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#756387 ·published 2007-10-31 13:35 UTC
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/*
 * 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_CAST;
import static net.sf.l2j.gameserver.ai.CtrlIntention.AI_INTENTION_FOLLOW;
import static net.sf.l2j.gameserver.ai.CtrlIntention.AI_INTENTION_IDLE;
import static net.sf.l2j.gameserver.ai.CtrlIntention.AI_INTENTION_INTERACT;
import static net.sf.l2j.gameserver.ai.CtrlIntention.AI_INTENTION_MOVE_TO;
import static net.sf.l2j.gameserver.ai.CtrlIntention.AI_INTENTION_PICK_UP;
import static net.sf.l2j.gameserver.ai.CtrlIntention.AI_INTENTION_REST;
import net.sf.l2j.Config;
import net.sf.l2j.gameserver.GeoData;
import net.sf.l2j.gameserver.Universe;
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.L2Object;
import net.sf.l2j.gameserver.model.L2Skill;
import net.sf.l2j.gameserver.model.actor.instance.L2BoatInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2DoorInstance;
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.L2PlayableInstance;
import net.sf.l2j.gameserver.serverpackets.AutoAttackStop;
import net.sf.l2j.gameserver.taskmanager.AttackStanceTaskManager;

/**
 * This class manages AI of L2Character.<BR><BR>
 *
 * L2CharacterAI :<BR><BR>
 * <li>L2AttackableAI</li>
 * <li>L2DoorAI</li>
 * <li>L2PlayerAI</li>
 * <li>L2SummonAI</li><BR><BR>
 *
 */
public class L2CharacterAI extends AbstractAI
{
	private static final int ZONE_PVP = 1;
	
    @Override
	protected void onEvtAttacked(L2Character attacker)
    {
        clientStartAutoAttack();
    }

    /**
     * Constructor of L2CharacterAI.<BR><BR>
     *
     * @param accessor The AI accessor of the L2Character
     *
     */
    public L2CharacterAI(L2Character.AIAccessor accessor)
    {
        super(accessor);
    }

    /**
     * Manage the Idle Intention : Stop Attack, Movement and Stand Up the actor.<BR><BR>
     *
     * <B><U> Actions</U> :</B><BR><BR>
     * <li>Set the AI Intention to AI_INTENTION_IDLE </li>
     * <li>Init cast and attack target </li>
     * <li>Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast) </li>
     * <li>Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast) </li>
     * <li>Stand up the actor server side AND client side by sending Server->Client packet ChangeWaitType (broadcast) </li><BR><BR>
     *
     */
    @Override
	protected void onIntentionIdle()
    {
        // Set the AI Intention to AI_INTENTION_IDLE
        changeIntention(AI_INTENTION_IDLE, null, null);

        // Init cast and attack target
        setCastTarget(null);
        setAttackTarget(null);

        // Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)
        clientStopMoving(null);

        // Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)
        clientStopAutoAttack();

        // Stand up the actor server side AND client side by sending Server->Client packet ChangeWaitType (broadcast)
        clientStandUp();
    }

    /**
     * Manage the Active Intention : Stop Attack, Movement and Launch Think Event.<BR><BR>
     *
     * <B><U> Actions</U> : <I>if the Intention is not already Active</I></B><BR><BR>
     * <li>Set the AI Intention to AI_INTENTION_ACTIVE </li>
     * <li>Init cast and attack target </li>
     * <li>Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast) </li>
     * <li>Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast) </li>
     * <li>Launch the Think Event </li><BR><BR>
     *
     */
    @Override
	protected void onIntentionActive()
    {
        // Check if the Intention is not already Active
        if (getIntention() != AI_INTENTION_ACTIVE)
        {
            // Set the AI Intention to AI_INTENTION_ACTIVE
            changeIntention(AI_INTENTION_ACTIVE, null, null);

            // Init cast and attack target
            setCastTarget(null);
            setAttackTarget(null);

            // Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)
            clientStopMoving(null);

            // Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)
            clientStopAutoAttack();

            // Also enable random animations for this L2Character if allowed
			// This is only for mobs - town npcs are handled in their constructor
            if (_actor instanceof L2Attackable)
                ((L2NpcInstance)_actor).startRandomAnimationTimer();

