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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 com.l2jfrozen.gameserver.ai;
import static com.l2jfrozen.gameserver.ai.CtrlIntention.AI_INTENTION_ACTIVE;
import static com.l2jfrozen.gameserver.ai.CtrlIntention.AI_INTENTION_ATTACK;
import static com.l2jfrozen.gameserver.ai.CtrlIntention.AI_INTENTION_IDLE;
import java.util.concurrent.Future;
import com.l2jfrozen.Config;
import com.l2jfrozen.gameserver.controllers.GameTimeController;
import com.l2jfrozen.gameserver.datatables.sql.TerritoryTable;
import com.l2jfrozen.gameserver.geo.GeoData;
import com.l2jfrozen.gameserver.managers.DimensionalRiftManager;
import com.l2jfrozen.gameserver.model.L2Attackable;
import com.l2jfrozen.gameserver.model.L2Character;
import com.l2jfrozen.gameserver.model.L2Effect;
import com.l2jfrozen.gameserver.model.L2Object;
import com.l2jfrozen.gameserver.model.L2Skill;
import com.l2jfrozen.gameserver.model.L2Summon;
import com.l2jfrozen.gameserver.model.actor.instance.L2ChestInstance;
import com.l2jfrozen.gameserver.model.actor.instance.L2DoorInstance;
import com.l2jfrozen.gameserver.model.actor.instance.L2FestivalMonsterInstance;
import com.l2jfrozen.gameserver.model.actor.instance.L2FolkInstance;
import com.l2jfrozen.gameserver.model.actor.instance.L2FriendlyMobInstance;
import com.l2jfrozen.gameserver.model.actor.instance.L2GuardInstance;
import com.l2jfrozen.gameserver.model.actor.instance.L2MinionInstance;
import com.l2jfrozen.gameserver.model.actor.instance.L2MonsterInstance;
import com.l2jfrozen.gameserver.model.actor.instance.L2NpcInstance;
import com.l2jfrozen.gameserver.model.actor.instance.L2PcInstance;
import com.l2jfrozen.gameserver.model.actor.instance.L2PenaltyMonsterInstance;
import com.l2jfrozen.gameserver.model.actor.instance.L2RaidBossInstance;
import com.l2jfrozen.gameserver.model.actor.instance.L2RiftInvaderInstance;
import com.l2jfrozen.gameserver.model.actor.position.L2CharPosition;
import com.l2jfrozen.gameserver.model.quest.Quest;
import com.l2jfrozen.gameserver.templates.L2Weapon;
import com.l2jfrozen.gameserver.templates.L2WeaponType;
import com.l2jfrozen.gameserver.thread.ThreadPoolManager;
import com.l2jfrozen.util.random.Rnd;
/**
* This class manages AI of L2Attackable.<BR>
* <BR>
*/
public class L2AttackableAI extends L2CharacterAI implements Runnable
{
//protected static final Logger _log = Logger.getLogger(L2AttackableAI.class.getName());
private static final int RANDOM_WALK_RATE = 30; // confirmed
// private static final int MAX_DRIFT_RANGE = 300;
private static final int MAX_ATTACK_TIMEOUT = 300; // int ticks, i.e. 30 seconds
/** The L2Attackable AI task executed every 1s (call onEvtThink method) */
private Future<?> _aiTask;
/** The delay after wich the attacked is stopped */
private int _attackTimeout;
/** The L2Attackable aggro counter */
private int _globalAggro;
/** The flag used to indicate that a thinking action is in progress */
private boolean _thinking; // to prevent recursive thinking
/**
* Constructor of L2AttackableAI.<BR>
* <BR>
*
* @param accessor The AI accessor of the L2Character
*/
public L2AttackableAI(L2Character.AIAccessor accessor)
{
super(accessor);
_attackTimeout = Integer.MAX_VALUE;
_globalAggro = -10; // 10 seconds timeout of ATTACK after respawn
}
@Override
public void run()
{
// Launch actions corresponding to the Event Think
onEvtThink();
}
/**
* Return True if the target is autoattackable (depends on the actor type).<BR>
* <BR>
* <B><U> Actor is a L2GuardInstance</U> :</B><BR>
* <BR>
* <li>The target isn't a Folk or a Door</li> <li>The target isn't dead, isn't invulnerable, isn't in silent moving
* mode AND too far (>100)</li> <li>The target is in the actor Aggro range and is at the same height</li> <li>The
* L2PcInstance target has karma (=PK)</li> <li>The L2MonsterInstance target is aggressive</li><BR>
* <BR>
* <B><U> Actor is a L2SiegeGuardInstance</U> :</B><BR>
* <BR>
* <li>The target isn't a Folk or a Door</li> <li>The target isn't dead, isn't invulnerable, isn't in silent moving
