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23.06.2013, 23:09 | #1 |
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Не могу подцепить AI гварду
Создал гварда по аналогии с L2GuardInstance. Имеется три класа (GuardLevelInstance, GuardLevelKnownlist, GuardLevelAI) - все сделано как в классах L2GuardInstance, GuardKnownList, L2AttackableAI - соответственно, за исключением удаления/редактирования некоторых полей и изменения подключаеммых пакетов. Также создал в базе тип "Type" "GuardLevel".
Когда включаю гварда без GuardLevelAI сервер грузится, гвард переходит из режима IDLE в ACTIVE, тип гварда определяется как GuardLevel. Но стоит только подключить AI в GuardLevelInstance Код:
@Override public L2CharacterAI getAI() { L2CharacterAI ai = _ai; // copy handle if (ai == null) { synchronized (this) { if (_ai == null) _ai = new GuardLevelAI(new AIAccessor()); return _ai; } } return ai; } [SPOILER]:Свернуть ↑
NPC 1000005 class not found
Свернуть ↑Развернуть ↓
java.lang.ClassCastException: net.sf.l2j.gameserver.ai.GuardLevelAI cannot be cast to net.sf.l2j.gameserver.ai.L2AttackableAI at net.sf.l2j.gameserver.model.actor.L2Attackable.onS pawn(L2Attackable.java:2427) at net.sf.l2j.gameserver.model.actor.instance.GuardLe velInstance.onSpawn(GuardLevelInstance.java:140) at net.sf.l2j.gameserver.model.L2Object.spawnMe(L2Obj ect.java:322) at net.sf.l2j.gameserver.model.L2Spawn.intializeNpcIn stance(L2Spawn.java:590) at net.sf.l2j.gameserver.model.L2Spawn.doSpawn(L2Spaw n.java:526) at net.sf.l2j.gameserver.model.L2Spawn.doSpawn(L2Spaw n.java:455) at net.sf.l2j.gameserver.model.L2Spawn.init(L2Spawn.j ava:423) at net.sf.l2j.gameserver.datatables.SpawnTable.fillSp awnTable(SpawnTable.java:103) at net.sf.l2j.gameserver.datatables.SpawnTable.<init> (SpawnTable.java:53) at net.sf.l2j.gameserver.datatables.SpawnTable.<init> (SpawnTable.java:37) at net.sf.l2j.gameserver.datatables.SpawnTable$Single tonHolder.<clinit>(SpawnTable.java:366) at net.sf.l2j.gameserver.datatables.SpawnTable.getIns tance(SpawnTable.java:48) at net.sf.l2j.gameserver.model.entity.Fort.initNpcs(F ort.java:1164) at net.sf.l2j.gameserver.model.entity.Fort.<init>(For t.java:256) at net.sf.l2j.gameserver.instancemanager.FortManager. loadInstances(FortManager.java:149) at net.sf.l2j.gameserver.GameServer.<init>(GameServer .java:255) at net.sf.l2j.gameserver.GameServer.main(GameServer.j ava:471) Подскажите в чем может быть проблемма? Где этот Spawn прописать? L2Jserver CT2.3 |
23.06.2013, 23:35 | #2 |
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Re: Не могу подцепить AI гварду
у вас в ошибке пишется что не может преобразовать в L2AttackableAI, у вас самого АИ родитель не тот, нужно унаследовать от L2AttackableAI.
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23.06.2013, 23:49 | #3 | |
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Re: Не могу подцепить AI гварду
Цитата:
Добавлено через 1 час 2 минуты Если не сложно, то посмотрите эти коды. Я пробовал изменять родительский клас, но результат тот же. GuardLevelInstance Код:
/* * 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 net.sf.l2j.gameserver.model.actor.instance; import java.util.logging.Logger; import net.sf.l2j.Config; import net.sf.l2j.gameserver.ThreadPoolManager; import net.sf.l2j.gameserver.ai.CtrlIntention; import net.sf.l2j.gameserver.ai.GuardLevelAI; import net.sf.l2j.gameserver.model.L2CharPosition; import net.sf.l2j.gameserver.model.L2World; import net.sf.l2j.gameserver.model.L2WorldRegion; import net.sf.l2j.gameserver.model.actor.L2Attackable; import net.sf.l2j.gameserver.model.actor.L2Character; import net.sf.l2j.gameserver.model.actor.L2Summon; import net.sf.l2j.gameserver.model.actor.knownlist.GuardLevelKnownList; import net.sf.l2j.gameserver.model.quest.Quest; import net.sf.l2j.gameserver.network.serverpackets.ActionFailed; import net.sf.l2j.gameserver.network.serverpackets.MyTargetSelected; import net.sf.l2j.gameserver.network.serverpackets.SocialAction; import net.sf.l2j.gameserver.network.serverpackets.ValidateLocation; import net.sf.l2j.gameserver.templates.chars.L2NpcTemplate; import net.sf.l2j.util.Rnd; /** * This class manages all Guards in the world. It inherits all methods from * L2Attackable and adds some more such as tracking PK and aggressive * L2MonsterInstance.<BR> * <BR> * * @version $Revision: 1.11.2.1.2.7 $ $Date: 2005/04/06 16:13:40 $ */ public final class GuardLevelInstance extends L2Attackable { private static Logger _log = Logger.getLogger(GuardLevelInstance.class .getName()); private static final int RETURN_INTERVAL = 60000; public class ReturnTask implements Runnable { public void run() { if (getAI().getIntention() == CtrlIntention.AI_INTENTION_IDLE) returnHome(); } } /** * Constructor of GuardLevelInstance (use L2Character and L2NpcInstance * constructor).<BR> * <BR> * * <B><U> Actions</U> :</B><BR> * <BR> * <li>Call the L2Character constructor to set the _template of the * GuardLevelInstance (copy skills from template to object and link * _calculators to NPC_STD_CALCULATOR)</li> <li>Set the name of the * GuardLevelInstance</li> <li>Create a RandomAnimation Task that will be * launched after the calculated delay if the server allow it</li><BR> * <BR> * * @param objectId * Identifier of the object to initialized * @param L2NpcTemplate * Template to apply to the NPC */ public GuardLevelInstance(int objectId, L2NpcTemplate template) { super(objectId, template); ThreadPoolManager.getInstance().scheduleAiAtFixedRate(new ReturnTask(), RETURN_INTERVAL, RETURN_INTERVAL + Rnd.nextInt(60000)); } @Override public final GuardLevelKnownList getKnownList() { return (GuardLevelKnownList) super.getKnownList(); } @Override public void initKnownList() { setKnownList(new GuardLevelKnownList(this)); } /** * Return True if hte attacker is a L2MonsterInstance.