            // Launch the Think Event
            onEvtThink();
        }
    }

    /**
     * Manage the Rest Intention.<BR><BR>
     *
     * <B><U> Actions</U> : </B><BR><BR>
     * <li>Set the AI Intention to AI_INTENTION_IDLE </li><BR><BR>
     *
     */
    @Override
	protected void onIntentionRest()
    {
        // Set the AI Intention to AI_INTENTION_IDLE
        setIntention(AI_INTENTION_IDLE);
    }

    /**
     * Manage the Attack Intention : Stop current Attack (if necessary), Start a new Attack and Launch Think Event.<BR><BR>
     *
     * <B><U> Actions</U> : </B><BR><BR>
     * <li>Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast) </li>
     * <li>Set the Intention of this AI to AI_INTENTION_ATTACK </li>
     * <li>Set or change the AI attack target </li>
     * <li>Start the actor Auto Attack client side by sending Server->Client packet AutoAttackStart (broadcast) </li>
     * <li>Launch the Think Event </li><BR><BR>
     *
     *
     * <B><U> Overridden in</U> :</B><BR><BR>
     * <li>L2AttackableAI : Calculate attack timeout</li><BR><BR>
     *
     */
    @Override
	protected void onIntentionAttack(L2Character target)
    {
        if (target == null)
        {
            clientActionFailed();
            return;
        }

        if (getIntention() == AI_INTENTION_REST)
        {
            // Cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor
            clientActionFailed();
            return;
        }

        if (_actor.isAllSkillsDisabled() || _actor.isAfraid())
        {
            // Cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor
            clientActionFailed();
            return;
        }
        
        if (target instanceof L2PcInstance && _actor instanceof L2PcInstance)
        if (((L2PcInstance) _actor).getKarma() > 0 && (_actor.getLevel() - target.getLevel()) >=10 && ((L2PlayableInstance) target).getProtectionBlessing() && !(target.isInsideZone(ZONE_PVP)))
        {
        	// If attacker have karma and have level >= 10 than his target and target have Newbie Protection Buff,
        	// cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor.
        	clientActionFailed();
        	return;
        }
        
        // Check if the Intention is already AI_INTENTION_ATTACK
        if (getIntention() == AI_INTENTION_ATTACK)
        {
            // Check if the AI already targets the L2Character
            if (getAttackTarget() != target)
            {
                // Set the AI attack target (change target)
                setAttackTarget(target);

                stopFollow();

                // Launch the Think Event
                notifyEvent(CtrlEvent.EVT_THINK, null);

            }
            else
                clientActionFailed(); // else client freezes until cancel target
        }
        else
        {
            // Set the Intention of this AbstractAI to AI_INTENTION_ATTACK
            changeIntention(AI_INTENTION_ATTACK, target, null);

            // Set the AI attack target
            setAttackTarget(target);
            
            stopFollow();
            
            // Launch the Think Event
            notifyEvent(CtrlEvent.EVT_THINK, null);
        }
    }

    /**
     * Manage the Cast Intention : Stop current Attack, Init the AI in order to cast and Launch Think Event.<BR><BR>
     *
     * <B><U> Actions</U> : </B><BR><BR>
     * <li>Set the AI cast target </li>
     * <li>Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast) </li>
     * <li>Cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor </li>
     * <li>Set the AI skill used by INTENTION_CAST </li>
     * <li>Set the Intention of this AI to AI_INTENTION_CAST </li>
     * <li>Launch the Think Event </li><BR><BR>
     *
     */
    @Override
	protected void onIntentionCast(L2Skill skill, L2Object target)
    {
        if (getIntention() == AI_INTENTION_REST && skill.isMagic())
        {
            clientActionFailed();
            return;
        }

        if (_actor.isAllSkillsDisabled())
        {
            // Cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor
            clientActionFailed();
            return;
        }

        // can't cast if muted
        if (_actor.isMuted() && skill.isMagic())
        {
            // Cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor
            clientActionFailed();
            return;
        }

        if (((L2PcInstance) _actor).getKarma() > 0 && (_actor.getLevel() - ((L2Character) target).getLevel()) >=10 && ((L2PlayableInstance) target).getProtectionBlessing() && !(((L2Character) target).isInsideZone(ZONE_PVP))) 
        { 
        	// If attacker have karma and have level >= 10 than his target and target have Newbie Protection Buff, 
        	// cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor. 
        	clientActionFailed(); 
        	return;
        }
        
        // Set the AI cast target
        setCastTarget((L2Character) target);