* mode AND too far (>100)</li> <li>The target is in the actor Aggro range and is at the same height</li> <li>A
* siege is in progress</li> <li>The L2PcInstance target isn't a Defender</li><BR>
* <BR>
* <B><U> Actor is a L2FriendlyMobInstance</U> :</B><BR>
* <BR>
* <li>The target isn't a Folk, a Door or another L2NpcInstance</li> <li>The target isn't dead, isn't invulnerable,
* isn't in silent moving mode AND too far (>100)</li> <li>The target is in the actor Aggro range and is at the same
* height</li> <li>The L2PcInstance target has karma (=PK)</li><BR>
* <BR>
* <B><U> Actor is a L2MonsterInstance</U> :</B><BR>
* <BR>
* <li>The target isn't a Folk, a Door or another L2NpcInstance</li> <li>The target isn't dead, isn't invulnerable,
* isn't in silent moving mode AND too far (>100)</li> <li>The target is in the actor Aggro range and is at the same
* height</li> <li>The actor is Aggressive</li><BR>
* <BR>
*
* @param target The targeted L2Object
* @return
*/
private boolean autoAttackCondition(L2Character target)
{
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 L2FolkInstance || target instanceof L2DoorInstance)
return false;
// Check if the target isn't dead, is in the Aggro range and is at the same height
if(target.isAlikeDead() || !me.isInsideRadius(target, me.getAggroRange(), false, false) || Math.abs(_actor.getZ() - target.getZ()) > 300)
return false;
// Check if the target 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;
// Check if the AI isn't a Raid Boss and the target isn't in silent move mode
if(!(me instanceof L2RaidBossInstance) && ((L2PcInstance) target).isSilentMoving())
return false;
//if in offline mode
if(((L2PcInstance) target).isOffline())
return false;
// Check if player is an ally //TODO! [Nemesiss] it should be rather boolean or smth like that
// Comparing String isnt good idea!
if(me.getFactionId() == "varka" && ((L2PcInstance) target).isAlliedWithVarka())
return false;
if(me.getFactionId() == "ketra" && ((L2PcInstance) target).isAlliedWithKetra())
return false;
// check if the target is within the grace period for JUST getting up from fake death
if(((L2PcInstance) target).isRecentFakeDeath())
return false;
// check player is in away mod
if(((L2PcInstance) target).isAway() && !Config.AWAY_PLAYER_TAKE_AGGRO)
return false;
if(target.isInParty() && target.getParty().isInDimensionalRift())
{
byte riftType = target.getParty().getDimensionalRift().getType();
byte riftRoom = target.getParty().getDimensionalRift().getCurrentRoom();
if(me instanceof L2RiftInvaderInstance && !DimensionalRiftManager.getInstance().getRoom(riftType, riftRoom).checkIfInZone(me.getX(), me.getY(), me.getZ()))
return false;
}
}
// Check if the actor is a L2GuardInstance
if(_actor instanceof L2GuardInstance)
{
// Check if the L2PcInstance target has karma (=PK)
if(target instanceof L2PcInstance && ((L2PcInstance) target).getKarma() > 0)
// Los Check
return GeoData.getInstance().canSeeTarget(me, target);
//if (target instanceof L2Summon)
// return ((L2Summon)target).getKarma() > 0;
// Check if the L2MonsterInstance target is aggressive
if(target instanceof L2MonsterInstance)
return ((L2MonsterInstance) target).isAggressive() && GeoData.getInstance().canSeeTarget(me, target);
return false;
}
else if(_actor instanceof L2FriendlyMobInstance)
{
// the actor is a L2FriendlyMobInstance
// Check if the target isn't another L2NpcInstance
if(target instanceof L2NpcInstance)
return false;
// Check if the L2PcInstance target has karma (=PK)
if(target instanceof L2PcInstance && ((L2PcInstance) target).getKarma() > 0)
// Los Check
return GeoData.getInstance().canSeeTarget(me, target);
return false;
}
else
{
//The actor is a L2MonsterInstance
// Check if the target isn't another L2NpcInstance
if(target instanceof L2NpcInstance)
return false;
// depending on config, do not allow mobs to attack _new_ players in peacezones,
// unless they are already following those players from outside the peacezone.
