Package com.l2jfrozen.gameserver.ai

Source Code of com.l2jfrozen.gameserver.ai.L2SummonAI

/*
* 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_ATTACK;
import static com.l2jfrozen.gameserver.ai.CtrlIntention.AI_INTENTION_CAST;
import static com.l2jfrozen.gameserver.ai.CtrlIntention.AI_INTENTION_FOLLOW;
import static com.l2jfrozen.gameserver.ai.CtrlIntention.AI_INTENTION_IDLE;
import static com.l2jfrozen.gameserver.ai.CtrlIntention.AI_INTENTION_INTERACT;
import static com.l2jfrozen.gameserver.ai.CtrlIntention.AI_INTENTION_PICK_UP;

import com.l2jfrozen.gameserver.model.L2Character;
import com.l2jfrozen.gameserver.model.L2Character.AIAccessor;
import com.l2jfrozen.gameserver.model.L2Object;
import com.l2jfrozen.gameserver.model.L2Skill;
import com.l2jfrozen.gameserver.model.L2Summon;

public class L2SummonAI extends L2CharacterAI
{

  private boolean _thinking; // to prevent recursive thinking

  public L2SummonAI(AIAccessor accessor)
  {
    super(accessor);
  }

  @Override
  protected void onIntentionIdle()
  {
    stopFollow();
    onIntentionActive();
  }

  @Override
  protected void onIntentionActive()
  {
    L2Summon summon = (L2Summon) _actor;

    if(summon.getFollowStatus())
    {
      setIntention(AI_INTENTION_FOLLOW, summon.getOwner());
    }
    else
    {
      super.onIntentionActive();
    }

    summon = null;
  }

  private void thinkAttack()
  {
    if(checkTargetLostOrDead(getAttackTarget()))
    {
      setAttackTarget(null);
      return;
    }

    if(maybeMoveToPawn(getAttackTarget(), _actor.getPhysicalAttackRange()))
      return;

    clientStopMoving(null);
    _accessor.doAttack(getAttackTarget());
    return;
  }

  private void thinkCast()
  {
    L2Summon summon = (L2Summon) _actor;

    final L2Character target = getCastTarget();
    if(checkTargetLost(target))
    {
      setCastTarget(null);
      return;
    }

    final L2Skill skill = get_skill();
    if(maybeMoveToPawn(target, _actor.getMagicalAttackRange(skill)))
      return;

    clientStopMoving(null);
    summon.setFollowStatus(false);
    summon = null;
    setIntention(AI_INTENTION_IDLE);
    _accessor.doCast(skill);
    return;
  }

  private void thinkPickUp()
  {
    if(_actor.isAllSkillsDisabled())
      return;

    final L2Object target = getTarget();
   
    if(checkTargetLost(target))
      return;

    if(maybeMoveToPawn(target, 36))
      return;

    setIntention(AI_INTENTION_IDLE);
    ((L2Summon.AIAccessor) _accessor).doPickupItem(target);

    return;
  }

  private void thinkInteract()
  {
    if(_actor.isAllSkillsDisabled())
      return;

    final L2Object target = getTarget();
   
    if(checkTargetLost(target))
      return;

    if(maybeMoveToPawn(target, 36))
      return;

    setIntention(AI_INTENTION_IDLE);

    return;
  }

  @Override
  protected void onEvtThink()
  {
    if(_thinking || _actor.isAllSkillsDisabled())
      return;

    _thinking = true;

    try
    {
      if(getIntention() == AI_INTENTION_ATTACK)
      {
        thinkAttack();
      }
      else if(getIntention() == AI_INTENTION_CAST)
      {
        thinkCast();
      }
      else if(getIntention() == AI_INTENTION_PICK_UP)
      {
        thinkPickUp();
      }
      else if(getIntention() == AI_INTENTION_INTERACT)
      {
        thinkInteract();
      }
    }
    finally
    {
      _thinking = false;
    }
  }

  /* (non-Javadoc)
   * @see com.l2jfrozen.gameserver.ai.L2CharacterAI#onEvtFinishCasting()
   */
   @Override
    protected void onEvtFinishCasting() {
        super.onEvtFinishCasting();

        final L2Summon summon = (L2Summon) _actor;

        summon.setFollowStatus(true);
  }
}
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