/*
* 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.model.actor;
import static silentium.gameserver.ai.CtrlIntention.AI_INTENTION_ACTIVE;
import static silentium.gameserver.ai.CtrlIntention.AI_INTENTION_FOLLOW;
import java.util.Collection;
import java.util.Collections;
import java.util.List;
import java.util.Map;
import java.util.Set;
import java.util.WeakHashMap;
import java.util.concurrent.Future;
import javolution.util.FastList;
import javolution.util.FastMap;
import org.slf4j.Logger;
import org.slf4j.LoggerFactory;
import silentium.commons.utils.Point3D;
import silentium.commons.utils.Rnd;
import silentium.gameserver.GameTimeController;
import silentium.gameserver.ThreadPoolManager;
import silentium.gameserver.ai.AttackableAI;
import silentium.gameserver.ai.CharacterAI;
import silentium.gameserver.ai.CtrlEvent;
import silentium.gameserver.ai.CtrlIntention;
import silentium.gameserver.configs.MainConfig;
import silentium.gameserver.configs.NPCConfig;
import silentium.gameserver.configs.PlayersConfig;
import silentium.gameserver.data.xml.DoorData;
import silentium.gameserver.data.xml.MapRegionData;
import silentium.gameserver.data.xml.MapRegionData.TeleportWhereType;
import silentium.gameserver.geo.GeoData;
import silentium.gameserver.geo.pathfinding.AbstractNodeLoc;
import silentium.gameserver.geo.pathfinding.PathFinding;
import silentium.gameserver.handler.ISkillHandler;
import silentium.gameserver.handler.SkillHandler;
import silentium.gameserver.instancemanager.DimensionalRiftManager;
import silentium.gameserver.instancemanager.TownManager;
import silentium.gameserver.model.ChanceSkillList;
import silentium.gameserver.model.CharEffectList;
import silentium.gameserver.model.FusionSkill;
import silentium.gameserver.model.IChanceSkillTrigger;
import silentium.gameserver.model.L2CharPosition;
import silentium.gameserver.model.L2Effect;
import silentium.gameserver.model.L2ItemInstance;
import silentium.gameserver.model.L2Object;
import silentium.gameserver.model.L2Party;
import silentium.gameserver.model.L2Skill;
import silentium.gameserver.model.L2Skill.SkillTargetType;
import silentium.gameserver.model.L2World;
import silentium.gameserver.model.L2WorldRegion;
import silentium.gameserver.model.Location;
import silentium.gameserver.model.actor.instance.L2DoorInstance;
import silentium.gameserver.model.actor.instance.L2NpcWalkerInstance;
import silentium.gameserver.model.actor.instance.L2PcInstance;
import silentium.gameserver.model.actor.instance.L2PcInstance.SkillDat;
import silentium.gameserver.model.actor.instance.L2PetInstance;
import silentium.gameserver.model.actor.instance.L2RiftInvaderInstance;
import silentium.gameserver.model.actor.knownlist.CharKnownList;
import silentium.gameserver.model.actor.position.CharPosition;
import silentium.gameserver.model.actor.stat.CharStat;
import silentium.gameserver.model.actor.status.CharStatus;
import silentium.gameserver.model.itemcontainer.Inventory;
import silentium.gameserver.model.quest.Quest;
import silentium.gameserver.network.SystemMessageId;
import silentium.gameserver.network.serverpackets.AbstractNpcInfo.NpcInfo;
import silentium.gameserver.network.serverpackets.*;
import silentium.gameserver.network.serverpackets.FlyToLocation.FlyType;
import silentium.gameserver.skills.AbnormalEffect;
import silentium.gameserver.skills.Calculator;
import silentium.gameserver.skills.Formulas;
import silentium.gameserver.skills.Stats;
import silentium.gameserver.skills.basefuncs.Func;
import silentium.gameserver.skills.effects.EffectChanceSkillTrigger;
import silentium.gameserver.tables.SkillTable.FrequentSkill;
import silentium.gameserver.taskmanager.AttackStanceTaskManager;
import silentium.gameserver.templates.chars.L2CharTemplate;
import silentium.gameserver.templates.chars.L2NpcTemplate;
import silentium.gameserver.templates.item.L2Item;
import silentium.gameserver.templates.item.L2Weapon;
import silentium.gameserver.templates.item.L2WeaponType;
import silentium.gameserver.templates.skills.L2EffectType;
import silentium.gameserver.templates.skills.L2SkillType;
import silentium.gameserver.utils.Broadcast;
import silentium.gameserver.utils.L2TIntObjectHashMap;
import silentium.gameserver.utils.Util;
import com.google.common.collect.Sets;
/**
* L2Character is the mother class of all character objects of the world (PC, NPC...) :<br>
* <br>
* <b><u> Instances using it </u> :</b> <li>L2CastleGuardInstance</li> <li>L2DoorInstance</li> <li>L2Npc</li> <li>L2Playable</li>
*/
public abstract class L2Character extends L2Object
{
public static final Logger _log = LoggerFactory.getLogger(L2Character.class.getName());
private Set<L2Character> _attackByList;
private volatile boolean _isCastingNow = false;
private volatile boolean _isCastingSimultaneouslyNow = false;
private L2Skill _lastSkillCast;
private L2Skill _lastSimultaneousSkillCast;
private boolean _isFlying = false; // Is flying wyvern ?
private boolean _isRiding = false; // Is riding strider ?
private boolean _isImmobilized = false;
private boolean _isOverloaded = false;
private boolean _isParalyzed = false;
private boolean _isDead = false;
private boolean _isPendingRevive = false;
private boolean _isRunning = false;
protected boolean _isTeleporting = false;
protected boolean _showSummonAnimation = false;
protected boolean _isInvul = false;
private boolean _isMortal = true;
private boolean _isNoRndWalk = false;
private boolean _AIdisabled = false;
private CharStat _stat;
private CharStatus _status;
private L2CharTemplate _template; // The link on the L2CharTemplate object containing generic and static properties
private String _title;
private String _aiClass = "default";
private double _hpUpdateIncCheck = .0;
private double _hpUpdateDecCheck = .0;
private double _hpUpdateInterval = .0;
private boolean _champion = false;
private Calculator[] _calculators;
protected final L2TIntObjectHashMap<L2Skill> _skills;
private ChanceSkillList _chanceSkills;
protected FusionSkill _fusionSkill;
/** Zone system */
public static final byte ZONE_PVP = 0;
public static final byte ZONE_PEACE = 1;
public static final byte ZONE_SIEGE = 2;
public static final byte ZONE_MOTHERTREE = 3;
public static final byte ZONE_CLANHALL = 4;
public static final byte ZONE_NOLANDING = 5;
public static final byte ZONE_WATER = 6;
public static final byte ZONE_JAIL = 7;
public static final byte ZONE_MONSTERTRACK = 8;
public static final byte ZONE_CASTLE = 9;
public static final byte ZONE_SWAMP = 10;
public static final byte ZONE_NOSUMMONFRIEND = 11;
public static final byte ZONE_NOSTORE = 12;
public static final byte ZONE_TOWN = 13;
public static final byte ZONE_SCRIPT = 14;
public static final byte ZONE_HQ = 15;
public static final byte ZONE_DANGERAREA = 16;
public static final byte ZONE_CASTONARTIFACT = 17;
public static final byte ZONE_NORESTART = 18;
private final byte[] _zones = new byte[19];
protected byte _zoneValidateCounter = 4;
private boolean _isRaid = false;
/**
* Constructor of L2Character.<BR>
* <BR>
* <B><U> Concept</U> :</B><BR>
* <BR>
* Each L2Character owns generic and static properties (ex : all Keltir have the same number of HP...). All of those properties are stored in
* a different template for each type of L2Character. Each template is loaded once in the server cache memory (reduce memory use). When a new
* instance of L2Character is spawned, server just create a link between the instance and the template This link is stored in
* <B>_template</B><BR>
* <BR>
* <B><U> Actions</U> :</B><BR>
* <BR>
* <li>Set the _template of the L2Character</li> <li>Set _overloaded to false (the charcater can take more items)</li><BR>
* <BR>
* <li>If L2Character is a L2Npc, copy skills from template to object</li> <li>If L2Character is a L2Npc, link _calculators to
* NPC_STD_CALCULATOR</li><BR>
* <BR>
* <li>If L2Character is NOT a L2Npc, create an empty _skills slot</li> <li>If L2Character is a L2PcInstance or L2Summon, copy basic
* Calculator set to object</li><BR>
* <BR>
*
* @param objectId
* Identifier of the object to initialized
* @param template
* The L2CharTemplate to apply to the object
*/
public L2Character(int objectId, L2CharTemplate template)
{
super(objectId);
initCharStat();
initCharStatus();
// Set its template to the new L2Character
_template = template;
if (this instanceof L2Npc)
{
// Copy the Standard Calcultors of the L2Npc in _calculators
_calculators = NPC_STD_CALCULATOR;
// Copy the skills of the L2Npc from its template to the L2Character Instance
// The skills list can be affected by spell effects so it's necessary to make a copy
// to avoid that a spell affecting a L2Npc, affects others L2Npc of the same type too.
_skills = new L2TIntObjectHashMap<>();
if (((L2NpcTemplate) template).getSkills() != null)
_skills.putAll(((L2NpcTemplate) template).getSkills());
if (_skills != null)
{
for (L2Skill skill : getAllSkills())
addStatFuncs(skill.getStatFuncs(null, this));
}
}
else
{
// If L2Character is a L2PcInstance or a L2Summon, create the basic calculator set
_calculators = new Calculator[Stats.NUM_STATS];
if (this instanceof L2Summon)
{
// Copy the skills of the L2Summon from its template to the L2Character Instance
// The skills list can be affected by spell effects so it's necessary to make a copy
// to avoid that a spell affecting a L2Summon, affects others L2Summon of the same type too.
_skills = new L2TIntObjectHashMap<>();
_skills.putAll(((L2NpcTemplate) template).getSkills());
if (_skills != null)
{
for (L2Skill skill : getAllSkills())
addStatFuncs(skill.getStatFuncs(null, this));
}
}
// Initialize the FastMap _skills to null
else
_skills = new L2TIntObjectHashMap<>();
Formulas.addFuncsToNewCharacter(this);
}
}
protected void initCharStatusUpdateValues()
{
_hpUpdateInterval = getMaxHp() / 352.0; // MAX_HP div MAX_HP_BAR_PX
_hpUpdateIncCheck = getMaxHp();
_hpUpdateDecCheck = getMaxHp() - _hpUpdateInterval;
}
/**
* Remove the L2Character from the world when the decay task is launched.<BR>
* <BR>
* <FONT COLOR=#FF0000><B> <U>Caution</U> : This method DOESN'T REMOVE the object from _allObjects of L2World </B></FONT><BR>
* <FONT COLOR=#FF0000><B> <U>Caution</U> : This method DOESN'T SEND Server->Client packets to players</B></FONT><BR>
* <BR>
*/
public void onDecay()
{
L2WorldRegion reg = getWorldRegion();
decayMe();
if (reg != null)
reg.removeFromZones(this);
}
@Override
public void onSpawn()
{
super.onSpawn();
revalidateZone(true);
}
public void onTeleported()
{
if (!isTeleporting())
return;
spawnMe(getPosition().getX(), getPosition().getY(), getPosition().getZ());
setIsTeleporting(false);
if (_isPendingRevive)
doRevive();
}
/**
* @return character inventory, default null, overridden in L2Playable types and in L2Npc.