        // Stop actions client-side to cast the skill
        if (skill.getSkillTime() > 50)
        {
            // Abort the attack of the L2Character and send Server->Client ActionFailed packet
            _actor.abortAttack();

            // Cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor
            // no need for second ActionFailed packet, abortAttack() already sent it
            //clientActionFailed();
        }

        // Set the AI skill used by INTENTION_CAST
        _skill = skill;

        // Change the Intention of this AbstractAI to AI_INTENTION_CAST
        changeIntention(AI_INTENTION_CAST, skill, target);

        // Launch the Think Event
        notifyEvent(CtrlEvent.EVT_THINK, null);
    }

    /**
     * Manage the Move To Intention : Stop current Attack and Launch a Move to Location Task.<BR><BR>
     *
     * <B><U> Actions</U> : </B><BR><BR>
     * <li>Stop the actor auto-attack server side AND client side by sending Server->Client packet AutoAttackStop (broadcast) </li>
     * <li>Set the Intention of this AI to AI_INTENTION_MOVE_TO </li>
     * <li>Move the actor to Location (x,y,z) server side AND client side by sending Server->Client packet CharMoveToLocation (broadcast) </li><BR><BR>
     *
     */
    @Override
	protected void onIntentionMoveTo(L2CharPosition pos)
    {
        if (getIntention() == AI_INTENTION_REST)
        {
            // Cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor
            clientActionFailed();
            return;
        }

        if (_actor.isAllSkillsDisabled())
        {
            // Cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor
            clientActionFailed();
            return;
        }

        // Set the Intention of this AbstractAI to AI_INTENTION_MOVE_TO
        changeIntention(AI_INTENTION_MOVE_TO, pos, null);

        // Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)
        clientStopAutoAttack();

        // Abort the attack of the L2Character and send Server->Client ActionFailed packet
        _actor.abortAttack();

        // Move the actor to Location (x,y,z) server side AND client side by sending Server->Client packet CharMoveToLocation (broadcast)
        moveTo(pos.x, pos.y, pos.z);
    }

    /* (non-Javadoc)
     * @see net.sf.l2j.gameserver.ai.AbstractAI#onIntentionMoveToInABoat(net.sf.l2j.gameserver.model.L2CharPosition, net.sf.l2j.gameserver.model.L2CharPosition)
     */
    @Override
    protected void onIntentionMoveToInABoat(L2CharPosition destination, L2CharPosition origin)
    {
        if (getIntention() == AI_INTENTION_REST)
        {
            // Cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor
            clientActionFailed();
            return;
        }

        if (_actor.isAllSkillsDisabled())
        {
            // Cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor
            clientActionFailed();
            return;
        }

        // Set the Intention of this AbstractAI to AI_INTENTION_MOVE_TO
        //
        //changeIntention(AI_INTENTION_MOVE_TO, new L2CharPosition(((L2PcInstance)_actor).getBoat().getX() - destination.x, ((L2PcInstance)_actor).getBoat().getY() - destination.y, ((L2PcInstance)_actor).getBoat().getZ() - destination.z, 0)  , null);

        // Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)
        clientStopAutoAttack();

        // Abort the attack of the L2Character and send Server->Client ActionFailed packet
        _actor.abortAttack();

        // Move the actor to Location (x,y,z) server side AND client side by sending Server->Client packet CharMoveToLocation (broadcast)
        moveToInABoat(destination, origin);
    }

    /**
     * Manage the Follow Intention : Stop current Attack and Launch a Follow Task.<BR><BR>
     *
     * <B><U> Actions</U> : </B><BR><BR>
     * <li>Stop the actor auto-attack server side AND client side by sending Server->Client packet AutoAttackStop (broadcast) </li>
     * <li>Set the Intention of this AI to AI_INTENTION_FOLLOW </li>
     * <li>Create and Launch an AI Follow Task to execute every 1s </li><BR><BR>
     *
     */
    @Override
	protected void onIntentionFollow(L2Character target)
    {
        if (getIntention() == AI_INTENTION_REST)
        {
            // Cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor
            clientActionFailed();
            return;
        }

        if (_actor.isAllSkillsDisabled())
        {
            // Cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor
            clientActionFailed();
            return;
        }
        
        if (_actor.isImobilised() || _actor.isRooted())
        {
            // Cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor
            clientActionFailed();
            return;
        }

        // Dead actors can`t follow
        if (_actor.isDead())
        {
        	clientActionFailed();
        	return;
        }
        