if(!Config.ALT_MOB_AGRO_IN_PEACEZONE && target.isInsideZone(L2Character.ZONE_PEACE))
return false;
// Check if the actor is Aggressive
return me.isAggressive() && GeoData.getInstance().canSeeTarget(me, target);
}
}
public synchronized void startAITask()
{
// If not idle - create an AI task (schedule onEvtThink repeatedly)
if(_aiTask == null)
{
_aiTask = ThreadPoolManager.getInstance().scheduleAiAtFixedRate(this, 1000, 1000);
}
}
public synchronized 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
public void changeIntention(CtrlIntention intention, Object arg0, Object arg1)
{
if(intention == AI_INTENTION_IDLE || intention == AI_INTENTION_ACTIVE)
{
// Check if actor is not dead
if(!_actor.isAlikeDead())
{
L2Attackable npc = (L2Attackable) _actor;
// If its _knownPlayer isn't empty set the Intention to AI_INTENTION_ACTIVE
if(npc.getKnownList().getKnownPlayers().size() > 0)
{
intention = AI_INTENTION_ACTIVE;
}
npc = null;
}
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
stopAITask();
// Cancel the AI
_accessor.detachAI();
return;
}
}
// Set the Intention of this L2AttackableAI to intention
super.changeIntention(intention, arg0, arg1);
// If not idle - create an AI task (schedule onEvtThink repeatedly)
startAITask();
}
/**
* Manage the Attack Intention : Stop current Attack (if necessary), Calculate attack timeout, Start a new Attack
* and Launch Think Event.<BR>
* <BR>
*
* @param target The L2Character to attack
*/
@Override
protected void onIntentionAttack(L2Character target)
{
// Calculate the attack timeout
_attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks();
// Manage the Attack Intention : Stop current Attack (if necessary), Start a new Attack and Launch Think Event
super.onIntentionAttack(target);
}
/**
* Manage AI standard thinks of a L2Attackable (called by onEvtThink).<BR>
* <BR>
* <B><U> Actions</U> :</B><BR>
* <BR>
* <li>Update every 1s the _globalAggro counter to come close to 0</li> <li>If the actor is Aggressive and can
* attack, add all autoAttackable L2Character in its Aggro Range to its _aggroList, chose a target and order to
* attack it</li> <li>If the actor is a L2GuardInstance that can't attack, order to it to return to its home
* location</li> <li>If the actor is a L2MonsterInstance that can't attack, order to it to random walk (1/100)</li><BR>
* <BR>
*/
private void thinkActive()
{
L2Attackable npc = (L2Attackable) _actor;
// Update every 1s the _globalAggro counter to come close to 0
if(_globalAggro != 0)
{
if(_globalAggro < 0)
{
_globalAggro++;
}
else
{
_globalAggro--;
}
}
// Add all autoAttackable L2Character in L2Attackable Aggro Range to its _aggroList with 0 damage and 1 hate
// A L2Attackable isn't aggressive during 10s after its spawn because _globalAggro is set to -10
if(_globalAggro >= 0)
{
// Get all visible objects inside its Aggro Range
//L2Object[] objects = L2World.getInstance().getVisibleObjects(_actor, ((L2NpcInstance)_actor).getAggroRange());
// Go through visible objects
for(L2Object obj : npc.getKnownList().getKnownObjects().values())
{
if(obj == null || !(obj instanceof L2Character))
{
continue;
}
L2Character target = (L2Character) obj;
/*
* Check to see if this is a festival mob spawn.
* If it is, then check to see if the aggro trigger
* is a festival participant...if so, move to attack it.
*/
if(_actor instanceof L2FestivalMonsterInstance && obj instanceof L2PcInstance)
{
L2PcInstance targetPlayer = (L2PcInstance) obj;
if(!targetPlayer.isFestivalParticipant())
{
continue;
}
targetPlayer = null;
}
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);
}
}
}
}
// For each L2Character check if the target is autoattackable
if(autoAttackCondition(target)) // check aggression
{
// Get the hate level of the L2Attackable against this L2Character target contained in _aggroList
int hating = npc.getHating(target);
// Add the attacker to the L2Attackable _aggroList with 0 damage and 1 hate
if(hating == 0)
{
npc.addDamageHate(target, 0, 1);
}
}
target = null;
}
// Chose a target from its aggroList
L2Character hated;
// Force mobs to attak anybody if confused
if(_actor.isConfused())
{
hated = getAttackTarget();
}
else
{
hated = npc.getMostHated();
}
// Order to the L2Attackable to attack the target
if(hated != null)
{
// Get the hate level of the L2Attackable against this L2Character target contained in _aggroList
int aggro = npc.getHating(hated);
if(aggro + _globalAggro > 0)
{
// Set the L2Character movement type to run and send Server->Client packet ChangeMoveType to all others L2PcInstance
if(!_actor.isRunning())
{
_actor.setRunning();
}
// Set the AI Intention to AI_INTENTION_ATTACK
setIntention(CtrlIntention.AI_INTENTION_ATTACK, hated);
}
return;
}
}
// Check if the actor is a L2GuardInstance
if(_actor instanceof L2GuardInstance)
{
// Order to the L2GuardInstance to return to its home location because there's no target to attack
((L2GuardInstance) _actor).returnHome();
}
// If this is a festival monster, then it remains in the same location.