<BR> * <BR> */ @Override public boolean isAutoAttackable(L2Character attacker) { if (((L2PcInstance) attacker).getLevel()>40) return true; if (attacker instanceof L2Summon && ((L2Summon) attacker).getOwner().getLevel()>40) return true; else return attacker instanceof L2MonsterInstance; } /** * Notify the GuardLevelInstance to return to its home location * (AI_INTENTION_MOVE_TO) and clear its _aggroList.<BR> * <BR> */ public void returnHome() { if (!isInsideRadius(getSpawn().getLocx(), getSpawn().getLocy(), 150, false)) { clearAggroList(); getAI().setIntention( CtrlIntention.AI_INTENTION_MOVE_TO, new L2CharPosition(getSpawn().getLocx(), getSpawn() .getLocy(), getSpawn().getLocz(), 0)); } } /** * Set the home location of its GuardLevelInstance.<BR> * <BR> */ @Override public void onSpawn() { setIsNoRndWalk(true); super.onSpawn(); // check the region where this mob is, do not activate the AI if region // is inactive. L2WorldRegion region = L2World.getInstance().getRegion(getX(), getY()); if ((region != null) && (!region.isActive())) ((GuardLevelAI) getAI()).stopAITask(); } /** * Return the pathfile of the selected HTML file in function of the * GuardLevelInstance Identifier and of the page number.<BR> * <BR> * * <B><U> Format of the pathfile </U> :</B><BR> * <BR> * <li>if page number = 0 : <B>data/html/guard/12006.htm</B> (npcId-page * number)</li> <li>if page number > 0 : <B>data/html/guard/12006-1.htm</B> * (npcId-page number)</li><BR> * <BR> * * @param npcId * The Identifier of the L2NpcInstance whose text must be display * @param val * The number of the page to display * */ @Override public String getHtmlPath(int npcId, int val) { String pom = ""; if (val == 0) { pom = "" + npcId; } else { pom = npcId + "-" + val; } return "data/html/guard/" + pom + ".htm"; } /** * Manage actions when a player click on the GuardLevelInstance.<BR> * <BR> * * <B><U> Actions on first click on the GuardLevelInstance (Select it)</U> * :</B><BR> * <BR> * <li>Set the GuardLevelInstance as target of the L2PcInstance player (if * necessary)</li> <li>Send a Server->Client packet MyTargetSelected to the * L2PcInstance player (display the select window)</li> <li>Set the * L2PcInstance Intention to AI_INTENTION_IDLE</li> <li>Send a * Server->Client packet ValidateLocation to correct the GuardLevelInstance * position and heading on the client</li><BR> * <BR> * * <B><U> Actions on second click on the GuardLevelInstance (Attack it/Interact * with it)</U> :</B><BR> * <BR> * <li>If L2PcInstance is in the _aggroList of the GuardLevelInstance, set the * L2PcInstance Intention to AI_INTENTION_ATTACK</li> <li>If L2PcInstance is * NOT in the _aggroList of the GuardLevelInstance, set the L2PcInstance * Intention to AI_INTENTION_INTERACT (after a distance verification) and * show message</li><BR> * <BR> * * <B><U> Example of use </U> :</B><BR> * <BR> * <li>Client packet : Action, AttackRequest</li><BR> * <BR> * * @param player * The L2PcInstance that start an action on the GuardLevelInstance * */ @Override public void onAction(L2PcInstance player) { if (!canTarget(player)) return; // Check if the L2PcInstance already target the GuardLevelInstance if (getObjectId() != player.getTargetId()) { if (Config.DEBUG) _log.fine(player.getObjectId() + ": Targetted guard " + getObjectId()); // Set the target of the L2PcInstance player player.setTarget(this); // Send a Server->Client packet MyTargetSelected to the L2PcInstance // player // The color to display in the select window is White MyTargetSelected my = new MyTargetSelected(getObjectId(), 0); player.sendPacket(my); // Send a Server->Client packet ValidateLocation to correct the // L2NpcInstance position and heading on the client player.sendPacket(new ValidateLocation(this)); } else { // Check if the L2PcInstance is in the _aggroList of the // GuardLevelInstance if (containsTarget(player)) { if (Config.DEBUG) _log.fine(player.getObjectId() + ": Attacked guard " + getObjectId()); // Set the L2PcInstance Intention to AI_INTENTION_ATTACK player.getAI().setIntention(CtrlIntention.AI_INTENTION_ATTACK, this); } else { // Calculate the distance between the L2PcInstance and the // L2NpcInstance if (!canInteract(player)) { // Set the L2PcInstance Intention to AI_INTENTION_INTERACT player.getAI().setIntention( CtrlIntention.AI_INTENTION_INTERACT, this); } else { // Send a Server->Client packet SocialAction to the all // L2PcInstance on the _knownPlayer of the L2NpcInstance // to display a social action of the GuardLevelInstance on // their client SocialAction sa = new SocialAction(getObjectId(), Rnd.nextInt(8)); broadcastPacket(sa); // Open a chat window on client with the text of the // GuardLevelInstance Quest[] qlsa = getTemplate().getEventQuests( Quest.QuestEventType.QUEST_START); if ((qlsa != null) && qlsa.length > 0) player.setLastQuestNpcObject(getObjectId()); Quest[] qlst = getTemplate().getEventQuests( Quest.QuestEventType.ON_FIRST_TALK); if ((qlst != null) && qlst.length == 1) qlst[0].notifyFirstTalk(this, player); else showChatWindow(player, 0); } } } // Send a Server->Client ActionFailed to the L2PcInstance in order to // avoid that the client wait another packet player.sendPacket(ActionFailed.STATIC_PACKET); } } Код:
/* * 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 net.sf.l2j.gameserver.model.actor.knownlist; import java.util.logging.Logger; import net.sf.l2j.Config; import net.sf.l2j.gameserver.ai.CtrlIntention; import net.sf.l2j.gameserver.ai.L2CharacterAI; import net.sf.l2j.gameserver.model.L2Object; import net.sf.l2j.gameserver.model.actor.instance.GuardLevelInstance; import net.sf.l2j.gameserver.model.actor.instance.L2MonsterInstance; import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance; public class GuardLevelKnownList extends AttackableKnownList { private static Logger _log = Logger.getLogger(GuardLevelKnownList.class .getName()); // ========================================================= // Data Field // ========================================================= // Constructor public GuardLevelKnownList(GuardLevelInstance activeChar) { super(activeChar); } // ========================================================= // Method - Public @Override public boolean addKnownObject(L2Object object) { if (!super.addKnownObject(object)) return false; if (object instanceof L2PcInstance) { // Check if the object added is a L2PcInstance that owns Karma L2PcInstance player = (L2PcInstance) object; if ((player.getLevel()>40)) { if (Config.DEBUG) _log.fine(getActiveChar().getObjectId() + ": Enemy " + player.getObjectId() + " entered scan range"); // Set the GuardLevelInstance Intention to AI_INTENTION_ACTIVE if (getActiveChar().getAI().getIntention() == CtrlIntention.AI_INTENTION_IDLE) getActiveChar().getAI().setIntention( CtrlIntention.AI_INTENTION_ACTIVE, null); } } else if ((Config.GUARD_ATTACK_AGGRO_MOB && getActiveChar() .isInActiveRegion()) && object instanceof L2MonsterInstance) { // Check if the object added is an aggressive L2MonsterInstance L2MonsterInstance mob = (L2MonsterInstance) object; if (mob.isAggressive()) { if (Config.DEBUG) _log.fine(getActiveChar().getObjectId() + ": Aggressive mob " + mob.getObjectId() + " entered scan range"); // Set the GuardLevelInstance Intention to AI_INTENTION_ACTIVE if (getActiveChar().getAI().getIntention() == CtrlIntention.AI_INTENTION_IDLE) getActiveChar().getAI().setIntention(CtrlIntention.AI_INTENTION_ACTIVE, null); } } return true; } @Override public boolean removeKnownObject(L2Object object) { if (!super.removeKnownObject(object)) return false; // Check if the _aggroList of the GuardLevelInstance is Empty if (getActiveChar().noTarget()) { // removeAllKnownObjects(); // Set the GuardLevelInstance to AI_INTENTION_IDLE L2CharacterAI ai = getActiveChar().getAI(); if (ai != null) ai.setIntention(CtrlIntention.AI_INTENTION_IDLE, null); } return true; } // ========================================================= // Method - Private // ========================================================= // Property - Public @Override public final GuardLevelInstance getActiveChar() { return (GuardLevelInstance) super.getActiveChar(); } } Код:
/* * 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 net.sf.l2j.gameserver.ai; import static net.sf.l2j.gameserver.ai.CtrlIntention.*; import java.util.Collection; import java.util.List; import java.util.concurrent.Future; import javolution.util.FastList; 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.model.L2CharPosition; import net.sf.l2j.gameserver.model.L2Object; import net.sf.l2j.gameserver.model.L2Skill; import net.sf.l2j.gameserver.model.actor.L2Attackable; import net.sf.l2j.gameserver.model.actor.L2Character; import net.sf.l2j.gameserver.model.actor.L2Npc; import net.sf.l2j.gameserver.model.actor.L2Playable; import net.sf.l2j.gameserver.model.actor.L2Summon; 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.L2NpcInstance; import net.sf.l2j.gameserver.model.actor.instance.L2FriendlyMobInstance; import net.sf.l2j.gameserver.model.actor.instance.GuardLevelInstance; 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.L2PcInstance; import net.sf.l2j.gameserver.util.Util; import net.sf.l2j.util.Rnd; /** * This class manages AI of L2Attackable.<BR> * <BR> * */ public class GuardLevelAI 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 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 /** For attack AI, analysis of mob and its targets */ private SelfAnalysis _selfAnalysis = new SelfAnalysis(); private TargetAnalysis _mostHatedAnalysis = new TargetAnalysis(); private TargetAnalysis _secondMostHatedAnalysis = new TargetAnalysis(); /** * Constructor of L2AttackableAI.<BR> * <BR> * * @param accessor * The AI accessor of the L2Character * */ public GuardLevelAI(L2Character.AIAccessor accessor) { super(accessor); _selfAnalysis.init(); _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 GuardLevelInstance</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) { if (target == null || !(_actor instanceof L2Attackable)) return false; L2Attackable me = (L2Attackable) _actor; // Check if the target isn't invulnerable if (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; } // Check if the target isn't a Folk or a Door if (target instanceof L2NpcInstance || 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; if (_selfAnalysis.cannotMoveOnLand && !target.isInsideZone(L2Character.ZONE_WATER)) return false; // Check if the target is a L2PlayableInstance if (target instanceof L2Playable) { // Check if the AI isn't a Raid Boss and the target isn't in silent // move mode if (!(me.isRaid()) && ((L2Playable) target).isSilentMoving()) 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().canTakeAggro()) return false; // TODO: Ideally, autoattack condition should be called from the AI // script. In that case, // it should only implement the basic behaviors while the script // will add more specific // behaviors (like varka/ketra alliance, etc). Once implemented, // remove specialized stuff // from this location. (Fulminus) // check if the target is within the grace period for JUST getting // up from fake death if (((L2PcInstance) target).isRecentFakeDeath()) return false; } // Check if the target is a L2Summon if (target instanceof L2Summon) { L2PcInstance owner = ((L2Summon) target).getOwner(); if (owner != null) { // Don't take the aggro if the GM has the access level below or // equal to GM_DONT_TAKE_AGGRO if (owner.isGM() && (owner.isInvul() || !owner.getAccessLevel() .canTakeAggro())) return false; } } // Check if the actor is a GuardLevelInstance if (_actor instanceof GuardLevelInstance) { // Check if the L2PcInstance target has karma (=PK) if (target instanceof L2PcInstance && ((L2PcInstance) target).getLevel()>40) // 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 L2Npc) return