        // do not follow yourself
        if (_actor == target) 
        {
        	clientActionFailed();
        	return;
        }

        // Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)
        clientStopAutoAttack();

        // Set the Intention of this AbstractAI to AI_INTENTION_FOLLOW
        changeIntention(AI_INTENTION_FOLLOW, target, null);

        // Create and Launch an AI Follow Task to execute every 1s
        startFollow(target);
    }

    /**
     * Manage the PickUp Intention : Set the pick up target and Launch a Move To Pawn Task (offset=20).<BR><BR>
     *
     * <B><U> Actions</U> : </B><BR><BR>
     * <li>Set the AI pick up target </li>
     * <li>Set the Intention of this AI to AI_INTENTION_PICK_UP </li>
     * <li>Move the actor to Pawn server side AND client side by sending Server->Client packet MoveToPawn (broadcast) </li><BR><BR>
     *
     */
    @Override
	protected void onIntentionPickUp(L2Object object)
    {
        if (getIntention() == AI_INTENTION_REST)
        {
            // Cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor
            clientActionFailed();
            return;
        }

        if (_actor.isAllSkillsDisabled())
        {
            // Cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor
            clientActionFailed();
            return;
        }

        // Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)
        clientStopAutoAttack();

        // Set the Intention of this AbstractAI to AI_INTENTION_PICK_UP
        changeIntention(AI_INTENTION_PICK_UP, object, null);

        // Set the AI pick up target
        setTarget(object);
        if(object.getX() == 0 && object.getY() == 0) // TODO: Find the drop&spawn bug
        {
        	_log.warning("Object in coords 0,0 - using a temporary fix");
        	object.setXYZ(getActor().getX(), getActor().getY(), getActor().getZ()+5);
        }

        // Move the actor to Pawn server side AND client side by sending Server->Client packet MoveToPawn (broadcast)
        moveToPawn(object, 20);
    }

    /**
     * Manage the Interact Intention : Set the interact target and Launch a Move To Pawn Task (offset=60).<BR><BR>
     *
     * <B><U> Actions</U> : </B><BR><BR>
     * <li>Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast) </li>
     * <li>Set the AI interact target </li>
     * <li>Set the Intention of this AI to AI_INTENTION_INTERACT </li>
     * <li>Move the actor to Pawn server side AND client side by sending Server->Client packet MoveToPawn (broadcast) </li><BR><BR>
     *
     */
    @Override
	protected void onIntentionInteract(L2Object object)
    {
        if (getIntention() == AI_INTENTION_REST)
        {
            // Cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor
            clientActionFailed();
            return;
        }

        if (_actor.isAllSkillsDisabled())
        {
            // Cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor
            clientActionFailed();
            return;
        }

        // Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)
        clientStopAutoAttack();

        if (getIntention() != AI_INTENTION_INTERACT)
        {
            // Set the Intention of this AbstractAI to AI_INTENTION_INTERACT
            changeIntention(AI_INTENTION_INTERACT, object, null);

            // Set the AI interact target
            setTarget(object);

            // Move the actor to Pawn server side AND client side by sending Server->Client packet MoveToPawn (broadcast)
            moveToPawn(object, 60);
        }
    }

    /**
     * Do nothing.<BR><BR>
     */
    @Override
	protected void onEvtThink()
    {
        // do nothing
    }

    /**
     * Do nothing.<BR><BR>
     */
    @Override
	protected void onEvtAggression(@SuppressWarnings("unused")
    L2Character target, @SuppressWarnings("unused")
    int aggro)
    {
        // do nothing
    }

    /**
     * Launch actions corresponding to the Event Stunned then onAttacked Event.<BR><BR>
     *
     * <B><U> Actions</U> :</B><BR><BR>
     * <li>Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)</li>
     * <li>Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)</li>
     * <li>Break an attack and send Server->Client ActionFailed packet and a System Message to the L2Character </li>
     * <li>Break a cast and send Server->Client ActionFailed packet and a System Message to the L2Character </li>
     * <li>Launch actions corresponding to the Event onAttacked (only for L2AttackableAI after the stunning periode) </li><BR><BR>
     *
     */
    @Override
	protected void onEvtStunned(L2Character attacker)
    {
        // Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)
        _actor.broadcastPacket(new AutoAttackStop(_actor.getObjectId()));
        if (AttackStanceTaskManager.getInstance().getAttackStanceTask(_actor))
            AttackStanceTaskManager.getInstance().removeAttackStanceTask(_actor);

