/*
* 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 3 of the License, 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, see <http://www.gnu.org/licenses/>.
*/
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.List;
import java.util.concurrent.Future;
import java.util.logging.Logger;
import javolution.util.FastList;
import com.l2jfrozen.Config;
import com.l2jfrozen.gameserver.controllers.GameTimeController;
import com.l2jfrozen.gameserver.geo.GeoData;
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.L2Skill.SkillType;
import com.l2jfrozen.gameserver.model.L2Summon;
import com.l2jfrozen.gameserver.model.actor.instance.L2CommanderInstance;
import com.l2jfrozen.gameserver.model.actor.instance.L2DoorInstance;
import com.l2jfrozen.gameserver.model.actor.instance.L2FolkInstance;
import com.l2jfrozen.gameserver.model.actor.instance.L2FortSiegeGuardInstance;
import com.l2jfrozen.gameserver.model.actor.instance.L2NpcInstance;
import com.l2jfrozen.gameserver.model.actor.instance.L2PcInstance;
import com.l2jfrozen.gameserver.model.actor.instance.L2PlayableInstance;
import com.l2jfrozen.gameserver.thread.ThreadPoolManager;
import com.l2jfrozen.gameserver.util.Util;
import com.l2jfrozen.util.random.Rnd;
/**
* This class manages AI of L2Attackable.
*/
public class L2FortSiegeGuardAI extends L2CharacterAI implements Runnable
{
protected static final Logger _log1 = Logger.getLogger(L2FortSiegeGuardAI.class.getName());
//SelfAnalisis ))
public List<L2Skill> pdamSkills = new FastList<L2Skill>();
public List<L2Skill> mdamSkills = new FastList<L2Skill>();
public List<L2Skill> healSkills = new FastList<L2Skill>();
public List<L2Skill> rootSkills = new FastList<L2Skill>();
public boolean hasPDam = false;
public boolean hasMDam = false;
public boolean hasHeal = false;
public boolean hasRoot = false;
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;
/** For attack AI, analysis of mob and its targets */
//private SelfAnalysis _selfAnalysis = new SelfAnalysis();
/** The delay after which 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 L2FortSiegeGuardAI(L2Character.AIAccessor accessor)
{
super(accessor);
//_selfAnalysis.init();
_attackTimeout = Integer.MAX_VALUE;
_globalAggro = -10; // 10 seconds timeout of ATTACK after respawn
_attackRange = ((L2Attackable) _actor).getPhysicalAttackRange();
}
@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)
{
// Check if the target isn't another guard, folk or a door
if(target == null || target instanceof L2FortSiegeGuardInstance || target instanceof L2FolkInstance || target instanceof L2DoorInstance || target.isAlikeDead() || target instanceof L2CommanderInstance || target instanceof L2PlayableInstance)
{
L2PcInstance player = null;
if(target instanceof L2PcInstance)
{
player = (L2PcInstance) target;
}
else if(target instanceof L2Summon)
{
player = ((L2Summon) target).getOwner();
}
if((player == null) || (player.getClan() != null) && player.getClan().getHasFort() == ((L2NpcInstance) _actor).getFort().getFortId())
return false;
}
// Check if the target isn't invulnerable
if((target != null) && 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;
}
// 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
public
synchronized void changeIntention(CtrlIntention intention, Object arg0, Object arg1)
{
if(Config.DEBUG)
{
_log1.info("L2SiegeAI.changeIntention(" + intention + ", " + arg0 + ", " + arg1 + ")");
}
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 = getAttackTarget(); // Force mobs to attack anybody if confused
}
else
{
hated = npc.getMostHated();
//_mostHatedAnalysis.Update(hated);
}
// 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
if(_actor.getWalkSpeed() >= 0)
{
if(_actor instanceof L2FortSiegeGuardInstance)
{
((L2FortSiegeGuardInstance) _actor).returnHome();
}
else
{
((L2CommanderInstance) _actor).returnHome();
}
}
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(Config.DEBUG)
{
_log1.info("L2FortSiegeGuardAI.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();
}
}
L2Character attackTarget = getAttackTarget();
// 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;
setAttackTarget(null);
// Set the AI Intention to AI_INTENTION_ACTIVE
setIntention(AI_INTENTION_ACTIVE, null, null);
_actor.setWalking();
return;
}
factionNotifyAndSupport();
attackPrepare();
}
private final void factionNotifyAndSupport()
{
L2Character target = getAttackTarget();
// Call all L2Object of its Faction inside the Faction Range
if(((L2NpcInstance) _actor).getFactionId() == null || target == null)
return;
if(target.isInvul())
return; // speeding it up for siege guards
if(Rnd.get(10) > 4)
return; // test for reducing CPU load
String faction_id = ((L2NpcInstance) _actor).getFactionId();
// SalfAnalisis ))
for(L2Skill sk : _actor.getAllSkills())
{
if(sk.isPassive())
{
continue;
}
switch(sk.getSkillType())
{
case PDAM:
rootSkills.add(sk);
hasPDam = true;
break;
case MDAM:
rootSkills.add(sk);
hasMDam = true;
break;
case HEAL:
healSkills.add(sk);
hasHeal = true;
break;
case ROOT:
rootSkills.add(sk);
hasRoot = true;
break;
default:
//Haven`t anything useful for us.
