/* * 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 static silentium.gameserver.ai.CtrlIntention.AI_INTENTION_CAST; import static silentium.gameserver.ai.CtrlIntention.AI_INTENTION_IDLE; import static silentium.gameserver.ai.CtrlIntention.AI_INTENTION_MOVE_TO; import static silentium.gameserver.ai.CtrlIntention.AI_INTENTION_REST; import silentium.gameserver.model.L2CharPosition; import silentium.gameserver.model.L2Object; import silentium.gameserver.model.L2Skill; import silentium.gameserver.model.L2Skill.SkillTargetType; import silentium.gameserver.model.actor.L2Character; import silentium.gameserver.model.actor.L2Character.AIAccessor; import silentium.gameserver.model.actor.instance.L2PcInstance; import silentium.gameserver.model.actor.instance.L2StaticObjectInstance; public class PlayerAI extends PlayableAI { private boolean _thinking; // to prevent recursive thinking IntentionCommand _nextIntention = null; public PlayerAI(AIAccessor accessor) { super(accessor); } void saveNextIntention(CtrlIntention intention, Object arg0, Object arg1) { _nextIntention = new IntentionCommand(intention, arg0, arg1); } @Override public IntentionCommand getNextIntention() { return _nextIntention; } /** * Saves the current Intention for this PlayerAI if necessary and calls changeIntention in AbstractAI.<BR> * <BR> * * @param intention * The new Intention to set to the AI * @param arg0 * The first parameter of the Intention * @param arg1 * The second parameter of the Intention */ @Override synchronized void changeIntention(CtrlIntention intention, Object arg0, Object arg1) { /* * _log.debug("PlayerAI: changeIntention -> " + intention + " " + arg0 + " " + arg1); */ // do nothing unless CAST intention // however, forget interrupted actions when starting to use an offensive skill if (intention != AI_INTENTION_CAST || (arg0 != null && ((L2Skill) arg0).isOffensive())) { _nextIntention = null; super.changeIntention(intention, arg0, arg1); return; } // do nothing if next intention is same as current one. if (intention == _intention && arg0 == _intentionArg0 && arg1 == _intentionArg1) { super.changeIntention(intention, arg0, arg1); return; } // save current intention so it can be used after cast saveNextIntention(_intention, _intentionArg0, _intentionArg1); super.changeIntention(intention, arg0, arg1); } /** * Launch actions corresponding to the Event ReadyToAct.<BR> * <BR> * <B><U> Actions</U> :</B><BR> * <BR> * <li>Launch actions corresponding to the Event Think</li><BR> * <BR> */ @Override protected void onEvtReadyToAct() { // Launch actions corresponding to the Event Think if (_nextIntention != null) { setIntention(_nextIntention._crtlIntention, _nextIntention._arg0, _nextIntention._arg1); _nextIntention = null; } super.onEvtReadyToAct(); } @Override protected void onEvtCancel() { _nextIntention = null; super.onEvtCancel(); } /** * Finalize the casting of a skill. Drop latest intention before the actual CAST. */ @Override protected void onEvtFinishCasting() { if (getIntention() == AI_INTENTION_CAST) setIntention(AI_INTENTION_IDLE); } @Override protected void onIntentionRest() { if (getIntention() != AI_INTENTION_REST) { changeIntention(AI_INTENTION_REST, null, null); setTarget(null); if (getAttackTarget() != null) setAttackTarget(null); clientStopMoving(null); } } @Override protected void onIntentionActive() { setIntention(AI_INTENTION_IDLE); } /** * Manage the Move To Intention : Stop current Attack and Launch a Move to Location Task.<BR> * <BR> * <B><U> Actions</U> : </B><BR> * <BR> * <li>Stop the actor auto-attack server side AND client side by sending Server->Client packet AutoAttackStop (broadcast)</li> <li>Set the * Intention of this AI to AI_INTENTION_MOVE_TO</li> <li>Move the actor to Location (x,y,z) server side AND client side by sending * Server->Client packet MoveToLocation (broadcast)</li><BR> * <BR> */ @Override protected void onIntentionMoveTo(L2CharPosition pos) { if (getIntention() == AI_INTENTION_REST) { // Cancel action client side by sending Server->Client packet ActionFailed to the L2PcInstance actor clientActionFailed(); return; } if (_actor.isAllSkillsDisabled() || _actor.isCastingNow() || _actor.isAttackingNow()) { clientActionFailed(); saveNextIntention(AI_INTENTION_MOVE_TO, pos, null); return; } // Set the Intention of this AbstractAI to AI_INTENTION_MOVE_TO changeIntention(AI_INTENTION_MOVE_TO, pos, null); // Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast) clientStopAutoAttack(); // Abort the attack of the L2Character and send Server->Client ActionFailed packet _actor.abortAttack(); // Move the actor to Location (x,y,z) server side AND client side by sending Server->Client packet MoveToLocation // (broadcast) moveTo(pos.x, pos.y, pos.z); } @Override protected void clientNotifyDead() { _clientMoving = false; super.clientNotifyDead(); } private void thinkAttack() { L2Character target = getAttackTarget(); if (target == null) return; if (checkTargetLostOrDead(target)) { // Notify the target setAttackTarget(null); return; } if (maybeMoveToPawn(target, _actor.getPhysicalAttackRange())) return; clientStopMoving(null); _accessor.doAttack(target); } private void thinkCast() { L2Character target = getCastTarget(); _log.trace("PlayerAI: thinkCast -> Start"); if (_skill.getTargetType() == SkillTargetType.TARGET_GROUND && _actor instanceof L2PcInstance) { if (maybeMoveToPosition(((L2PcInstance) _actor).getCurrentSkillWorldPosition(), _actor.getMagicalAttackRange(_skill))) { _actor.setIsCastingNow(false); return; } } else { if (checkTargetLost(target)) { // Notify the target if (_skill.isOffensive() && getAttackTarget() != null) setCastTarget(null); _actor.setIsCastingNow(false); return; } if (target != null && maybeMoveToPawn(target, _actor.getMagicalAttackRange(_skill))) { _actor.setIsCastingNow(false); return; } } clientStopMoving(null); L2Object oldTarget = _actor.getTarget(); if (oldTarget != null && target != null && oldTarget != target) { // Replace the current target by the cast target _actor.setTarget(getCastTarget()); // Launch the Cast of the skill _accessor.doCast(_skill); // Restore the initial target _actor.setTarget(oldTarget); } else _accessor.doCast(_skill); } private void thinkPickUp() { if (_actor.isAllSkillsDisabled() || _actor.isCastingNow()) return; L2Object target = getTarget(); if (checkTargetLost(target)) return; if (maybeMoveToPawn(target, 36)) return; setIntention(AI_INTENTION_IDLE); ((L2PcInstance.AIAccessor) _accessor).doPickupItem(target); } private void thinkInteract() { if (_actor.isAllSkillsDisabled() || _actor.isCastingNow()) return; L2Object target = getTarget(); if (checkTargetLost(target)) return; if (maybeMoveToPawn(target, 36)) return; if (!(target instanceof L2StaticObjectInstance)) ((L2PcInstance.AIAccessor) _accessor).doInteract((L2Character) target); setIntention(AI_INTENTION_IDLE); } @Override protected void onEvtThink() { // Check if the actor can't use skills and if a thinking action isn't already in progress if (_thinking && getIntention() != AI_INTENTION_CAST) // casting must always continue return; // Start thinking action _thinking = true; try { // Manage AI thoughts 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 { // Stop thinking action _thinking = false; } } }