        // Stop Server AutoAttack also
        setAutoAttacking(false);
        
        // Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)
        clientStopMoving(null);

        // Launch actions corresponding to the Event onAttacked (only for L2AttackableAI after the stunning periode)
        onEvtAttacked(attacker);
    }

    /**
     * Launch actions corresponding to the Event Sleeping.<BR><BR>
     *
     * <B><U> Actions</U> :</B><BR><BR>
     * <li>Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)</li>
     * <li>Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)</li>
     * <li>Break an attack and send Server->Client ActionFailed packet and a System Message to the L2Character </li>
     * <li>Break a cast and send Server->Client ActionFailed packet and a System Message to the L2Character </li><BR><BR>
     *
     */
    @Override
	protected void onEvtSleeping(@SuppressWarnings("unused")
    L2Character attacker)
    {
        // Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)
        _actor.broadcastPacket(new AutoAttackStop(_actor.getObjectId()));
        if (AttackStanceTaskManager.getInstance().getAttackStanceTask(_actor))
            AttackStanceTaskManager.getInstance().removeAttackStanceTask(_actor);

        // stop Server AutoAttack also
        setAutoAttacking(false);
        
        // Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)
        clientStopMoving(null);
    }

    /**
     * Launch actions corresponding to the Event Rooted.<BR><BR>
     *
     * <B><U> Actions</U> :</B><BR><BR>
     * <li>Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)</li>
     * <li>Launch actions corresponding to the Event onAttacked</li><BR><BR>
     *
     */
    @Override
	protected void onEvtRooted(L2Character attacker)
    {
        // Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)
        //_actor.broadcastPacket(new AutoAttackStop(_actor.getObjectId()));
        //if (AttackStanceTaskManager.getInstance().getAttackStanceTask(_actor))
        //    AttackStanceTaskManager.getInstance().removeAttackStanceTask(_actor);

        // Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)
        clientStopMoving(null);

        // Launch actions corresponding to the Event onAttacked
        onEvtAttacked(attacker);

    }

    /**
     * Launch actions corresponding to the Event Confused.<BR><BR>
     *
     * <B><U> Actions</U> :</B><BR><BR>
     * <li>Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)</li>
     * <li>Launch actions corresponding to the Event onAttacked</li><BR><BR>
     *
     */
    @Override
	protected void onEvtConfused(L2Character attacker)
    {
        // Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)
        clientStopMoving(null);

        // Launch actions corresponding to the Event onAttacked
        onEvtAttacked(attacker);
    }

    /**
     * Launch actions corresponding to the Event Muted.<BR><BR>
     *
     * <B><U> Actions</U> :</B><BR><BR>
     * <li>Break a cast and send Server->Client ActionFailed packet and a System Message to the L2Character </li><BR><BR>
     *
     */
    @Override
	protected void onEvtMuted(L2Character attacker)
    {
        // Break a cast and send Server->Client ActionFailed packet and a System Message to the L2Character
        onEvtAttacked(attacker);
    }

    /**
     * Launch actions corresponding to the Event ReadyToAct.<BR><BR>
     *
     * <B><U> Actions</U> :</B><BR><BR>
     * <li>Launch actions corresponding to the Event Think</li><BR><BR>
     *
     */
    @Override
	protected void onEvtReadyToAct()
    {
        // Launch actions corresponding to the Event Think
        onEvtThink();
    }

    /**
     * Do nothing.<BR><BR>
     */
    @Override
	protected void onEvtUserCmd(@SuppressWarnings("unused")
    Object arg0, @SuppressWarnings("unused")
    Object arg1)
    {
        // do nothing
    }

    /**
     * Launch actions corresponding to the Event Arrived.<BR><BR>
     *
     * <B><U> Actions</U> :</B><BR><BR>
     * <li>If the Intention was AI_INTENTION_MOVE_TO, set the Intention to AI_INTENTION_ACTIVE</li>
     * <li>Launch actions corresponding to the Event Think</li><BR><BR>
     *
     */
    @Override
	protected void onEvtArrived()
    {
    	// Launch an explore task if necessary
        if (_accessor.getActor() instanceof L2PcInstance)
        {
        	if (Config.ACTIVATE_POSITION_RECORDER)
        		((L2PcInstance) _accessor.getActor()).explore();
        	((L2PcInstance) _accessor.getActor()).revalidateZone(true);
        }
        else _accessor.getActor().revalidateZone();
        
    	if (_accessor.getActor().moveToNextRoutePoint()) 
    		return;
    	
    	clientStoppedMoving();
    	