*/
public Inventory getInventory()
{
return null;
}
public boolean destroyItemByItemId(String process, int itemId, int count, L2Object reference, boolean sendMessage)
{
return true;
}
public boolean destroyItem(String process, int objectId, int count, L2Object reference, boolean sendMessage)
{
return true;
}
public final boolean isInsideZone(final byte zone)
{
return zone == ZONE_PVP ? _zones[ZONE_PVP] > 0 && _zones[ZONE_PEACE] == 0 : _zones[zone] > 0;
}
public final void setInsideZone(final byte zone, final boolean state)
{
if (state)
_zones[zone]++;
else
{
_zones[zone]--;
if (_zones[zone] < 0)
_zones[zone] = 0;
}
}
/**
* @return true if the player is GM.
*/
public boolean isGM()
{
return false;
}
/**
* Add L2Character instance that is attacking to the attacker list.
*
* @param player
* The L2Character that attacks this one.
*/
public void addAttackerToAttackByList(L2Character player)
{
// DS: moved to L2Attackable
}
/**
* Send a packet to the L2Character AND to all L2PcInstance in the _KnownPlayers of the L2Character.
*
* @param mov
* The packet to send.
*/
public void broadcastPacket(L2GameServerPacket mov)
{
Broadcast.toSelfAndKnownPlayers(this, mov);
}
/**
* Send a packet to the L2Character AND to all L2PcInstance in the radius (max knownlist radius) from the L2Character.
*
* @param mov
* The packet to send.
* @param radius
* The radius to make check on.
*/
public void broadcastPacket(L2GameServerPacket mov, int radius)
{
Broadcast.toSelfAndKnownPlayersInRadius(this, mov, radius);
}
/**
* @param barPixels
* @return boolean true if hp update should be done, false if not.
*/
protected boolean needHpUpdate(int barPixels)
{
double currentHp = getCurrentHp();
if (currentHp <= 1.0 || getMaxHp() < barPixels)
return true;
if (currentHp <= _hpUpdateDecCheck || currentHp >= _hpUpdateIncCheck)
{
if (currentHp == getMaxHp())
{
_hpUpdateIncCheck = currentHp + 1;
_hpUpdateDecCheck = currentHp - _hpUpdateInterval;
}
else
{
double doubleMulti = currentHp / _hpUpdateInterval;
int intMulti = (int) doubleMulti;
_hpUpdateDecCheck = _hpUpdateInterval * (doubleMulti < intMulti ? intMulti-- : intMulti);
_hpUpdateIncCheck = _hpUpdateDecCheck + _hpUpdateInterval;
}
return true;
}
return false;
}
/**
* Send the Server->Client packet StatusUpdate with current HP and MP to all other L2PcInstance to inform.<BR>
* <BR>
* <B><U> Actions</U> :</B><BR>
* <BR>
* <li>Create the Server->Client packet StatusUpdate with current HP and MP</li> <li>Send the Server->Client packet StatusUpdate with current
* HP and MP to all L2Character called _statusListener that must be informed of HP/MP updates of this L2Character</li><BR>
* <BR>
* <FONT COLOR=#FF0000><B> <U>Caution</U> : This method DOESN'T SEND CP information</B></FONT><BR>
* <BR>
* <B><U> Overriden in </U> :</B><BR>
* <BR>
* <li>L2PcInstance : Send current HP,MP and CP to the L2PcInstance and only current HP, MP and Level to all other L2PcInstance of the Party</li>
* <BR>
* <BR>
*/
public void broadcastStatusUpdate()
{
if (getStatus().getStatusListener().isEmpty())
return;
if (!needHpUpdate(352))
return;
_log.debug("Broadcast Status Update for " + getObjectId() + "(" + getName() + "). HP: " + getCurrentHp());
// Create the Server->Client packet StatusUpdate with current HP
StatusUpdate su = new StatusUpdate(this);
su.addAttribute(StatusUpdate.CUR_HP, (int) getCurrentHp());
// Go through the StatusListener
for (L2Character temp : getStatus().getStatusListener())
{
if (temp != null)
temp.sendPacket(su);
}
}
/**
* <B><U> Overriden in </U> :</B><BR>
* <BR>
* <li>L2PcInstance</li><BR>
* <BR>
*
* @param mov
* The packet to send.
*/
public void sendPacket(L2GameServerPacket mov)
{
// default implementation
}
/**
* <B><U> Overridden in </U> :</B><BR>
* <BR>
* <li>L2PcInstance</li><BR>
* <BR>
*
* @param text
* The string to send.
*/
public void sendMessage(String text)
{
// default implementation
}
/**
* Teleport a L2Character and its pet if necessary.<BR>
* <BR>
* <B><U> Actions</U> :</B><BR>
* <BR>
* <li>Stop the movement of the L2Character</li> <li>Set the x,y,z position of the L2Object and if necessary modify its _worldRegion</li> <li>
* Send a Server->Client packet TeleportToLocationt to the L2Character AND to all L2PcInstance in its _KnownPlayers</li> <li>Modify the
* position of the pet if necessary</li><BR>
* <BR>
*
* @param x
* @param y
* @param z
* @param allowRandomOffset
*/
public void teleToLocation(int x, int y, int z, boolean allowRandomOffset)
{
// Stop movement
stopMove(null, false);
abortAttack();
abortCast();
setIsTeleporting(true);
setTarget(null);
getAI().setIntention(CtrlIntention.AI_INTENTION_ACTIVE);
if (PlayersConfig.RESPAWN_RANDOM_ENABLED && allowRandomOffset)
{
x += Rnd.get(-PlayersConfig.RESPAWN_RANDOM_MAX_OFFSET, PlayersConfig.RESPAWN_RANDOM_MAX_OFFSET);
y += Rnd.get(-PlayersConfig.RESPAWN_RANDOM_MAX_OFFSET, PlayersConfig.RESPAWN_RANDOM_MAX_OFFSET);
}
z += 5;
_log.debug("Teleporting to: " + x + ", " + y + ", " + z);
// Send a Server->Client packet TeleportToLocationt to the L2Character AND to all L2PcInstance in the _KnownPlayers of the
// L2Character
broadcastPacket(new TeleportToLocation(this, x, y, z));
// remove the object from its old location
decayMe();
// Set the x,y,z position of the L2Object and if necessary modify its _worldRegion
getPosition().setXYZ(x, y, z);
if (!(this instanceof L2PcInstance) || (((L2PcInstance) this).getClient() != null && ((L2PcInstance) this).getClient().isDetached()))
onTeleported();
revalidateZone(true);
}
public void teleToLocation(int x, int y, int z)
{
teleToLocation(x, y, z, false);
}
public void teleToLocation(Location loc, boolean allowRandomOffset)
{
int x = loc.getX();
int y = loc.getY();
int z = loc.getZ();
if (this instanceof L2PcInstance && DimensionalRiftManager.getInstance().checkIfInRiftZone(getX(), getY(), getZ(), true)) // true
// ->
// ignore
// waiting
// room
// :)
{
L2PcInstance player = (L2PcInstance) this;
player.sendMessage("You have been sent to the waiting room.");
if (player.isInParty() && player.getParty().isInDimensionalRift())
{
player.getParty().getDimensionalRift().usedTeleport(player);
}
int[] newCoords = DimensionalRiftManager.getInstance().getRoom((byte) 0, (byte) 0).getTeleportCoords();
x = newCoords[0];
y = newCoords[1];
z = newCoords[2];
}
teleToLocation(x, y, z, allowRandomOffset);
}
public void teleToLocation(TeleportWhereType teleportWhere)
{
teleToLocation(MapRegionData.getInstance().getTeleToLocation(this, teleportWhere), true);
}
// =========================================================
// Method - Private
/**
* Launch a physical attack against a target (Simple, Bow, Pole or Dual).<BR>
* <BR>
* <B><U> Actions</U> :</B><BR>
* <BR>
* <li>Get the active weapon (always equipped in the right hand)</li><BR>
* <BR>
* <li>If weapon is a bow, check for arrows, MP and bow re-use delay (if necessary, equip the L2PcInstance with arrows in left hand)</li> <li>
* If weapon is a bow, consume MP and set the new period of bow non re-use</li><BR>
* <BR>
* <li>Get the Attack Speed of the L2Character (delay (in milliseconds) before next attack)</li> <li>Select the type of attack to start
* (Simple, Bow, Pole or Dual) and verify if SoulShot are charged then start calculation</li> <li>If the Server->Client packet Attack
* contains at least 1 hit, send the Server->Client packet Attack to the L2Character AND to all L2PcInstance in the _KnownPlayers of the
* L2Character</li> <li>Notify AI with EVT_READY_TO_ACT</li><BR>
* <BR>
*
* @param target
* The L2Character targeted
*/
protected void doAttack(L2Character target)
{
_log.debug(getName() + " doAttack: target=" + target);
if (!isAlikeDead() && target != null)
{
if (this instanceof L2Npc && target.isAlikeDead() || !getKnownList().knowsObject(target))
{
getAI().setIntention(CtrlIntention.AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
else if (this instanceof L2PcInstance)
{
if (target.isDead())
{
getAI().setIntention(CtrlIntention.AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
L2PcInstance actor = (L2PcInstance) this;
// Players riding wyvern can only do melee attacks
if (actor.isMounted() && actor.getMountNpcId() == 12621)
{
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
}
}
if (isAttackingDisabled())
return;
if (this instanceof L2PcInstance)
{
if (((L2PcInstance) this).inObserverMode())
{
sendPacket(SystemMessage.getSystemMessage(SystemMessageId.OBSERVERS_CANNOT_PARTICIPATE));
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
// Checking if target has moved to peace zone
if (target.isInsidePeaceZone((L2PcInstance) this))
{
getAI().setIntention(CtrlIntention.AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
}
stopEffectsOnAction();
// Get the active weapon instance (always equipped in the right hand)
L2ItemInstance weaponInst = getActiveWeaponInstance();
// Get the active weapon item corresponding to the active weapon instance (always equipped in the right hand)
L2Weapon weaponItem = getActiveWeaponItem();
if (weaponItem != null && weaponItem.getItemType() == L2WeaponType.FISHINGROD)
{
// You can't make an attack with a fishing pole.
