/*
* This program is free software: you can redistribute it and/or modify it under
* the terms of the GNU General Public License as published by the Free Software
* Foundation, either version 3 of the License, or (at your option) any later
* version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
* FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
* details.
*
* You should have received a copy of the GNU General Public License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*/
package com.l2jserver.gameserver.ai;
/**
* This class contains an enum of each possibles evenements that can happen on an AI character.
*/
public enum CtrlEvent
{
/** Something has changed, usually a previous step has being completed
* or maybe was completed, the AI must thing on next action
*/
EVT_THINK,
/** The actor was attacked. This event comes each time a physical or magical
* attack was done on the actor. NPC may start attack in responce, or ignore
* this event if they already attack someone, or change target and so on.
*/
EVT_ATTACKED,
/** Increase/decrease aggression towards a target, or reduce global aggression if target is null */
EVT_AGGRESSION,
/** Actor is in stun state */
EVT_STUNNED,
/** Actor is paralyzed or petrified */
EVT_PARALYZED,
/** Actor starts/stops sleeping */
EVT_SLEEPING,
/** Actor is in rooted state (cannot move) */
EVT_ROOTED,
/** Actor evaded hit **/
EVT_EVADED,
/** An event that previous action was completed. The action may be an attempt
* to physically/magically hit an enemy, or an action that discarded
* attack attempt has finished. */
EVT_READY_TO_ACT,
/** User's command, like using a combat magic or changing weapon, etc.
* The command is not intended to change final goal */
EVT_USER_CMD,
/** The actor arrived to assigned location, or it's a time to modify
* movement destination (follow, interact, random move and others intentions). */
EVT_ARRIVED,
/** The actor arrived to an intermidiate point, and needs revalidate destination.
* This is sent when follow/move to pawn if destination is far away. */
EVT_ARRIVED_REVALIDATE,
/** The actor cannot move anymore. */
EVT_ARRIVED_BLOCKED,
/** Forgets an object (if it's used as attack target, follow target and so on */
EVT_FORGET_OBJECT,
/** Attempt to cancel current step execution, but not change the intention.
* For example, the actor was putted into a stun, so it's current attack
* or movement has to be canceled. But after the stun state expired, the
* actor may try to attack again. Another usage for CANCEL is a user's
* attempt to cancel a cast/bow attack and so on.
*/
EVT_CANCEL,
/** The character is dead */
EVT_DEAD,
/** The character looks like dead */
EVT_FAKE_DEATH,
/** The character attack anyone randomly **/
EVT_CONFUSED,
/** The character cannot cast spells anymore **/
EVT_MUTED,
/** The character flee in randoms directions **/
EVT_AFRAID,
/** The character finish casting **/
EVT_FINISH_CASTING,
/** The character betrayed its master */
EVT_BETRAYED
}