    	// If the Intention was AI_INTENTION_MOVE_TO, set the Intention to AI_INTENTION_ACTIVE
        if (getIntention() == AI_INTENTION_MOVE_TO) setIntention(AI_INTENTION_ACTIVE);

        // Launch actions corresponding to the Event Think
        onEvtThink();

        if (_actor instanceof L2BoatInstance)
        {
            ((L2BoatInstance) _actor).evtArrived();
        }
    }

    /**
     * Launch actions corresponding to the Event ArrivedRevalidate.<BR><BR>
     *
     * <B><U> Actions</U> :</B><BR><BR>
     * <li>Launch actions corresponding to the Event Think</li><BR><BR>
     *
     */
    @Override
	protected void onEvtArrivedRevalidate()
    {
        // Launch actions corresponding to the Event Think
        onEvtThink();
    }

    /**
     * Launch actions corresponding to the Event ArrivedBlocked.<BR><BR>
     *
     * <B><U> Actions</U> :</B><BR><BR>
     * <li>Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)</li>
     * <li>If the Intention was AI_INTENTION_MOVE_TO, set the Intention to AI_INTENTION_ACTIVE</li>
     * <li>Launch actions corresponding to the Event Think</li><BR><BR>
     *
     */
    @Override
	protected void onEvtArrivedBlocked(L2CharPosition blocked_at_pos)
    {
        // Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)
        clientStopMoving(blocked_at_pos);

        if (Config.ACTIVATE_POSITION_RECORDER
            && Universe.getInstance().shouldLog(_accessor.getActor().getObjectId()))
        {
            if (!_accessor.getActor().isFlying())
                Universe.getInstance().registerObstacle(blocked_at_pos.x, blocked_at_pos.y,
                                                        blocked_at_pos.z);
            if (_accessor.getActor() instanceof L2PcInstance)
                ((L2PcInstance) _accessor.getActor()).explore();
        }

        // If the Intention was AI_INTENTION_MOVE_TO, tet the Intention to AI_INTENTION_ACTIVE
        if (getIntention() == AI_INTENTION_MOVE_TO) setIntention(AI_INTENTION_ACTIVE);

        // Launch actions corresponding to the Event Think
        onEvtThink();
    }

    /**
     * Launch actions corresponding to the Event ForgetObject.<BR><BR>
     *
     * <B><U> Actions</U> :</B><BR><BR>
     * <li>If the object was targeted  and the Intention was AI_INTENTION_INTERACT or AI_INTENTION_PICK_UP, set the Intention to AI_INTENTION_ACTIVE</li>
     * <li>If the object was targeted to attack, stop the auto-attack, cancel target and set the Intention to AI_INTENTION_ACTIVE</li>
     * <li>If the object was targeted to cast, cancel target and set the Intention to AI_INTENTION_ACTIVE</li>
     * <li>If the object was targeted to follow, stop the movement, cancel AI Follow Task and set the Intention to AI_INTENTION_ACTIVE</li>
     * <li>If the targeted object was the actor , cancel AI target, stop AI Follow Task, stop the movement and set the Intention to AI_INTENTION_IDLE </li><BR><BR>
     *
     */
    @Override
	protected void onEvtForgetObject(L2Object object)
    {
        // If the object was targeted  and the Intention was AI_INTENTION_INTERACT or AI_INTENTION_PICK_UP, set the Intention to AI_INTENTION_ACTIVE
        if (getTarget() == object)
        {
            setTarget(null);

            if (getIntention() == AI_INTENTION_INTERACT) setIntention(AI_INTENTION_ACTIVE);
            else if (getIntention() == AI_INTENTION_PICK_UP) setIntention(AI_INTENTION_ACTIVE);
        }

        // Check if the object was targeted to attack
        if (getAttackTarget() == object)
        {
            // Cancel attack target
            setAttackTarget(null);

            // Set the Intention of this AbstractAI to AI_INTENTION_ACTIVE
            setIntention(AI_INTENTION_ACTIVE);
        }

        // Check if the object was targeted to cast
        if (getCastTarget() == object)
        {
            // Cancel cast target
            setCastTarget(null);

            // Set the Intention of this AbstractAI to AI_INTENTION_ACTIVE
            setIntention(AI_INTENTION_ACTIVE);
        }

