Package com.l2jfrozen.gameserver.ai

Source Code of com.l2jfrozen.gameserver.ai.L2FortSiegeGuardAI

/*
* 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();
  }

}
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