if(_actor instanceof L2FestivalMonsterInstance)
return;
// 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;
// for Raids - need correction
if(_actor.isRaid())
{
offset = 500;
}
else
{
// for normal minions - need correction
offset = 200;
}
if(((L2MinionInstance) _actor).getLeader().isRunning())
{
_actor.setRunning();
}
else
{
_actor.setWalking();
}
if(_actor.getPlanDistanceSq(((L2MinionInstance) _actor).getLeader()) > offset * offset)
{
int x1, y1, z1;
x1 = ((L2MinionInstance) _actor).getLeader().getX() + Rnd.nextInt((offset - 30) * 2) - (offset - 30);
y1 = ((L2MinionInstance) _actor).getLeader().getY() + Rnd.nextInt((offset - 30) * 2) - (offset - 30);
z1 = ((L2MinionInstance) _actor).getLeader().getZ();
// Move the actor to Location (x,y,z) server side AND client side by sending Server->Client packet CharMoveToLocation (broadcast)
moveTo(x1, y1, z1);
return;
}
}
// Order to the L2MonsterInstance to random walk (1/100)
else if(!(npc instanceof L2ChestInstance) && npc.getSpawn() != null && Rnd.nextInt(RANDOM_WALK_RATE) == 0)
{
int x1, y1, z1;
// If NPC with random coord in territory
if(npc.getSpawn().getLocx() == 0 && npc.getSpawn().getLocy() == 0)
{
// If NPC with random fixed coord, don't move
if(TerritoryTable.getInstance().getProcMax(npc.getSpawn().getLocation()) > 0)
return;
// Calculate a destination point in the spawn area
int p[] = TerritoryTable.getInstance().getRandomPoint(npc.getSpawn().getLocation());
x1 = p[0];
y1 = p[1];
z1 = p[2];
// Calculate the distance between the current position of the L2Character and the target (x,y)
double distance2 = _actor.getPlanDistanceSq(x1, y1);
if(distance2 > Config.MAX_DRIFT_RANGE * Config.MAX_DRIFT_RANGE)
{
npc.setisReturningToSpawnPoint(true);
float delay = (float) Math.sqrt(distance2) / Config.MAX_DRIFT_RANGE;
x1 = _actor.getX() + (int) ((x1 - _actor.getX()) / delay);
y1 = _actor.getY() + (int) ((y1 - _actor.getY()) / delay);
}
else
{
npc.setisReturningToSpawnPoint(false);
}
}
else
{
if(Config.MONSTER_RETURN_DELAY > 0 && npc instanceof L2MonsterInstance && !npc.isAlikeDead() && !npc.isDead() && npc.getSpawn() != null && !npc.isInsideRadius(npc.getSpawn().getLocx(), npc.getSpawn().getLocy(), Config.MAX_DRIFT_RANGE, false))
{
((L2MonsterInstance) _actor).returnHome();
}
// If NPC with fixed coord
x1 = npc.getSpawn().getLocx() + Rnd.nextInt(Config.MAX_DRIFT_RANGE * 2) - Config.MAX_DRIFT_RANGE;
y1 = npc.getSpawn().getLocy() + Rnd.nextInt(Config.MAX_DRIFT_RANGE * 2) - Config.MAX_DRIFT_RANGE;
z1 = npc.getZ();
}
//_log.config("Curent pos ("+getX()+", "+getY()+"), moving to ("+x1+", "+y1+").");
// Move the actor to Location (x,y,z) server side AND client side by sending Server->Client packet CharMoveToLocation (broadcast)
moveTo(x1, y1, z1);
}
npc = null;
return;
}
/**
* Manage AI attack thinks of a L2Attackable (called by onEvtThink).<BR>
* <BR>
* <B><U> Actions</U> :</B><BR>
* <BR>
* <li>Update the attack timeout if actor is running</li> <li>If target is dead or timeout is expired, stop this
* attack and set the Intention to AI_INTENTION_ACTIVE</li> <li>Call all L2Object of its Faction inside the Faction
* Range</li> <li>Chose a target and order to attack it with magic skill or physical attack</li><BR>
* <BR>
* TODO: Manage casting rules to healer mobs (like Ant Nurses)
*/
private void thinkAttack()
{
if (_actor.isCastingNow())
return;
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();
}
}
final L2Character originalAttackTarget = getAttackTarget();
// Check if target is dead or if timeout is expired to stop this attack
