/* * 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 silentium.gameserver.ai; import silentium.gameserver.model.actor.L2Character; /** * Interface of AI and client state. To correctly send messages to client we need it's state. For example, if we've sent 'StartAutoAttack' * message, we need to send 'StopAutoAttack' message before any other action. Or if we've sent 'MoveToPawn', we need to send 'StopMove' when the * movement of a character is canceled (by Root spell or any other reason). Thus, we need to know the state of client, i.e. which messages we've * sent and how the client will show the scene. Close to this task is the task of AI. If a player's character is attacking a mob, his ATTACK may * be iterrupted by an event, that temporary disable attacking. But when the possibility to ATTACK will be enabled, the character must continue * the ATTACK. For mobs it may be more complex, since we want them to decide when to use magic, or when to follow the player for physical combat, * or when to escape, to help another mob, etc. This interface is hiding complexity of server<->client interaction and multiple states of a * character. It allows to set a desired, simple "wish" of a character, and the implementation of this interface will take care about the rest. * The goal of a character may be like "ATTACK", "random walk" and so on. To reach the goal inplementation will split it into several small * actions, several steps (possibly repeatable). Like "run to target" then "hit it", then if target is not dead - repeat. This flow of simplier * steps may be interrupted by incoming events. Like a character's movement was disabled (by Root spell, for instance). Depending on character's * ability AI may choose to wait, or to use magic ATTACK and so on. Additionally incoming events are compared with client's state of the * character, and required network messages are sent to client's, i.e. if we have incoming event that character's movement was disabled, it * causes changing if its behavour, and if client's state for the character is "moving" we send messages to clients to stop the avatar/mob. */ public interface Ctrl { /** * @return the character this AI serves */ L2Character getActor(); /** * @return current intention */ CtrlIntention getIntention(); /** * @return current ATTACK target */ L2Character getAttackTarget(); /** * Set general state/intention for AI, with optional data * * @param intention */ void setIntention(CtrlIntention intention); void setIntention(CtrlIntention intention, Object arg0); void setIntention(CtrlIntention intention, Object arg0, Object arg1); /** * Event, that notifies about previous step result, or user command, that does not change current general intention * * @param evt */ void notifyEvent(CtrlEvent evt); void notifyEvent(CtrlEvent evt, Object arg0); void notifyEvent(CtrlEvent evt, Object arg0, Object arg1); }