sendPacket(SystemMessage.getSystemMessage(SystemMessageId.CANNOT_ATTACK_WITH_FISHING_POLE));
getAI().setIntention(CtrlIntention.AI_INTENTION_IDLE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
// GeoData Los Check here (or dz > 1000)
if (!GeoData.getInstance().canSeeTarget(this, target))
{
sendPacket(SystemMessage.getSystemMessage(SystemMessageId.CANT_SEE_TARGET));
getAI().setIntention(CtrlIntention.AI_INTENTION_ACTIVE);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
// Check for a bow
if ((weaponItem != null && weaponItem.getItemType() == L2WeaponType.BOW))
{
// Check for arrows and MP
if (this instanceof L2PcInstance)
{
// Equip arrows needed in left hand and send a Server->Client packet ItemList to the L2PcINstance then return True
if (!checkAndEquipArrows())
{
// Cancel the action because the L2PcInstance have no arrow
getAI().setIntention(CtrlIntention.AI_INTENTION_IDLE);
sendPacket(ActionFailed.STATIC_PACKET);
sendPacket(SystemMessage.getSystemMessage(SystemMessageId.NOT_ENOUGH_ARROWS));
return;
}
// Verify if the bow can be use
if (_disableBowAttackEndTime <= GameTimeController.getGameTicks())
{
// Verify if L2PcInstance owns enough MP
int saMpConsume = (int) getStat().calcStat(Stats.MP_CONSUME, 0, null, null);
int mpConsume = saMpConsume == 0 ? weaponItem.getMpConsume() : saMpConsume;
mpConsume = (int) calcStat(Stats.BOW_MP_CONSUME_RATE, mpConsume, null, null);
if (getCurrentMp() < mpConsume)
{
// If L2PcInstance doesn't have enough MP, stop the attack
ThreadPoolManager.getInstance().scheduleAi(new NotifyAITask(CtrlEvent.EVT_READY_TO_ACT), 1000);
sendPacket(SystemMessage.getSystemMessage(SystemMessageId.NOT_ENOUGH_MP));
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
// If L2PcInstance have enough MP, the bow consummes it
if (mpConsume > 0)
getStatus().reduceMp(mpConsume);
// Set the period of bow non re-use
_disableBowAttackEndTime = 5 * GameTimeController.TICKS_PER_SECOND + GameTimeController.getGameTicks();
}
else
{
// Cancel the action because the bow can't be re-use at this moment
ThreadPoolManager.getInstance().scheduleAi(new NotifyAITask(CtrlEvent.EVT_READY_TO_ACT), 1000);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
}
else if (this instanceof L2Npc)
{
if (_disableBowAttackEndTime > GameTimeController.getGameTicks())
return;
}
}
// Add the L2PcInstance to _knownObjects and _knownPlayer of the target
target.getKnownList().addKnownObject(this);
// Verify if soulshots are charged.
boolean wasSSCharged;
if (this instanceof L2Summon && !(this instanceof L2PetInstance && weaponInst != null))
wasSSCharged = (((L2Summon) this).getChargedSoulShot() != L2ItemInstance.CHARGED_NONE);
else
wasSSCharged = (weaponInst != null && weaponInst.getChargedSoulshot() != L2ItemInstance.CHARGED_NONE);
if (this instanceof L2Attackable)
{
if (((L2Npc) this).useSoulShot())
wasSSCharged = true;
}
// Get the Attack Speed of the L2Character (delay (in milliseconds) before next attack)
int timeAtk = calculateTimeBetweenAttacks(target, weaponItem);
// the hit is calculated to happen halfway to the animation - might need further tuning e.g. in bow case
int timeToHit = timeAtk / 2;
_attackEndTime = GameTimeController.getGameTicks();
_attackEndTime += (timeAtk / GameTimeController.MILLIS_IN_TICK);
_attackEndTime -= 1;
int ssGrade = 0;
if (weaponItem != null)
ssGrade = weaponItem.getCrystalType();
// Create a Server->Client packet Attack
Attack attack = new Attack(this, wasSSCharged, ssGrade);
// Set the Attacking Body part to CHEST
setAttackingBodypart();
// Make sure that char is facing selected target
setHeading(Util.calculateHeadingFrom(this, target));
// Get the Attack Reuse Delay of the L2Weapon
int reuse = calculateReuseTime(target, weaponItem);
boolean hitted;
// Select the type of attack to start
if (weaponItem == null)
hitted = doAttackHitSimple(attack, target, timeToHit);
else if (weaponItem.getItemType() == L2WeaponType.BOW)
hitted = doAttackHitByBow(attack, target, timeAtk, reuse);
else if (weaponItem.getItemType() == L2WeaponType.POLE)
hitted = doAttackHitByPole(attack, target, timeToHit);
else if (isUsingDualWeapon())
hitted = doAttackHitByDual(attack, target, timeToHit);
else
hitted = doAttackHitSimple(attack, target, timeToHit);
// Flag the attacker if it's a L2PcInstance outside a PvP area
L2PcInstance player = getActingPlayer();
if (player != null)
{
AttackStanceTaskManager.getInstance().addAttackStanceTask(player);
if (player.getPet() != target)
player.updatePvPStatus(target);
}
// Check if hit isn't missed
if (!hitted)
// Abort the attack of the L2Character and send Server->Client ActionFailed packet
abortAttack();
else
{
// IA implementation for ON_ATTACK_ACT (mob which attacks a player).
if (this instanceof L2Attackable)
{
try
{
// Bypass behavior if the victim isn't a player
L2PcInstance victim = target.getActingPlayer();
if (victim != null)
{
L2Npc mob = ((L2Npc) this);
if (mob.getTemplate().getEventQuests(Quest.QuestEventType.ON_ATTACK_ACT) != null)
for (Quest quest : mob.getTemplate().getEventQuests(Quest.QuestEventType.ON_ATTACK_ACT))
quest.notifyAttackAct(mob, victim);
}
}
catch (Exception e)
{
_log.warn(e.getLocalizedMessage(), e);
}
}
// If we didn't miss the hit, discharge the shoulshots, if any
if (this instanceof L2Summon && !(this instanceof L2PetInstance && weaponInst != null))
((L2Summon) this).setChargedSoulShot(L2ItemInstance.CHARGED_NONE);
else if (weaponInst != null)
weaponInst.setChargedSoulshot(L2ItemInstance.CHARGED_NONE);
if (player != null)
{
if (player.isCursedWeaponEquipped())
{
// If hitted by a cursed weapon, Cp is reduced to 0
if (!target.isInvul())
target.setCurrentCp(0);
}
else if (player.isHero())
{
if (target instanceof L2PcInstance && ((L2PcInstance) target).isCursedWeaponEquipped())
// If a cursed weapon is hitted by a Hero, Cp is reduced to 0
target.setCurrentCp(0);
}
}
}
// If the Server->Client packet Attack contains at least 1 hit, send the Server->Client packet Attack
// to the L2Character AND to all L2PcInstance in the _KnownPlayers of the L2Character
if (attack.hasHits())
broadcastPacket(attack);
// Notify AI with EVT_READY_TO_ACT
ThreadPoolManager.getInstance().scheduleAi(new NotifyAITask(CtrlEvent.EVT_READY_TO_ACT), timeAtk + reuse);
}
private class AutoSS implements Runnable
{
private L2Character _character;
private L2Skill _skill = null;
public AutoSS(L2Character Character, L2Skill Skill)
{
_character = Character;
_skill = Skill;
}
@Override
public void run()
{
// Recharge AutoSoulShot
if (_skill != null)
{
if (_skill.useSoulShot())
{
// if (_character instanceof L2Npc)
// ((L2Npc) _character).rechargeAutoSoulShot(true, false);
/* else */if (_character instanceof L2PcInstance)
((L2PcInstance) _character).rechargeAutoSoulShot(true, false, false);
else if (_character instanceof L2Summon)
((L2Summon) _character).getOwner().rechargeAutoSoulShot(true, false, true);
}
else if (_skill.useSpiritShot())
{
// if (_character instanceof L2Npc)
// ((L2Npc) _character).rechargeAutoSoulShot(true, true);
/* else */if (_character instanceof L2PcInstance)
((L2PcInstance) _character).rechargeAutoSoulShot(true, true, false);
else if (_character instanceof L2Summon)
((L2Summon) _character).getOwner().rechargeAutoSoulShot(false, true, true);
}
}
else
{
if (_character instanceof L2PcInstance)
((L2PcInstance) _character).rechargeAutoSoulShot(true, false, false);
else if (_character instanceof L2Summon)
((L2Summon) _character).getOwner().rechargeAutoSoulShot(true, false, true);
}
}
}
/**
* Launch a Bow attack.<BR>
* <BR>
* <B><U> Actions</U> :</B><BR>
* <BR>
* <li>Calculate if hit is missed or not</li> <li>Consumme arrows</li> <li>If hit isn't missed, calculate if shield defense is efficient</li>
* <li>If hit isn't missed, calculate if hit is critical</li> <li>If hit isn't missed, calculate physical damages</li> <li>If the L2Character
* is a L2PcInstance, Send a Server->Client packet SetupGauge</li> <li>Create a new hit task with Medium priority</li> <li>Calculate and set
* the disable delay of the bow in function of the Attack Speed</li> <li>Add this hit to the Server-Client packet Attack</li><BR>
* <BR>
*
* @param attack
* Server->Client packet Attack in which the hit will be added
* @param target
* The L2Character targeted
* @param sAtk
* The Attack Speed of the attacker
* @param reuse
* The reuse timer of the item.