break;
}
}
// Go through all L2Character that belong to its faction
//for (L2Character cha : _actor.getKnownList().getKnownCharactersInRadius(((L2NpcInstance) _actor).getFactionRange()+_actor.getTemplate().collisionRadius))
for(L2Character cha : _actor.getKnownList().getKnownCharactersInRadius(1000))
{
if(cha == null)
{
continue;
}
if(!(cha instanceof L2NpcInstance))
{
if(/*_selfAnalysis.hasHealOrResurrect &&*/cha instanceof L2PcInstance && ((L2NpcInstance) _actor).getFort().getSiege().checkIsDefender(((L2PcInstance) cha).getClan()))
{
// heal friends
if(!_actor.isAttackingDisabled() && cha.getCurrentHp() < cha.getMaxHp() * 0.6 && _actor.getCurrentHp() > _actor.getMaxHp() / 2 && _actor.getCurrentMp() > _actor.getMaxMp() / 2 && cha.isInCombat())
{
for(L2Skill sk : /*_selfAnalysis.healSkills*/healSkills)
{
if(_actor.getCurrentMp() < sk.getMpConsume())
{
continue;
}
if(_actor.isSkillDisabled(sk.getId()))
{
continue;
}
if(!Util.checkIfInRange(sk.getCastRange(), _actor, cha, true))
{
continue;
}
int chance = 5;
if(chance >= Rnd.get(100))
{
continue;
}
if(!GeoData.getInstance().canSeeTarget(_actor, cha))
{
break;
}
L2Object OldTarget = _actor.getTarget();
_actor.setTarget(cha);
clientStopMoving(null);
_accessor.doCast(sk);
_actor.setTarget(OldTarget);
return;
}
}
}
continue;
}
L2NpcInstance npc = (L2NpcInstance) cha;
if(!faction_id.equalsIgnoreCase(npc.getFactionId()))
{
continue;
}
if(npc.getAI() != null) // TODO: possibly check not needed
{
if(!npc.isDead() && Math.abs(target.getZ() - npc.getZ()) < 600
//&& _actor.getAttackByList().contains(getAttackTarget())
&& (npc.getAI().getIntention() == CtrlIntention.AI_INTENTION_IDLE || npc.getAI().getIntention() == CtrlIntention.AI_INTENTION_ACTIVE)
//limiting aggro for siege guards
&& target.isInsideRadius(npc, 1500, true, false) && GeoData.getInstance().canSeeTarget(npc, target))
{
// Notify the L2Object AI with EVT_AGGRESSION
L2CharacterAI ai = npc.getAI();
if(ai!=null)
ai.notifyEvent(CtrlEvent.EVT_AGGRESSION, getAttackTarget(), 1);
}
// heal friends
if(/*_selfAnalysis.hasHealOrResurrect && */!_actor.isAttackingDisabled() && npc.getCurrentHp() < npc.getMaxHp() * 0.6 && _actor.getCurrentHp() > _actor.getMaxHp() / 2 && _actor.getCurrentMp() > _actor.getMaxMp() / 2 && npc.isInCombat())
{
for(L2Skill sk : /* _selfAnalysis.healSkills*/healSkills)
{
if(_actor.getCurrentMp() < sk.getMpConsume())
{
continue;
}
if(_actor.isSkillDisabled(sk.getId()))
{
continue;
}
if(!Util.checkIfInRange(sk.getCastRange(), _actor, npc, true))
{
continue;
}
int chance = 4;
if(chance >= Rnd.get(100))
{
continue;
}
if(!GeoData.getInstance().canSeeTarget(_actor, npc))
{
break;
}
L2Object OldTarget = _actor.getTarget();
_actor.setTarget(npc);
clientStopMoving(null);
_accessor.doCast(sk);
_actor.setTarget(OldTarget);
return;
}
}
}
}
}
private void attackPrepare()
{
// Get all information needed to choose between physical or magical attack
L2Skill[] skills = null;
double dist_2 = 0;
int range = 0;
L2FortSiegeGuardInstance sGuard;
sGuard = (L2FortSiegeGuardInstance) _actor;
L2Character attackTarget = getAttackTarget();
try
{
_actor.setTarget(attackTarget);
skills = _actor.getAllSkills();
dist_2 = _actor.getPlanDistanceSq(attackTarget.getX(), attackTarget.getY());
