2841 lines
82 KiB
Java
2841 lines
82 KiB
Java
/*
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* This program is free software: you can redistribute it and/or modify it under
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* the terms of the GNU General Public License as published by the Free Software
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* Foundation, either version 3 of the License, or (at your option) any later
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* version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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* FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
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* details.
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*
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* You should have received a copy of the GNU General Public License along with
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* this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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package com.l2jserver.gameserver.ai;
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import static com.l2jserver.gameserver.ai.CtrlIntention.AI_INTENTION_ACTIVE;
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import static com.l2jserver.gameserver.ai.CtrlIntention.AI_INTENTION_ATTACK;
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import static com.l2jserver.gameserver.ai.CtrlIntention.AI_INTENTION_IDLE;
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import java.util.Collection;
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import java.util.concurrent.Future;
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import java.util.logging.Level;
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import com.l2jserver.Config;
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import com.l2jserver.gameserver.GameTimeController;
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import com.l2jserver.gameserver.GeoData;
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import com.l2jserver.gameserver.Territory;
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import com.l2jserver.gameserver.ThreadPoolManager;
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import com.l2jserver.gameserver.datatables.NpcTable;
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import com.l2jserver.gameserver.instancemanager.DimensionalRiftManager;
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import com.l2jserver.gameserver.model.L2CharPosition;
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import com.l2jserver.gameserver.model.L2Object;
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import com.l2jserver.gameserver.model.L2Skill;
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import com.l2jserver.gameserver.model.L2Skill.SkillTargetType;
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import com.l2jserver.gameserver.model.actor.L2Attackable;
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import com.l2jserver.gameserver.model.actor.L2Character;
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import com.l2jserver.gameserver.model.actor.L2Npc;
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import com.l2jserver.gameserver.model.actor.L2Playable;
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import com.l2jserver.gameserver.model.actor.L2Summon;
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import com.l2jserver.gameserver.model.actor.instance.L2DoorInstance;
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import com.l2jserver.gameserver.model.actor.instance.L2FestivalMonsterInstance;
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import com.l2jserver.gameserver.model.actor.instance.L2FriendlyMobInstance;
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import com.l2jserver.gameserver.model.actor.instance.L2GrandBossInstance;
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import com.l2jserver.gameserver.model.actor.instance.L2GuardInstance;
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import com.l2jserver.gameserver.model.actor.instance.L2MonsterInstance;
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import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
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import com.l2jserver.gameserver.model.actor.instance.L2RaidBossInstance;
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import com.l2jserver.gameserver.model.actor.instance.L2RiftInvaderInstance;
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import com.l2jserver.gameserver.model.quest.Quest;
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import com.l2jserver.gameserver.templates.chars.L2NpcTemplate;
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import com.l2jserver.gameserver.templates.chars.L2NpcTemplate.AIType;
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import com.l2jserver.gameserver.templates.skills.L2EffectType;
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import com.l2jserver.gameserver.templates.skills.L2SkillType;
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import com.l2jserver.gameserver.util.Util;
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import com.l2jserver.util.Rnd;
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/**
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* This class manages AI of L2Attackable.<BR>
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* <BR>
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*/
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public class L2AttackableAI extends L2CharacterAI implements Runnable
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{
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// protected static final Logger _log = Logger.getLogger(L2AttackableAI.class.getName());
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private static final int RANDOM_WALK_RATE = 30; // confirmed
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// private static final int MAX_DRIFT_RANGE = 300;
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private static final int MAX_ATTACK_TIMEOUT = 1200; // int ticks, i.e. 2min
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/** The L2Attackable AI task executed every 1s (call onEvtThink method) */
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private Future<?> _aiTask;
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/** The delay after which the attacked is stopped */
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private int _attackTimeout;
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/** The L2Attackable aggro counter */
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private int _globalAggro;
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/** The flag used to indicate that a thinking action is in progress */
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private boolean _thinking; // to prevent recursive thinking
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private int timepass = 0;
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private int chaostime = 0;
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private final L2NpcTemplate _skillrender;
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int lastBuffTick;
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/**
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* Constructor of L2AttackableAI.<BR>
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* <BR>
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* @param accessor The AI accessor of the L2Character
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*/
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public L2AttackableAI(L2Character.AIAccessor accessor)
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{
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super(accessor);
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_skillrender = NpcTable.getInstance().getTemplate(getActiveChar().getTemplate().npcId);
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// _selfAnalysis.init();
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_attackTimeout = Integer.MAX_VALUE;
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_globalAggro = -10; // 10 seconds timeout of ATTACK after respawn
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}
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@Override
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public void run()
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{
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// Launch actions corresponding to the Event Think
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onEvtThink();
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}
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/**
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* Return True if the target is autoattackable (depends on the actor type).<BR>
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* <BR>
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* <B><U> Actor is a L2GuardInstance</U> :</B><BR>
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* <BR>
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* <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
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* target is aggressive</li><BR>
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* <BR>
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* <B><U> Actor is a L2SiegeGuardInstance</U> :</B><BR>
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* <BR>
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* <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>
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* <BR>
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* <BR>
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* <B><U> Actor is a L2FriendlyMobInstance</U> :</B><BR>
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* <BR>
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* <li>The target isn't a Folk, a Door or another L2Npc</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>
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* <BR>
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* <B><U> Actor is a L2MonsterInstance</U> :</B><BR>
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* <BR>
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* <li>The target isn't a Folk, a Door or another L2Npc</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>
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* <BR>
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* @param target The targeted L2Object
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*/
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private boolean autoAttackCondition(L2Character target)
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{
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if ((target == null) || (getActiveChar() == null))
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{
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return false;
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}
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L2Attackable me = getActiveChar();
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// Check if the target isn't invulnerable
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if (target.isInvul())
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{
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// However EffectInvincible requires to check GMs specially
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if ((target instanceof L2PcInstance) && ((L2PcInstance) target).isGM())
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{
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return false;
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}
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if ((target instanceof L2Summon) && ((L2Summon) target).getOwner().isGM())
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{
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return false;
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}
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}
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// Check if the target isn't a Folk or a Door
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if (target instanceof L2DoorInstance)
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{
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return false;
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}
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// Check if the target isn't dead, is in the Aggro range and is at the same height
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if (target.isAlikeDead() || ((target instanceof L2Playable) && !me.isInsideRadius(target, me.getAggroRange(), true, false)))
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{
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return false;
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}
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// Check if the target is a L2PlayableInstance
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if (target instanceof L2Playable)
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{
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// Check if the AI isn't a Raid Boss, can See Silent Moving players and the target isn't in silent move mode
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if (!(me.isRaid()) && !(me.canSeeThroughSilentMove()) && ((L2Playable) target).isSilentMoving())
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{
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return false;
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}
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}
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// Check if the target is a L2PcInstance
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if (target instanceof L2PcInstance)
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{
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// Don't take the aggro if the GM has the access level below or equal to GM_DONT_TAKE_AGGRO
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if (((L2PcInstance) target).isGM() && !((L2PcInstance) target).getAccessLevel().canTakeAggro())
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{
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return false;
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}
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// TODO: Ideally, autoattack condition should be called from the AI script. In that case,
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// it should only implement the basic behaviors while the script will add more specific
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// behaviors (like varka/ketra alliance, etc). Once implemented, remove specialized stuff
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// from this location. (Fulminus)
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// Check if player is an ally (comparing mem addr)
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if ("varka_silenos_clan".equals(me.getFactionId()) && ((L2PcInstance) target).isAlliedWithVarka())
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{
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return false;
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}
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if ("ketra_orc_clan".equals(me.getFactionId()) && ((L2PcInstance) target).isAlliedWithKetra())
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{
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return false;
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}
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// check if the target is within the grace period for JUST getting up from fake death
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if (((L2PcInstance) target).isRecentFakeDeath())
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{
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return false;
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}
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if (target.isInParty() && target.getParty().isInDimensionalRift())
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{
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byte riftType = target.getParty().getDimensionalRift().getType();
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byte riftRoom = target.getParty().getDimensionalRift().getCurrentRoom();
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if ((me instanceof L2RiftInvaderInstance) && !DimensionalRiftManager.getInstance().getRoom(riftType, riftRoom).checkIfInZone(me.getX(), me.getY(), me.getZ()))
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{
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return false;
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}
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}
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// if (_selfAnalysis.cannotMoveOnLand && !target.isInsideZone(L2Character.ZONE_WATER))
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// return false;
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}
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// Check if the target is a L2Summon
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if (target instanceof L2Summon)
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{
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L2PcInstance owner = ((L2Summon) target).getOwner();
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if (owner != null)
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{
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// Don't take the aggro if the GM has the access level below or equal to GM_DONT_TAKE_AGGRO
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if (owner.isGM() && (owner.isInvul() || !owner.getAccessLevel().canTakeAggro()))
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{
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return false;
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}
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// Check if player is an ally (comparing mem addr)
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if ("varka_silenos_clan".equals(me.getFactionId()) && owner.isAlliedWithVarka())
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{
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return false;
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}
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if ("ketra_orc_clan".equals(me.getFactionId()) && owner.isAlliedWithKetra())
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{
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return false;
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}
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}
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}
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// Check if the actor is a L2GuardInstance
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if (getActiveChar() instanceof L2GuardInstance)
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{
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// Check if the L2PcInstance target has karma (=PK)
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if ((target instanceof L2PcInstance) && (((L2PcInstance) target).getKarma() > 0))
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{
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// Los Check
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return GeoData.getInstance().canSeeTarget(me, target);
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}
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// if (target instanceof L2Summon)
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// return ((L2Summon)target).getKarma() > 0;
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// Check if the L2MonsterInstance target is aggressive
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if ((target instanceof L2MonsterInstance) && Config.GUARD_ATTACK_AGGRO_MOB)
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{
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return (((L2MonsterInstance) target).isAggressive() && GeoData.getInstance().canSeeTarget(me, target));
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}
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return false;
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}
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else if (getActiveChar() instanceof L2FriendlyMobInstance)
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{ // the actor is a L2FriendlyMobInstance
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// Check if the target isn't another L2Npc
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if (target instanceof L2Npc)
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{
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return false;
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}
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// Check if the L2PcInstance target has karma (=PK)
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if ((target instanceof L2PcInstance) && (((L2PcInstance) target).getKarma() > 0))
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{
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return GeoData.getInstance().canSeeTarget(me, target); // Los Check
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}
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return false;
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}
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else
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{
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if (target instanceof L2Attackable)
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{
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if ((getActiveChar().getEnemyClan() == null) || (((L2Attackable) target).getClan() == null))
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{
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return false;
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}
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if (!target.isAutoAttackable(getActiveChar()))
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{
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return false;
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}
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if (getActiveChar().getEnemyClan().equals(((L2Attackable) target).getClan()))
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{
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if (getActiveChar().isInsideRadius(target, getActiveChar().getEnemyRange(), false, false))
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{
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return GeoData.getInstance().canSeeTarget(getActiveChar(), target);
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}
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return false;
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}
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if ((getActiveChar().getIsChaos() > 0) && me.isInsideRadius(target, getActiveChar().getIsChaos(), false, false))
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{
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if ((getActiveChar().getFactionId() != null) && getActiveChar().getFactionId().equals(((L2Attackable) target).getFactionId()))
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{
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return false;
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}
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// Los Check
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return GeoData.getInstance().canSeeTarget(me, target);
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}
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}
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if ((target instanceof L2Attackable) || (target instanceof L2Npc))
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{
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return false;
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}
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// depending on config, do not allow mobs to attack _new_ players in peacezones,
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// unless they are already following those players from outside the peacezone.