* @return True if the hit isn't missed
*/
private boolean doAttackHitByBow(Attack attack, L2Character target, int sAtk, int reuse)
{
int damage1 = 0;
byte shld1 = 0;
boolean crit1 = false;
// Calculate if hit is missed or not
boolean miss1 = Formulas.calcHitMiss(this, target);
// Consume arrows
reduceArrowCount();
_move = null;
// Check if hit isn't missed
if (!miss1)
{
// Calculate if shield defense is efficient
shld1 = Formulas.calcShldUse(this, target);
// Calculate if hit is critical
crit1 = Formulas.calcCrit(getStat().getCriticalHit(target, null));
// Calculate physical damages
damage1 = (int) Formulas.calcPhysDam(this, target, null, shld1, crit1, false, attack.soulshot);
}
// Check if the L2Character is a L2PcInstance
if (this instanceof L2PcInstance)
{
// Send a system message
sendPacket(SystemMessage.getSystemMessage(SystemMessageId.GETTING_READY_TO_SHOOT_AN_ARROW));
// Send a Server->Client packet SetupGauge
SetupGauge sg = new SetupGauge(SetupGauge.RED, sAtk + reuse);
sendPacket(sg);
}
// Create a new hit task with Medium priority
ThreadPoolManager.getInstance().scheduleAi(new HitTask(target, damage1, crit1, miss1, attack.soulshot, shld1), sAtk);
ThreadPoolManager.getInstance().scheduleGeneral(new AutoSS(this, null), sAtk);
// Calculate and set the disable delay of the bow in function of the Attack Speed
_disableBowAttackEndTime = (sAtk + reuse) / GameTimeController.MILLIS_IN_TICK + GameTimeController.getGameTicks();
// Add this hit to the Server-Client packet Attack
attack.hit(attack.createHit(target, damage1, miss1, crit1, shld1));
// Return true if hit isn't missed
return !miss1;
}
/**
* Launch a Dual attack.<BR>
* <BR>
* <B><U> Actions</U> :</B><BR>
* <BR>
* <li>Calculate if hits are missed or not</li> <li>If hits aren't missed, calculate if shield defense is efficient</li> <li>If hits aren't
* missed, calculate if hit is critical</li> <li>If hits aren't missed, calculate physical damages</li> <li>Create 2 new hit tasks with
* Medium priority</li> <li>Add those hits to the Server-Client packet Attack</li><BR>
* <BR>
*
* @param attack
* Server->Client packet Attack in which the hit will be added
* @param target
* The L2Character targeted
* @param sAtk
* The Attack Speed of the attacker
* @return True if hit 1 or hit 2 isn't missed
*/
private boolean doAttackHitByDual(Attack attack, L2Character target, int sAtk)
{
int damage1 = 0;
int damage2 = 0;
byte shld1 = 0;
byte shld2 = 0;
boolean crit1 = false;
boolean crit2 = false;
// Calculate if hits are missed or not
boolean miss1 = Formulas.calcHitMiss(this, target);
boolean miss2 = Formulas.calcHitMiss(this, target);
// Check if hit 1 isn't missed
if (!miss1)
{
// Calculate if shield defense is efficient against hit 1
shld1 = Formulas.calcShldUse(this, target);
// Calculate if hit 1 is critical
crit1 = Formulas.calcCrit(getStat().getCriticalHit(target, null));
// Calculate physical damages of hit 1
damage1 = (int) Formulas.calcPhysDam(this, target, null, shld1, crit1, true, attack.soulshot);
damage1 /= 2;
}
// Check if hit 2 isn't missed
if (!miss2)
{
// Calculate if shield defense is efficient against hit 2
shld2 = Formulas.calcShldUse(this, target);
// Calculate if hit 2 is critical
crit2 = Formulas.calcCrit(getStat().getCriticalHit(target, null));
// Calculate physical damages of hit 2
damage2 = (int) Formulas.calcPhysDam(this, target, null, shld2, crit2, true, attack.soulshot);
damage2 /= 2;
}
if (this instanceof L2Attackable)
{
if (((L2Attackable) this)._soulshotcharged)
{
// Create a new hit task with Medium priority for hit 1
ThreadPoolManager.getInstance().scheduleAi(new HitTask(target, damage1, crit1, miss1, true, shld1), sAtk / 2);
// Create a new hit task with Medium priority for hit 2 with a higher delay
ThreadPoolManager.getInstance().scheduleAi(new HitTask(target, damage2, crit2, miss2, true, shld2), sAtk);
}
else
{
ThreadPoolManager.getInstance().scheduleAi(new HitTask(target, damage1, crit1, miss1, false, shld1), sAtk / 2);
// Create a new hit task with Medium priority for hit 2 with a higher delay
ThreadPoolManager.getInstance().scheduleAi(new HitTask(target, damage2, crit2, miss2, false, shld2), sAtk);
}
}
else
{
// Create a new hit task with Medium priority for hit 1
ThreadPoolManager.getInstance().scheduleAi(new HitTask(target, damage1, crit1, miss1, attack.soulshot, shld1), sAtk / 2);
// Create a new hit task with Medium priority for hit 2 with a higher delay
ThreadPoolManager.getInstance().scheduleAi(new HitTask(target, damage2, crit2, miss2, attack.soulshot, shld2), sAtk);
ThreadPoolManager.getInstance().scheduleGeneral(new AutoSS(this, null), sAtk);
}
// Add those hits to the Server-Client packet Attack
attack.hit(attack.createHit(target, damage1, miss1, crit1, shld1), attack.createHit(target, damage2, miss2, crit2, shld2));
// Return true if hit 1 or hit 2 isn't missed
return (!miss1 || !miss2);
}
/**
* Launch a Pole attack.<BR>
* <B><U> Actions</U> :</B><BR>
* <li>Get all visible objects in a spherical area near the L2Character to obtain possible targets</li> <li>If possible target is the
* L2Character targeted, launch a simple attack against it</li> <li>If possible target isn't the L2Character targeted but is attackable,
* launch a simple attack against it</li><BR>
*
* @param attack
* Server->Client packet Attack in which the hit will be added
* @param target
* The L2Character targeted
* @param sAtk
* The Attack Speed of the attacker
* @return True if one hit isn't missed
*/
private boolean doAttackHitByPole(Attack attack, L2Character target, int sAtk)
{
int maxRadius = getPhysicalAttackRange();
int maxAngleDiff = (int) getStat().calcStat(Stats.POWER_ATTACK_ANGLE, 120, null, null);
_log.debug("doAttackHitByPole: Max radius = " + maxRadius + " Max angle = " + maxAngleDiff);
// Get the number of targets (-1 because the main target is already used)
int attackRandomCountMax = (int) getStat().calcStat(Stats.ATTACK_COUNT_MAX, 0, null, null) - 1;
int attackcount = 0;
boolean hitted = doAttackHitSimple(attack, target, 100, sAtk);
double attackpercent = 85;
L2Character temp;
Collection<L2Object> objs = getKnownList().getKnownObjects().values();
for (L2Object obj : objs)
{
if (obj == target)
continue;
// Check if the L2Object is a L2Character
if (obj instanceof L2Character)
{
if (obj instanceof L2PetInstance && this instanceof L2PcInstance && ((L2PetInstance) obj).getOwner() == ((L2PcInstance) this))
continue;
if (!Util.checkIfInRange(maxRadius, this, obj, false))
continue;
// otherwise hit too high/low. 650 because mob z coord sometimes wrong on hills
if (Math.abs(obj.getZ() - getZ()) > 650)
continue;
if (!isFacing(obj, maxAngleDiff))
continue;
if (this instanceof L2Attackable && obj instanceof L2PcInstance && getTarget() instanceof L2Attackable)
continue;
if (this instanceof L2Attackable && obj instanceof L2Attackable && ((L2Attackable) this).getEnemyClan() == null && ((L2Attackable) this).getIsChaos() == 0)
continue;
if (this instanceof L2Attackable && obj instanceof L2Attackable && !((L2Attackable) this).getEnemyClan().equals(((L2Attackable) obj).getClan()) && ((L2Attackable) this).getIsChaos() == 0)
continue;
temp = (L2Character) obj;
// Launch an attack on each character, until attackRandomCountMax is reached.
if (!temp.isAlikeDead())
{
if (temp == getAI().getAttackTarget() || temp.isAutoAttackable(this))
{
attackcount++;
if (attackcount > attackRandomCountMax)
break;
hitted |= doAttackHitSimple(attack, temp, attackpercent, sAtk);
attackpercent /= 1.15;
}
}
}
}
// Return true if one hit isn't missed
return hitted;
}
/**
* Launch a simple attack.<BR>
* <BR>
* <B><U> Actions</U> :</B><BR>
* <BR>
* <li>Calculate if hit is missed or not</li> <li>If hit isn't missed, calculate if shield defense is efficient</li> <li>If hit isn't missed,
* calculate if hit is critical</li> <li>If hit isn't missed, calculate physical damages</li> <li>Create a new hit task with Medium priority</li>
* <li>Add this hit to the Server-Client packet Attack</li><BR>
* <BR>
*
* @param attack
* Server->Client packet Attack in which the hit will be added
* @param target
* The L2Character targeted
* @param sAtk
* The Attack Speed of the attacker
* @return True if the hit isn't missed
*/
private boolean doAttackHitSimple(Attack attack, L2Character target, int sAtk)
{
return doAttackHitSimple(attack, target, 100, sAtk);
}
private boolean doAttackHitSimple(Attack attack, L2Character target, double attackpercent, int sAtk)
{
int damage1 = 0;
byte shld1 = 0;
boolean crit1 = false;
// Calculate if hit is missed or not
boolean miss1 = Formulas.calcHitMiss(this, target);
// Check if hit isn't missed
if (!miss1)
{
// Calculate if shield defense is efficient
shld1 = Formulas.calcShldUse(this, target);
// Calculate if hit is critical
crit1 = Formulas.calcCrit(getStat().getCriticalHit(target, null));
// Calculate physical damages
damage1 = (int) Formulas.calcPhysDam(this, target, null, shld1, crit1, false, attack.soulshot);
if (attackpercent != 100)
damage1 = (int) (damage1 * attackpercent / 100);
}
// Create a new hit task with Medium priority
if (this instanceof L2Attackable)
{
if (((L2Attackable) this)._soulshotcharged)
ThreadPoolManager.getInstance().scheduleAi(new HitTask(target, damage1, crit1, miss1, true, shld1), sAtk);
else
ThreadPoolManager.getInstance().scheduleAi(new HitTask(target, damage1, crit1, miss1, false, shld1), sAtk);
}
else
{
ThreadPoolManager.getInstance().scheduleAi(new HitTask(target, damage1, crit1, miss1, attack.soulshot, shld1), sAtk);
ThreadPoolManager.getInstance().scheduleGeneral(new AutoSS(this, null), sAtk);
}
// Add this hit to the Server-Client packet Attack
attack.hit(attack.createHit(target, damage1, miss1, crit1, shld1));
// Return true if hit isn't missed
return !miss1;
}
/**
* Manage the casting task (casting and interrupt time, re-use delay...) and display the casting bar and animation on client.<BR>
* <BR>
* <B><U> Actions</U> :</B><BR>
* <BR>
* <li>Verify the possibilty of the the cast : skill is a spell, caster isn't muted...</li> <li>Get the list of all targets (ex : area
* effects) and define the L2Charcater targeted (its stats will be used in calculation)</li> <li>Calculate the casting time (base + modifier
* of MAtkSpd), interrupt time and re-use delay</li> <li>Send a Server->Client packet MagicSkillUse (to diplay casting animation), a packet
* SetupGauge (to display casting bar) and a system message</li> <li>Disable all skills during the casting time (create a task
* EnableAllSkills)</li> <li>Disable the skill during the re-use delay (create a task EnableSkill)</li> <li>Create a task MagicUseTask (that
* will call method onMagicUseTimer) to launch the Magic Skill at the end of the casting time</li><BR>
* <BR>
*
* @param skill
* The L2Skill to use
*/
public void doCast(L2Skill skill)
{
beginCast(skill, false);
}
public void doSimultaneousCast(L2Skill skill)
{
beginCast(skill, true);
}
private void beginCast(L2Skill skill, boolean simultaneously)
{
if (!checkDoCastConditions(skill))
{
if (simultaneously)
setIsCastingSimultaneouslyNow(false);
else
setIsCastingNow(false);
if (this instanceof L2PcInstance)
getAI().setIntention(AI_INTENTION_ACTIVE);
return;
}
// Override casting type
if (skill.isSimultaneousCast() && !simultaneously)
simultaneously = true;
stopEffectsOnAction();
// Set the target of the skill in function of Skill Type and Target Type
L2Character target = null;
// Get all possible targets of the skill in a table in function of the skill target type
L2Object[] targets = skill.getTargetList(this);
boolean doit = false;
// AURA skills should always be using caster as target
switch (skill.getTargetType())
{
case TARGET_AREA_SUMMON: // We need it to correct facing
target = getPet();
break;
case TARGET_AURA:
case TARGET_FRONT_AURA:
case TARGET_BEHIND_AURA:
case TARGET_GROUND:
target = this;
break;
case TARGET_SELF:
case TARGET_PET:
case TARGET_SUMMON:
case TARGET_OWNER_PET:
case TARGET_PARTY:
case TARGET_CLAN:
case TARGET_ALLY:
doit = true;
default:
if (targets.length == 0)
{
if (simultaneously)
setIsCastingSimultaneouslyNow(false);
else
setIsCastingNow(false);
// Send a Server->Client packet ActionFailed to the L2PcInstance
if (this instanceof L2PcInstance)
{
sendPacket(ActionFailed.STATIC_PACKET);
getAI().setIntention(AI_INTENTION_ACTIVE);
}
return;
}
switch (skill.getSkillType())
{
case BUFF:
case HEAL:
case COMBATPOINTHEAL:
case MANAHEAL:
case SEED:
case REFLECT:
doit = true;
break;
}
target = (doit) ? (L2Character) targets[0] : (L2Character) getTarget();
}
beginCast(skill, simultaneously, target, targets);
}
private void beginCast(L2Skill skill, boolean simultaneously, L2Character target, L2Object[] targets)
{
if (target == null)
{
if (simultaneously)
setIsCastingSimultaneouslyNow(false);
else
setIsCastingNow(false);
if (this instanceof L2PcInstance)
{
sendPacket(ActionFailed.STATIC_PACKET);
getAI().setIntention(AI_INTENTION_ACTIVE);
}
return;
}
// Get the casting time of the skill (base)
int hitTime = skill.getHitTime();
int coolTime = skill.getCoolTime();
boolean effectWhileCasting = skill.getSkillType() == L2SkillType.FUSION || skill.getSkillType() == L2SkillType.SIGNET_CASTTIME;
// Calculate the casting time of the skill (base + modifier of MAtkSpd)
// Don't modify the skill time for FUSION skills. The skill time for those skills represent the buff time.