if (originalAttackTarget == null || originalAttackTarget.isAlikeDead() || (originalAttackTarget instanceof L2PcInstance && (((L2PcInstance)originalAttackTarget).isOffline() || ((L2PcInstance)originalAttackTarget).isOnline()==0 )) || _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;
}
/*
// Handle all L2Object of its Faction inside the Faction Range
if (_actor instanceof L2NpcInstance && ((L2NpcInstance) _actor).getFactionId() != null)
{
String faction_id = ((L2NpcInstance) _actor).getFactionId();
// Go through all L2Object that belong to its faction
Collection<L2Object> objs = _actor.getKnownList().getKnownObjects().values();
//synchronized (_actor.getKnownList().getKnownObjects())
try
{
for (L2Object obj : objs)
{
if (obj instanceof L2NpcInstance)
{
L2NpcInstance npc = (L2NpcInstance) obj;
//Handle SevenSigns mob Factions
String npcfaction = npc.getFactionId();
boolean sevenSignFaction = false;
// TODO: Unhardcode this by AI scripts (DrHouse)
//Catacomb mobs should assist lilim and nephilim other than dungeon
if ("c_dungeon_clan".equals(faction_id) && ("c_dungeon_lilim".equals(npcfaction) || "c_dungeon_nephi".equals(npcfaction)))
sevenSignFaction = true;
//Lilim mobs should assist other Lilim and catacomb mobs
else if ("c_dungeon_lilim".equals(faction_id) && "c_dungeon_clan".equals(npcfaction))
sevenSignFaction = true;
//Nephilim mobs should assist other Nephilim and catacomb mobs
else if ("c_dungeon_nephi".equals(faction_id) && "c_dungeon_clan".equals(npcfaction))
sevenSignFaction = true;
if (!faction_id.equals(npc.getFactionId()) && !sevenSignFaction)
continue;
// Check if the L2Object is inside the Faction Range of
// the actor
if (_actor.isInsideRadius(npc, npc.getFactionRange() + npc.getTemplate().collisionRadius, true, false) && npc.getAI() != null)
{
if (Math.abs(originalAttackTarget.getZ() - npc.getZ()) < 600 && _actor.getAttackByList().contains(originalAttackTarget) && (npc.getAI()._intention == CtrlIntention.AI_INTENTION_IDLE || npc.getAI()._intention == CtrlIntention.AI_INTENTION_ACTIVE) && GeoData.getInstance().canSeeTarget(_actor, npc))
{
if ((originalAttackTarget instanceof L2PcInstance) || (originalAttackTarget instanceof L2Summon))
{
if (npc.getTemplate().getEventQuests(Quest.QuestEventType.ON_FACTION_CALL) != null)
{
L2PcInstance player = (originalAttackTarget instanceof L2PcInstance) ? (L2PcInstance) originalAttackTarget : ((L2Summon) originalAttackTarget).getOwner();
for (Quest quest : npc.getTemplate().getEventQuests(Quest.QuestEventType.ON_FACTION_CALL))
quest.notifyFactionCall(npc, (L2NpcInstance) _actor, player, (originalAttackTarget instanceof L2Summon));
}
}
else if (npc instanceof L2Attackable && getAttackTarget() != null && npc.getAI()._intention != CtrlIntention.AI_INTENTION_ATTACK)
{
((L2Attackable) npc).addDamageHate(getAttackTarget(), 0, ((L2Attackable) _actor).getHating(getAttackTarget()));
npc.getAI().setIntention(CtrlIntention.AI_INTENTION_ATTACK, getAttackTarget());
}
}
}
}
}
}
catch (NullPointerException e)
{
_log.log(Level.WARNING, "L2AttackableAI: thinkAttack() faction call failed: " + e.getMessage(), e);
}
}
*/
// Call all L2Object of its Faction inside the Faction Range
if(((L2NpcInstance) _actor).getFactionId() != null)
{
// Go through all L2Object that belong to its faction
for(L2Object obj : _actor.getKnownList().getKnownObjects().values())
{
if(obj instanceof L2NpcInstance)
{
L2NpcInstance npc = (L2NpcInstance) obj;
String faction_id = ((L2NpcInstance) _actor).getFactionId();
if(!faction_id.equalsIgnoreCase(npc.getFactionId()) || npc.getFactionRange() == 0)
{
faction_id = null;
continue;
}
// Check if the L2Object is inside the Faction Range of the actor