        // Check if the object was targeted to follow
        if (getFollowTarget() == object)
        {
            // Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)
            clientStopMoving(null);

            // Stop an AI Follow Task
            stopFollow();

            // Set the Intention of this AbstractAI to AI_INTENTION_ACTIVE
            setIntention(AI_INTENTION_ACTIVE);
        }

        // Check if the targeted object was the actor
        if (_actor == object)
        {
            // Cancel AI target
            setTarget(null);
            setAttackTarget(null);
            setCastTarget(null);

            // Stop an AI Follow Task
            stopFollow();

            // Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)
            clientStopMoving(null);

            // Set the Intention of this AbstractAI to AI_INTENTION_IDLE
            changeIntention(AI_INTENTION_IDLE, null, null);
        }
    }

    /**
     * Launch actions corresponding to the Event Cancel.<BR><BR>
     *
     * <B><U> Actions</U> :</B><BR><BR>
     * <li>Stop an AI Follow Task</li>
     * <li>Launch actions corresponding to the Event Think</li><BR><BR>
     *
     */
    @Override
	protected void onEvtCancel()
    {
        // Stop an AI Follow Task
        stopFollow();

        if (!AttackStanceTaskManager.getInstance().getAttackStanceTask(_actor))
            _actor.broadcastPacket(new AutoAttackStop(_actor.getObjectId()));

        // Launch actions corresponding to the Event Think
        onEvtThink();
    }

    /**
     * Launch actions corresponding to the Event Dead.<BR><BR>
     *
     * <B><U> Actions</U> :</B><BR><BR>
     * <li>Stop an AI Follow Task</li>
     * <li>Kill the actor client side by sending Server->Client packet AutoAttackStop, StopMove/StopRotation, Die (broadcast)</li><BR><BR>
     *
     */
    @Override
	protected void onEvtDead()
    {
        // Stop an AI Follow Task
        stopFollow();

        // Kill the actor client side by sending Server->Client packet AutoAttackStop, StopMove/StopRotation, Die (broadcast)
        clientNotifyDead();

        if (!(_actor instanceof L2PcInstance)) 
            _actor.setWalking();
    }

    /**
     * Launch actions corresponding to the Event Fake Death.<BR><BR>
     *
     * <B><U> Actions</U> :</B><BR><BR>
     * <li>Stop an AI Follow Task</li>
     *
     */
    @Override
	protected void onEvtFakeDeath()
    {
        // Stop an AI Follow Task
        stopFollow();

        // Stop the actor movement and send Server->Client packet StopMove/StopRotation (broadcast)
        clientStopMoving(null);

        // Init AI
        _intention = AI_INTENTION_IDLE;
        setTarget(null);
        setCastTarget(null);
        setAttackTarget(null);
    }

    /**
     * Do nothing.<BR><BR>
     */
    @Override
	protected void onEvtFinishCasting()
    {
        // do nothing
    }

    /**
     * Manage the Move to Pawn action in function of the distance and of the Interact area.<BR><BR>
     *
     * <B><U> Actions</U> :</B><BR><BR>
     * <li>Get the distance between the current position of the L2Character and the target (x,y)</li>
     * <li>If the distance > offset+20, move the actor (by running) to Pawn server side AND client side by sending Server->Client packet MoveToPawn (broadcast)</li>
     * <li>If the distance <= offset+20, Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)</li><BR><BR>
     *
     * <B><U> Example of use </U> :</B><BR><BR>
     * <li> L2PLayerAI, L2SummonAI</li><BR><BR>
     *
     * @param target The targeted L2Object
     * @param offset The Interact area radius
     *
     * @return True if a movement must be done
     *
     */
    protected boolean maybeMoveToPawn(L2Object target, int offset)
    {
        // Get the distance between the current position of the L2Character and the target (x,y)
        if (target == null)
        {
            _log.warning("maybeMoveToPawn: target == NULL!");
            return false;
        }
        if(offset < 0) return false; // skill radius -1
        
        offset += _actor.getTemplate().collisionRadius;
        if (target instanceof L2Character) 
        	offset += ((L2Character)target).getTemplate().collisionRadius;
        
        if (!_actor.isInsideRadius(target, offset, false, false))
        {
        	// Caller should be L2Playable and thinkAttack/thinkCast/thinkInteract/thinkPickUp
        	if (Config.GEODATA > 0 && !GeoData.getInstance().canSeeTarget(_actor, target))
        	{
        		if (getFollowTarget() != null) {
        			// cannot see and follow active
        			stopFollow();
        		}
        		setIntention(AI_INTENTION_IDLE);
        		return true;
        	}
        	