if (!effectWhileCasting)
{
hitTime = Formulas.calcAtkSpd(this, skill, hitTime);
if (coolTime > 0)
coolTime = Formulas.calcAtkSpd(this, skill, coolTime);
}
int shotSave = L2ItemInstance.CHARGED_NONE;
// Calculate altered Cast Speed due to BSpS/SpS
L2ItemInstance weaponInst = getActiveWeaponInstance();
if (weaponInst != null)
{
if (skill.isMagic() && !effectWhileCasting && skill.getTargetType() != SkillTargetType.TARGET_SELF)
{
if ((weaponInst.getChargedSpiritshot() == L2ItemInstance.CHARGED_BLESSED_SPIRITSHOT) || (weaponInst.getChargedSpiritshot() == L2ItemInstance.CHARGED_SPIRITSHOT))
{
// Only takes 70% of the time to cast a BSpS/SpS cast
hitTime = (int) (0.70 * hitTime);
coolTime = (int) (0.70 * coolTime);
// Because the following are magic skills that do not actively 'eat' BSpS/SpS,
// I must 'eat' them here so players don't take advantage of infinite speed increase
switch (skill.getSkillType())
{
case BUFF:
case MANAHEAL:
case MANARECHARGE:
case RESURRECT:
case RECALL:
weaponInst.setChargedSpiritshot(L2ItemInstance.CHARGED_NONE);
break;
}
}
}
// Save shots value for repeats
if (skill.useSoulShot())
shotSave = weaponInst.getChargedSoulshot();
else if (skill.useSpiritShot())
shotSave = weaponInst.getChargedSpiritshot();
ThreadPoolManager.getInstance().scheduleGeneral(new AutoSS(this, skill), hitTime + 15); // TODO: Проверить задержку
// заряда. (с) Demon
}
if (this instanceof L2Npc)
{
if (((L2Npc) this).useSpiritShot())
{
hitTime = (int) (0.70 * hitTime);
coolTime = (int) (0.70 * coolTime);
}
}
// Don't modify skills HitTime if staticHitTime is specified for skill in datapack.
if (skill.isStaticHitTime())
{
hitTime = skill.getHitTime();
coolTime = skill.getCoolTime();
}
// if basic hitTime is higher than 500 than the min hitTime is 500
else if (skill.getHitTime() >= 500 && hitTime < 500)
hitTime = 500;
// Set the _castInterruptTime and casting status (L2PcInstance already has this true)
if (simultaneously)
{
// queue herbs and potions
if (isCastingSimultaneouslyNow())
{
ThreadPoolManager.getInstance().scheduleAi(new UsePotionTask(this, skill), 100);
return;
}
setIsCastingSimultaneouslyNow(true);
setLastSimultaneousSkillCast(skill);
}
else
{
setIsCastingNow(true);
_castInterruptTime = -2 + GameTimeController.getGameTicks() + hitTime / GameTimeController.MILLIS_IN_TICK;
setLastSkillCast(skill);
}
// Init the reuse time of the skill
int reuseDelay;
if (skill.isStaticReuse())
reuseDelay = (skill.getReuseDelay());
else
{
if (skill.isMagic())
reuseDelay = (int) (skill.getReuseDelay() * getStat().getMReuseRate(skill));
else
reuseDelay = (int) (skill.getReuseDelay() * getStat().getPReuseRate(skill));
// reuse is influenced by atkspd / matkspd
reuseDelay *= 333.0 / (skill.isMagic() ? getMAtkSpd() : getPAtkSpd());
}
boolean skillMastery = Formulas.calcSkillMastery(this, skill);
// Skill reuse check
if (reuseDelay > 30000 && !skillMastery)
addTimeStamp(skill, reuseDelay);
// Check if this skill consume mp on start casting
int initmpcons = getStat().getMpInitialConsume(skill);
if (initmpcons > 0)
{
getStatus().reduceMp(initmpcons);
StatusUpdate su = new StatusUpdate(this);
su.addAttribute(StatusUpdate.CUR_MP, (int) getCurrentMp());
sendPacket(su);
}
// Disable the skill during the re-use delay and create a task EnableSkill with Medium priority to enable it at the end of
// the re-use delay
if (reuseDelay > 10)
{
if (skillMastery)
{
reuseDelay = 100;
if (getActingPlayer() != null)
getActingPlayer().sendPacket(SystemMessageId.SKILL_READY_TO_USE_AGAIN);
}
disableSkill(skill, reuseDelay);
}
// Make sure that char is facing selected target
if (target != this)
setHeading(Util.calculateHeadingFrom(this, target));
// For force buff skills, start the effect as long as the player is casting.
if (effectWhileCasting)
{
// Consume Items if necessary and Send the Server->Client packet InventoryUpdate with Item modification to all the
// L2Character
if (skill.getItemConsumeId() > 0)
{
if (!destroyItemByItemId("Consume", skill.getItemConsumeId(), skill.getItemConsume(), null, true))
{
sendPacket(SystemMessage.getSystemMessage(SystemMessageId.NOT_ENOUGH_ITEMS));
if (simultaneously)
setIsCastingSimultaneouslyNow(false);
else
setIsCastingNow(false);
if (this instanceof L2PcInstance)
getAI().setIntention(AI_INTENTION_ACTIVE);
return;
}
}
if (skill.getSkillType() == L2SkillType.FUSION)
startFusionSkill(target, skill);
else
callSkill(skill, targets);
}
// Get the Display Identifier for a skill that client can't display
int displayId = skill.getDisplayId();
// Get the level of the skill
int level = skill.getLevel();
if (level < 1)
level = 1;
// Send a Server->Client packet MagicSkillUse with target, displayId, level, skillTime, reuseDelay
// to the L2Character AND to all L2PcInstance in the _KnownPlayers of the L2Character
if (!skill.isPotion())
{
broadcastPacket(new MagicSkillUse(this, target, displayId, level, hitTime, reuseDelay, false));
broadcastPacket(new MagicSkillLaunched(this, displayId, level, (targets == null || targets.length == 0) ? new L2Object[] { target } : targets));
}
else
broadcastPacket(new MagicSkillUse(this, target, displayId, level, 0, 0));
if (this instanceof L2Playable)
{
// Send a system message USE_S1 to the L2Character
if (this instanceof L2PcInstance && skill.getId() != 1312)
{
SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.USE_S1);
sm.addSkillName(skill);
sendPacket(sm);
}
if (!effectWhileCasting && skill.getItemConsumeId() > 0)
{
if (!destroyItemByItemId("Consume", skill.getItemConsumeId(), skill.getItemConsume(), null, true))
{
getActingPlayer().sendPacket(SystemMessageId.NOT_ENOUGH_ITEMS);
abortCast();
return;
}
}
// Before start AI Cast Broadcast Fly Effect is Need
if (this instanceof L2PcInstance && skill.getFlyType() != null)
ThreadPoolManager.getInstance().scheduleEffect(new FlyToLocationTask(this, target, skill), 50);
}
MagicUseTask mut = new MagicUseTask(targets, skill, hitTime, coolTime, simultaneously, shotSave);
// launch the magic in hitTime milliseconds
if (hitTime > 410)
{
// Send a Server->Client packet SetupGauge with the color of the gauge and the casting time
if (this instanceof L2PcInstance && !effectWhileCasting)
sendPacket(new SetupGauge(SetupGauge.BLUE, hitTime));
if (effectWhileCasting)
mut.phase = 2;
if (simultaneously)
{
Future<?> future = _skillCast2;
if (future != null)
{
future.cancel(true);
_skillCast2 = null;
}
// Create a task MagicUseTask to launch the MagicSkill at the end of the casting time (hitTime)
// For client animation reasons (party buffs especially) 400 ms before!