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if (!Config.ALT_MOB_AGRO_IN_PEACEZONE && target.isInsideZone(L2Character.ZONE_PEACE))
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{
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return false;
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}
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if (me.isChampion() && Config.L2JMOD_CHAMPION_PASSIVE)
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{
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return false;
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}
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// Check if the actor is Aggressive
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return (me.isAggressive() && GeoData.getInstance().canSeeTarget(me, target));
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}
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}
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public void startAITask()
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{
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// If not idle - create an AI task (schedule onEvtThink repeatedly)
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if (_aiTask == null)
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{
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_aiTask = ThreadPoolManager.getInstance().scheduleAiAtFixedRate(this, 1000, 1000);
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}
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}
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@Override
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public void stopAITask()
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{
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if (_aiTask != null)
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{
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_aiTask.cancel(false);
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_aiTask = null;
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}
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super.stopAITask();
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}
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/**
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* Set the Intention of this L2CharacterAI and create an AI Task executed every 1s (call onEvtThink method) for this L2Attackable.<BR>
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* <BR>
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* <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>
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* <BR>
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* @param intention The new Intention to set to the AI
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* @param arg0 The first parameter of the Intention
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* @param arg1 The second parameter of the Intention
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*/
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@Override
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synchronized void changeIntention(CtrlIntention intention, Object arg0, Object arg1)
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{
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if ((intention == AI_INTENTION_IDLE) || (intention == AI_INTENTION_ACTIVE))
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{
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// Check if actor is not dead
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L2Attackable npc = getActiveChar();
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if (!npc.isAlikeDead())
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{
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// If its _knownPlayer isn't empty set the Intention to AI_INTENTION_ACTIVE
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if (!npc.getKnownList().getKnownPlayers().isEmpty())
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{
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intention = AI_INTENTION_ACTIVE;
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}
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else
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{
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if (npc.getSpawn() != null)
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{
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final int range = Config.MAX_DRIFT_RANGE;
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if (!npc.isInsideRadius(npc.getSpawn().getLocx(), npc.getSpawn().getLocy(), npc.getSpawn().getLocz(), range + range, true, false))
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{
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intention = AI_INTENTION_ACTIVE;
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}
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}
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}
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}
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if (intention == AI_INTENTION_IDLE)
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{
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// Set the Intention of this L2AttackableAI to AI_INTENTION_IDLE
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super.changeIntention(AI_INTENTION_IDLE, null, null);
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// Stop AI task and detach AI from NPC
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if (_aiTask != null)
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{
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_aiTask.cancel(true);
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_aiTask = null;
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}
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// Cancel the AI
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_accessor.detachAI();
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return;
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}
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}
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// Set the Intention of this L2AttackableAI to intention
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super.changeIntention(intention, arg0, arg1);
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// If not idle - create an AI task (schedule onEvtThink repeatedly)
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startAITask();
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}
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/**
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* Manage the Attack Intention : Stop current Attack (if necessary), Calculate attack timeout, Start a new Attack and Launch Think Event.<BR>
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* <BR>
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* @param target The L2Character to attack
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*/
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@Override
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protected void onIntentionAttack(L2Character target)
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{
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// Calculate the attack timeout
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_attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks();
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// self and buffs
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if ((lastBuffTick + 30) < GameTimeController.getGameTicks())
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{
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if (_skillrender.hasBuffSkill())
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{
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for (L2Skill sk : _skillrender._buffskills)
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{
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if (cast(sk))
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{
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break;
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}
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}
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}
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lastBuffTick = GameTimeController.getGameTicks();
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}
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// Manage the Attack Intention : Stop current Attack (if necessary), Start a new Attack and Launch Think Event
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super.onIntentionAttack(target);
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}
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private void thinkCast()
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{
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if (checkTargetLost(getCastTarget()))
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{
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setCastTarget(null);
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return;
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}
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if (maybeMoveToPawn(getCastTarget(), _actor.getMagicalAttackRange(_skill)))
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{
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return;
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}
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clientStopMoving(null);
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setIntention(AI_INTENTION_ACTIVE);
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_accessor.doCast(_skill);
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}