if(_actor != null && _actor.getAttackByList()!=null && _actor.isInsideRadius(npc, npc.getFactionRange(), true, false) && npc.getAI() != null &&
_actor.getAttackByList().contains(originalAttackTarget))
{
if(npc.getAI().getIntention() == CtrlIntention.AI_INTENTION_IDLE || npc.getAI().getIntention() == CtrlIntention.AI_INTENTION_ACTIVE){
if(GeoData.getInstance().canSeeTarget(_actor, npc) && Math.abs(originalAttackTarget.getZ() - npc.getZ()) < 600){
if(originalAttackTarget instanceof L2PcInstance && originalAttackTarget.isInParty() && originalAttackTarget.getParty().isInDimensionalRift())
{
byte riftType = originalAttackTarget.getParty().getDimensionalRift().getType();
byte riftRoom = originalAttackTarget.getParty().getDimensionalRift().getCurrentRoom();
if(_actor instanceof L2RiftInvaderInstance && !DimensionalRiftManager.getInstance().getRoom(riftType, riftRoom).checkIfInZone(npc.getX(), npc.getY(), npc.getZ()))
{
continue;
}
}
// Notify the L2Object AI with EVT_AGGRESSION
npc.getAI().notifyEvent(CtrlEvent.EVT_AGGRESSION, originalAttackTarget, 1);
}
}
if(GeoData.getInstance().canSeeTarget(_actor, npc) && Math.abs(originalAttackTarget.getZ() - npc.getZ()) < 500){
if(originalAttackTarget instanceof L2PcInstance || originalAttackTarget instanceof L2Summon)
{
if(npc.getTemplate().getEventQuests(Quest.QuestEventType.ON_FACTION_CALL) != null)
{
L2PcInstance player = originalAttackTarget instanceof L2PcInstance ? (L2PcInstance) originalAttackTarget : ((L2Summon) originalAttackTarget).getOwner();
for(Quest quest : npc.getTemplate().getEventQuests(Quest.QuestEventType.ON_FACTION_CALL))
{
quest.notifyFactionCall(npc, (L2NpcInstance) _actor, player, (originalAttackTarget instanceof L2Summon));
}
}
}
}
}
npc = null;
}
}
}
if(_actor.isAttackingDisabled())
return;
// Get all information needed to chose between physical or magical attack
L2Skill[] skills = null;
double dist2 = 0;
int range = 0;
try
{
_actor.setTarget(originalAttackTarget);
skills = _actor.getAllSkills();
dist2 = _actor.getPlanDistanceSq(originalAttackTarget.getX(), originalAttackTarget.getY());
range = _actor.getPhysicalAttackRange() + _actor.getTemplate().collisionRadius + originalAttackTarget.getTemplate().collisionRadius;
}
catch(NullPointerException e)
{
//_log.warning("AttackableAI: Attack target is NULL.");
if(Config.ENABLE_ALL_EXCEPTIONS)
e.printStackTrace();
setIntention(AI_INTENTION_ACTIVE);
return;
}
L2Weapon weapon = _actor.getActiveWeaponItem();
final int collision = _actor.getTemplate().collisionRadius;
final int combinedCollision = collision + originalAttackTarget.getTemplate().collisionRadius;
//------------------------------------------------------
// In case many mobs are trying to hit from same place, move a bit,
// circling around the target
// Note from Gnacik:
// On l2js because of that sometimes mobs don't attack player only running
// around player without any sense, so decrease chance for now
if (!_actor.isMovementDisabled() && Rnd.nextInt(100) <= 3)
{
for (L2Object nearby : _actor.getKnownList().getKnownObjects().values())
{
if (nearby instanceof L2Attackable
&& _actor.isInsideRadius(nearby, collision, false, false)
&& nearby != originalAttackTarget)
{
int newX = combinedCollision + Rnd.get(40);
if (Rnd.nextBoolean())
newX = originalAttackTarget.getX() + newX;
else
newX = originalAttackTarget.getX() - newX;
int newY = combinedCollision + Rnd.get(40);
if (Rnd.nextBoolean())
newY = originalAttackTarget.getY() + newY;
else
newY = originalAttackTarget.getY() - newY;
if (!_actor.isInsideRadius(newX, newY, collision, false))
{
int newZ = _actor.getZ() + 30;
if (Config.GEODATA == 0 || GeoData.getInstance().canMoveFromToTarget(_actor.getX(), _actor.getY(), _actor.getZ(), newX, newY, newZ))