_skillCast2 = ThreadPoolManager.getInstance().scheduleEffect(mut, hitTime - 400);
}
else
{
Future<?> future = _skillCast;
if (future != null)
{
future.cancel(true);
_skillCast = null;
}
// Create a task MagicUseTask to launch the MagicSkill at the end of the casting time (hitTime)
// For client animation reasons (party buffs especially) 400 ms before!
_skillCast = ThreadPoolManager.getInstance().scheduleEffect(mut, hitTime - 400);
}
}
else
{
mut.hitTime = 0;
onMagicLaunchedTimer(mut);
}
}
/**
* Check if casting of skill is possible
*
* @param skill
* @return True if casting is possible
*/
protected boolean checkDoCastConditions(L2Skill skill)
{
if (skill == null || isSkillDisabled(skill))
{
// Send a Server->Client packet ActionFailed to the L2PcInstance
sendPacket(ActionFailed.STATIC_PACKET);
return false;
}
// Check if the caster has enough MP
if (getCurrentMp() < getStat().getMpConsume(skill) + getStat().getMpInitialConsume(skill))
{
// Send a System Message to the caster
sendPacket(SystemMessage.getSystemMessage(SystemMessageId.NOT_ENOUGH_MP));
// Send a Server->Client packet ActionFailed to the L2PcInstance
sendPacket(ActionFailed.STATIC_PACKET);
return false;
}
// Check if the caster has enough HP
if (getCurrentHp() <= skill.getHpConsume())
{
// Send a System Message to the caster
sendPacket(SystemMessage.getSystemMessage(SystemMessageId.NOT_ENOUGH_HP));
// Send a Server->Client packet ActionFailed to the L2PcInstance
sendPacket(ActionFailed.STATIC_PACKET);
return false;
}
// Verify the different types of silence (magic and physic)
if (!skill.isPotion() && ((skill.isMagic() && isMuted()) || isPhysicalMuted()))
{
// Send a Server->Client packet ActionFailed to the L2PcInstance
sendPacket(ActionFailed.STATIC_PACKET);
return false;
}
// prevent casting signets to peace zone
if (skill.getSkillType() == L2SkillType.SIGNET || skill.getSkillType() == L2SkillType.SIGNET_CASTTIME)
{
L2WorldRegion region = getWorldRegion();
if (region == null)
return false;
if (skill.getTargetType() == SkillTargetType.TARGET_GROUND && this instanceof L2PcInstance)
{
Point3D wp = ((L2PcInstance) this).getCurrentSkillWorldPosition();
if (!region.checkEffectRangeInsidePeaceZone(skill, wp.getX(), wp.getY(), wp.getZ()))
{
sendPacket(SystemMessage.getSystemMessage(SystemMessageId.S1_CANNOT_BE_USED).addSkillName(skill));
return false;
}
}
else if (!region.checkEffectRangeInsidePeaceZone(skill, getX(), getY(), getZ()))
{
sendPacket(SystemMessage.getSystemMessage(SystemMessageId.S1_CANNOT_BE_USED).addSkillName(skill));
return false;
}
}
// Check if the caster owns the weapon needed
if (!skill.getWeaponDependancy(this))
{
// Send a Server->Client packet ActionFailed to the L2PcInstance
sendPacket(ActionFailed.STATIC_PACKET);
return false;
}
// Check if the spell consumes an Item
if (skill.getItemConsumeId() > 0 && getInventory() != null)
{
// Get the L2ItemInstance consumed by the spell
L2ItemInstance requiredItems = getInventory().getItemByItemId(skill.getItemConsumeId());
// Check if the caster owns enough consumed Item to cast
if (requiredItems == null || requiredItems.getCount() < skill.getItemConsume())
{
// Checked: when a summon skill failed, server show required consume item count
if (skill.getSkillType() == L2SkillType.SUMMON)
{
SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.SUMMONING_SERVITOR_COSTS_S2_S1);
sm.addItemName(skill.getItemConsumeId());
sm.addNumber(skill.getItemConsume());
sendPacket(sm);
return false;
}
sendPacket(SystemMessage.getSystemMessage(SystemMessageId.NUMBER_INCORRECT));
return false;
}
}
return true;
}
/**
* Index according to skill id the current timestamp of use, overridden in L2PcInstance.
*
* @param skill
* id
* @param reuse
* delay
*/
public void addTimeStamp(L2Skill skill, long reuse)
{
}
public void startFusionSkill(L2Character target, L2Skill skill)
{
if (skill.getSkillType() != L2SkillType.FUSION)
return;
if (_fusionSkill == null)
_fusionSkill = new FusionSkill(this, target, skill);
}
/**
* Kill the L2Character.<BR>
* <BR>
* <B><U> Actions</U> :</B><BR>
* <BR>
* <li>Set target to null and cancel Attack or Cast</li> <li>Stop movement</li> <li>Stop HP/MP/CP Regeneration task</li> <li>Stop all active
* skills effects in progress on the L2Character</li> <li>Send the Server->Client packet StatusUpdate with current HP and MP to all other
* L2PcInstance to inform</li> <li>Notify L2Character AI</li><BR>
* <BR>
* <B><U> Overridden in </U> :</B><BR>
* <BR>
* <li>L2Npc : Create a DecayTask to remove the corpse of the L2Npc after 7 seconds</li> <li>L2Attackable : Distribute rewards (EXP, SP,
* Drops...) and notify Quest Engine</li> <li>L2PcInstance : Apply Death Penalty, Manage gain/loss Karma and Item Drop</li><BR>
* <BR>
*
* @param killer
* The L2Character who killed it
* @return true if successful.
*/
public boolean doDie(L2Character killer)
{
// killing is only possible one time
synchronized (this)
{
if (isDead())
return false;
// now reset currentHp to zero
setCurrentHp(0);
setIsDead(true);
}
// Set target to null and cancel Attack or Cast
setTarget(null);
// Stop movement
stopMove(null);
// Stop Regeneration task, and removes all current effects
getStatus().stopHpMpRegeneration();
stopAllEffectsExceptThoseThatLastThroughDeath();
calculateRewards(killer);
// Send the Server->Client packet StatusUpdate with current HP and MP to all other L2PcInstance to inform
broadcastStatusUpdate();
// Notify L2Character AI
if (hasAI())
getAI().notifyEvent(CtrlEvent.EVT_DEAD, null);
if (getWorldRegion() != null)
getWorldRegion().onDeath(this);
getAttackByList().clear();
// If character is PhoenixBlessed a resurrection popup will show up
if (this instanceof L2Summon)
{
if (((L2Summon) this).isPhoenixBlessed() && ((L2Summon) this).getOwner() != null)
((L2Summon) this).getOwner().reviveRequest(((L2Summon) this).getOwner(), null, true);
}
else if (this instanceof L2PcInstance)
{
if (((L2Playable) this).isPhoenixBlessed())
((L2PcInstance) this).reviveRequest(((L2PcInstance) this), null, false);
else if (isAffected(CharEffectList.EFFECT_FLAG_CHARM_OF_COURAGE) && ((L2PcInstance) this).isInSiege())
((L2PcInstance) this).reviveRequest(((L2PcInstance) this), null, false);
}
try
{
if (_fusionSkill != null)
abortCast();
for (L2Character character : getKnownList().getKnownCharacters())
if (character.getFusionSkill() != null && character.getFusionSkill().getTarget() == this)
character.abortCast();
}
catch (Exception e)
{
_log.warn(e.getLocalizedMessage(), e);
}
return true;
}
public void deleteMe()
{
if (hasAI())
getAI().stopAITask();
}
protected void calculateRewards(L2Character killer)
{
}
/** Sets HP, MP and CP and revives the L2Character. */
public void doRevive()
{
if (!isDead())
return;
if (!isTeleporting())
{
setIsPendingRevive(false);
setIsDead(false);
boolean restorefull = false;
if (this instanceof L2Playable && ((L2Playable) this).isPhoenixBlessed())
{
restorefull = true;
((L2Playable) this).stopPhoenixBlessing(null);
}
if (restorefull)
{
_status.setCurrentHp(getMaxHp());
_status.setCurrentMp(getMaxMp());
}
else
_status.setCurrentHp(getMaxHp() * PlayersConfig.RESPAWN_RESTORE_HP);
// Start broadcast status
broadcastPacket(new Revive(this));
// Start paralyze task if it's a player
if (this instanceof L2PcInstance)
{
final L2PcInstance player = ((L2PcInstance) this);
// Schedule a paralyzed task to wait for the animation to finish
ThreadPoolManager.getInstance().scheduleGeneral(new Runnable()
{
@Override
public void run()
{
player.setIsParalyzed(false);
}
}, player.getAnimationTimer());
setIsParalyzed(true);
}
if (getWorldRegion() != null)
getWorldRegion().onRevive(this);
}
else
setIsPendingRevive(true);
}
/**
* Revives the L2Character using skill.
*
* @param revivePower
*/
public void doRevive(double revivePower)
{
doRevive();
}
/**
* @return the CharacterAI of the L2Character and if its null create a new one.
*/
public CharacterAI getAI()
{
CharacterAI ai = _ai; // copy handle
if (ai == null)
{
synchronized (this)
{
if (_ai == null)
_ai = new CharacterAI(new AIAccessor());
return _ai;
}
}
return ai;
}
public void setAI(CharacterAI newAI)
{
CharacterAI oldAI = getAI();
if (oldAI != null && oldAI != newAI && oldAI instanceof AttackableAI)
((AttackableAI) oldAI).stopAITask();
_ai = newAI;
}
/**
* @return True if the L2Character has a CharacterAI.
*/
public boolean hasAI()
{
return _ai != null;
}
/**
* @return True if the L2Character is RaidBoss or his minion.
*/
public boolean isRaid()
{
return _isRaid;
}
/**
* Set this Npc as a Raid instance.
*
* @param isRaid
*/
public void setIsRaid(boolean isRaid)
{
_isRaid = isRaid;
}
/**
* @return True if the L2Character is minion.
*/
public boolean isMinion()
{
return false;
}
/**
* @return True if the L2Character is Raid minion.
*/
public boolean isRaidMinion()
{
return false;
}
/**
* @return a list of L2Character that attacked.