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/**
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* Manage AI standard thinks of a L2Attackable (called by onEvtThink).<BR>
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* <BR>
|
|
* <B><U> Actions</U> :</B><BR>
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* <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 = getActiveChar();
|
|
|
|
// 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
|
|
Collection<L2Object> objs = npc.getKnownList().getKnownObjects().values();
|
|
// synchronized (npc.getKnownList().getKnownObjects())
|
|
{
|
|
for (L2Object obj : objs)
|
|
{
|
|
if (!(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 ((npc instanceof L2FestivalMonsterInstance) && (obj instanceof L2PcInstance))
|
|
{
|
|
L2PcInstance targetPlayer = (L2PcInstance) obj;
|
|
|
|
if (!(targetPlayer.isFestivalParticipant()))
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// 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 (npc.isConfused())
|
|
{
|
|
hated = getAttackTarget(); // effect handles selection
|
|
}
|
|
else
|
|
{
|
|
hated = npc.getMostHated();
|
|
}
|
|
|
|
// Order to the L2Attackable to attack the target
|
|
if ((hated != null) && !npc.isCoreAIDisabled())
|
|
{
|
|
// 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 (!npc.isRunning())
|
|
{
|
|
npc.setRunning();
|
|
}
|
|
|
|
// Set the AI Intention to AI_INTENTION_ATTACK
|
|
setIntention(CtrlIntention.AI_INTENTION_ATTACK, hated);
|
|
}
|
|
|
|
return;
|
|
}
|
|
}
|
|
|
|
// Chance to forget attackers after some time
|
|
if ((npc.getCurrentHp() == npc.getMaxHp()) && (npc.getCurrentMp() == npc.getMaxMp()) && !npc.getAttackByList().isEmpty() && (Rnd.nextInt(500) == 0))
|
|
{
|
|
npc.clearAggroList();
|
|
npc.getAttackByList().clear();
|
|
if (npc instanceof L2MonsterInstance)
|
|
{
|
|
if (((L2MonsterInstance) npc).hasMinions())
|
|
{
|
|
((L2MonsterInstance) npc).getMinionList().deleteReusedMinions();
|
|
}
|
|
}
|
|
}
|
|
|
|
// Check if the actor is a L2GuardInstance
|
|
if (npc instanceof L2GuardInstance)
|
|
{
|
|
// Order to the L2GuardInstance to return to its home location because there's no target to attack
|
|
((L2GuardInstance) npc).returnHome();
|
|
}
|
|
|
|
// If this is a festival monster, then it remains in the same location.
|
|
if (npc instanceof L2FestivalMonsterInstance)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Check if the mob should not return to spawn point
|
|
if (!npc.canReturnToSpawnPoint())
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Minions following leader
|
|
final L2Character leader = npc.getLeader();
|
|
if ((leader != null) && !leader.isAlikeDead())
|
|
{
|
|
final int offset;
|
|
final int minRadius = 30;
|
|
|
|
if (npc.isRaidMinion())
|
|
{
|
|
offset = 500; // for Raids - need correction
|
|
}
|
|
else
|
|
{
|
|
offset = 200; // for normal minions - need correction :)
|
|
}
|
|
|
|
if (leader.isRunning())
|
|
{
|
|
npc.setRunning();
|
|
}
|
|
else
|
|
{
|
|
npc.setWalking();
|
|
}
|
|
|
|
if (npc.getPlanDistanceSq(leader) > (offset * offset))
|
|
{
|
|
int x1, y1, z1;
|
|
x1 = Rnd.get(minRadius * 2, offset * 2); // x
|
|
y1 = Rnd.get(x1, offset * 2); // distance
|
|
y1 = (int) Math.sqrt((y1 * y1) - (x1 * x1)); // y
|
|
if (x1 > (offset + minRadius))
|
|
{
|
|
x1 = (leader.getX() + x1) - offset;
|
|
}
|
|
else
|
|
{
|
|
x1 = (leader.getX() - x1) + minRadius;
|
|
}
|
|
if (y1 > (offset + minRadius))
|
|
{
|
|
y1 = (leader.getY() + y1) - offset;
|
|
}
|
|
else
|
|
{
|
|
y1 = (leader.getY() - y1) + minRadius;
|
|
}
|
|
|
|
z1 = leader.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)
|
|
{
|
|
if (_skillrender.hasBuffSkill())
|
|
{
|
|
for (L2Skill sk : _skillrender._buffskills)
|
|
{
|
|
if (cast(sk))
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// Order to the L2MonsterInstance to random walk (1/100)
|
|
else if ((npc.getSpawn() != null) && (Rnd.nextInt(RANDOM_WALK_RATE) == 0) && !npc.isNoRndWalk())
|
|
{
|
|
int x1, y1, z1;
|
|
final int range = Config.MAX_DRIFT_RANGE;
|
|
|
|
if (_skillrender.hasBuffSkill())
|
|
{
|
|
for (L2Skill sk : _skillrender._buffskills)
|
|
{
|
|
if (cast(sk))
|
|
{
|
|
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 = npc.getPlanDistanceSq(x1, y1);
|
|
|
|
if (distance2 > ((range + range) * (range + range)))
|
|
{
|
|
npc.setisReturningToSpawnPoint(true);
|
|
float delay = (float) Math.sqrt(distance2) / range;
|
|
x1 = npc.getX() + (int) ((x1 - npc.getX()) / delay);
|
|
y1 = npc.getY() + (int) ((y1 - npc.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 (!npc.isInsideRadius(x1, y1, range, false))
|
|
{
|
|
npc.setisReturningToSpawnPoint(true);
|
|
}
|
|
else
|
|
{
|
|
x1 = Rnd.nextInt(range * 2); // x
|
|
y1 = Rnd.get(x1, range * 2); // distance
|
|
y1 = (int) Math.sqrt((y1 * y1) - (x1 * x1)); // y
|
|
x1 += npc.getSpawn().getLocx() - range;
|
|
y1 += npc.getSpawn().getLocy() - range;
|
|
z1 = npc.getZ();
|
|
}
|
|
}
|
|
|
|
// _log.debug("Current 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()
|
|
{
|
|
final L2Attackable npc = getActiveChar();
|
|
if (npc.isCastingNow())
|
|
{
|
|
return;
|
|
}
|
|
|
|
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)
|
|
{
|
|
npc.stopHating(originalAttackTarget);
|
|
}
|
|
|
|
// Set the AI Intention to AI_INTENTION_ACTIVE
|
|
setIntention(AI_INTENTION_ACTIVE);
|
|
|
|
npc.setWalking();
|
|
return;
|
|
}
|
|
|
|
final int collision = npc.getTemplate().collisionRadius;
|
|
|
|
// Handle all L2Object of its Faction inside the Faction Range
|
|
|
|
String faction_id = getActiveChar().getFactionId();
|
|
if ((faction_id != null) && !faction_id.isEmpty())
|
|
{
|
|
int factionRange = npc.getClanRange() + collision;
|
|
// Go through all L2Object that belong to its faction
|
|
Collection<L2Object> objs = npc.getKnownList().getKnownObjects().values();
|
|
// synchronized (_actor.getKnownList().getKnownObjects())
|
|
try
|
|
{
|
|
for (L2Object obj : objs)
|
|
{
|
|
if (obj instanceof L2Npc)
|
|
{
|
|
L2Npc called = (L2Npc) obj;
|
|
|
|
// Handle SevenSigns mob Factions
|
|
final String npcfaction = called.getFactionId();
|
|
if ((npcfaction == null) || npcfaction.isEmpty())
|
|
{
|
|
continue;
|
|
}
|
|
|
|
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;
|
|
}
|
|
else if ("c_dungeon_lilim".equals(faction_id) && "c_dungeon_clan".equals(npcfaction))
|
|
{
|
|
sevenSignFaction = true;
|
|
}
|
|
else if ("c_dungeon_nephi".equals(faction_id) && "c_dungeon_clan".equals(npcfaction))
|
|
{
|
|
sevenSignFaction = true;
|
|
}
|
|
|
|
if (!faction_id.equals(npcfaction) && !sevenSignFaction)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Check if the L2Object is inside the Faction Range of
|
|
// the actor
|
|
if (npc.isInsideRadius(called, factionRange, true, false) && called.hasAI())
|
|
{
|
|
if ((Math.abs(originalAttackTarget.getZ() - called.getZ()) < 600) && npc.getAttackByList().contains(originalAttackTarget) && ((called.getAI()._intention == CtrlIntention.AI_INTENTION_IDLE) || (called.getAI()._intention == CtrlIntention.AI_INTENTION_ACTIVE)) && (called.getInstanceId() == npc.getInstanceId()))
|
|
// && GeoData.getInstance().canSeeTarget(called, npc))
|
|
{
|
|
if (originalAttackTarget instanceof L2Playable)
|
|
{
|
|
Quest[] quests = called.getTemplate().getEventQuests(Quest.QuestEventType.ON_FACTION_CALL);
|
|
if (quests != null)
|
|
{
|
|
L2PcInstance player = originalAttackTarget.getActingPlayer();
|
|
boolean isSummon = originalAttackTarget instanceof L2Summon;
|
|
for (Quest quest : quests)
|
|
{
|
|
quest.notifyFactionCall(called, getActiveChar(), player, isSummon);
|
|
}
|
|
}
|
|
}
|
|
else if ((called instanceof L2Attackable) && (getAttackTarget() != null) && (called.getAI()._intention != CtrlIntention.AI_INTENTION_ATTACK))
|
|
{
|
|
((L2Attackable) called).addDamageHate(getAttackTarget(), 0, npc.getHating(getAttackTarget()));
|
|
called.getAI().setIntention(CtrlIntention.AI_INTENTION_ATTACK, getAttackTarget());
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
catch (NullPointerException e)
|
|
{
|
|
_log.log(Level.WARNING, "L2AttackableAI: thinkAttack() faction call failed: " + e.getMessage(), e);
|
|
}
|
|
}
|
|
|
|
if (npc.isCoreAIDisabled())
|
|
{
|
|
return;
|
|
}
|
|
|
|
/*
|
|
* if(_actor.getTarget() == null || this.getAttackTarget() == null || this.getAttackTarget().isDead() || ctarget == _actor) AggroReconsider();
|
|
*/
|
|
|
|
// ----------------------------------------------------------------
|
|
|
|
// ------------------------------------------------------------------------------
|
|
// Initialize data
|
|
L2Character mostHate = npc.getMostHated();
|
|
if (mostHate == null)
|
|
{
|
|
setIntention(AI_INTENTION_ACTIVE);
|
|
return;
|
|
}
|
|
|
|
setAttackTarget(mostHate);
|
|
npc.setTarget(mostHate);
|
|
|
|
final int combinedCollision = collision + mostHate.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 (!npc.isMovementDisabled() && (Rnd.nextInt(100) <= 3))
|
|
{
|
|
for (L2Object nearby : npc.getKnownList().getKnownObjects().values())
|
|
{
|
|
if ((nearby instanceof L2Attackable) && npc.isInsideRadius(nearby, collision, false, false) && (nearby != mostHate))
|
|
{
|
|
int newX = combinedCollision + Rnd.get(40);
|
|
if (Rnd.nextBoolean())
|
|
{
|
|
newX = mostHate.getX() + newX;
|
|
}
|
|
else
|
|
{
|
|
newX = mostHate.getX() - newX;
|
|
}
|
|
int newY = combinedCollision + Rnd.get(40);
|
|
if (Rnd.nextBoolean())
|
|
{
|
|
newY = mostHate.getY() + newY;
|
|
}
|
|
else
|
|
{
|
|
newY = mostHate.getY() - newY;
|
|
}
|
|
|
|
if (!npc.isInsideRadius(newX, newY, collision, false))
|
|
{
|
|
int newZ = npc.getZ() + 30;
|
|
if ((Config.GEODATA == 0) || GeoData.getInstance().canMoveFromToTarget(npc.getX(), npc.getY(), npc.getZ(), newX, newY, newZ, npc.getInstanceId()))
|
|
{
|
|
moveTo(newX, newY, newZ);
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
// Dodge if its needed
|
|
if (!npc.isMovementDisabled() && (npc.getCanDodge() > 0))