moveTo(newX, newY, newZ);
}
return;
}
}
}
if(weapon != null && weapon.getItemType() == L2WeaponType.BOW)
{
// Micht: kepping this one otherwise we should do 2 sqrt
double distance2 = _actor.getPlanDistanceSq(originalAttackTarget.getX(), originalAttackTarget.getY());
if (Math.sqrt(distance2) <= 60 + combinedCollision)
{
//double distance2 = _actor.getPlanDistanceSq(originalAttackTarget.getX(), originalAttackTarget.getY());
//if(distance2 <= 10000)
//{
int chance = 5;
if(chance >= Rnd.get(100))
{
int posX = _actor.getX();
int posY = _actor.getY();
int posZ = _actor.getZ();
double distance = Math.sqrt(distance2); // This way, we only do the sqrt if we need it
int signx = -1;
int signy = -1;
if(_actor.getX() > originalAttackTarget.getX())
{
signx = 1;
}
if(_actor.getY() > originalAttackTarget.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;
}
}
}
weapon = null;
// Force mobs to attack anybody if confused
L2Character hated;
if(_actor.isConfused())
{
hated = originalAttackTarget;
}
else
{
hated = ((L2Attackable) _actor).getMostHated();
}
if(hated == null)
{
setIntention(AI_INTENTION_ACTIVE);
return;
}
if(hated != originalAttackTarget)
{
setAttackTarget(hated);
}
// We should calculate new distance cuz mob can have changed the target
dist2 = _actor.getPlanDistanceSq(hated.getX(), hated.getY());
if(hated.isMoving())
{
range += 50;
}
// Check if the actor isn't far from target
if(dist2 > range * range)
{
// check for long ranged skills and heal/buff skills
if(!_actor.isMuted() && (!Config.ALT_GAME_MOB_ATTACK_AI || _actor instanceof L2MonsterInstance && Rnd.nextInt(100) <= 5))
{
for(L2Skill sk : skills)
{
int castRange = sk.getCastRange();
boolean _inRange = false;
if(dist2 >= castRange * castRange / 9.0 && dist2 <= castRange * castRange && castRange > 70){
_inRange = true;
}
if((sk.getSkillType() == L2Skill.SkillType.BUFF || sk.getSkillType() == L2Skill.SkillType.HEAL || _inRange) && !_actor.isSkillDisabled(sk.getId()) && _actor.getCurrentMp() >= _actor.getStat().getMpConsume(sk) && !sk.isPassive() && Rnd.nextInt(100) <= 5)
{
if(sk.getSkillType() == L2Skill.SkillType.BUFF || sk.getSkillType() == L2Skill.SkillType.HEAL)
{
boolean useSkillSelf = true;
if(sk.getSkillType() == L2Skill.SkillType.HEAL && _actor.getCurrentHp() > (int) (_actor.getMaxHp() / 1.5))
{
useSkillSelf = false;
break;
}
if(sk.getSkillType() == L2Skill.SkillType.BUFF)
{
L2Effect[] effects = _actor.getAllEffects();
for(int i = 0; effects != null && i < effects.length; i++)
{
L2Effect effect = effects[i];
if(effect.getSkill() == sk)
{
useSkillSelf = false;
break;
}
}
effects = null;
}
if(useSkillSelf)
{
_actor.setTarget(_actor);
}
}
L2Object OldTarget = _actor.getTarget();
clientStopMoving(null);
_accessor.doCast(sk);
_actor.setTarget(OldTarget);
OldTarget = null;
return;
}
}
}
// Move the actor to Pawn server side AND client side by sending Server->Client packet MoveToPawn (broadcast)
if(hated.isMoving())
{
range -= 100;
}
if(range < 5)
{
range = 5;
}
moveToPawn(originalAttackTarget, range);
return;
}
// Else, if this is close enough to attack
_attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks();
// check for close combat skills && heal/buff skills
if(!_actor.isMuted() /*&& _rnd.nextInt(100) <= 5*/)
{
boolean useSkillSelf = true;
for(L2Skill sk : skills)
{
if(/*sk.getCastRange() >= dist && sk.getCastRange() <= 70 && */!sk.isPassive() && _actor.getCurrentMp() >= _actor.getStat().getMpConsume(sk) && !_actor.isSkillDisabled(sk.getId()) && (Rnd.nextInt(100) <= 8 || _actor instanceof L2PenaltyMonsterInstance && Rnd.nextInt(100) <= 20))
{