*/
public final Set<L2Character> getAttackByList()
{
if (_attackByList != null)
return _attackByList;
synchronized (this)
{
if (_attackByList == null)
_attackByList = Sets.newSetFromMap(new WeakHashMap<L2Character, Boolean>());
}
return _attackByList;
}
public final L2Skill getLastSimultaneousSkillCast()
{
return _lastSimultaneousSkillCast;
}
public void setLastSimultaneousSkillCast(L2Skill skill)
{
_lastSimultaneousSkillCast = skill;
}
public final L2Skill getLastSkillCast()
{
return _lastSkillCast;
}
public void setLastSkillCast(L2Skill skill)
{
_lastSkillCast = skill;
}
public final boolean isNoRndWalk()
{
return _isNoRndWalk;
}
public final void setIsNoRndWalk(boolean value)
{
_isNoRndWalk = value;
}
public final boolean isAfraid()
{
return isAffected(CharEffectList.EFFECT_FLAG_FEAR);
}
public final boolean isConfused()
{
return isAffected(CharEffectList.EFFECT_FLAG_CONFUSED);
}
public final boolean isMuted()
{
return isAffected(CharEffectList.EFFECT_FLAG_MUTED);
}
public final boolean isPhysicalMuted()
{
return isAffected(CharEffectList.EFFECT_FLAG_PHYSICAL_MUTED);
}
public final boolean isRooted()
{
return isAffected(CharEffectList.EFFECT_FLAG_ROOTED);
}
public final boolean isSleeping()
{
return isAffected(CharEffectList.EFFECT_FLAG_SLEEP);
}
public final boolean isStunned()
{
return isAffected(CharEffectList.EFFECT_FLAG_STUNNED);
}
public final boolean isBetrayed()
{
return isAffected(CharEffectList.EFFECT_FLAG_BETRAYED);
}
public final boolean isImmobileUntilAttacked()
{
return isAffected(CharEffectList.EFFECT_FLAG_MEDITATING);
}
/**
* @return True if the L2Character can't use its skills (ex : stun, sleep...).
*/
public final boolean isAllSkillsDisabled()
{
return _allSkillsDisabled || isStunned() || isImmobileUntilAttacked() || isSleeping() || isParalyzed();
}
/**
* @return True if the L2Character can't attack (stun, sleep, attackEndTime, fakeDeath, paralyse).
*/
public boolean isAttackingDisabled()
{
return isFlying() || isStunned() || isImmobileUntilAttacked() || isSleeping() || _attackEndTime > GameTimeController.getGameTicks() || isParalyzed() || isAlikeDead() || isCoreAIDisabled();
}
public final Calculator[] getCalculators()
{
return _calculators;
}
public final boolean isFlying()
{
return _isFlying;
}
public final void setIsFlying(boolean mode)
{
_isFlying = mode;
}
public boolean isImmobilized()
{
return _isImmobilized;
}
public void setIsImmobilized(boolean value)
{
_isImmobilized = value;
}
/**
* @return True if the L2Character is dead or use fake death.
*/
public boolean isAlikeDead()
{
return _isDead;
}
/**
* @return True if the L2Character is dead.
*/
public final boolean isDead()
{
return _isDead;
}
public final void setIsDead(boolean value)
{
_isDead = value;
}
/**
* @return True if the L2Character can't move (stun, root, sleep, overload, paralyzed).
*/
public boolean isMovementDisabled()
{
return isStunned() || isImmobileUntilAttacked() || isRooted() || isSleeping() || isOverloaded() || isParalyzed() || isImmobilized() || isAlikeDead() || isTeleporting();
}
/**
* @return True if the L2Character can be controlled by the player (confused, afraid).
*/
public final boolean isOutOfControl()
{
return isConfused() || isAfraid();
}
public final boolean isOverloaded()
{
return _isOverloaded;
}
public final void setIsOverloaded(boolean value)
{
_isOverloaded = value;
}
public final boolean isParalyzed()
{
return _isParalyzed || isAffected(CharEffectList.EFFECT_FLAG_PARALYZED);
}
public final void setIsParalyzed(boolean value)
{
_isParalyzed = value;
}
public final boolean isPendingRevive()
{
return isDead() && _isPendingRevive;
}
public final void setIsPendingRevive(boolean value)
{
_isPendingRevive = value;
}
/**
* Overriden in L2PcInstance.
*
* @return the L2Summon of the L2Character.
*/
public L2Summon getPet()
{
return null;
}
public final boolean isRiding()
{
return _isRiding;
}
public final void setIsRiding(boolean mode)
{
_isRiding = mode;
}
public final boolean isRunning()
{
return _isRunning;
}
public final void setIsRunning(boolean value)
{
_isRunning = value;
if (getRunSpeed() != 0)
broadcastPacket(new ChangeMoveType(this));
if (this instanceof L2PcInstance)
((L2PcInstance) this).broadcastUserInfo();
else if (this instanceof L2Summon)
((L2Summon) this).broadcastStatusUpdate();
else if (this instanceof L2Npc)
{
Collection<L2PcInstance> plrs = getKnownList().getKnownPlayers().values();
for (L2PcInstance player : plrs)
{
if (player == null)
continue;
if (getRunSpeed() == 0)
player.sendPacket(new ServerObjectInfo((L2Npc) this, player));
else
player.sendPacket(new NpcInfo((L2Npc) this, player));
}
}
}
/** Set the L2Character movement type to run and send Server->Client packet ChangeMoveType to all others L2PcInstance. */
public final void setRunning()
{
if (!isRunning())
setIsRunning(true);
}
public final boolean isTeleporting()
{
return _isTeleporting;
}
public final void setIsTeleporting(boolean value)
{
_isTeleporting = value;
}
public void setIsInvul(boolean b)
{
_isInvul = b;
}
public boolean isInvul()
{
return _isInvul || _isTeleporting;
}
public void setIsMortal(boolean b)
{
_isMortal = b;
}
public boolean isMortal()
{
return _isMortal;
}
public boolean isUndead()
{
return false;
}
@Override
public void initKnownList()
{
setKnownList(new CharKnownList(this));
}
@Override
public CharKnownList getKnownList()
{
return ((CharKnownList) super.getKnownList());
}
public void initCharStat()
{
_stat = new CharStat(this);
}
public CharStat getStat()
{
return _stat;
}
public final void setStat(CharStat value)
{
_stat = value;
}
public void initCharStatus()
{
_status = new CharStatus(this);
}
public CharStatus getStatus()
{
return _status;
}
public final void setStatus(CharStatus value)
{
_status = value;
}
@Override
public void initPosition()
{
setObjectPosition(new CharPosition(this));
}
@Override
public CharPosition getPosition()
{
return (CharPosition) super.getPosition();
}
public L2CharTemplate getTemplate()
{
return _template;
}
/**
* Set the template of the L2Character.<BR>
* <BR>
* Each L2Character owns generic and static properties (ex : all Keltir have the same number of HP...). All of those properties are stored in
* a different template for each type of L2Character. Each template is loaded once in the server cache memory (reduce memory use). When a new
* instance of L2Character is spawned, server just create a link between the instance and the template This link is stored in
* <B>_template</B>
*
* @param template
* The template to set up.
*/
protected final void setTemplate(L2CharTemplate template)
{
_template = template;
}
/**
* @return the Title of the L2Character.
*/
public final String getTitle()
{
return _title;
}
/**
* Set the Title of the L2Character. Concatens it if length > 16.
*
* @param value
* The String to test.
*/
public final void setTitle(String value)
{
if (value == null)
_title = "";
else
_title = value.length() > 16 ? value.substring(0, 15) : value;
}
/** Set the L2Character movement type to walk and send Server->Client packet ChangeMoveType to all others L2PcInstance. */
public final void setWalking()
{
if (isRunning())
setIsRunning(false);
}
/**
* Task lauching the function onHitTimer().<BR>
* <BR>
* <B><U> Actions</U> :</B><BR>
* <BR>
* <li>If the attacker/target is dead or use fake death, notify the AI with EVT_CANCEL and send a Server->Client packet ActionFailed (if
* attacker is a L2PcInstance)</li> <li>If attack isn't aborted, send a message system (critical hit, missed...) to attacker/target if they
* are L2PcInstance</li> <li>If attack isn't aborted and hit isn't missed, reduce HP of the target and calculate reflection damage to reduce
* HP of attacker if necessary</li> <li>if attack isn't aborted and hit isn't missed, manage attack or cast break of the target (calculating
* rate, sending message...)</li><BR>
* <BR>
*/
class HitTask implements Runnable
{
L2Character _hitTarget;
int _damage;
boolean _crit;
boolean _miss;
byte _shld;
boolean _soulshot;
public HitTask(L2Character target, int damage, boolean crit, boolean miss, boolean soulshot, byte shld)
{
_hitTarget = target;
_damage = damage;
_crit = crit;
_shld = shld;
_miss = miss;
_soulshot = soulshot;
}
@Override
public void run()
{
try
{
onHitTimer(_hitTarget, _damage, _crit, _miss, _soulshot, _shld);
}
catch (Exception e)
{
_log.warn("Failed executing HitTask.", e);
}
}
}
/** Task lauching the magic skill phases */
class MagicUseTask implements Runnable
{
L2Object[] targets;
L2Skill skill;
int hitTime;
int coolTime;
int phase;
boolean simultaneously;
int shots;
public MagicUseTask(L2Object[] tgts, L2Skill s, int hit, int coolT, boolean simultaneous, int shot)
{
targets = tgts;
skill = s;
phase = 1;
hitTime = hit;
coolTime = coolT;
simultaneously = simultaneous;
shots = shot;
}
@Override
public void run()
{
try
{
switch (phase)
{
case 1:
onMagicLaunchedTimer(this);
break;
case 2:
onMagicHitTimer(this);
break;
case 3:
onMagicFinalizer(this);
break;
default:
break;
}
}
catch (Exception e)
{
_log.warn("Failed executing MagicUseTask.", e);
if (simultaneously)
setIsCastingSimultaneouslyNow(false);
else
setIsCastingNow(false);
}
}
}
/** Task launching the function useMagic() */
private static class QueuedMagicUseTask implements Runnable
{
L2PcInstance _currPlayer;
L2Skill _queuedSkill;
boolean _isCtrlPressed;
boolean _isShiftPressed;
public QueuedMagicUseTask(L2PcInstance currPlayer, L2Skill queuedSkill, boolean isCtrlPressed, boolean isShiftPressed)
{
_currPlayer = currPlayer;
_queuedSkill = queuedSkill;
_isCtrlPressed = isCtrlPressed;
_isShiftPressed = isShiftPressed;
}
@Override
public void run()
{
try
{
_currPlayer.useMagic(_queuedSkill, _isCtrlPressed, _isShiftPressed);
}
catch (Exception e)
{
_log.warn("Failed executing QueuedMagicUseTask.", e);
}
}
}
/** Task of AI notification */
