/* * 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 java.util.List; import silentium.gameserver.ThreadPoolManager; import silentium.gameserver.data.xml.NpcWalkerRoutesData; import silentium.gameserver.model.L2CharPosition; import silentium.gameserver.model.L2NpcWalkerNode; import silentium.gameserver.model.actor.L2Character; import silentium.gameserver.model.actor.instance.L2NpcWalkerInstance; public class NpcWalkerAI extends CharacterAI implements Runnable { private static final int DEFAULT_MOVE_DELAY = 0; private long _nextMoveTime; private boolean _walkingToNextPoint = false; int _homeX, _homeY, _homeZ; private final List<L2NpcWalkerNode> _route; private int _currentPos; /** * Constructor of CharacterAI.<BR> * <BR> * * @param accessor * The AI accessor of the L2Character */ public NpcWalkerAI(L2Character.AIAccessor accessor) { super(accessor); _route = NpcWalkerRoutesData.getInstance().getRouteForNpc(getActor().getNpcId()); if (_route != null) ThreadPoolManager.getInstance().scheduleAiAtFixedRate(this, 1000, 1000); else _log.warn(getClass().getSimpleName() + ": Missing route data for NpcID: " + _actor); } @Override public void run() { onEvtThink(); } @Override protected void onEvtThink() { if (isWalkingToNextPoint()) { checkArrived(); return; } if (_nextMoveTime < System.currentTimeMillis()) walkToLocation(); } /** * If npc can't walk to it's target then just teleport to next point * * @param blocked_at_pos * ignoring it */ @Override protected void onEvtArrivedBlocked(L2CharPosition blocked_at_pos) { _log.warn("NpcWalker ID: " + getActor().getNpcId() + ": Blocked at rote position [" + _currentPos + "], coords: " + blocked_at_pos.x + ", " + blocked_at_pos.y + ", " + blocked_at_pos.z + ". Teleporting to next point"); int destinationX = _route.get(_currentPos).getMoveX(); int destinationY = _route.get(_currentPos).getMoveY(); int destinationZ = _route.get(_currentPos).getMoveZ(); getActor().teleToLocation(destinationX, destinationY, destinationZ, false); super.onEvtArrivedBlocked(blocked_at_pos); } private void checkArrived() { int destinationX = _route.get(_currentPos).getMoveX(); int destinationY = _route.get(_currentPos).getMoveY(); int destinationZ = _route.get(_currentPos).getMoveZ(); if (getActor().isInsideRadius(destinationX, destinationY, destinationZ, 5, false, false)) { String chat = _route.get(_currentPos).getChatText(); if (chat != null && !chat.isEmpty()) getActor().broadcastChat(chat); // time in millis long delay = _route.get(_currentPos).getDelay() * 1000; // sleeps between each move if (delay <= 0) delay = DEFAULT_MOVE_DELAY; _nextMoveTime = System.currentTimeMillis() + delay; setWalkingToNextPoint(false); } } private void walkToLocation() { if (_currentPos < (_route.size() - 1)) _currentPos++; else _currentPos = 0; boolean moveType = _route.get(_currentPos).getRunning(); /** * false - walking true - Running */ if (moveType) getActor().setRunning(); else getActor().setWalking(); // now we define destination int destinationX = _route.get(_currentPos).getMoveX(); int destinationY = _route.get(_currentPos).getMoveY(); int destinationZ = _route.get(_currentPos).getMoveZ(); // notify AI of MOVE_TO setWalkingToNextPoint(true); setIntention(CtrlIntention.AI_INTENTION_MOVE_TO, new L2CharPosition(destinationX, destinationY, destinationZ, 0)); } @Override public L2NpcWalkerInstance getActor() { return (L2NpcWalkerInstance) super.getActor(); } public int getHomeX() { return _homeX; } public int getHomeY() { return _homeY; } public int getHomeZ() { return _homeZ; } public void setHomeX(int homeX) { _homeX = homeX; } public void setHomeY(int homeY) { _homeY = homeY; } public void setHomeZ(int homeZ) { _homeZ = homeZ; } public boolean isWalkingToNextPoint() { return _walkingToNextPoint; } public void setWalkingToNextPoint(boolean value) { _walkingToNextPoint = value; } }