            if (getFollowTarget() != null) { 
                // prevent attack-follow into peace zones
            	if(getAttackTarget() != null && _actor instanceof L2PlayableInstance && target instanceof L2PlayableInstance)
                {
                    if(getAttackTarget() == getFollowTarget()) 
                    {
                    	// allow GMs to keep following
                    	boolean isGM = (_actor instanceof L2PcInstance ? ((L2PcInstance)_actor).isGM() : false);
                        if (((L2PlayableInstance)_actor).isInsidePeaceZone(_actor, target) && !isGM) 
                        {
                            stopFollow();
                            setIntention(AI_INTENTION_IDLE);
                            return true;
                        }
                    }
                }
            	// if the target is too far (maybe also teleported)
            	if (!_actor.isInsideRadius(target, 2000, false, false)) 
            	{
            		stopFollow();
            		setIntention(AI_INTENTION_IDLE);
            		return true;
            	}
            	// allow larger hit range when the target is moving (check is run only once per second)
                if (!_actor.isInsideRadius(target, offset + 100, false, false)) return true;
                stopFollow();
                return false;
            }
            
            if (_actor.isMovementDisabled()) return true;

            // If not running, set the L2Character movement type to run and send Server->Client packet ChangeMoveType to all others L2PcInstance
            if (!_actor.isRunning() && !(this instanceof L2PlayerAI)) _actor.setRunning();

            stopFollow();
            if ((target instanceof L2Character) && !(target instanceof L2DoorInstance))
            {
                if (((L2Character)target).isMoving()) offset -= 100;
                if (offset < 5) offset = 5;
            	startFollow((L2Character) target, offset);
            }
            else
            {
                // Move the actor to Pawn server side AND client side by sending Server->Client packet MoveToPawn (broadcast)
                moveToPawn(target, offset);
            }
            return true;
        }

        if (getFollowTarget() != null) stopFollow();

        // Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)
        // clientStopMoving(null);
        return false;
    }

    /**
     * Modify current Intention and actions if the target is lost or dead.<BR><BR>
     *
     * <B><U> Actions</U> : <I>If the target is lost or dead</I></B><BR><BR>
     * <li>Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)</li>
     * <li>Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)</li>
     * <li>Set the Intention of this AbstractAI to AI_INTENTION_ACTIVE</li><BR><BR>
     *
     * <B><U> Example of use </U> :</B><BR><BR>
     * <li> L2PLayerAI, L2SummonAI</li><BR><BR>
     *
     * @param target The targeted L2Object
     *
     * @return True if the target is lost or dead (false if fakedeath) 
     *
     */
    protected boolean checkTargetLostOrDead(L2Character target)
    {
        if (target == null || target.isAlikeDead())
        {
            //check if player is fakedeath 
            if (target != null && target.isFakeDeath())
            {
                target.stopFakeDeath(null);
                return false;
            }

            // Set the Intention of this AbstractAI to AI_INTENTION_ACTIVE
            setIntention(AI_INTENTION_ACTIVE);
            return true;
        }
        return false;
    }

    /**
     * Modify current Intention and actions if the target is lost.<BR><BR>
     *
     * <B><U> Actions</U> : <I>If the target is lost</I></B><BR><BR>
     * <li>Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)</li>
     * <li>Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)</li>
     * <li>Set the Intention of this AbstractAI to AI_INTENTION_ACTIVE</li><BR><BR>
     *
     * <B><U> Example of use </U> :</B><BR><BR>
     * <li> L2PLayerAI, L2SummonAI</li><BR><BR>
     *
     * @param target The targeted L2Object
     *
     * @return True if the target is lost
     *
     */
    protected boolean checkTargetLost(L2Object target)
    {
        // check if player is fakedeath 
        if (target instanceof L2PcInstance)
        {
            L2PcInstance target2 = (L2PcInstance) target; //convert object to chara 

            if (target2.isFakeDeath())
            {
                target2.stopFakeDeath(null);
                return false;
            }
        }
        if (target == null)
        {
            // Set the Intention of this AbstractAI to AI_INTENTION_ACTIVE
            setIntention(AI_INTENTION_ACTIVE);
            return true;
        }
        return false;
    }
}