|
|
{
|
|
if (Rnd.get(100) <= npc.getCanDodge())
|
|
{
|
|
// Micht: kepping this one otherwise we should do 2 sqrt
|
|
double distance2 = npc.getPlanDistanceSq(mostHate.getX(), mostHate.getY());
|
|
if (Math.sqrt(distance2) <= (60 + combinedCollision))
|
|
{
|
|
int posX = npc.getX();
|
|
int posY = npc.getY();
|
|
int posZ = npc.getZ() + 30;
|
|
|
|
if (Rnd.nextBoolean())
|
|
{
|
|
posX = posX + Rnd.get(100);
|
|
}
|
|
else
|
|
{
|
|
posX = posX - Rnd.get(100);
|
|
}
|
|
|
|
if (Rnd.nextBoolean())
|
|
{
|
|
posY = posY + Rnd.get(100);
|
|
}
|
|
else
|
|
{
|
|
posY = posY - Rnd.get(100);
|
|
}
|
|
|
|
if ((Config.GEODATA == 0) || GeoData.getInstance().canMoveFromToTarget(npc.getX(), npc.getY(), npc.getZ(), posX, posY, posZ, npc.getInstanceId()))
|
|
{
|
|
setIntention(CtrlIntention.AI_INTENTION_MOVE_TO, new L2CharPosition(posX, posY, posZ, 0));
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------
|
|
// BOSS/Raid Minion Target Reconsider
|
|
if (npc.isRaid() || npc.isRaidMinion())
|
|
{
|
|
chaostime++;
|
|
if (npc instanceof L2RaidBossInstance)
|
|
{
|
|
if (!((L2MonsterInstance) npc).hasMinions())
|
|
{
|
|
if (chaostime > Config.RAID_CHAOS_TIME)
|
|
{
|
|
if (Rnd.get(100) <= (100 - ((npc.getCurrentHp() * 100) / npc.getMaxHp())))
|
|
{
|
|
aggroReconsider();
|
|
chaostime = 0;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (chaostime > Config.RAID_CHAOS_TIME)
|
|
{
|
|
if (Rnd.get(100) <= (100 - ((npc.getCurrentHp() * 200) / npc.getMaxHp())))
|
|
{
|
|
aggroReconsider();
|
|
chaostime = 0;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if (npc instanceof L2GrandBossInstance)
|
|
{
|
|
if (chaostime > Config.GRAND_CHAOS_TIME)
|
|
{
|
|
double chaosRate = 100 - ((npc.getCurrentHp() * 300) / npc.getMaxHp());
|
|
if (((chaosRate <= 10) && (Rnd.get(100) <= 10)) || ((chaosRate > 10) && (Rnd.get(100) <= chaosRate)))
|
|
{
|
|
aggroReconsider();
|
|
chaostime = 0;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (chaostime > Config.MINION_CHAOS_TIME)
|
|
{
|
|
if (Rnd.get(100) <= (100 - ((npc.getCurrentHp() * 200) / npc.getMaxHp())))
|
|
{
|
|
aggroReconsider();
|
|
chaostime = 0;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (_skillrender.hasSkill())
|
|
{
|
|
// -------------------------------------------------------------------------------
|
|
// Heal Condition
|
|
if (_skillrender.hasHealSkill() && (_skillrender._healskills != null))
|
|
{
|
|
double percentage = (npc.getCurrentHp() / npc.getMaxHp()) * 100;
|
|
if (npc.isMinion())
|
|
{
|
|
L2Character leader = npc.getLeader();
|
|
if ((leader != null) && !leader.isDead() && (Rnd.get(100) > ((leader.getCurrentHp() / leader.getMaxHp()) * 100)))
|
|
{
|
|
for (L2Skill sk : _skillrender._healskills)
|
|
{
|
|
if (sk.getTargetType() == L2Skill.SkillTargetType.TARGET_SELF)
|
|
{
|
|
continue;
|
|
}
|
|
if (((sk.getMpConsume() >= npc.getCurrentMp()) || npc.isSkillDisabled(sk) || (sk.isMagic() && npc.isMuted()) || (!sk.isMagic() && npc.isPhysicalMuted())))
|
|
{
|
|
continue;
|
|
}
|
|
if (!Util.checkIfInRange((sk.getCastRange() + collision + leader.getTemplate().collisionRadius), npc, leader, false) && !isParty(sk) && !npc.isMovementDisabled())
|
|
{
|
|
moveToPawn(leader, sk.getCastRange() + collision + leader.getTemplate().collisionRadius);
|
|
return;
|
|
}
|
|
if (GeoData.getInstance().canSeeTarget(npc, leader))
|
|
{
|
|
clientStopMoving(null);
|
|
npc.setTarget(leader);
|
|
clientStopMoving(null);
|
|
npc.doCast(sk);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (Rnd.get(100) < ((100 - percentage) / 3))
|
|
{
|
|
for (L2Skill sk : _skillrender._healskills)
|
|
{
|
|
if (((sk.getMpConsume() >= npc.getCurrentMp()) || npc.isSkillDisabled(sk) || (sk.isMagic() && npc.isMuted())) || (!sk.isMagic() && npc.isPhysicalMuted()))
|
|
{
|
|
continue;
|
|
}
|
|
clientStopMoving(null);
|
|
npc.setTarget(npc);
|
|
npc.doCast(sk);
|
|
return;
|
|
}
|
|
}
|
|
for (L2Skill sk : _skillrender._healskills)
|
|
{
|
|
if (((sk.getMpConsume() >= npc.getCurrentMp()) || npc.isSkillDisabled(sk) || (sk.isMagic() && npc.isMuted())) || (!sk.isMagic() && npc.isPhysicalMuted()))
|
|
{
|
|
continue;
|
|
}
|
|
if (sk.getTargetType() == L2Skill.SkillTargetType.TARGET_ONE)
|
|
{
|
|
for (L2Character obj : npc.getKnownList().getKnownCharactersInRadius(sk.getCastRange() + collision))
|
|
{
|
|
if (!(obj instanceof L2Attackable) || obj.isDead())
|
|
{
|
|
continue;
|
|
}
|
|
|
|
L2Attackable targets = ((L2Attackable) obj);
|
|
if ((npc.getFactionId() != null) && !npc.getFactionId().equals(targets.getFactionId()))
|
|
{
|
|
continue;
|
|
}
|
|
percentage = (targets.getCurrentHp() / targets.getMaxHp()) * 100;
|
|
if (Rnd.get(100) < ((100 - percentage) / 10))
|
|
{
|
|
if (GeoData.getInstance().canSeeTarget(npc, targets))
|
|
{
|
|
clientStopMoving(null);
|
|
npc.setTarget(obj);
|
|
npc.doCast(sk);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (isParty(sk))
|
|
{
|
|
clientStopMoving(null);
|
|
npc.doCast(sk);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
// -------------------------------------------------------------------------------
|
|
// Res Skill Condition
|
|
if (_skillrender.hasResSkill())
|
|
{
|
|
if (npc.isMinion())
|
|
{
|
|
L2Character leader = npc.getLeader();
|
|
if ((leader != null) && leader.isDead())
|
|
{
|
|
for (L2Skill sk : _skillrender._resskills)
|
|
{
|
|
if (sk.getTargetType() == L2Skill.SkillTargetType.TARGET_SELF)
|
|
{
|
|
continue;
|
|
}
|
|
if (((sk.getMpConsume() >= npc.getCurrentMp()) || npc.isSkillDisabled(sk) || (sk.isMagic() && npc.isMuted()) || (!sk.isMagic() && npc.isPhysicalMuted())))
|
|
{
|
|
continue;
|
|
}
|
|
if (!Util.checkIfInRange((sk.getCastRange() + collision + leader.getTemplate().collisionRadius), npc, leader, false) && !isParty(sk) && !npc.isMovementDisabled())
|
|
{
|
|
moveToPawn(leader, sk.getCastRange() + collision + leader.getTemplate().collisionRadius);
|
|
return;
|
|
}
|
|
if (GeoData.getInstance().canSeeTarget(npc, leader))
|
|
{
|
|
clientStopMoving(null);
|
|
npc.setTarget(leader);
|
|
npc.doCast(sk);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
for (L2Skill sk : _skillrender._resskills)
|
|
{
|
|
if (((sk.getMpConsume() >= npc.getCurrentMp()) || npc.isSkillDisabled(sk) || (sk.isMagic() && npc.isMuted())) || (!sk.isMagic() && npc.isPhysicalMuted()))
|
|
{
|
|
continue;
|
|
}
|
|
if (sk.getTargetType() == L2Skill.SkillTargetType.TARGET_ONE)
|
|
{
|
|
for (L2Character obj : npc.getKnownList().getKnownCharactersInRadius(sk.getCastRange() + collision))
|
|
{
|
|
if (!(obj instanceof L2Attackable) || !obj.isDead())
|
|
{
|
|
continue;
|
|
}
|
|
|
|
L2Attackable targets = ((L2Attackable) obj);
|
|
if ((npc.getFactionId() != null) && !npc.getFactionId().equals(targets.getFactionId()))
|
|
{
|
|
continue;
|
|
}
|
|
if (Rnd.get(100) < 10)
|
|
{
|
|
if (GeoData.getInstance().canSeeTarget(npc, targets))
|
|
{
|
|
clientStopMoving(null);
|
|
npc.setTarget(obj);
|
|
npc.doCast(sk);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (isParty(sk))
|
|
{
|
|
clientStopMoving(null);
|
|
L2Object target = getAttackTarget();
|
|
npc.setTarget(npc);
|
|
npc.doCast(sk);
|
|
npc.setTarget(target);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
double dist = Math.sqrt(npc.getPlanDistanceSq(mostHate.getX(), mostHate.getY()));
|
|
int dist2 = (int) dist - collision;
|
|
int range = npc.getPhysicalAttackRange() + combinedCollision;
|
|
if (mostHate.isMoving())
|
|
{
|
|
range = range + 50;
|
|
if (npc.isMoving())
|
|
{
|
|
range = range + 50;
|
|
}
|
|
}
|
|
|
|
// -------------------------------------------------------------------------------
|
|
// Immobilize Condition
|
|
if ((npc.isMovementDisabled() && ((dist > range) || mostHate.isMoving())) || ((dist > range) && mostHate.isMoving()))
|
|
{
|
|
movementDisable();
|
|
return;
|
|
}
|
|
setTimepass(0);
|
|
// --------------------------------------------------------------------------------
|
|
// Skill Use
|
|
if (_skillrender.hasSkill())
|
|
{
|
|
if (Rnd.get(100) <= npc.getSkillChance())
|
|
{
|
|
L2Skill skills = _skillrender._generalskills.get(Rnd.nextInt(_skillrender._generalskills.size()));
|
|
if (cast(skills))
|
|
{
|
|
return;
|
|
}
|
|
for (L2Skill sk : _skillrender._generalskills)
|
|
{
|
|
if (cast(sk))
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
// --------------------------------------------------------------------------------
|
|
// Long/Short Range skill Usage
|
|
if (npc.hasLSkill() || npc.hasSSkill())
|
|
{
|
|
if (npc.hasSSkill() && (dist2 <= 150) && (Rnd.get(100) <= npc.getSSkillChance()))
|
|
{
|
|
sSkillRender();
|
|
if (_skillrender._Srangeskills != null)
|
|
{
|
|
L2Skill skills = _skillrender._Srangeskills.get(Rnd.nextInt(_skillrender._Srangeskills.size()));
|
|
if (cast(skills))
|
|
{
|
|
return;
|
|
}
|
|
for (L2Skill sk : _skillrender._Srangeskills)
|
|
{
|
|
if (cast(sk))
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (npc.hasLSkill() && (dist2 > 150) && (Rnd.get(100) <= npc.getLSkillChance()))
|
|
{
|
|
lSkillRender();
|
|
if (_skillrender._Lrangeskills != null)
|
|
{
|
|
L2Skill skills = _skillrender._Lrangeskills.get(Rnd.nextInt(_skillrender._Lrangeskills.size()));
|
|
if (cast(skills))
|
|
{
|
|
return;
|
|
}
|
|
for (L2Skill sk : _skillrender._Lrangeskills)
|
|
{
|
|
if (cast(sk))
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// --------------------------------------------------------------------------------
|
|
// Starts Melee or Primary Skill
|
|
if ((dist2 > range) || !GeoData.getInstance().canSeeTarget(npc, mostHate))
|
|
{
|
|
if (npc.isMovementDisabled())
|
|
{
|
|
targetReconsider();
|
|
return;
|
|
}
|
|
if (getAttackTarget().isMoving())
|
|
{
|
|
range -= 100;
|
|
}
|
|
if (range < 5)
|
|
{
|
|
range = 5;
|
|
}
|
|
moveToPawn(getAttackTarget(), range);
|
|
return;
|
|
}
|
|
melee(npc.getPrimaryAttack());
|
|
}
|
|
|
|
private void melee(int type)
|
|
{
|
|
if (type != 0)
|
|
{
|
|
switch (type)
|
|
{
|
|
case -1:
|
|
{
|