false; // Check if the L2PcInstance target has karma (=PK) if (target instanceof L2PcInstance && ((L2PcInstance) target).getLevel()>40) // 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 L2Npc) 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().isEmpty()) intention = AI_INTENTION_ACTIVE; else { if (npc.getSpawn() != null) { final int range = Config.MAX_DRIFT_RANGE; if (!npc.isInsideRadius(npc.getSpawn().getLocx(), npc .getSpawn().getLocy(), npc.getSpawn().getLocz(), range + range, true, false)) 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(); // self and buffs if (_selfAnalysis.lastBuffTick + 100 < GameTimeController .getGameTicks()) { for (L2Skill sk : _selfAnalysis.buffSkills) { if (_actor.getFirstEffect(sk.getId()) == null) { if (_actor.getCurrentMp() < sk.getMpConsume()) continue; if (_actor.isSkillDisabled(sk.getId())) continue; // no clan buffs here? if (sk.getTargetType() == L2Skill.SkillTargetType.TARGET_CLAN) continue; L2Object OldTarget = _actor.getTarget(); _actor.setTarget(_actor); clientStopMoving(null); _accessor.doCast(sk); // forcing long reuse delay so if cast get interrupted or // there would be several buffs, doesn't cast again _selfAnalysis.lastBuffTick = GameTimeController .getGameTicks(); _actor.setTarget(OldTarget); } } } // 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 GuardLevelInstance 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 Collection<L2Object> objs = npc.getKnownList().getKnownObjects() .values(); // synchronized (npc.getKnownList().getKnownObjects()) { for (L2Object obj : objs) { if (!(obj instanceof L2Character)) continue; L2Character target = (L2Character) obj; /* * Temporarily adding this commented code as a concept to be * used eventually. However, the way it is written below * will NOT work correctly. The NPC should only notify Aggro * Range Enter when someone enters the range from outside. * Instead, the below code will keep notifying even while * someone remains within the range. Perhaps we need a short * knownlist of range = aggroRange for just people who are * actively within the npc's aggro range?...(Fulminus) // * notify AI that a playable instance came within aggro * range if ((obj instanceof L2PcInstance) || (obj * instanceof L2Summon)) { if ( * !((L2Character)obj).isAlikeDead() && * !npc.isInsideRadius(obj, npc.getAggroRange(), true, * false) ) { L2PcInstance targetPlayer = (obj instanceof * L2PcInstance)? (L2PcInstance) obj: ((L2Summon) * obj).getOwner(); if * (npc.getTemplate().getEventQuests(Quest * .QuestEventType.ON_AGGRO_RANGE_ENTER) !=null) for (Quest * quest: * npc.getTemplate().getEventQuests(Quest.QuestEventType * .ON_AGGRO_RANGE_ENTER)) quest.notifyAggroRangeEnter(npc, * targetPlayer, (obj instanceof L2Summon)); } } */ // TODO: The AI Script ought to handle aggro behaviors in // onSee. Once implemented, aggro behaviors ought // to be removed from here. (Fulminus) // 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, 0); } } } // Chose a target from its aggroList L2Character hated; if (_actor.isConfused()) hated = getAttackTarget(); // effect handles selection 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 GuardLevelInstance if (_actor instanceof GuardLevelInstance) { // Order to the GuardLevelInstance to return to its home location // because there's no target to attack ((GuardLevelInstance) _actor).returnHome(); } // If this is a festival monster, then it remains in the same location. if (_actor instanceof L2FestivalMonsterInstance) return; // Check if the mob should not return to spawn point if (!npc.canReturnToSpawnPoint()) return; // Minions following leader if (_actor instanceof L2MinionInstance && ((L2MinionInstance) _actor).getLeader() != null) { int offset; if (_actor.isRaidMinion()) 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; } else if (Rnd.nextInt(RANDOM_WALK_RATE) == 0) { // self and clan buffs for (L2Skill sk : _selfAnalysis.buffSkills) { if (_actor.getFirstEffect(sk.getId()) == null) { // if clan buffs, don't buff every time if (sk.getTargetType() != L2Skill.SkillTargetType.TARGET_SELF && Rnd.nextInt(2) != 0) continue; if (_actor.getCurrentMp() < sk.getMpConsume()) continue; if (_actor.isSkillDisabled(sk.getId())) continue; L2Object OldTarget = _actor.getTarget(); _actor.setTarget(_actor); clientStopMoving(null); _accessor.doCast(sk); _actor.setTarget(OldTarget); return; } } } } // Order to the L2MonsterInstance to random walk (1/100) else if (npc.getSpawn() != null && Rnd.nextInt(RANDOM_WALK_RATE) == 0 && !_actor.isNoRndWalk()) { int x1, y1, z1; final int range = Config.MAX_DRIFT_RANGE; // self and clan buffs for (L2Skill sk : _selfAnalysis.buffSkills) { if (_actor.getFirstEffect(sk.getId()) == null) { // if clan buffs, don't buff every time if (sk.getTargetType() != L2Skill.SkillTargetType.TARGET_SELF && Rnd.nextInt(2) != 0) continue; if (_actor.getCurrentMp() < sk.getMpConsume()) continue; if (_actor.isSkillDisabled(sk.getId())) continue; L2Object OldTarget = _actor.getTarget(); _actor.setTarget(_actor); clientStopMoving(null); _accessor.doCast(sk); _actor.setTarget(OldTarget); return; } } // If NPC with random coord in territory if (npc.getSpawn().getLocx() == 0 && npc.getSpawn().getLocy() == 0) { // 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 > (range + range) * (range + range)) { npc.setisReturningToSpawnPoint(true); float delay = (float) Math.sqrt(distance2) / range; x1 = _actor.getX() + (int) ((x1 - _actor.getX()) / delay); y1 = _actor.getY() + (int) ((y1 - _actor.getY()) / delay); } // If NPC with random fixed coord, don't move (unless needs to // return to spawnpoint) if (Territory.getInstance().getProcMax( npc.getSpawn().getLocation()) > 0 && !npc.isReturningToSpawnPoint()) return; } else { // If NPC with fixed coord x1 = npc.getSpawn().getLocx(); y1 = npc.getSpawn().getLocy(); z1 = npc.getSpawn().getLocz(); if (!