarget instanceof L2Summon));
                  }
                }
                else if (npc instanceof L2Attackable && getAttackTarget() != null && npc.getAI()._intention != CtrlIntention.AI_INTENTION_ATTACK)
                {
                  ((L2Attackable) npc).addDamageHate(getAttackTarget(), 0, ((L2Attackable) _actor).getHating(getAttackTarget()));
                  npc.getAI().setIntention(CtrlIntention.AI_INTENTION_ATTACK, getAttackTarget());
                }
               
              }
            }
          }
        }
      }
      catch (NullPointerException e)
      {
        _log.log(Level.WARNING, "L2AttackableAI: thinkAttack() faction call failed: " + e.getMessage(), e);
      }
    }
    */
   
    // Call all L2Object of its Faction inside the Faction Range
    if(((L2NpcInstance) _actor).getFactionId() != null)
    {
      // Go through all L2Object that belong to its faction
      for(L2Object obj : _actor.getKnownList().getKnownObjects().values())
      {
        if(obj instanceof L2NpcInstance)
        {
          L2NpcInstance npc = (L2NpcInstance) obj;
          String faction_id = ((L2NpcInstance) _actor).getFactionId();

          if(!faction_id.equalsIgnoreCase(npc.getFactionId()) || npc.getFactionRange() == 0)
          {
            faction_id = null;
            continue;
          }

          // Check if the L2Object is inside the Faction Range of the actor
          if(_actor.getAttackByList()!=null && _actor.isInsideRadius(npc, npc.getFactionRange(), true, false) && npc.getAI() != null &&
              _actor.getAttackByList().contains(originalAttackTarget))
          {
            if(npc.getAI().getIntention() == CtrlIntention.AI_INTENTION_IDLE || npc.getAI().getIntention() == CtrlIntention.AI_INTENTION_ACTIVE){
             
              if(GeoData.getInstance().canSeeTarget(_actor, npc) && Math.abs(originalAttackTarget.getZ() - npc.getZ()) < 600){
               
                if(originalAttackTarget instanceof L2PcInstance && originalAttackTarget.isInParty() && originalAttackTarget.getParty().isInDimensionalRift())
                {
                  byte riftType = originalAttackTarget.getParty().getDimensionalRift().getType();
                  byte riftRoom = originalAttackTarget.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, originalAttackTarget, 1);
               
              }
             
            }
           
            if(GeoData.getInstance().canSeeTarget(_actor, npc) && Math.abs(originalAttackTarget.getZ() - npc.getZ()) < 500){
             
              if(originalAttackTarget instanceof L2PcInstance || originalAttackTarget instanceof L2Summon)
              {
                L2PcInstance player = originalAttackTarget instanceof L2PcInstance ? (L2PcInstance) originalAttackTarget : ((L2Summon) originalAttackTarget).getOwner();
                for(Quest quest : npc.getTemplate().getEventQuests(Quest.QuestEventType.ON_FACTION_CALL))
                {
                  quest.notifyFactionCall(npc, (L2NpcInstance) _actor, player, (originalAttackTarget instanceof L2Summon));
                }
              }
             
            }
           
          }
         
          npc = null;
        }
      }
    }

    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(originalAttackTarget);
      skills = _actor.getAllSkills();
      dist2 = _actor.getPlanDistanceSq(originalAttackTarget.getX(), originalAttackTarget.getY());
      range = _actor.getPhysicalAttackRange() + _actor.getTemplate().collisionRadius + originalAttackTarget.getTemplate().collisionRadius;
    }
    catch(NullPointerException e)
    {
      //_log.warning("AttackableAI: Attack target is NULL.");
      if(Config.ENABLE_ALL_EXCEPTIONS)
        e.printStackTrace();
     
      setIntention(AI_INTENTION_ACTIVE);
      return;
    }

    L2Weapon weapon = _actor.getActiveWeaponItem();
    final int collision = _actor.getTemplate().collisionRadius;
    final int combinedCollision = collision + originalAttackTarget.getTemplate().collisionRadius;