|
if (_skillrender._generalskills != null)
|
|
{
|
|
for (L2Skill sk : _skillrender._generalskills)
|
|
{
|
|
if (cast(sk))
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
case 1:
|
|
{
|
|
if (_skillrender.hasAtkSkill())
|
|
{
|
|
for (L2Skill sk : _skillrender._atkskills)
|
|
{
|
|
if (cast(sk))
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
default:
|
|
{
|
|
if (_skillrender._generalskills != null)
|
|
{
|
|
for (L2Skill sk : _skillrender._generalskills)
|
|
{
|
|
if (sk.getId() == getActiveChar().getPrimaryAttack())
|
|
{
|
|
if (cast(sk))
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
_accessor.doAttack(getAttackTarget());
|
|
}
|
|
|
|
private boolean cast(L2Skill sk)
|
|
{
|
|
if (sk == null)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
final L2Attackable caster = getActiveChar();
|
|
|
|
if (caster.isCastingNow() && !sk.isSimultaneousCast())
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if ((sk.getMpConsume() >= caster.getCurrentMp()) || caster.isSkillDisabled(sk) || (sk.isMagic() && caster.isMuted()) || (!sk.isMagic() && caster.isPhysicalMuted()))
|
|
{
|
|
return false;
|
|
}
|
|
if (getAttackTarget() == null)
|
|
{
|
|
if (caster.getMostHated() != null)
|
|
{
|
|
setAttackTarget(caster.getMostHated());
|
|
}
|
|
}
|
|
L2Character attackTarget = getAttackTarget();
|
|
if (attackTarget == null)
|
|
{
|
|
return false;
|
|
}
|
|
double dist = Math.sqrt(caster.getPlanDistanceSq(attackTarget.getX(), attackTarget.getY()));
|
|
double dist2 = dist - attackTarget.getTemplate().collisionRadius;
|
|
double range = caster.getPhysicalAttackRange() + caster.getTemplate().collisionRadius + attackTarget.getTemplate().collisionRadius;
|
|
double srange = sk.getCastRange() + caster.getTemplate().collisionRadius;
|
|
if (attackTarget.isMoving())
|
|
{
|
|
dist2 = dist2 - 30;
|
|
}
|
|
|
|
switch (sk.getSkillType())
|
|
{
|
|
|
|
case BUFF:
|
|
{
|
|
if (caster.getFirstEffect(sk) == null)
|
|
{
|
|
clientStopMoving(null);
|
|
// L2Object target = attackTarget;
|
|
caster.setTarget(caster);
|
|
caster.doCast(sk);
|
|
// _actor.setTarget(target);
|
|
return true;
|
|
}
|
|
// ----------------------------------------
|
|
// If actor already have buff, start looking at others same faction mob to cast
|
|
if (sk.getTargetType() == L2Skill.SkillTargetType.TARGET_SELF)
|
|
{
|
|
return false;
|
|
}
|
|
if (sk.getTargetType() == L2Skill.SkillTargetType.TARGET_ONE)
|
|
{
|
|
L2Character target = effectTargetReconsider(sk, true);
|
|
if (target != null)
|
|
{
|
|
clientStopMoving(null);
|
|
L2Object targets = attackTarget;
|
|
caster.setTarget(target);
|
|
caster.doCast(sk);
|
|
caster.setTarget(targets);
|
|
return true;
|
|
}
|
|
}
|
|
if (canParty(sk))
|
|
{
|
|
clientStopMoving(null);
|
|
L2Object targets = attackTarget;
|
|
caster.setTarget(caster);
|
|
caster.doCast(sk);
|
|
caster.setTarget(targets);
|
|
return true;
|
|
}
|
|
break;
|
|
}
|
|
case HEAL:
|
|
case HOT:
|
|
case HEAL_PERCENT:
|
|
case HEAL_STATIC:
|
|
case BALANCE_LIFE:
|
|
{
|
|
double percentage = (caster.getCurrentHp() / caster.getMaxHp()) * 100;
|
|
if (caster.isMinion() && (sk.getTargetType() != L2Skill.SkillTargetType.TARGET_SELF))
|
|
{
|
|
L2Character leader = caster.getLeader();
|
|
if ((leader != null) && !leader.isDead() && (Rnd.get(100) > ((leader.getCurrentHp() / leader.getMaxHp()) * 100)))
|
|
{
|
|
if (!Util.checkIfInRange((sk.getCastRange() + caster.getTemplate().collisionRadius + leader.getTemplate().collisionRadius), caster, leader, false) && !isParty(sk) && !caster.isMovementDisabled())
|
|
{
|
|
moveToPawn(leader, sk.getCastRange() + caster.getTemplate().collisionRadius + leader.getTemplate().collisionRadius);
|
|
}
|
|
if (GeoData.getInstance().canSeeTarget(caster, leader))
|
|
{
|
|
clientStopMoving(null);
|
|
caster.setTarget(leader);
|
|
caster.doCast(sk);
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
if (Rnd.get(100) < ((100 - percentage) / 3))
|
|
{
|
|
clientStopMoving(null);
|
|
caster.setTarget(caster);
|
|
caster.doCast(sk);
|
|
return true;
|
|
}
|
|
|
|
if (sk.getTargetType() == L2Skill.SkillTargetType.TARGET_ONE)
|
|
{
|
|
for (L2Character obj : caster.getKnownList().getKnownCharactersInRadius(sk.getCastRange() + caster.getTemplate().collisionRadius))
|
|
{
|
|
if (!(obj instanceof L2Attackable) || obj.isDead())
|
|
{
|
|
continue;
|
|
}
|
|
|
|
L2Attackable targets = ((L2Attackable) obj);
|
|
if ((caster.getFactionId() != null) && !caster.getFactionId().equals(targets.getFactionId()))
|
|
{
|
|
continue;
|
|
}
|
|
percentage = (targets.getCurrentHp() / targets.getMaxHp()) * 100;
|
|
if (Rnd.get(100) < ((100 - percentage) / 10))
|
|
{
|
|
if (GeoData.getInstance().canSeeTarget(caster, targets))
|
|
{
|
|
clientStopMoving(null);
|
|
caster.setTarget(obj);
|
|
caster.doCast(sk);
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (isParty(sk))
|
|
{
|
|
for (L2Character obj : caster.getKnownList().getKnownCharactersInRadius(sk.getSkillRadius() + caster.getTemplate().collisionRadius))
|
|
{
|
|
if (!(obj instanceof L2Attackable))
|
|
{
|
|
continue;
|
|
}
|
|
L2Npc targets = ((L2Npc) obj);
|
|
if ((caster.getFactionId() != null) && targets.getFactionId().equals(caster.getFactionId()))
|
|
{
|
|
if ((obj.getCurrentHp() < obj.getMaxHp()) && (Rnd.get(100) <= 20))
|
|
{
|
|
clientStopMoving(null);
|
|
caster.setTarget(caster);
|
|
caster.doCast(sk);
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
case RESURRECT:
|
|
{
|
|
if (!isParty(sk))
|
|
{
|
|
if (caster.isMinion() && (sk.getTargetType() != L2Skill.SkillTargetType.TARGET_SELF))
|
|
{
|
|
L2Character leader = caster.getLeader();
|
|
if ((leader != null) && leader.isDead())
|
|
{
|
|
if (!Util.checkIfInRange((sk.getCastRange() + caster.getTemplate().collisionRadius + leader.getTemplate().collisionRadius), caster, leader, false) && !isParty(sk) && !caster.isMovementDisabled())
|
|
{
|
|
moveToPawn(leader, sk.getCastRange() + caster.getTemplate().collisionRadius + leader.getTemplate().collisionRadius);
|
|
}
|
|
}
|
|
if (GeoData.getInstance().canSeeTarget(caster, leader))
|
|
{
|
|
clientStopMoving(null);
|
|
caster.setTarget(leader);
|
|
caster.doCast(sk);
|
|
return true;
|
|
}
|
|
}
|
|
|
|
for (L2Character obj : caster.getKnownList().getKnownCharactersInRadius(sk.getCastRange() + caster.getTemplate().collisionRadius))
|
|
{
|
|
if (!(obj instanceof L2Attackable) || !obj.isDead())
|
|
{
|
|
continue;
|
|
}
|
|
|
|
L2Attackable targets = ((L2Attackable) obj);
|
|
if ((caster.getFactionId() != null) && !caster.getFactionId().equals(targets.getFactionId()))
|
|
{
|
|
continue;
|
|
}
|
|
if (Rnd.get(100) < 10)
|
|
{
|
|
if (GeoData.getInstance().canSeeTarget(caster, targets))
|
|
{
|
|
clientStopMoving(null);
|
|
caster.setTarget(obj);
|
|
caster.doCast(sk);
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if (isParty(sk))
|
|
{
|
|
for (L2Character obj : caster.getKnownList().getKnownCharactersInRadius(sk.getSkillRadius() + caster.getTemplate().collisionRadius))
|
|
{
|
|
if (!(obj instanceof L2Attackable))
|
|
{
|
|
continue;
|
|
}
|
|
L2Npc targets = ((L2Npc) obj);
|
|
if ((caster.getFactionId() != null) && caster.getFactionId().equals(targets.getFactionId()))
|
|
{
|
|
if ((obj.getCurrentHp() < obj.getMaxHp()) && (Rnd.get(100) <= 20))
|
|
{
|
|
clientStopMoving(null);
|
|
caster.setTarget(caster);
|
|
caster.doCast(sk);
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
case DEBUFF:
|
|
case POISON:
|
|
case DOT:
|
|
case MDOT:
|
|
case BLEED:
|
|
{
|
|
if (GeoData.getInstance().canSeeTarget(caster, attackTarget) && !canAOE(sk) && !attackTarget.isDead() && (dist2 <= srange))
|
|
{
|
|
if (attackTarget.getFirstEffect(sk) == null)
|
|
{
|
|
clientStopMoving(null);
|
|
caster.doCast(sk);
|
|
return true;
|
|
}
|
|
}
|
|
else if (canAOE(sk))
|
|
{
|
|
if ((sk.getTargetType() == SkillTargetType.TARGET_AURA) || (sk.getTargetType() == SkillTargetType.TARGET_BEHIND_AURA) || (sk.getTargetType() == SkillTargetType.TARGET_FRONT_AURA))
|
|
{
|
|
clientStopMoving(null);
|
|
// L2Object target = attackTarget;
|
|
// _actor.setTarget(_actor);
|
|
caster.doCast(sk);
|
|
// _actor.setTarget(target);
|
|
return true;
|
|
}
|
|
if (((sk.getTargetType() == SkillTargetType.TARGET_AREA) || (sk.getTargetType() == SkillTargetType.TARGET_BEHIND_AREA) || (sk.getTargetType() == SkillTargetType.TARGET_FRONT_AREA)) && GeoData.getInstance().canSeeTarget(caster, attackTarget) && !attackTarget.isDead() && (dist2 <= srange))
|
|
{
|
|
clientStopMoving(null);
|
|
caster.doCast(sk);
|
|
return true;
|
|
}
|
|
}
|
|
else if (sk.getTargetType() == SkillTargetType.TARGET_ONE)
|
|
{
|
|
L2Character target = effectTargetReconsider(sk, false);
|
|
if (target != null)
|
|
{
|
|
clientStopMoving(null);
|
|
caster.doCast(sk);
|
|
return true;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
case SLEEP:
|
|
{
|
|
if (sk.getTargetType() == SkillTargetType.TARGET_ONE)
|
|
{
|
|
if (!attackTarget.isDead() && (dist2 <= srange))
|
|
{
|
|
if ((dist2 > range) || attackTarget.isMoving())
|
|
{
|
|
if (attackTarget.getFirstEffect(sk) == null)
|
|
{
|
|
clientStopMoving(null);
|
|
// _actor.setTarget(attackTarget);
|
|
caster.doCast(sk);
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
L2Character target = effectTargetReconsider(sk, false);
|
|
if (target != null)
|
|
{
|
|
clientStopMoving(null);
|
|
caster.doCast(sk);
|
|
return true;
|
|
}
|
|
}
|
|
else if (canAOE(sk))
|
|
{
|
|
if ((sk.getTargetType() == SkillTargetType.TARGET_AURA) || (sk.getTargetType() == SkillTargetType.TARGET_BEHIND_AURA) || (sk.getTargetType() == SkillTargetType.TARGET_FRONT_AURA))
|
|
{
|
|
clientStopMoving(null);
|
|
// L2Object target = attackTarget;
|
|
// _actor.setTarget(_actor);
|
|
caster.doCast(sk);
|
|
// _actor.setTarget(target);
|
|
return true;
|
|
}
|
|
if (((sk.getTargetType() == SkillTargetType.TARGET_AREA) || (sk.getTargetType() == SkillTargetType.TARGET_BEHIND_AREA) || (sk.getTargetType() == SkillTargetType.TARGET_FRONT_AREA)) && GeoData.getInstance().canSeeTarget(caster, attackTarget) && !attackTarget.isDead() && (dist2 <= srange))