_actor.isInsideRadius(x1, y1, z1, range + range, true, false)) npc.setisReturningToSpawnPoint(true); else { x1 += Rnd.nextInt(range * 2) - range; y1 += Rnd.nextInt(range * 2) - 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); } } /** * 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(); } } L2Character originalAttackTarget = getAttackTarget(); // Check if target is dead or if timeout is expired to stop this attack if (originalAttackTarget == null || originalAttackTarget.isAlikeDead() || _attackTimeout < GameTimeController.getGameTicks()) { // Stop hating this target after the attack timeout or if target is // dead if (originalAttackTarget != null) ((L2Attackable) _actor).stopHating(originalAttackTarget); // Set the AI Intention to AI_INTENTION_ACTIVE setIntention(AI_INTENTION_ACTIVE); _actor.setWalking(); return; } if (_actor.isAttackingDisabled()) return; // Get 2 most hated chars List<L2Character> hated = ((L2Attackable) _actor).get2MostHated(); if (_actor.isConfused()) { if (hated != null) hated.set(0, originalAttackTarget); // effect handles selection else { hated = new FastList<L2Character>(); hated.add(originalAttackTarget); hated.add(null); } } if (hated == null || hated.get(0) == null) { setIntention(AI_INTENTION_ACTIVE); return; } if (hated.get(0) != originalAttackTarget) { setAttackTarget(hated.get(0)); } _mostHatedAnalysis.update(hated.get(0)); _secondMostHatedAnalysis.update(hated.get(1)); // Get all information needed to choose between physical or magical // attack _actor.setTarget(_mostHatedAnalysis.character); double dist2 = _actor.getPlanDistanceSq( _mostHatedAnalysis.character.getX(), _mostHatedAnalysis.character.getY()); int combinedCollision = _actor.getTemplate().collisionRadius + _mostHatedAnalysis.character.getTemplate().collisionRadius; int range = _actor.getPhysicalAttackRange() + combinedCollision; // Reconsider target next round if _actor hasn't got hits in for last 14 // seconds if (!_actor.isMuted() && _attackTimeout - 160 < GameTimeController.getGameTicks() && _secondMostHatedAnalysis.character != null) { if (Util.checkIfInRange(900, _actor, hated.get(1), true)) { // take off 2* the amount the aggro is larger than second most ((L2Attackable) _actor) .reduceHate(hated.get(0), 2 * (((L2Attackable) _actor).getHating(hated .get(0)) - ((L2Attackable) _actor) .getHating(hated.get(1)))); // Calculate a new attack timeout _attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks(); } } // Reconsider target during next round if actor is rooted and cannot // reach mostHated but can // reach secondMostHated if (_actor.isRooted() && _secondMostHatedAnalysis.character != null) { if (_selfAnalysis.isMage && dist2 > _selfAnalysis.maxCastRange * _selfAnalysis.maxCastRange && _actor.getPlanDistanceSq( _secondMostHatedAnalysis.character.getX(), _secondMostHatedAnalysis.character.getY()) < _selfAnalysis.maxCastRange * _selfAnalysis.maxCastRange) { ((L2Attackable) _actor) .reduceHate(hated.get(0), 1 + (((L2Attackable) _actor).getHating(hated .get(0)) - ((L2Attackable) _actor) .getHating(hated.get(1)))); } else if (dist2 > range * range && _actor.getPlanDistanceSq( _secondMostHatedAnalysis.character.getX(), _secondMostHatedAnalysis.character.getY()) < range * range) { ((L2Attackable) _actor) .reduceHate(hated.get(0), 1 + (((L2Attackable) _actor).getHating(hated .get(0)) - ((L2Attackable) _actor) .getHating(hated.get(1)))); } } // Considering, if bigger range will be attempted if ((dist2 < 10000 + combinedCollision * combinedCollision) && !_selfAnalysis.isFighter && !_selfAnalysis.isBalanced && (_selfAnalysis.hasLongRangeSkills || _selfAnalysis.isArcher || _selfAnalysis.isHealer) && (_mostHatedAnalysis.isBalanced || _mostHatedAnalysis.isFighter) && (_mostHatedAnalysis.character.isRooted() || _mostHatedAnalysis.isSlower) && (Config.GEODATA == 2 ? 20 : 12) >= Rnd.get(100) // chance ) { int posX = _actor.getX(); int posY = _actor.getY(); int posZ = _actor.getZ(); double distance = Math.sqrt(dist2); // This way, we only do the sqrt // if we need it int signx = -1; int signy = -1; if (_actor.getX() > _mostHatedAnalysis.character.getX()) signx = 1; if (_actor.getY() > _mostHatedAnalysis.character.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; } // Cannot see target, needs to go closer, currently just goes to range // 300 if mage if ((dist2 > 310 * 310 + combinedCollision * combinedCollision) && this._selfAnalysis.hasLongRangeSkills && !GeoData.getInstance().canSeeTarget(_actor, _mostHatedAnalysis.character)) { if (!(_selfAnalysis.isMage && _actor.isMuted())) { moveToPawn(_mostHatedAnalysis.character, 300); return; } } if (_mostHatedAnalysis.character.isMoving()) range += 50; // Check if the actor is far from target if (dist2 > range * range) { if (!_actor.isMuted() && (_selfAnalysis.hasLongRangeSkills || !_selfAnalysis.healSkills .isEmpty())) { // check for long ranged skills and heal/buff skills if (!_mostHatedAnalysis.isCanceled) { for (L2Skill sk : _selfAnalysis.cancelSkills) { int castRange = sk.getCastRange() + combinedCollision; if (_actor.isSkillDisabled(sk.getId()) || _actor.getCurrentMp() < _actor.getStat() .getMpConsume(sk) || (dist2 > castRange * castRange)) continue; if (Rnd.nextInt(100) <= 8) { clientStopMoving(null); _accessor.doCast(sk); _mostHatedAnalysis.isCanceled = true; _attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks(); return; } } } if (this._selfAnalysis.lastDebuffTick + 60 < GameTimeController .getGameTicks()) { for (L2Skill sk : _selfAnalysis.debuffSkills) { int castRange = sk.getCastRange() + combinedCollision; if (_actor.isSkillDisabled(sk.getId()) || _actor.getCurrentMp() < _actor.getStat() .getMpConsume(sk) || (dist2 > castRange * castRange)) continue; int chance = 8; if (_selfAnalysis.isFighter && _mostHatedAnalysis.isMage) chance = 3; if (_selfAnalysis.isFighter && _mostHatedAnalysis.isArcher) chance = 12; if (_selfAnalysis.isMage && !