/*
* 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 net.sf.l2j.gameserver.ai;
import static net.sf.l2j.gameserver.ai.CtrlIntention.AI_INTENTION_ACTIVE;
import static net.sf.l2j.gameserver.ai.CtrlIntention.AI_INTENTION_ATTACK;
import static net.sf.l2j.gameserver.ai.CtrlIntention.AI_INTENTION_IDLE;
import java.util.concurrent.Future;
import net.sf.l2j.Config;
import net.sf.l2j.gameserver.GameTimeController;
import net.sf.l2j.gameserver.GeoData;
import net.sf.l2j.gameserver.Territory;
import net.sf.l2j.gameserver.ThreadPoolManager;
import net.sf.l2j.gameserver.instancemanager.DimensionalRiftManager;
import net.sf.l2j.gameserver.model.L2Attackable;
import net.sf.l2j.gameserver.model.L2CharPosition;
import net.sf.l2j.gameserver.model.L2Character;
import net.sf.l2j.gameserver.model.L2Effect;
import net.sf.l2j.gameserver.model.L2Object;
import net.sf.l2j.gameserver.model.L2Skill;
import net.sf.l2j.gameserver.model.actor.instance.L2DoorInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2FestivalMonsterInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2FolkInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2FriendlyMobInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2GuardInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2MinionInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2MonsterInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2NpcInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2PenaltyMonsterInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2RaidBossInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2RiftInvaderInstance;
import net.sf.l2j.gameserver.templates.L2Weapon;
import net.sf.l2j.gameserver.templates.L2WeaponType;
import net.sf.l2j.util.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
}
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
*
*/
private boolean autoAttackCondition(L2Character target)
{
L2Attackable me = (L2Attackable) _actor;
// 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 isn't invulnerable
if (target.isInvul())
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() <= Config.GM_DONT_TAKE_AGGRO)
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;
// 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;
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 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);
else
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 (!Config.ALT_MOB_AGRO_IN_PEACEZONE && target.isInsideZone(L2Character.ZONE_PEACE))
return false;
// Check if the actor is Aggressive
return (me.isAggressive() && GeoData.getInstance().canSeeTarget(me, target));
}
}
public void startAITask()
{
// If not idle - create an AI task (schedule onEvtThink repeatedly)
if (_aiTask == null)
{
_aiTask = ThreadPoolManager.getInstance().scheduleAiAtFixedRate(this, 1000, 1000);
}
}
public 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
synchronized 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;
}
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)
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;
}
// 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);
}
}
// Chose a target from its aggroList
L2Character hated;
if (_actor.isConfused()) hated = getAttackTarget(); // Force mobs to attak anybody if confused
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;
// Minions following leader
if (_actor instanceof L2MinionInstance && ((L2MinionInstance)_actor).getLeader() != null)
{
int offset;
if (_actor.isRaid()) offset = 500; // for Raids - need correction
else offset = 200; // for normal minions - need correction :)
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.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 (Territory.getInstance().getProcMax(npc.getSpawn().getLocation()) > 0) return;
// Calculate a destination point in the spawn area
int p[] = Territory.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)
{
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
{
// 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);
}
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 (_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();
}
}
// Check if target is dead or if timeout is expired to stop this attack
if (getAttackTarget() == null || getAttackTarget().isAlikeDead()
|| _attackTimeout < GameTimeController.getGameTicks())
{
// Stop hating this target after the attack timeout or if target is dead
if (getAttackTarget() != null)
{
L2Attackable npc = (L2Attackable) _actor;
npc.stopHating(getAttackTarget());
}