    //------------------------------------------------------
    // In case many mobs are trying to hit from same place, move a bit,
    // circling around the target
    // Note from Gnacik:
    // On l2js because of that sometimes mobs don't attack player only running
    // around player without any sense, so decrease chance for now
    if (!_actor.isMovementDisabled() && Rnd.nextInt(100) <= 3)
    {
      for (L2Object nearby : _actor.getKnownList().getKnownObjects().values())
      {
        if (nearby instanceof L2Attackable
            && _actor.isInsideRadius(nearby, collision, false, false)
            && nearby != originalAttackTarget)
        {
          int newX = combinedCollision + Rnd.get(40);
          if (Rnd.nextBoolean())
            newX = originalAttackTarget.getX() + newX;
          else
            newX = originalAttackTarget.getX() - newX;
          int newY = combinedCollision + Rnd.get(40);
          if (Rnd.nextBoolean())
            newY = originalAttackTarget.getY() + newY;
          else
            newY = originalAttackTarget.getY() - newY;

          if (!_actor.isInsideRadius(newX, newY, collision, false))
          {
            int newZ = _actor.getZ() + 30;
            if (Config.GEODATA == 0 || GeoData.getInstance().canMoveFromToTarget(_actor.getX(), _actor.getY(), _actor.getZ(), newX, newY, newZ))
              moveTo(newX, newY, newZ);
          }           
          return;
        }
      }
    }
   
    if(weapon != null && weapon.getItemType() == L2WeaponType.BOW)
    {
      // Micht: kepping this one otherwise we should do 2 sqrt
      double distance2 = _actor.getPlanDistanceSq(originalAttackTarget.getX(), originalAttackTarget.getY());
      if (Math.sqrt(distance2) <= 60 + combinedCollision)
      {
      //double distance2 = _actor.getPlanDistanceSq(originalAttackTarget.getX(), originalAttackTarget.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() > originalAttackTarget.getX())
          {
            signx = 1;
          }
          if(_actor.getY() > originalAttackTarget.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;
        }
      }
    }
    weapon = null;

    // Force mobs to attack anybody if confused
    L2Character hated;
    if(_actor.isConfused())
    {
      hated = originalAttackTarget;
    }
    else
    {
      hated = ((L2Attackable) _actor).getMostHated();
    }

    if(hated == null)
    {
      setIntention(AI_INTENTION_ACTIVE);
      return;
    }

    if(hated != originalAttackTarget)
    {
      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();

          boolean _inRange = false;
          if(dist2 >= castRange * castRange / 9.0 && dist2 <= castRange * castRange && castRange > 70){
            _inRange = true;
          }
         
         
          if((sk.getSkillType() == L2Skill.SkillType.BUFF || sk.getSkillType() == L2Skill.SkillType.HEAL || _inRange) && !_actor.isSkillDisabled(sk.getId()) && _actor.getCurrentMp() >= _actor.getStat().getMpConsume(sk) && !sk.isPassive() && Rnd.nextInt(100) <= 5)
          {

            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;
                  }
                }

                effects = null;
              }
              if(useSkillSelf)
              {
                _actor.setTarget(_actor);
              }
            }

            L2Object OldTarget = _actor.getTarget();

            clientStopMoving(null);
           
            _accessor.doCast(sk);
            _actor.setTarget(OldTarget);
            OldTarget = null;

            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(originalAttackTarget, range);

      return;
    }
    // Else, if this is close enough to attack
    _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))
        {
          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;
                }
              }

              effects = null;
            }
            if(useSkillSelf)
            {
              _actor.setTarget(_actor);
            }
          }
          // GeoData Los Check here
          if(!useSkillSelf && !GeoData.getInstance().canSeeTarget(_actor, _actor.getTarget()))
            return;

          L2Object OldTarget = _actor.getTarget();

          clientStopMoving(null);
          _accessor.doCast(sk);
          _actor.setTarget(OldTarget);
          OldTarget = null;

          return;
        }
      }
    }

    // Finally, physical attacks
    clientStopMoving(null);
    _accessor.doAttack(hated);
    skills = null;
    hated = null;
  }

  /**
   * 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)
  {
    // 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();
    }

    if(!((_actor instanceof L2NpcInstance
      && !(_actor instanceof L2Attackable))
      && !(_actor instanceof L2PlayableInstance))){
     
      // 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 target
   *            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;

    // To avoid lag issue
    if (me.isDead())
      return;

    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);
      }
    }
    me = null;
  }

  @Override
  protected void onIntentionActive()
  {
    // Cancel attack timeout
    _attackTimeout = Integer.MAX_VALUE;
    super.onIntentionActive();
  }

  public void setGlobalAggro(int value)
  {
    _globalAggro = value;
  }
}
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