_mostHatedAnalysis.isMage) chance = 10; if (_selfAnalysis.isHealer) chance = 12; if (_mostHatedAnalysis.isMagicResistant) chance /= 2; if (Rnd.nextInt(100) <= chance) { clientStopMoving(null); _accessor.doCast(sk); _selfAnalysis.lastDebuffTick = GameTimeController .getGameTicks(); _attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks(); return; } } } if (!_mostHatedAnalysis.character.isMuted()) { int chance = 8; if (!(_mostHatedAnalysis.isMage || _mostHatedAnalysis.isBalanced)) chance = 3; for (L2Skill sk : _selfAnalysis.muteSkills) { int castRange = sk.getCastRange() + combinedCollision; if (_actor.isSkillDisabled(sk.getId()) || _actor.getCurrentMp() < _actor.getStat() .getMpConsume(sk) || (dist2 > castRange * castRange)) continue; if (Rnd.nextInt(100) <= chance) { clientStopMoving(null); _accessor.doCast(sk); _attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks(); return; } } } if (_secondMostHatedAnalysis.character != null && !_secondMostHatedAnalysis.character.isMuted() && (_secondMostHatedAnalysis.isMage || _secondMostHatedAnalysis.isBalanced)) { double secondHatedDist2 = _actor.getPlanDistanceSq( _secondMostHatedAnalysis.character.getX(), _secondMostHatedAnalysis.character.getY()); for (L2Skill sk : _selfAnalysis.muteSkills) { int castRange = sk.getCastRange() + combinedCollision; if (_actor.isSkillDisabled(sk.getId()) || _actor.getCurrentMp() < _actor.getStat() .getMpConsume(sk) || (secondHatedDist2 > castRange * castRange)) continue; if (Rnd.nextInt(100) <= 2) { _actor.setTarget(_secondMostHatedAnalysis.character); clientStopMoving(null); _accessor.doCast(sk); _actor.setTarget(_mostHatedAnalysis.character); return; } } } if (!_mostHatedAnalysis.character.isSleeping()) { for (L2Skill sk : _selfAnalysis.sleepSkills) { int castRange = sk.getCastRange() + combinedCollision; if (_actor.isSkillDisabled(sk.getId()) || _actor.getCurrentMp() < _actor.getStat() .getMpConsume(sk) || (dist2 > castRange * castRange)) continue; if (Rnd.nextInt(100) <= (_selfAnalysis.isHealer ? 10 : 1)) { clientStopMoving(null); _accessor.doCast(sk); _attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks(); return; } } } if (_secondMostHatedAnalysis.character != null && !_secondMostHatedAnalysis.character.isSleeping()) { double secondHatedDist2 = _actor.getPlanDistanceSq( _secondMostHatedAnalysis.character.getX(), _secondMostHatedAnalysis.character.getY()); for (L2Skill sk : _selfAnalysis.sleepSkills) { int castRange = sk.getCastRange() + combinedCollision; if (_actor.isSkillDisabled(sk.getId()) || _actor.getCurrentMp() < _actor.getStat() .getMpConsume(sk) || (secondHatedDist2 > castRange * castRange)) continue; if (Rnd.nextInt(100) <= (_selfAnalysis.isHealer ? 10 : 3)) { _actor.setTarget(_secondMostHatedAnalysis.character); clientStopMoving(null); _accessor.doCast(sk); _actor.setTarget(_mostHatedAnalysis.character); return; } } } if (!_mostHatedAnalysis.character.isRooted()) { for (L2Skill sk : _selfAnalysis.rootSkills) { int castRange = sk.getCastRange() + combinedCollision; if (_actor.isSkillDisabled(sk.getId()) || _actor.getCurrentMp() < _actor.getStat() .getMpConsume(sk) || (dist2 > castRange * castRange)) continue; if (Rnd.nextInt(100) <= (_mostHatedAnalysis.isSlower ? 3 : 8)) { clientStopMoving(null); _accessor.doCast(sk); _attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks(); return; } } } if (!_mostHatedAnalysis.character.isAttackingDisabled()) { for (L2Skill sk : _selfAnalysis.generalDisablers) { int castRange = sk.getCastRange() + combinedCollision; if (_actor.isSkillDisabled(sk.getId()) || _actor.getCurrentMp() < _actor.getStat() .getMpConsume(sk) || (dist2 > castRange * castRange)) continue; if (Rnd.nextInt(100) <= ((_selfAnalysis.isFighter && _actor .isRooted()) ? 15 : 7)) { clientStopMoving(null); _accessor.doCast(sk); _attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks(); return; } } } if (_actor.getCurrentHp() < _actor.getMaxHp() * 0.4) { for (L2Skill sk : _selfAnalysis.healSkills) { if (_actor.isSkillDisabled(sk.getId()) || _actor.getCurrentMp() < _actor.getStat() .getMpConsume(sk)) continue; int chance = 7; if (_mostHatedAnalysis.character.isAttackingDisabled()) chance += 10; if (_secondMostHatedAnalysis.character == null || _secondMostHatedAnalysis.character .isAttackingDisabled()) chance += 10; if (Rnd.nextInt(100) <= chance) { _actor.setTarget(_actor); clientStopMoving(null); _accessor.doCast(sk); _actor.setTarget(_mostHatedAnalysis.character); return; } } } // chance decision for launching long range skills int castingChance = 5; if (_selfAnalysis.isMage || _selfAnalysis.isHealer) castingChance = 50; // mages if (_selfAnalysis.isBalanced) { if (!_mostHatedAnalysis.isFighter) // advance to mages castingChance = 15; else castingChance = 25; // stay away from fighters } if (_selfAnalysis.isFighter) { if (_mostHatedAnalysis.isMage) castingChance = 3; else castingChance = 7; if (_actor.isRooted()) castingChance = 20; // doesn't matter if no success // first round } for (L2Skill sk : _selfAnalysis.generalSkills) { int castRange = sk.getCastRange() + combinedCollision; if (_actor.isSkillDisabled(sk.getId()) || _actor.getCurrentMp() < _actor.getStat() .getMpConsume(sk) || (dist2 > castRange * castRange)) continue; if (Rnd.nextInt(100) <= castingChance) { clientStopMoving(null); _accessor.doCast(sk); _attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks(); return; } } } // Move the actor to Pawn server side AND client side by sending // Server->Client packet MoveToPawn (broadcast) if (_selfAnalysis.isMage && !