/*
* 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;
import static com.l2jserver.gameserver.ai.CtrlIntention.AI_INTENTION_ATTACK;
import static com.l2jserver.gameserver.ai.CtrlIntention.AI_INTENTION_FOLLOW;
import static com.l2jserver.gameserver.ai.CtrlIntention.AI_INTENTION_IDLE;
import java.util.concurrent.Future;
import com.l2jserver.Config;
import com.l2jserver.gameserver.GeoData;
import com.l2jserver.gameserver.ThreadPoolManager;
import com.l2jserver.gameserver.model.L2Object;
import com.l2jserver.gameserver.model.L2Skill;
import com.l2jserver.gameserver.model.actor.L2Character;
import com.l2jserver.gameserver.model.actor.L2Character.AIAccessor;
import com.l2jserver.gameserver.model.actor.L2Summon;
import com.l2jserver.util.Rnd;
public class L2SummonAI extends L2PlayableAI implements Runnable
{
private static final int AVOID_RADIUS = 70;
private volatile boolean _thinking; // to prevent recursive thinking
private volatile boolean _startFollow = ((L2Summon) _actor).getFollowStatus();
private L2Character _lastAttack = null;
private volatile boolean _startAvoid = false;
private Future<?> _avoidTask = null;
public L2SummonAI(AIAccessor accessor)
{
super(accessor);
}
@Override
protected void onIntentionIdle()
{
stopFollow();
_startFollow = false;
onIntentionActive();
}
@Override
protected void onIntentionActive()
{
L2Summon summon = (L2Summon) _actor;
if (_startFollow)
setIntention(AI_INTENTION_FOLLOW, summon.getOwner());
else
super.onIntentionActive();
}
@Override
synchronized void changeIntention(CtrlIntention intention, Object arg0, Object arg1)
{
switch (intention)
{
case AI_INTENTION_ACTIVE:
case AI_INTENTION_FOLLOW:
startAvoidTask();
break;
default:
stopAvoidTask();
}
super.changeIntention(intention, arg0, arg1);
}
private void thinkAttack()
{
if (checkTargetLostOrDead(getAttackTarget()))
{
setAttackTarget(null);
return;
}
if (maybeMoveToPawn(getAttackTarget(), _actor.getPhysicalAttackRange()))
return;
clientStopMoving(null);
_accessor.doAttack(getAttackTarget());
}
private void thinkCast()
{
L2Summon summon = (L2Summon) _actor;
if (checkTargetLost(getCastTarget()))
{
setCastTarget(null);
return;
}
boolean val = _startFollow;
if (maybeMoveToPawn(getCastTarget(), _actor.getMagicalAttackRange(_skill)))
return;
clientStopMoving(null);
summon.setFollowStatus(false);
setIntention(AI_INTENTION_IDLE);
_startFollow = val;
_accessor.doCast(_skill);
}
private void thinkPickUp()
{
if (checkTargetLost(getTarget()))
return;
if (maybeMoveToPawn(getTarget(), 36))
return;
setIntention(AI_INTENTION_IDLE);
((L2Summon.AIAccessor) _accessor).doPickupItem(getTarget());
}
private void thinkInteract()
{
if (checkTargetLost(getTarget()))
return;
if (maybeMoveToPawn(getTarget(), 36))
return;
setIntention(AI_INTENTION_IDLE);
}
@Override
protected void onEvtThink()
{
if (_thinking || _actor.isCastingNow() || _actor.isAllSkillsDisabled())
return;
_thinking = true;
try
{
switch (getIntention())
{
case AI_INTENTION_ATTACK:
thinkAttack();
break;
case AI_INTENTION_CAST:
thinkCast();
break;
case AI_INTENTION_PICK_UP:
thinkPickUp();
break;
case AI_INTENTION_INTERACT:
thinkInteract();
break;
}
}
finally
{
_thinking = false;
}
}
@Override
protected void onEvtFinishCasting()
{
if (_lastAttack == null)
((L2Summon) _actor).setFollowStatus(_startFollow);
else
{
setIntention(CtrlIntention.AI_INTENTION_ATTACK, _lastAttack);
_lastAttack = null;
}
}
@Override
protected void onEvtAttacked(L2Character attacker)
{
super.onEvtAttacked(attacker);
avoidAttack(attacker);
}
@Override
protected void onEvtEvaded(L2Character attacker)
{
super.onEvtEvaded(attacker);
avoidAttack(attacker);
}
private void avoidAttack(L2Character attacker)
{
// trying to avoid if summon near owner
if (((L2Summon) _actor).getOwner() != null
&& ((L2Summon) _actor).getOwner() != attacker
&& ((L2Summon) _actor).getOwner().isInsideRadius(_actor, 2 * AVOID_RADIUS, true, false))
_startAvoid = true;
}
@Override
public void run()
{
if (_startAvoid)
{
_startAvoid = false;
if (!_clientMoving
&& !_actor.isDead()
&& !_actor.isMovementDisabled())
{
final int ownerX = ((L2Summon) _actor).getOwner().getX();
final int ownerY = ((L2Summon) _actor).getOwner().getY();
final double angle = Math.toRadians(Rnd.get(-90, 90)) + Math.atan2(ownerY - _actor.getY(), ownerX - _actor.getX());
final int targetX = ownerX + (int)(AVOID_RADIUS * Math.cos(angle));
final int targetY = ownerY + (int)(AVOID_RADIUS * Math.sin(angle));
if (Config.GEODATA == 0
|| GeoData.getInstance().canMoveFromToTarget(_actor.getX(), _actor.getY(), _actor.getZ(), targetX, targetY, _actor.getZ(), _actor.getInstanceId()))
moveTo(targetX, targetY, _actor.getZ());
}
}
}
public void notifyFollowStatusChange()
{
_startFollow = !_startFollow;
switch (getIntention())
{
case AI_INTENTION_ACTIVE:
case AI_INTENTION_FOLLOW:
case AI_INTENTION_IDLE:
case AI_INTENTION_MOVE_TO:
case AI_INTENTION_PICK_UP:
((L2Summon) _actor).setFollowStatus(_startFollow);
}
}
public void setStartFollowController(boolean val)
{
_startFollow = val;
}
@Override
protected void onIntentionCast(L2Skill skill, L2Object target)
{
if (getIntention() == AI_INTENTION_ATTACK)
_lastAttack = getAttackTarget();
else
_lastAttack = null;
super.onIntentionCast(skill, target);
}
private void startAvoidTask()
{
if (_avoidTask == null)
_avoidTask = ThreadPoolManager.getInstance().scheduleAiAtFixedRate(this, 100, 100);
}
private void stopAvoidTask()
{
if (_avoidTask != null)
{
_avoidTask.cancel(false);
_avoidTask = null;
}
}
@Override
public void stopAITask()
{
stopAvoidTask();
super.stopAITask();
}
}