actual freya branch
This commit is contained in:
@@ -0,0 +1,82 @@
|
||||
/*
|
||||
* 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 com.l2jserver.gameserver.ai;
|
||||
|
||||
/**
|
||||
* This class contains an enum of each possibles evenements that can happen on an AI character.
|
||||
*/
|
||||
|
||||
public enum CtrlEvent
|
||||
{
|
||||
/**
|
||||
* Something has changed, usually a previous step has being completed or maybe was completed, the AI must thing on next action
|
||||
*/
|
||||
EVT_THINK,
|
||||
/**
|
||||
* The actor was attacked. This event comes each time a physical or magical attack was done on the actor. NPC may start attack in responce, or ignore this event if they already attack someone, or change target and so on.
|
||||
*/
|
||||
EVT_ATTACKED,
|
||||
/** Increase/decrease aggression towards a target, or reduce global aggression if target is null */
|
||||
EVT_AGGRESSION,
|
||||
/** Actor is in stun state */
|
||||
EVT_STUNNED,
|
||||
/** Actor is paralyzed or petrified */
|
||||
EVT_PARALYZED,
|
||||
/** Actor starts/stops sleeping */
|
||||
EVT_SLEEPING,
|
||||
/** Actor is in rooted state (cannot move) */
|
||||
EVT_ROOTED,
|
||||
/** Actor evaded hit **/
|
||||
EVT_EVADED,
|
||||
/**
|
||||
* An event that previous action was completed. The action may be an attempt to physically/magically hit an enemy, or an action that discarded attack attempt has finished.
|
||||
*/
|
||||
EVT_READY_TO_ACT,
|
||||
/**
|
||||
* User's command, like using a combat magic or changing weapon, etc. The command is not intended to change final goal
|
||||
*/
|
||||
EVT_USER_CMD,
|
||||
/**
|
||||
* The actor arrived to assigned location, or it's a time to modify movement destination (follow, interact, random move and others intentions).
|
||||
*/
|
||||
EVT_ARRIVED,
|
||||
/**
|
||||
* The actor arrived to an intermidiate point, and needs revalidate destination. This is sent when follow/move to pawn if destination is far away.
|
||||
*/
|
||||
EVT_ARRIVED_REVALIDATE,
|
||||
/** The actor cannot move anymore. */
|
||||
EVT_ARRIVED_BLOCKED,
|
||||
/** Forgets an object (if it's used as attack target, follow target and so on */
|
||||
EVT_FORGET_OBJECT,
|
||||
/**
|
||||
* Attempt to cancel current step execution, but not change the intention. For example, the actor was putted into a stun, so it's current attack or movement has to be canceled. But after the stun state expired, the actor may try to attack again. Another usage for CANCEL is a user's attempt to
|
||||
* cancel a cast/bow attack and so on.
|
||||
*/
|
||||
EVT_CANCEL,
|
||||
/** The character is dead */
|
||||
EVT_DEAD,
|
||||
/** The character looks like dead */
|
||||
EVT_FAKE_DEATH,
|
||||
/** The character attack anyone randomly **/
|
||||
EVT_CONFUSED,
|
||||
/** The character cannot cast spells anymore **/
|
||||
EVT_MUTED,
|
||||
/** The character flee in randoms directions **/
|
||||
EVT_AFRAID,
|
||||
/** The character finish casting **/
|
||||
EVT_FINISH_CASTING,
|
||||
/** The character betrayed its master */
|
||||
EVT_BETRAYED
|
||||
}
|
||||
Reference in New Issue
Block a user