_actor.isMuted()) { // mages stay a bit further away if not muted or low mana if ((_actor.getMaxMp() / 3) < _actor.getCurrentMp()) { range = _selfAnalysis.maxCastRange; if (dist2 < range * range) // don't move backwards here return; } } // healers do not even follow if (_selfAnalysis.isHealer) return; if (_mostHatedAnalysis.character.isMoving()) range -= 100; if (range < 5) range = 5; moveToPawn(_mostHatedAnalysis.character, range); return; } // ************************************************** // Else, if this is close enough for physical attacks else { // In case many mobs are trying to hit from same place, move a bit, // circling around the target if (Rnd.nextInt(100) <= 33) // check it once per 3 seconds { for (L2Object nearby : _actor.getKnownList() .getKnownCharactersInRadius(10)) { if (nearby instanceof L2Attackable && nearby != _mostHatedAnalysis.character) { int diffx = Rnd.get(combinedCollision, combinedCollision + 40); if (Rnd.get(10) < 5) diffx = -diffx; int diffy = Rnd.get(combinedCollision, combinedCollision + 40); if (Rnd.get(10) < 5) diffy = -diffy; moveTo(_mostHatedAnalysis.character.getX() + diffx, _mostHatedAnalysis.character.getY() + diffy, _mostHatedAnalysis.character.getZ()); return; } } } // Calculate a new attack timeout. _attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks(); // check for close combat skills && heal/buff skills if (!_mostHatedAnalysis.isCanceled) { for (L2Skill sk : _selfAnalysis.cancelSkills) { if ((_actor.isMuted() && sk.isMagic()) || (_actor.isPhysicalMuted() && !sk.isMagic())) continue; int castRange = sk.getCastRange() + combinedCollision; if (_actor.isSkillDisabled(sk.getId()) || _actor.getCurrentMp() < _actor.getStat() .getMpConsume(sk) || (dist2 > castRange * castRange)) continue; if (Rnd.nextInt(100) <= 8) { clientStopMoving(null); _accessor.doCast(sk); _mostHatedAnalysis.isCanceled = true; return; } } } if (this._selfAnalysis.lastDebuffTick + 60 < GameTimeController .getGameTicks()) { for (L2Skill sk : _selfAnalysis.debuffSkills) { if ((_actor.isMuted() && sk.isMagic()) || (_actor.isPhysicalMuted() && !sk.isMagic())) continue; int castRange = sk.getCastRange() + combinedCollision; if (_actor.isSkillDisabled(sk.getId()) || _actor.getCurrentMp() < _actor.getStat() .getMpConsume(sk) || (dist2 > castRange * castRange)) continue; int chance = 5; if (_selfAnalysis.isFighter && _mostHatedAnalysis.isMage) chance = 3; if (_selfAnalysis.isFighter && _mostHatedAnalysis.isArcher) chance = 3; if (_selfAnalysis.isMage && !_mostHatedAnalysis.isMage) chance = 4; if (_selfAnalysis.isHealer) chance = 12; if (_mostHatedAnalysis.isMagicResistant) chance /= 2; if (sk.getCastRange() < 200) chance += 3; if (Rnd.nextInt(100) <= chance) { clientStopMoving(null); _accessor.doCast(sk); _selfAnalysis.lastDebuffTick = GameTimeController .getGameTicks(); return; } } } if (!_mostHatedAnalysis.character.isMuted() && (_mostHatedAnalysis.isMage || _mostHatedAnalysis.isBalanced)) { for (L2Skill sk : _selfAnalysis.muteSkills) { if ((_actor.isMuted() && sk.isMagic()) || (_actor.isPhysicalMuted() && !sk.isMagic())) continue; int castRange = sk.getCastRange() + combinedCollision; if (_actor.isSkillDisabled(sk.getId()) || _actor.getCurrentMp() < _actor.getStat() .getMpConsume(sk) || (dist2 > castRange * castRange)) continue; if (Rnd.nextInt(100) <= 7) { clientStopMoving(null); _accessor.doCast(sk); return; } } } if (_secondMostHatedAnalysis.character != null && !_secondMostHatedAnalysis.character.isMuted() && (_secondMostHatedAnalysis.isMage || _secondMostHatedAnalysis.isBalanced)) { double secondHatedDist2 = _actor.getPlanDistanceSq( _secondMostHatedAnalysis.character.getX(), _secondMostHatedAnalysis.character.getY()); for (L2Skill sk : _selfAnalysis.muteSkills) { if ((_actor.isMuted() && sk.isMagic()) || (_actor.isPhysicalMuted() && !sk.isMagic())) continue; int castRange = sk.getCastRange() + combinedCollision; if (_actor.isSkillDisabled(sk.getId()) || _actor.getCurrentMp() < _actor.getStat() .getMpConsume(sk) || (secondHatedDist2 > castRange * castRange)) continue; if (Rnd.nextInt(100) <= 3) { _actor.setTarget(_secondMostHatedAnalysis.character); clientStopMoving(null); _accessor.doCast(sk); _actor.setTarget(_mostHatedAnalysis.character); return; } } } if (!_mostHatedAnalysis.character.isSleeping() && _selfAnalysis.isHealer) { for (L2Skill sk : _selfAnalysis.sleepSkills) { int castRange = sk.getCastRange() + combinedCollision; if (_actor.isSkillDisabled(sk.getId()) || _actor.getCurrentMp() < _actor.getStat() .getMpConsume(sk) || (dist2 > castRange * castRange)) continue; if (Rnd.nextInt(100) <= 10) { clientStopMoving(null); _accessor.doCast(sk); _attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks(); return; } } } if (_secondMostHatedAnalysis.character != null && !_secondMostHatedAnalysis.character.isSleeping()) { double secondHatedDist2 = _actor.getPlanDistanceSq( _secondMostHatedAnalysis.character.getX(), _secondMostHatedAnalysis.character.getY()); for (L2Skill sk : _selfAnalysis.sleepSkills) { if ((_actor.isMuted() && sk.isMagic()) || (_actor.isPhysicalMuted() && !sk.isMagic())) continue; int castRange = sk.getCastRange() + combinedCollision; if (_actor.isSkillDisabled(sk.getId()) || _actor.getCurrentMp() < _actor.getStat() .getMpConsume(sk) || (secondHatedDist2 > castRange * castRange)) continue; if (Rnd.nextInt(100) <= (_selfAnalysis.isHealer ? 10 : 4)) { _actor.setTarget(_secondMostHatedAnalysis.character); clientStopMoving(null); _accessor.doCast(sk); _actor.setTarget(_mostHatedAnalysis.character); return; } } } if (!_mostHatedAnalysis.character.isRooted() && _mostHatedAnalysis.isFighter && !_selfAnalysis.isFighter) { for (L2Skill sk : _selfAnalysis.rootSkills) { if ((_actor.isMuted() && sk.isMagic()) || (_actor.isPhysicalMuted() && !sk.isMagic())) continue; int castRange = sk.getCastRange() + combinedCollision; if (_actor.isSkillDisabled(sk.getId()) || _actor.getCurrentMp() < _actor.getStat() .getMpConsume(sk) || (dist2 > castRange * castRange)) continue; if (Rnd.nextInt(100) <= (_selfAnalysis.isHealer ? 10 : 4)) { clientStopMoving(null); _accessor.doCast(sk); return; } } } if (!