|
|
{
|
|
clientStopMoving(null);
|
|
caster.doCast(sk);
|
|
return true;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
case ROOT:
|
|
case STUN:
|
|
case PARALYZE:
|
|
{
|
|
if (GeoData.getInstance().canSeeTarget(caster, attackTarget) && !canAOE(sk) && (dist2 <= srange))
|
|
{
|
|
if (attackTarget.getFirstEffect(sk) == null)
|
|
{
|
|
clientStopMoving(null);
|
|
caster.doCast(sk);
|
|
return true;
|
|
}
|
|
}
|
|
else if (canAOE(sk))
|
|
{
|
|
if ((sk.getTargetType() == SkillTargetType.TARGET_AURA) || (sk.getTargetType() == SkillTargetType.TARGET_BEHIND_AURA) || (sk.getTargetType() == SkillTargetType.TARGET_FRONT_AURA))
|
|
{
|
|
clientStopMoving(null);
|
|
// L2Object target = attackTarget;
|
|
// _actor.setTarget(_actor);
|
|
caster.doCast(sk);
|
|
// _actor.setTarget(target);
|
|
return true;
|
|
}
|
|
else if (((sk.getTargetType() == SkillTargetType.TARGET_AREA) || (sk.getTargetType() == SkillTargetType.TARGET_BEHIND_AREA) || (sk.getTargetType() == SkillTargetType.TARGET_FRONT_AREA)) && GeoData.getInstance().canSeeTarget(caster, attackTarget) && !attackTarget.isDead() && (dist2 <= srange))
|
|
{
|
|
clientStopMoving(null);
|
|
caster.doCast(sk);
|
|
return true;
|
|
}
|
|
}
|
|
else if (sk.getTargetType() == SkillTargetType.TARGET_ONE)
|
|
{
|
|
L2Character target = effectTargetReconsider(sk, false);
|
|
if (target != null)
|
|
{
|
|
clientStopMoving(null);
|
|
caster.doCast(sk);
|
|
return true;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
case MUTE:
|
|
case FEAR:
|
|
{
|
|
if (GeoData.getInstance().canSeeTarget(caster, attackTarget) && !canAOE(sk) && (dist2 <= srange))
|
|
{
|
|
if (attackTarget.getFirstEffect(sk) == null)
|
|
{
|
|
clientStopMoving(null);
|
|
caster.doCast(sk);
|
|
return true;
|
|
}
|
|
}
|
|
else if (canAOE(sk))
|
|
{
|
|
if ((sk.getTargetType() == SkillTargetType.TARGET_AURA) || (sk.getTargetType() == SkillTargetType.TARGET_BEHIND_AURA) || (sk.getTargetType() == SkillTargetType.TARGET_FRONT_AURA))
|
|
{
|
|
clientStopMoving(null);
|
|
// L2Object target = attackTarget;
|
|
// _actor.setTarget(_actor);
|
|
caster.doCast(sk);
|
|
// _actor.setTarget(target);
|
|
return true;
|
|
}
|
|
if (((sk.getTargetType() == SkillTargetType.TARGET_AREA) || (sk.getTargetType() == SkillTargetType.TARGET_BEHIND_AREA) || (sk.getTargetType() == SkillTargetType.TARGET_FRONT_AREA)) && GeoData.getInstance().canSeeTarget(caster, attackTarget) && !attackTarget.isDead() && (dist2 <= srange))
|
|
{
|
|
clientStopMoving(null);
|
|
caster.doCast(sk);
|
|
return true;
|
|
}
|
|
}
|
|
else if (sk.getTargetType() == SkillTargetType.TARGET_ONE)
|
|
{
|
|
L2Character target = effectTargetReconsider(sk, false);
|
|
if (target != null)
|
|
{
|
|
clientStopMoving(null);
|
|
caster.doCast(sk);
|
|
return true;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
case CANCEL:
|
|
case NEGATE:
|
|
{
|
|
// decrease cancel probability
|
|
if (Rnd.get(50) != 0)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
if (sk.getTargetType() == SkillTargetType.TARGET_ONE)
|
|
{
|
|
if ((attackTarget.getFirstEffect(L2EffectType.BUFF) != null) && GeoData.getInstance().canSeeTarget(caster, attackTarget) && !attackTarget.isDead() && (dist2 <= srange))
|
|
{
|
|
clientStopMoving(null);
|
|
// L2Object target = attackTarget;
|
|
// _actor.setTarget(_actor);
|
|
caster.doCast(sk);
|
|
// _actor.setTarget(target);
|
|
return true;
|
|
}
|
|
L2Character target = effectTargetReconsider(sk, false);
|
|
if (target != null)
|
|
{
|
|
clientStopMoving(null);
|
|
L2Object targets = attackTarget;
|
|
caster.setTarget(target);
|
|
caster.doCast(sk);
|
|
caster.setTarget(targets);
|
|
return true;
|
|
}
|
|
}
|
|
else if (canAOE(sk))
|
|
{
|
|
if (((sk.getTargetType() == SkillTargetType.TARGET_AURA) || (sk.getTargetType() == SkillTargetType.TARGET_BEHIND_AURA) || (sk.getTargetType() == SkillTargetType.TARGET_FRONT_AURA)) && GeoData.getInstance().canSeeTarget(caster, attackTarget))
|
|
|
|
{
|
|
clientStopMoving(null);
|
|
// L2Object target = attackTarget;
|
|
// _actor.setTarget(_actor);
|
|
caster.doCast(sk);
|
|
// _actor.setTarget(target);
|
|
return true;
|
|
}
|
|
else if (((sk.getTargetType() == SkillTargetType.TARGET_AREA) || (sk.getTargetType() == SkillTargetType.TARGET_BEHIND_AREA) || (sk.getTargetType() == SkillTargetType.TARGET_FRONT_AREA)) && GeoData.getInstance().canSeeTarget(caster, attackTarget) && !attackTarget.isDead() && (dist2 <= srange))
|
|
{
|
|
clientStopMoving(null);
|
|
caster.doCast(sk);
|
|
return true;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
case PDAM:
|
|
case MDAM:
|
|
case BLOW:
|
|
case DRAIN:
|
|
case CHARGEDAM:
|
|
case FATAL:
|
|
case DEATHLINK:
|
|
case CPDAM:
|
|
case MANADAM:
|
|
case CPDAMPERCENT:
|
|
{
|
|
if (!canAura(sk))
|
|
{
|
|
if (GeoData.getInstance().canSeeTarget(caster, attackTarget) && !attackTarget.isDead() && (dist2 <= srange))
|
|
{
|
|
clientStopMoving(null);
|
|
caster.doCast(sk);
|
|
return true;
|
|
}
|
|
L2Character target = skillTargetReconsider(sk);
|
|
if (target != null)
|
|
{
|
|
clientStopMoving(null);
|
|
L2Object targets = attackTarget;
|
|
caster.setTarget(target);
|
|
caster.doCast(sk);
|
|
caster.setTarget(targets);
|
|
return true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
clientStopMoving(null);
|
|
caster.doCast(sk);
|
|
return true;
|
|
}
|
|
break;
|
|
}
|
|
default:
|
|
{
|
|
if (!canAura(sk))
|
|
{
|
|
|
|
if (GeoData.getInstance().canSeeTarget(caster, attackTarget) && !attackTarget.isDead() && (dist2 <= srange))
|
|
{
|
|
clientStopMoving(null);
|
|
caster.doCast(sk);
|
|
return true;
|
|
}
|
|
L2Character target = skillTargetReconsider(sk);
|
|
if (target != null)
|
|
{
|
|
clientStopMoving(null);
|
|
L2Object targets = attackTarget;
|
|
caster.setTarget(target);
|
|
caster.doCast(sk);
|
|
caster.setTarget(targets);
|
|
return true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
clientStopMoving(null);
|
|
// L2Object targets = attackTarget;
|
|
// _actor.setTarget(_actor);
|
|
caster.doCast(sk);
|
|
// _actor.setTarget(targets);
|
|
return true;
|
|
}
|
|
|
|
}
|
|
break;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* This AI task will start when ACTOR cannot move and attack range larger than distance
|
|
*/
|
|
private void movementDisable()
|
|
{
|
|
final L2Attackable npc = getActiveChar();
|
|
double dist = 0;
|
|
double dist2 = 0;
|
|
int range = 0;
|
|
try
|
|
{
|
|
if (npc.getTarget() == null)
|
|
{
|
|
npc.setTarget(getAttackTarget());
|
|
}
|
|
dist = Math.sqrt(npc.getPlanDistanceSq(getAttackTarget().getX(), getAttackTarget().getY()));
|
|
dist2 = dist - npc.getTemplate().collisionRadius;
|
|
range = npc.getPhysicalAttackRange() + npc.getTemplate().collisionRadius + getAttackTarget().getTemplate().collisionRadius;
|
|
if (getAttackTarget().isMoving())
|
|
{
|
|
dist = dist - 30;
|
|
if (npc.isMoving())
|
|
{
|
|
dist = dist - 50;
|
|
}
|
|
}
|
|
|
|
// Check if activeChar has any skill
|
|
if (_skillrender.hasSkill())
|
|
{
|
|
// -------------------------------------------------------------
|
|
// Try to stop the target or disable the target as priority
|
|
int random = Rnd.get(100);
|
|
if (_skillrender.hasImmobiliseSkill() && !getAttackTarget().isImmobilized() && (random < 2))
|
|
{
|
|
for (L2Skill sk : _skillrender._immobiliseskills)
|
|
{
|
|
if ((sk.getMpConsume() >= npc.getCurrentMp()) || npc.isSkillDisabled(sk) || (((sk.getCastRange() + npc.getTemplate().collisionRadius + getAttackTarget().getTemplate().collisionRadius) <= dist2) && !canAura(sk)) || (sk.isMagic() && npc.isMuted()) || (!sk.isMagic() && npc.isPhysicalMuted()))
|
|
{
|
|
continue;
|
|
}
|
|
if (!GeoData.getInstance().canSeeTarget(npc, getAttackTarget()))
|
|
{
|
|
continue;
|
|
}
|
|
if (getAttackTarget().getFirstEffect(sk) == null)
|
|
{
|
|
clientStopMoving(null);
|
|
// L2Object target = getAttackTarget();
|
|
// _actor.setTarget(_actor);
|
|
npc.doCast(sk);
|
|
// _actor.setTarget(target);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
// -------------------------------------------------------------
|
|
// Same as Above, but with Mute/FEAR etc....
|
|
if (_skillrender.hasCOTSkill() && (random < 5))
|
|
{
|
|
for (L2Skill sk : _skillrender._cotskills)
|
|
{
|
|
if ((sk.getMpConsume() >= npc.getCurrentMp()) || npc.isSkillDisabled(sk) || (((sk.getCastRange() + npc.getTemplate().collisionRadius + getAttackTarget().getTemplate().collisionRadius) <= dist2) && !canAura(sk)) || (sk.isMagic() && npc.isMuted()) || (!sk.isMagic() && npc.isPhysicalMuted()))
|
|
{
|
|
continue;
|
|
}
|
|
if (!GeoData.getInstance().canSeeTarget(npc, getAttackTarget()))
|
|
{
|
|
continue;
|
|
}
|
|
if (getAttackTarget().getFirstEffect(sk) == null)
|
|
{
|
|
clientStopMoving(null);
|
|
// L2Object target = getAttackTarget();
|
|
// _actor.setTarget(_actor);
|
|
npc.doCast(sk);
|
|
// _actor.setTarget(target);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
// -------------------------------------------------------------
|
|
if (_skillrender.hasDebuffSkill() && (random < 8))
|
|
{
|
|
for (L2Skill sk : _skillrender._debuffskills)
|
|
{
|
|
if ((sk.getMpConsume() >= npc.getCurrentMp()) || npc.isSkillDisabled(sk) || (((sk.getCastRange() + npc.getTemplate().collisionRadius + getAttackTarget().getTemplate().collisionRadius) <= dist2) && !canAura(sk)) || (sk.isMagic() && npc.isMuted()) || (!sk.isMagic() && npc.isPhysicalMuted()))
|
|
{
|
|
continue;
|
|
}
|
|
if (!GeoData.getInstance().canSeeTarget(npc, getAttackTarget()))
|
|
{
|
|
continue;
|
|
}
|
|
if (getAttackTarget().getFirstEffect(sk) == null)
|
|
{
|
|
clientStopMoving(null);
|
|
// L2Object target = getAttackTarget();
|
|
// _actor.setTarget(_actor);
|
|
npc.doCast(sk);
|
|
// _actor.setTarget(target);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
// -------------------------------------------------------------
|
|
// Some side effect skill like CANCEL or NEGATE