// Set the AI Intention to AI_INTENTION_ACTIVE
setIntention(AI_INTENTION_ACTIVE);
_actor.setWalking();
}
else
{
if(_actor.isAttackingDisabled()) return;
// Call all L2Object of its Faction inside the Faction Range
if (((L2NpcInstance) _actor).getFactionId() != null)
{
String faction_id = ((L2NpcInstance) _actor).getFactionId();
// Go through all L2Object that belong to its faction
for (L2Object obj : _actor.getKnownList().getKnownObjects().values())
{
if (obj instanceof L2NpcInstance)
{
L2NpcInstance npc = (L2NpcInstance) obj;
if (npc == null || getAttackTarget() == null || faction_id != npc.getFactionId())
continue;
// Check if the L2Object is inside the Faction Range of the actor
if (_actor.isInsideRadius(npc, npc.getFactionRange(), true, false)
&& GeoData.getInstance().canSeeTarget(_actor, npc)
&& Math.abs(getAttackTarget().getZ() - npc.getZ()) < 600
&& npc.getAI() != null
&& _actor.getAttackByList().contains(getAttackTarget())
&& (npc.getAI()._intention == CtrlIntention.AI_INTENTION_IDLE
|| npc.getAI()._intention == CtrlIntention.AI_INTENTION_ACTIVE))
{
if (getAttackTarget() instanceof L2PcInstance
&& getAttackTarget().isInParty()
&& getAttackTarget().getParty().isInDimensionalRift())
{
byte riftType = getAttackTarget().getParty().getDimensionalRift().getType();
byte riftRoom = getAttackTarget().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, getAttackTarget(), 1);
}
}
}
}
// Get all information needed to chose between physical or magical attack
L2Skill[] skills = null;
double dist2 = 0;
int range = 0;
try
{
_actor.setTarget(getAttackTarget());
skills = _actor.getAllSkills();
dist2 = _actor.getPlanDistanceSq(getAttackTarget().getX(), getAttackTarget().getY());
range = _actor.getPhysicalAttackRange();
}
catch (NullPointerException e)
{
//_log.warning("AttackableAI: Attack target is NULL.");
setIntention(AI_INTENTION_ACTIVE);
return;
}
L2Weapon weapon = _actor.getActiveWeaponItem();
if (weapon != null && weapon.getItemType() == L2WeaponType.BOW)
{
// Micht: kepping this one otherwise we should do 2 sqrt
double distance2 = _actor.getPlanDistanceSq(getAttackTarget().getX(), getAttackTarget().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()>getAttackTarget().getX())
signx=1;
if (_actor.getY()>getAttackTarget().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;
}
}
}
// Force mobs to attack anybody if confused
L2Character hated;
if (_actor.isConfused()) hated = getAttackTarget();
else hated = ((L2Attackable) _actor).getMostHated();
if (hated == null)
{
setIntention(AI_INTENTION_ACTIVE);
return;
}
if (hated != getAttackTarget())
{
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();
if (((sk.getSkillType() == L2Skill.SkillType.BUFF || sk.getSkillType() == L2Skill.SkillType.HEAL) || (dist2 >= castRange * castRange / 9.0)
&& (dist2 <= castRange * castRange) && (castRange > 70))
&& !_actor.isSkillDisabled(sk.getId())
&& _actor.getCurrentMp() >= _actor.getStat().getMpConsume(sk)
&& !sk.isPassive()
&& Rnd.nextInt(100) <= 5)
{
L2Object OldTarget = _actor.getTarget();
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;
}
}
}
if (useSkillSelf) _actor.setTarget(_actor);
}
clientStopMoving(null);
_accessor.doCast(sk);
_actor.setTarget(OldTarget);
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(getAttackTarget(), range);
return;
}
// Else, if this is close enough to attack
else
{
_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)))
{
L2Object OldTarget = _actor.getTarget();
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;
}
}
}
if (useSkillSelf) _actor.setTarget(_actor);
}
// GeoData Los Check here
if (!useSkillSelf && !GeoData.getInstance().canSeeTarget(_actor, _actor.getTarget()))
return;
clientStopMoving(null);
_accessor.doCast(sk);
_actor.setTarget(OldTarget);
return;
}
}
}
// Finally, physical attacks
clientStopMoving(null);
_accessor.doAttack(hated);
}
}
}
/**
* 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)
{
//if (_actor instanceof L2ChestInstance && !((L2ChestInstance)_actor).isInteracted())
//{
//((L2ChestInstance)_actor).deleteMe();
//((L2ChestInstance)_actor).getSpawn().startRespawn();
//return;
//}
// 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);
}
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 attacker 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;
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);
}
}
}
@Override
protected void onIntentionActive()
{
// Cancel attack timeout
_attackTimeout = Integer.MAX_VALUE;
super.onIntentionActive();
}
public void setGlobalAggro(int value)
{
_globalAggro = value;
}
}