range = _actor.getPhysicalAttackRange() + _actor.getTemplate().collisionRadius + attackTarget.getTemplate().collisionRadius;
if(attackTarget.isMoving())
{
range += 50;
}
}
catch(NullPointerException e)
{
if(Config.ENABLE_ALL_EXCEPTIONS)
e.printStackTrace();
//_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.getFort().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 * range)
{
// check for long ranged skills and heal/buff skills
for(L2Skill sk : skills)
{
int castRange = sk.getCastRange();
if(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() == SkillType.BUFF || sk.getSkillType() == SkillType.HEAL)
{
boolean useSkillSelf = true;
if(sk.getSkillType() == SkillType.HEAL && _actor.getCurrentHp() > (int) (_actor.getMaxHp() / 1.5))
{
useSkillSelf = false;
break;
}
if(sk.getSkillType() == 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.getSpawn().getLocx();
double homeY = attackTarget.getY() - sGuard.getSpawn().getLocy();
// Check if the L2SiegeGuardInstance isn't too far from it's home location
if(dx * dx + dy * dy > 10000 && homeX * homeX + homeY * homeY > 3240000 && _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 GeoClient checks and AI modification
if(dz * dz < 170 * 170) // normally 130 if guard z coordinates correct
{
//if (_selfAnalysis.isMage)
// range = _selfAnalysis.maxCastRange - 50;
if(_actor.getWalkSpeed() <= 0)
return;
if(attackTarget.isMoving())
{
moveToPawn(attackTarget, range - 70);
}
else
{
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 * range)
{
// Temporary hack for preventing guards jumping off towers,
// before replacing this with effective GeoClient checks and AI modification
double dz = _actor.getZ() - attackTarget.getZ();
if(dz * dz < 170 * 170) // normally 130 if guard z coordinates correct
{
//if (_selfAnalysis.isMage)
// range = _selfAnalysis.maxCastRange - 50;
if(_actor.getWalkSpeed() <= 0)
return;
if(attackTarget.isMoving())
{
moveToPawn(attackTarget, range - 70);
}
else
{
moveToPawn(attackTarget, range);
}
}
return;
}
// Else, if this is close enough to attack
else if(dist_2 <= range * range)
{
// Force mobs to attack 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 && !sk.isPassive() && _actor.getCurrentMp() >= _actor.getStat().getMpConsume(sk) && !_actor.isSkillDisabled(sk.getId()))
{
L2Object OldTarget = _actor.getTarget();
if(sk.getSkillType() == SkillType.BUFF || sk.getSkillType() == SkillType.HEAL)
{
boolean useSkillSelf = true;
if(sk.getSkillType() == SkillType.HEAL && _actor.getCurrentHp() > (int) (_actor.getMaxHp() / 1.5))
{
useSkillSelf = false;
break;
}
if(sk.getSkillType() == 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 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.isCastingNow() || _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 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)
{
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();
}
L2FortSiegeGuardInstance sGuard;
sGuard = (L2FortSiegeGuardInstance) _actor;
double homeX = target.getX() - sGuard.getSpawn().getLocx();
double homeY = target.getY() - sGuard.getSpawn().getLocy();
// Check if the L2SiegeGuardInstance is not too far from its home location
if(homeX * homeX + homeY * homeY < 3240000)
{
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;
}
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();
}
}