|
|
if (_skillrender.hasNegativeSkill() && (random < 9))
|
|
{
|
|
for (L2Skill sk : _skillrender._negativeskills)
|
|
{
|
|
if ((sk.getMpConsume() >= npc.getCurrentMp()) || npc.isSkillDisabled(sk) || (((sk.getCastRange() + npc.getTemplate().collisionRadius + getAttackTarget().getTemplate().collisionRadius) <= dist2) && !canAura(sk)) || (sk.isMagic() && npc.isMuted()) || (!sk.isMagic() && npc.isPhysicalMuted()))
|
|
{
|
|
continue;
|
|
}
|
|
if (!GeoData.getInstance().canSeeTarget(npc, getAttackTarget()))
|
|
{
|
|
continue;
|
|
}
|
|
if (getAttackTarget().getFirstEffect(L2EffectType.BUFF) != null)
|
|
{
|
|
clientStopMoving(null);
|
|
// L2Object target = getAttackTarget();
|
|
// _actor.setTarget(_actor);
|
|
npc.doCast(sk);
|
|
// _actor.setTarget(target);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
// -------------------------------------------------------------
|
|
// Start ATK SKILL when nothing can be done
|
|
if (_skillrender.hasAtkSkill() && (npc.isMovementDisabled() || (npc.getAiType() == AIType.MAGE) || (npc.getAiType() == AIType.HEALER)))
|
|
{
|
|
for (L2Skill sk : _skillrender._atkskills)
|
|
{
|
|
if ((sk.getMpConsume() >= npc.getCurrentMp()) || npc.isSkillDisabled(sk) || (((sk.getCastRange() + npc.getTemplate().collisionRadius + getAttackTarget().getTemplate().collisionRadius) <= dist2) && !canAura(sk)) || (sk.isMagic() && npc.isMuted()) || (!sk.isMagic() && npc.isPhysicalMuted()))
|
|
{
|
|
continue;
|
|
}
|
|
if (!GeoData.getInstance().canSeeTarget(npc, getAttackTarget()))
|
|
{
|
|
continue;
|
|
}
|
|
clientStopMoving(null);
|
|
// L2Object target = getAttackTarget();
|
|
// _actor.setTarget(_actor);
|
|
npc.doCast(sk);
|
|
// _actor.setTarget(target);
|
|
return;
|
|
}
|
|
}
|
|
// -------------------------------------------------------------
|
|
// if there is no ATK skill to use, then try Universal skill
|
|
/*
|
|
* if(_skillrender.hasUniversalSkill()) { for(L2Skill sk:_skillrender._universalskills) { if(sk.getMpConsume()>=_actor.getCurrentMp() || _actor.isSkillDisabled(sk.getId()) ||(sk.getCastRange()+ _actor.getTemplate().collisionRadius + getAttackTarget().getTemplate().collisionRadius <=
|
|
* dist2 && !canAura(sk)) ||(sk.isMagic()&&_actor.isMuted()) ||(!sk.isMagic()&&_actor.isPhysicalMuted())) { continue; } if(!GeoData.getInstance().canSeeTarget(_actor,getAttackTarget())) continue; clientStopMoving(null); L2Object target = getAttackTarget(); //_actor.setTarget(_actor);
|
|
* _actor.doCast(sk); //_actor.setTarget(target); return; } }
|
|
*/
|
|
}
|
|
// timepass = timepass + 1;
|
|
if (npc.isMovementDisabled())
|
|
{
|
|
// timepass = 0;
|
|
targetReconsider();
|
|
|
|
return;
|
|
}
|
|
// else if(timepass>=5)
|
|
// {
|
|
// timepass = 0;
|
|
// AggroReconsider();
|
|
// return;
|
|
// }
|
|
|
|
if ((dist > range) || !GeoData.getInstance().canSeeTarget(npc, getAttackTarget()))
|
|
{
|
|
if (getAttackTarget().isMoving())
|
|
{
|
|
range -= 100;
|
|
}
|
|
if (range < 5)
|
|
{
|
|
range = 5;
|
|
}
|
|
moveToPawn(getAttackTarget(), range);
|
|
return;
|
|
|
|
}
|
|
|
|
melee(npc.getPrimaryAttack());
|
|
}
|
|
catch (NullPointerException e)
|
|
{
|
|
setIntention(AI_INTENTION_ACTIVE);
|
|
_log.log(Level.WARNING, this + " - failed executing movementDisable(): " + e.getMessage(), e);
|
|
return;
|
|
}
|
|
}
|
|
|
|
private L2Character effectTargetReconsider(L2Skill sk, boolean positive)
|
|
{
|
|
if (sk == null)
|
|
{
|
|
return null;
|
|
}
|
|
L2Attackable actor = getActiveChar();
|
|
if ((sk.getSkillType() != L2SkillType.NEGATE) || (sk.getSkillType() != L2SkillType.CANCEL))
|
|
{
|
|
if (!positive)
|
|
{
|
|
double dist = 0;
|
|
double dist2 = 0;
|
|
int range = 0;
|
|
|
|
for (L2Character obj : actor.getAttackByList())
|
|
{
|
|
if ((obj == null) || obj.isDead() || !GeoData.getInstance().canSeeTarget(actor, obj) || (obj == getAttackTarget()))
|
|
{
|
|
continue;
|
|
}
|
|
try
|
|
{
|
|
actor.setTarget(getAttackTarget());
|
|
dist = Math.sqrt(actor.getPlanDistanceSq(obj.getX(), obj.getY()));
|
|
dist2 = dist - actor.getTemplate().collisionRadius;
|
|
range = sk.getCastRange() + actor.getTemplate().collisionRadius + obj.getTemplate().collisionRadius;
|
|
if (obj.isMoving())
|
|
{
|
|
dist2 = dist2 - 70;
|
|
}
|
|
}
|
|
catch (NullPointerException e)
|
|
{
|
|
continue;
|
|
}
|
|
if (dist2 <= range)
|
|
{
|
|
if (getAttackTarget().getFirstEffect(sk) == null)
|
|
{
|
|
return obj;
|
|
}
|
|
}
|
|
}
|
|
|
|
// ----------------------------------------------------------------------
|
|
// If there is nearby Target with aggro, start going on random target that is attackable
|
|
for (L2Character obj : actor.getKnownList().getKnownCharactersInRadius(range))
|
|
{
|
|
if (obj.isDead() || !GeoData.getInstance().canSeeTarget(actor, obj))
|
|
{
|
|
continue;
|
|
}
|
|
try
|
|
{
|
|
actor.setTarget(getAttackTarget());
|
|
dist = Math.sqrt(actor.getPlanDistanceSq(obj.getX(), obj.getY()));
|
|
dist2 = dist;
|
|
range = sk.getCastRange() + actor.getTemplate().collisionRadius + obj.getTemplate().collisionRadius;
|
|
if (obj.isMoving())
|
|
{
|
|
dist2 = dist2 - 70;
|
|
}
|
|
}
|
|
catch (NullPointerException e)
|
|
{
|
|
continue;
|
|
}
|
|
if (obj instanceof L2Attackable)
|
|
{
|
|
if ((actor.getEnemyClan() != null) && actor.getEnemyClan().equals(((L2Attackable) obj).getClan()))
|
|
{
|
|
if (dist2 <= range)
|
|
{
|
|
if (getAttackTarget().getFirstEffect(sk) == null)
|
|
{
|
|
return obj;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if ((obj instanceof L2PcInstance) || (obj instanceof L2Summon))
|
|
{
|
|
if (dist2 <= range)
|
|
{
|
|
if (getAttackTarget().getFirstEffect(sk) == null)
|
|
{
|
|
return obj;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if (positive)
|
|
{
|
|
double dist = 0;
|
|
double dist2 = 0;
|
|
int range = 0;
|
|
for (L2Character obj : actor.getKnownList().getKnownCharactersInRadius(range))
|
|
{
|
|
if (!(obj instanceof L2Attackable) || obj.isDead() || !GeoData.getInstance().canSeeTarget(actor, obj))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
L2Attackable targets = ((L2Attackable) obj);
|
|
if ((actor.getFactionId() != null) && !actor.getFactionId().equals(targets.getFactionId()))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
try
|
|
{
|
|
actor.setTarget(getAttackTarget());
|
|
dist = Math.sqrt(actor.getPlanDistanceSq(obj.getX(), obj.getY()));
|
|
dist2 = dist - actor.getTemplate().collisionRadius;
|
|
range = sk.getCastRange() + actor.getTemplate().collisionRadius + obj.getTemplate().collisionRadius;
|
|
if (obj.isMoving())
|
|
{
|
|
dist2 = dist2 - 70;
|
|
}
|
|
}
|
|
catch (NullPointerException e)
|
|
{
|
|
continue;
|
|
}
|
|
if (dist2 <= range)
|
|
{
|
|
if (obj.getFirstEffect(sk) == null)
|
|
{
|
|
return obj;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return null;
|
|
}
|
|
|
|
double dist = 0;
|
|
double dist2 = 0;
|
|
int range = 0;
|
|
range = sk.getCastRange() + actor.getTemplate().collisionRadius + getAttackTarget().getTemplate().collisionRadius;
|
|
for (L2Character obj : actor.getKnownList().getKnownCharactersInRadius(range))
|
|
{
|
|
if ((obj == null) || obj.isDead() || !GeoData.getInstance().canSeeTarget(actor, obj))
|
|
{
|
|
continue;
|
|
}
|
|
try
|
|
{
|
|
actor.setTarget(getAttackTarget());
|
|
dist = Math.sqrt(actor.getPlanDistanceSq(obj.getX(), obj.getY()));
|
|
dist2 = dist - actor.getTemplate().collisionRadius;
|
|
range = sk.getCastRange() + actor.getTemplate().collisionRadius + obj.getTemplate().collisionRadius;
|
|
if (obj.isMoving())
|
|
{
|
|
dist2 = dist2 - 70;
|
|
}
|
|
}
|
|
catch (NullPointerException e)
|
|
{
|
|
continue;
|
|
}
|
|
if (obj instanceof L2Attackable)
|
|
{
|
|
if ((actor.getEnemyClan() != null) && actor.getEnemyClan().equals(((L2Attackable) obj).getClan()))
|
|
{
|
|
if (dist2 <= range)
|
|
{
|
|
if (getAttackTarget().getFirstEffect(L2EffectType.BUFF) != null)
|
|
{
|
|
return obj;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if ((obj instanceof L2PcInstance) || (obj instanceof L2Summon))
|
|
{
|
|
|
|
if (dist2 <= range)
|
|
{
|
|
if (getAttackTarget().getFirstEffect(L2EffectType.BUFF) != null)
|
|
{
|
|
return obj;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return null;
|
|
}
|
|
|
|
private L2Character skillTargetReconsider(L2Skill sk)
|
|
{
|
|
double dist = 0;
|
|
double dist2 = 0;
|
|
int range = 0;
|
|
L2Attackable actor = getActiveChar();
|
|
if (actor.getHateList() != null)
|
|
{
|
|
for (L2Character obj : actor.getHateList())
|
|
{
|
|
if ((obj == null) || !GeoData.getInstance().canSeeTarget(actor, obj) || obj.isDead())
|
|
{
|
|
continue;
|
|
}
|
|
try
|
|
{
|
|
actor.setTarget(getAttackTarget());
|
|
dist = Math.sqrt(actor.getPlanDistanceSq(obj.getX(), obj.getY()));
|
|
dist2 = dist - actor.getTemplate().collisionRadius;
|
|
range = sk.getCastRange() + actor.getTemplate().collisionRadius + getAttackTarget().getTemplate().collisionRadius;
|
|
// if(obj.isMoving())
|
|
// dist2 = dist2 - 40;
|
|
}
|
|
catch (NullPointerException e)
|
|
{
|
|
continue;
|
|
}
|
|
if (dist2 <= range)
|
|
{
|
|
return obj;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!(actor instanceof L2GuardInstance))
|
|
{
|
|
Collection<L2Object> objs = actor.getKnownList().getKnownObjects().values();
|
|
for (L2Object target : objs)
|
|
{
|
|
try
|
|
{
|
|
actor.setTarget(getAttackTarget());
|
|
dist = Math.sqrt(actor.getPlanDistanceSq(target.getX(), target.getY()));
|
|
dist2 = dist;
|
|
range = sk.getCastRange() + actor.getTemplate().collisionRadius + getAttackTarget().getTemplate().collisionRadius;
|
|
// if(obj.isMoving())
|
|
// dist2 = dist2 - 40;
|
|
}
|
|
catch (NullPointerException e)
|
|
{
|
|
continue;
|
|
}
|
|
L2Character obj = null;
|
|
if (target instanceof L2Character)
|
|
{
|
|
obj = (L2Character) target;
|
|
}
|
|
if ((obj == null) || !GeoData.getInstance().canSeeTarget(actor, obj) || (dist2 > range))
|
|
{
|
|
continue;
|
|
}
|
|
if (obj instanceof L2PcInstance)
|
|
{
|
|
return obj;
|
|
|
|
}
|
|