_mostHatedAnalysis.character.isAttackingDisabled()) { for (L2Skill sk : _selfAnalysis.generalDisablers) { if ((_actor.isMuted() && sk.isMagic()) || (_actor.isPhysicalMuted() && !sk.isMagic())) continue; int castRange = sk.getCastRange() + combinedCollision; if (_actor.isSkillDisabled(sk.getId()) || _actor.getCurrentMp() < _actor.getStat() .getMpConsume(sk) || (dist2 > castRange * castRange)) continue; if (Rnd.nextInt(100) <= ((sk.getCastRange() < 200) ? 10 : 7)) { clientStopMoving(null); _accessor.doCast(sk); return; } } } if (_actor.getCurrentHp() < _actor.getMaxHp() * (_selfAnalysis.isHealer ? 0.7 : 0.4)) { for (L2Skill sk : _selfAnalysis.healSkills) { if ((_actor.isMuted() && sk.isMagic()) || (_actor.isPhysicalMuted() && !sk.isMagic())) continue; if (_actor.isSkillDisabled(sk.getId()) || _actor.getCurrentMp() < _actor.getStat() .getMpConsume(sk)) continue; int chance = (_selfAnalysis.isHealer ? 15 : 7); if (_mostHatedAnalysis.character.isAttackingDisabled()) chance += 10; if (_secondMostHatedAnalysis.character == null || _secondMostHatedAnalysis.character .isAttackingDisabled()) chance += 10; if (Rnd.nextInt(100) <= chance) { _actor.setTarget(_actor); clientStopMoving(null); _accessor.doCast(sk); _actor.setTarget(_mostHatedAnalysis.character); return; } } } for (L2Skill sk : _selfAnalysis.generalSkills) { if ((_actor.isMuted() && sk.isMagic()) || (_actor.isPhysicalMuted() && !sk.isMagic())) continue; int castRange = sk.getCastRange() + combinedCollision; if (_actor.isSkillDisabled(sk.getId()) || _actor.getCurrentMp() < _actor.getStat() .getMpConsume(sk) || (dist2 > castRange * castRange)) continue; // chance decision for launching general skills in melee fight // close range skills should be higher, long range lower int castingChance = 5; if (_selfAnalysis.isMage || _selfAnalysis.isHealer) { if (sk.getCastRange() < 200) castingChance = 35; else castingChance = 25; // mages } if (_selfAnalysis.isBalanced) { if (sk.getCastRange() < 200) castingChance = 12; else { if (_mostHatedAnalysis.isMage) // hit mages castingChance = 2; else castingChance = 5; } } if (_selfAnalysis.isFighter) { if (sk.getCastRange() < 200) castingChance = 12; else { if (_mostHatedAnalysis.isMage) castingChance = 1; else castingChance = 3; } } if (Rnd.nextInt(100) <= castingChance) { clientStopMoving(null); _accessor.doCast(sk); return; } } // Finally, physical attacks if (!_selfAnalysis.isHealer) { clientStopMoving(null); _accessor.doAttack(_mostHatedAnalysis.character); } } } /** * Manage AI thinking actions of a L2Attackable.<BR> * <BR> */ @Override protected void onEvtThink() { // Check if the thinking action is 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) { // 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 if (!((L2Attackable) _actor).isCoreAIDisabled()) ((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 && !((L2Attackable) _actor).isCoreAIDisabled()) { setIntention(CtrlIntention.AI_INTENTION_ATTACK, attacker); } else if (((L2Attackable) _actor).getMostHated() != getAttackTarget() && !((L2Attackable) _actor).isCoreAIDisabled()) { setIntention(CtrlIntention.AI_INTENTION_ATTACK, attacker); } else if (getIntention() != AI_INTENTION_INTERACT && ((L2Attackable) _actor).isCoreAIDisabled()) setIntention(CtrlIntention.AI_INTENTION_INTERACT, 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 GuardLevelInstance 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; } } Я отредактировал все что нужно. Надо, просто, создать классы. Последний раз редактировалось energy; 24.06.2013 в 00:52. Причина: Добавлено сообщение |
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24.06.2013, 02:13 | #5 | |
Пользователь
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Re: Не могу подцепить AI гварду
Цитата:
[SPOILER]:Свернуть ↑
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NPC 1000005 class not found java.lang.ClassCastException: net.sf.l2j.gameserver.ai.L2AttackableAI cannot be cast to net.sf.l2j.gameserver.ai.GuardLevelAI at net.sf.l2j.gameserver.model.actor.instance.GuardLe velInstance.onSpawn(GuardLevelInstance.java:142) at net.sf.l2j.gameserver.model.L2Object.spawnMe(L2Obj ect.java:322) at net.sf.l2j.gameserver.model.L2Spawn.intializeNpcIn stance(L2Spawn.java:590) at net.sf.l2j.gameserver.model.L2Spawn.doSpawn(L2Spaw n.java:526) at net.sf.l2j.gameserver.model.L2Spawn.doSpawn(L2Spaw n.java:455) at net.sf.l2j.gameserver.model.L2Spawn.init(L2Spawn.j ava:423) at net.sf.l2j.gameserver.datatables.SpawnTable.fillSp awnTable(SpawnTable.java:103) at net.sf.l2j.gameserver.datatables.SpawnTable.<init> (SpawnTable.java:53) at net.sf.l2j.gameserver.datatables.SpawnTable.<init> (SpawnTable.java:37) at net.sf.l2j.gameserver.datatables.SpawnTable$Single tonHolder.<clinit>(SpawnTable.java:366) at net.sf.l2j.gameserver.datatables.SpawnTable.getIns tance(SpawnTable.java:48) at net.sf.l2j.gameserver.model.entity.Fort.initNpcs(F ort.java:1164) at net.sf.l2j.gameserver.model.entity.Fort.<init>(For t.java:256) at net.sf.l2j.gameserver.instancemanager.FortManager. loadInstances(FortManager.java:149) at net.sf.l2j.gameserver.GameServer.<init>(GameServer .java:255) at net.sf.l2j.gameserver.GameServer.main(GameServer.j ava:471) Добавлено через 9 минут Я не знаю где этот onSpawn(GuardLevelInstance.java:142) который он не может найти( и я в том числе). Последний раз редактировалось energy; 24.06.2013 в 02:22. Причина: Добавлено сообщение |
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24.06.2013, 09:10 | #6 | |
Олдфаг
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Re: Не могу подцепить AI гварду
Цитата:
setIsNoRndWalk(true); super.onSpawn(); |
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24.06.2013, 14:50 | #7 |
Пользователь
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Re: Не могу подцепить AI гварду
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Здесь присутствуют: 1 (пользователей: 0 , гостей: 1) | |
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