if(sk.getSkillType() == L2Skill.SkillType.BUFF || sk.getSkillType() == L2Skill.SkillType.HEAL)
{
useSkillSelf = true;
if(sk.getSkillType() == L2Skill.SkillType.HEAL && _actor.getCurrentHp() > (int) (_actor.getMaxHp() / 1.5))
{
useSkillSelf = false;
break;
}
if(sk.getSkillType() == L2Skill.SkillType.BUFF)
{
L2Effect[] effects = _actor.getAllEffects();
for(int i = 0; effects != null && i < effects.length; i++)
{
L2Effect effect = effects[i];
if(effect.getSkill() == sk)
{
useSkillSelf = false;
break;
}
}
effects = null;
}
if(useSkillSelf)
{
_actor.setTarget(_actor);
}
}
// GeoData Los Check here
if(!useSkillSelf && !GeoData.getInstance().canSeeTarget(_actor, _actor.getTarget()))
return;
L2Object OldTarget = _actor.getTarget();
clientStopMoving(null);
_accessor.doCast(sk);
_actor.setTarget(OldTarget);
OldTarget = null;
return;
}
}
}
// Finally, physical attacks
clientStopMoving(null);
_accessor.doAttack(hated);
skills = null;
hated = null;
}
/**
* Manage AI thinking actions of a L2Attackable.<BR>
* <BR>
*/
@Override
protected void onEvtThink()
{
// Check if the actor can't use skills and if a thinking action isn't already in progress
if(_thinking || _actor.isAllSkillsDisabled())
return;
// Start thinking action
_thinking = true;
try
{
// Manage AI thinks of a L2Attackable
if(getIntention() == AI_INTENTION_ACTIVE)
{
thinkActive();
}
else if(getIntention() == AI_INTENTION_ATTACK)
{
thinkAttack();
}
}
finally
{
// Stop thinking action
_thinking = false;
}
}
/**
* Launch actions corresponding to the Event Attacked.<BR>
* <BR>
* <B><U> Actions</U> :</B><BR>
* <BR>
* <li>Init the attack : Calculate the attack timeout, Set the _globalAggro to 0, Add the attacker to the actor
* _aggroList</li> <li>Set the L2Character movement type to run and send Server->Client packet ChangeMoveType to all
* others L2PcInstance</li> <li>Set the Intention to AI_INTENTION_ATTACK</li><BR>
* <BR>
*
* @param attacker The L2Character that attacks the actor
*/
@Override
protected void onEvtAttacked(L2Character attacker)
{
// Calculate the attack timeout
_attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks();
// Set the _globalAggro to 0 to permit attack even just after spawn
if(_globalAggro < 0)
{
_globalAggro = 0;
}
// Add the attacker to the _aggroList of the actor
((L2Attackable) _actor).addDamageHate(attacker, 0, 1);
// Set the L2Character movement type to run and send Server->Client packet ChangeMoveType to all others L2PcInstance
if(!_actor.isRunning())
{
_actor.setRunning();
}
// Set the Intention to AI_INTENTION_ATTACK
if(getIntention() != AI_INTENTION_ATTACK)
{
setIntention(CtrlIntention.AI_INTENTION_ATTACK, attacker);
}
else if(((L2Attackable) _actor).getMostHated() != getAttackTarget())
{
setIntention(CtrlIntention.AI_INTENTION_ATTACK, attacker);
}
super.onEvtAttacked(attacker);
}
/**
* Launch actions corresponding to the Event Aggression.<BR>
* <BR>
* <B><U> Actions</U> :</B><BR>
* <BR>
* <li>Add the target to the actor _aggroList or update hate if already present</li> <li>Set the actor Intention to
* AI_INTENTION_ATTACK (if actor is L2GuardInstance check if it isn't too far from its home location)</li><BR>
* <BR>
*
* @param target the L2Character that attacks
* @param aggro The value of hate to add to the actor against the target
*/
@Override
protected void onEvtAggression(L2Character target, int aggro)
{
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);
}
}
me = null;
}
@Override
protected void onIntentionActive()
{
// Cancel attack timeout
_attackTimeout = Integer.MAX_VALUE;
super.onIntentionActive();
}
public void setGlobalAggro(int value)
{
_globalAggro = value;
}
}