if (obj instanceof L2Attackable)
|
|
{
|
|
if ((actor.getEnemyClan() != null) && actor.getEnemyClan().equals(((L2Attackable) obj).getClan()))
|
|
{
|
|
return obj;
|
|
}
|
|
if (actor.getIsChaos() != 0)
|
|
{
|
|
if ((((L2Attackable) obj).getFactionId() != null) && ((L2Attackable) obj).getFactionId().equals(actor.getFactionId()))
|
|
{
|
|
continue;
|
|
}
|
|
return obj;
|
|
}
|
|
}
|
|
if (obj instanceof L2Summon)
|
|
{
|
|
return obj;
|
|
}
|
|
|
|
}
|
|
}
|
|
return null;
|
|
}
|
|
|
|
private void targetReconsider()
|
|
{
|
|
double dist = 0;
|
|
double dist2 = 0;
|
|
int range = 0;
|
|
L2Attackable actor = getActiveChar();
|
|
L2Character MostHate = actor.getMostHated();
|
|
if (actor.getHateList() != null)
|
|
{
|
|
for (L2Character obj : actor.getHateList())
|
|
{
|
|
if ((obj == null) || !GeoData.getInstance().canSeeTarget(actor, obj) || obj.isDead() || (obj != MostHate) || (obj == actor))
|
|
{
|
|
continue;
|
|
}
|
|
try
|
|
{
|
|
dist = Math.sqrt(actor.getPlanDistanceSq(obj.getX(), obj.getY()));
|
|
dist2 = dist - actor.getTemplate().collisionRadius;
|
|
range = actor.getPhysicalAttackRange() + actor.getTemplate().collisionRadius + obj.getTemplate().collisionRadius;
|
|
if (obj.isMoving())
|
|
{
|
|
dist2 = dist2 - 70;
|
|
}
|
|
}
|
|
catch (NullPointerException e)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (dist2 <= range)
|
|
{
|
|
if (MostHate != null)
|
|
{
|
|
actor.addDamageHate(obj, 0, actor.getHating(MostHate));
|
|
}
|
|
else
|
|
{
|
|
actor.addDamageHate(obj, 0, 2000);
|
|
}
|
|
actor.setTarget(obj);
|
|
setAttackTarget(obj);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
if (!(actor instanceof L2GuardInstance))
|
|
{
|
|
Collection<L2Object> objs = actor.getKnownList().getKnownObjects().values();
|
|
for (L2Object target : objs)
|
|
{
|
|
L2Character obj = null;
|
|
if (target instanceof L2Character)
|
|
{
|
|
obj = (L2Character) target;
|
|
}
|
|
|
|
if ((obj == null) || !GeoData.getInstance().canSeeTarget(actor, obj) || obj.isDead() || (obj != MostHate) || (obj == actor) || (obj == getAttackTarget()))
|
|
{
|
|
continue;
|
|
}
|
|
if (obj instanceof L2PcInstance)
|
|
{
|
|
if (MostHate != null)
|
|
{
|
|
actor.addDamageHate(obj, 0, actor.getHating(MostHate));
|
|
}
|
|
else
|
|
{
|
|
actor.addDamageHate(obj, 0, 2000);
|
|
}
|
|
actor.setTarget(obj);
|
|
setAttackTarget(obj);
|
|
|
|
}
|
|
else if (obj instanceof L2Attackable)
|
|
{
|
|
if ((actor.getEnemyClan() != null) && actor.getEnemyClan().equals(((L2Attackable) obj).getClan()))
|
|
{
|
|
actor.addDamageHate(obj, 0, actor.getHating(MostHate));
|
|
actor.setTarget(obj);
|
|
}
|
|
if (actor.getIsChaos() != 0)
|
|
{
|
|
if ((((L2Attackable) obj).getFactionId() != null) && ((L2Attackable) obj).getFactionId().equals(actor.getFactionId()))
|
|
{
|
|
continue;
|
|
}
|
|
if (MostHate != null)
|
|
{
|
|
actor.addDamageHate(obj, 0, actor.getHating(MostHate));
|
|
}
|
|
else
|
|
{
|
|
actor.addDamageHate(obj, 0, 2000);
|
|
}
|
|
actor.setTarget(obj);
|
|
setAttackTarget(obj);
|
|
}
|
|
}
|
|
else if (obj instanceof L2Summon)
|
|
{
|
|
if (MostHate != null)
|
|
{
|
|
actor.addDamageHate(obj, 0, actor.getHating(MostHate));
|
|
}
|
|
else
|
|
{
|
|
actor.addDamageHate(obj, 0, 2000);
|
|
}
|
|
actor.setTarget(obj);
|
|
setAttackTarget(obj);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
@SuppressWarnings("null")
|
|
private void aggroReconsider()
|
|
{
|
|
|
|
L2Attackable actor = getActiveChar();
|
|
L2Character MostHate = actor.getMostHated();
|
|
|
|
if (actor.getHateList() != null)
|
|
{
|
|
|
|
int rand = Rnd.get(actor.getHateList().size());
|
|
int count = 0;
|
|
for (L2Character obj : actor.getHateList())
|
|
{
|
|
if (count < rand)
|
|
{
|
|
count++;
|
|
continue;
|
|
}
|
|
|
|
if ((obj == null) || !GeoData.getInstance().canSeeTarget(actor, obj) || obj.isDead() || (obj == getAttackTarget()) || (obj == actor))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
try
|
|
{
|
|
actor.setTarget(getAttackTarget());
|
|
}
|
|
catch (NullPointerException e)
|
|
{
|
|
continue;
|
|
}
|
|
if (MostHate != null)
|
|
{
|
|
actor.addDamageHate(obj, 0, actor.getHating(MostHate));
|
|
}
|
|
else
|
|
{
|
|
actor.addDamageHate(obj, 0, 2000);
|
|
}
|
|
actor.setTarget(obj);
|
|
setAttackTarget(obj);
|
|
return;
|
|
|
|
}
|
|
}
|
|
|
|
if (!(actor instanceof L2GuardInstance))
|
|
{
|
|
Collection<L2Object> objs = actor.getKnownList().getKnownObjects().values();
|
|
for (L2Object target : objs)
|
|
{
|
|
L2Character obj = null;
|
|
if (target instanceof L2Character)
|
|
{
|
|
obj = (L2Character) target;
|
|
}
|
|
else
|
|
{
|
|
continue;
|
|
}
|
|
if ((obj == null) || !GeoData.getInstance().canSeeTarget(actor, obj) || obj.isDead() || (obj != MostHate) || (obj == actor))
|
|
{
|
|
continue;
|
|
}
|
|
if (obj instanceof L2PcInstance)
|
|
{
|
|
if ((MostHate != null) || !MostHate.isDead())
|
|
{
|
|
actor.addDamageHate(obj, 0, actor.getHating(MostHate));
|
|
}
|
|
else
|
|
{
|
|
actor.addDamageHate(obj, 0, 2000);
|
|
}
|
|
actor.setTarget(obj);
|
|
setAttackTarget(obj);
|
|
|
|
}
|
|
else if (obj instanceof L2Attackable)
|
|
{
|
|
if ((actor.getEnemyClan() != null) && actor.getEnemyClan().equals(((L2Attackable) obj).getClan()))
|
|
{
|
|
if (MostHate != null)
|
|
{
|
|
actor.addDamageHate(obj, 0, actor.getHating(MostHate));
|
|
}
|
|
else
|
|
{
|
|
actor.addDamageHate(obj, 0, 2000);
|
|
}
|
|
actor.setTarget(obj);
|
|
}
|
|
if (actor.getIsChaos() != 0)
|
|
{
|
|
if ((((L2Attackable) obj).getFactionId() != null) && ((L2Attackable) obj).getFactionId().equals(actor.getFactionId()))
|
|
{
|
|
continue;
|
|
}
|
|
if (MostHate != null)
|
|
{
|
|
actor.addDamageHate(obj, 0, actor.getHating(MostHate));
|
|
}
|
|
else
|
|
{
|
|
actor.addDamageHate(obj, 0, 2000);
|
|
}
|
|
actor.setTarget(obj);
|
|
setAttackTarget(obj);
|
|
}
|
|
}
|
|
else if (obj instanceof L2Summon)
|
|
{
|
|
if (MostHate != null)
|
|
{
|
|
actor.addDamageHate(obj, 0, actor.getHating(MostHate));
|
|
}
|
|
else
|
|
{
|
|
actor.addDamageHate(obj, 0, 2000);
|
|
}
|
|
actor.setTarget(obj);
|
|
setAttackTarget(obj);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
private void lSkillRender()
|
|
{
|
|
if (_skillrender._Lrangeskills == null)
|
|
{
|
|
_skillrender._Lrangeskills = getActiveChar().getLrangeSkill();
|
|
}
|
|
}
|
|
|
|
private void sSkillRender()
|
|
{
|
|
if (_skillrender._Srangeskills == null)
|
|
{
|
|
_skillrender._Srangeskills = getActiveChar().getSrangeSkill();
|
|
}
|
|
}
|
|
|
|
/**
|
|
* 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 || getActiveChar().isAllSkillsDisabled())
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Start thinking action
|
|
_thinking = true;
|
|
|
|
try
|
|
{
|
|
// Manage AI thinks of a L2Attackable
|
|
switch (getIntention())
|
|
{
|
|
case AI_INTENTION_ACTIVE:
|
|
thinkActive();
|
|
break;
|
|
case AI_INTENTION_ATTACK:
|
|
thinkAttack();
|
|
break;
|
|
case AI_INTENTION_CAST:
|
|
thinkCast();
|
|
break;
|
|
}
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
_log.log(Level.WARNING, this + " - onEvtThink() failed: " + e.getMessage(), e);
|
|
}
|
|
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)
|
|
{
|
|
L2Attackable me = getActiveChar();
|
|
|
|
// 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
|
|
me.addDamageHate(attacker, 0, 1);
|
|
|
|
// Set the L2Character movement type to run and send Server->Client packet ChangeMoveType to all others L2PcInstance
|
|
if (!me.isRunning())
|
|
{
|
|
me.setRunning();
|
|
}
|
|
|
|
// Set the Intention to AI_INTENTION_ATTACK
|
|
if (getIntention() != AI_INTENTION_ATTACK)
|
|
{
|
|
setIntention(CtrlIntention.AI_INTENTION_ATTACK, attacker);
|
|
}
|
|
else if (me.getMostHated() != getAttackTarget())
|
|
{
|
|
setIntention(CtrlIntention.AI_INTENTION_ATTACK, attacker);
|
|
}
|
|
|
|
if (me instanceof L2MonsterInstance)
|
|
{
|
|
L2MonsterInstance master = (L2MonsterInstance) me;
|
|
|
|
if (master.hasMinions())
|
|
{
|
|
master.getMinionList().onAssist(me, attacker);
|
|
}
|
|
|
|
master = master.getLeader();
|
|
if ((master != null) && master.hasMinions())
|
|
{
|
|
master.getMinionList().onAssist(me, attacker);
|
|
}
|
|
}
|
|
|
|
super.onEvtAttacked(attacker);
|
|
}
|
|
|
|
/**
|
|
* Launch actions corresponding to the Event Aggression.<BR>
|
|
* <BR>
|
|
* <B><U> Actions</U> :</B><BR>
|
|
* <BR>
|
|
* <li>Add the target to the actor _aggroList or update hate if already present</li> <li>Set the actor Intention to AI_INTENTION_ATTACK (if actor is L2GuardInstance check if it isn't too far from its home location)</li><BR>
|
|
* <BR>
|
|
* @param attacker The L2Character that attacks
|
|
* @param aggro The value of hate to add to the actor against the target
|
|
*/
|
|
@Override
|
|
protected void onEvtAggression(L2Character target, int aggro)
|
|
{
|
|
L2Attackable me = getActiveChar();
|
|
|
|
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 (!me.isRunning())
|
|
{
|
|
me.setRunning();
|
|
}
|
|
|
|
setIntention(CtrlIntention.AI_INTENTION_ATTACK, target);
|
|
}
|
|
|
|
if (me instanceof L2MonsterInstance)
|
|
{
|
|
L2MonsterInstance master = (L2MonsterInstance) me;
|
|
|
|
if (master.hasMinions())
|
|
{
|
|
master.getMinionList().onAssist(me, target);
|
|
}
|
|
|
|
master = master.getLeader();
|
|
if ((master != null) && master.hasMinions())
|
|
{
|
|
master.getMinionList().onAssist(me, target);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
@Override
|
|
protected void onIntentionActive()
|
|
{
|
|
// Cancel attack timeout
|
|
_attackTimeout = Integer.MAX_VALUE;
|
|
super.onIntentionActive();
|
|
}
|
|
|
|
public void setGlobalAggro(int value)
|
|
{
|
|
_globalAggro = value;
|
|
}
|
|
|
|
/**
|
|
* @param timepass The timepass to set.
|
|
*/
|
|
public void setTimepass(int TP)
|
|
{
|
|
timepass = TP;
|
|
}
|
|
|
|
/**
|
|
* @return Returns the timepass.
|
|
*/
|
|
public int getTimepass()
|
|
{
|
|
return timepass;
|
|
}
|
|
|
|
public L2Attackable getActiveChar()
|
|
{
|
|
return (L2Attackable) _actor;
|
|
}
|
|
}
|