public class NotifyAITask implements Runnable
{
private final CtrlEvent _evt;
NotifyAITask(CtrlEvent evt)
{
_evt = evt;
}
@Override
public void run()
{
try
{
getAI().notifyEvent(_evt, null);
}
catch (Throwable t)
{
_log.warn(t.getLocalizedMessage(), t);
}
}
}
/** Task lauching the magic skill phases */
class FlyToLocationTask implements Runnable
{
private final L2Object _tgt;
private final L2Character _actor;
private final L2Skill _skill;
public FlyToLocationTask(L2Character actor, L2Object target, L2Skill skill)
{
_actor = actor;
_tgt = target;
_skill = skill;
}
@Override
public void run()
{
try
{
FlyType _flyType;
_flyType = FlyType.valueOf(_skill.getFlyType());
broadcastPacket(new FlyToLocation(_actor, _tgt, _flyType));
getPosition().setXYZ(_tgt.getX(), _tgt.getY(), _tgt.getZ());
}
catch (Exception e)
{
_log.warn("Failed executing FlyToLocationTask.", e);
}
}
}
// =========================================================
/** Map 32 bits (0x0000) containing all abnormal effect in progress */
private int _AbnormalEffects;
protected CharEffectList _effects = new CharEffectList(this);
// Method - Public
/**
* Launch and add L2Effect (including Stack Group management) to L2Character and update client magic icone.<BR>
* <BR>
* <B><U> Concept</U> :</B><BR>
* <BR>
* All active skills effects in progress on the L2Character are identified in ConcurrentHashMap(Integer,L2Effect) <B>_effects</B>. The
* Integer key of _effects is the L2Skill Identifier that has created the L2Effect.<BR>
* <BR>
* Several same effect can't be used on a L2Character at the same time. Indeed, effects are not stackable and the last cast will replace the
* previous in progress. More, some effects belong to the same Stack Group (ex WindWald and Haste Potion). If 2 effects of a same group are
* used at the same time on a L2Character, only the more efficient (identified by its priority order) will be preserve.<BR>
* <BR>
* <B><U> Actions</U> :</B><BR>
* <BR>
* <li>Add the L2Effect to the L2Character _effects</li> <li>If this effect doesn't belong to a Stack Group, add its Funcs to the Calculator
* set of the L2Character (remove the old one if necessary)</li> <li>If this effect has higher priority in its Stack Group, add its Funcs to
* the Calculator set of the L2Character (remove previous stacked effect Funcs if necessary)</li> <li>If this effect has NOT higher priority
* in its Stack Group, set the effect to Not In Use</li> <li>Update active skills in progress icones on player client</li><BR>
*
* @param newEffect
*/
public void addEffect(L2Effect newEffect)
{
_effects.queueEffect(newEffect, false);
}
/**
* Stop and remove L2Effect (including Stack Group management) from L2Character and update client magic icone.<BR>
* <BR>
* <B><U> Concept</U> :</B><BR>
* <BR>
* All active skills effects in progress on the L2Character are identified in ConcurrentHashMap(Integer,L2Effect) <B>_effects</B>. The
* Integer key of _effects is the L2Skill Identifier that has created the L2Effect.<BR>
* <BR>
* Several same effect can't be used on a L2Character at the same time. Indeed, effects are not stackable and the last cast will replace the
* previous in progress. More, some effects belong to the same Stack Group (ex WindWald and Haste Potion). If 2 effects of a same group are
* used at the same time on a L2Character, only the more efficient (identified by its priority order) will be preserve.<BR>
* <BR>
* <B><U> Actions</U> :</B><BR>
* <BR>
* <li>Remove Func added by this effect from the L2Character Calculator (Stop L2Effect)</li> <li>If the L2Effect belongs to a not empty Stack
* Group, replace theses Funcs by next stacked effect Funcs</li> <li>Remove the L2Effect from _effects of the L2Character</li> <li>Update
* active skills in progress icones on player client</li><BR>
*
* @param effect
*/
public final void removeEffect(L2Effect effect)
{
_effects.queueEffect(effect, true);
}
public final void startAbnormalEffect(AbnormalEffect mask)
{
_AbnormalEffects |= mask.getMask();
updateAbnormalEffect();
}
public final void startAbnormalEffect(int mask)
{
_AbnormalEffects |= mask;
updateAbnormalEffect();
}
public final void stopAbnormalEffect(AbnormalEffect mask)
{
_AbnormalEffects &= ~mask.getMask();
updateAbnormalEffect();
}
public final void stopAbnormalEffect(int mask)
{
_AbnormalEffects &= ~mask;
updateAbnormalEffect();
}
/**
* Stop all active skills effects in progress on the L2Character.<BR>
* <BR>
*/
public void stopAllEffects()
{
_effects.stopAllEffects();
}
public void stopAllEffectsExceptThoseThatLastThroughDeath()
{
_effects.stopAllEffectsExceptThoseThatLastThroughDeath();
}
/**
* Confused
*/
public final void startConfused()
{
getAI().notifyEvent(CtrlEvent.EVT_CONFUSED);
updateAbnormalEffect();
}
public final void stopConfused(L2Effect effect)
{
if (effect == null)
stopEffects(L2EffectType.CONFUSION);
else
removeEffect(effect);
if (!(this instanceof L2PcInstance))
getAI().notifyEvent(CtrlEvent.EVT_THINK);
updateAbnormalEffect();
}
/**
* Fake Death
*/
public final void startFakeDeath()
{
if (!(this instanceof L2PcInstance))
return;
((L2PcInstance) this).setIsFakeDeath(true);
abortAttack();
abortCast();
stopMove(null);
getAI().notifyEvent(CtrlEvent.EVT_FAKE_DEATH);
broadcastPacket(new ChangeWaitType(this, ChangeWaitType.WT_START_FAKEDEATH));
}
public final void stopFakeDeath(boolean removeEffects)
{
if (!(this instanceof L2PcInstance))
return;
final L2PcInstance player = ((L2PcInstance) this);
if (removeEffects)
stopEffects(L2EffectType.FAKE_DEATH);
// if this is a player instance, start the grace period for this character (grace from mobs only)!
player.setIsFakeDeath(false);
player.setRecentFakeDeath(true);
broadcastPacket(new ChangeWaitType(this, ChangeWaitType.WT_STOP_FAKEDEATH));
broadcastPacket(new Revive(this));
// Schedule a paralyzed task to wait for the animation to finish
ThreadPoolManager.getInstance().scheduleGeneral(new Runnable()
{
@Override
public void run()
{
player.setIsParalyzed(false);
}
}, player.getAnimationTimer());
setIsParalyzed(true);
}
/**
* Fear
*/
public final void startFear()
{
getAI().notifyEvent(CtrlEvent.EVT_AFRAID);
updateAbnormalEffect();
}
public final void stopFear(boolean removeEffects)
{
if (removeEffects)
stopEffects(L2EffectType.FEAR);
updateAbnormalEffect();
}
/**
* ImmobileUntilAttacked
*/
public final void startImmobileUntilAttacked()
{
abortAttack();
abortCast();
stopMove(null);
getAI().notifyEvent(CtrlEvent.EVT_SLEEPING, null);
updateAbnormalEffect();
}
public final void stopImmobileUntilAttacked(L2Effect effect)
{
if (effect == null)
stopEffects(L2EffectType.IMMOBILEUNTILATTACKED);
else
{
removeEffect(effect);
stopSkillEffects(effect.getSkill().getId());
}
getAI().notifyEvent(CtrlEvent.EVT_THINK, null);
updateAbnormalEffect();
}
/**
* Muted
*/
public final void startMuted()
{
abortCast();
getAI().notifyEvent(CtrlEvent.EVT_MUTED);
updateAbnormalEffect();
}
public final void stopMuted(boolean removeEffects)
{
if (removeEffects)
stopEffects(L2EffectType.MUTE);
updateAbnormalEffect();
}
/**
* Paralize
*/
public final void startParalyze()
{
abortAttack();
abortCast();
stopMove(null);
getAI().notifyEvent(CtrlEvent.EVT_PARALYZED);
}
public final void stopParalyze(boolean removeEffects)
{
if (removeEffects)
stopEffects(L2EffectType.PARALYZE);
if (!(this instanceof L2PcInstance))
getAI().notifyEvent(CtrlEvent.EVT_THINK);
}
/**
* PsychicalMuted
*/
public final void startPhysicalMuted()
{
getAI().notifyEvent(CtrlEvent.EVT_MUTED);
updateAbnormalEffect();
}
public final void stopPhysicalMuted(boolean removeEffects)
{
if (removeEffects)
stopEffects(L2EffectType.PHYSICAL_MUTE);
updateAbnormalEffect();
}
/**
* Root
*/
public final void startRooted()
{
stopMove(null);
getAI().notifyEvent(CtrlEvent.EVT_ROOTED);
updateAbnormalEffect();
}
public final void stopRooting(boolean removeEffects)
{
if (removeEffects)
stopEffects(L2EffectType.ROOT);
if (!(this instanceof L2PcInstance))
getAI().notifyEvent(CtrlEvent.EVT_THINK);
updateAbnormalEffect();
}
/**
* Sleep
*/
public final void startSleeping()
{
/* Aborts any attacks/casts if slept */
abortAttack();
abortCast();
stopMove(null);
getAI().notifyEvent(CtrlEvent.EVT_SLEEPING);
updateAbnormalEffect();
}
public final void stopSleeping(boolean removeEffects)
{
if (removeEffects)
stopEffects(L2EffectType.SLEEP);
if (!(this instanceof L2PcInstance))
getAI().notifyEvent(CtrlEvent.EVT_THINK);
updateAbnormalEffect();
}
/**
* Stun
*/
public final void startStunning()
{
/* Aborts any attacks/casts if stunned */
abortAttack();
abortCast();
stopMove(null);
getAI().notifyEvent(CtrlEvent.EVT_STUNNED);
if (!(this instanceof L2Summon))
getAI().setIntention(CtrlIntention.AI_INTENTION_IDLE);
updateAbnormalEffect();
}
public final void stopStunning(boolean removeEffects)
{
if (removeEffects)
stopEffects(L2EffectType.STUN);
if (!(this instanceof L2PcInstance))
getAI().notifyEvent(CtrlEvent.EVT_THINK);
updateAbnormalEffect();
}
/**
* Stop and remove the L2Effects corresponding to the L2Skill Identifier and update client magic icon.<BR>
* <BR>
* <B><U> Concept</U> :</B><BR>
* <BR>
* All active skills effects in progress on the L2Character are identified in ConcurrentHashMap(Integer,L2Effect) <B>_effects</B>. The
* Integer key of _effects is the L2Skill Identifier that has created the L2Effect.<BR>
* <BR>
*
* @param skillId
* The L2Skill Identifier of the L2Effect to remove from _effects
*/
public final void stopSkillEffects(int skillId)
{
_effects.stopSkillEffects(skillId);
}
/**
* Stop and remove the L2Effects corresponding to the L2SkillType and update client magic icon.<BR>
* <BR>
* <B><U> Concept</U> :</B><BR>
* <BR>
* All active skills effects in progress on the L2Character are identified in ConcurrentHashMap(Integer,L2Effect) <B>_effects</B>. The
* Integer key of _effects is the L2Skill Identifier that has created the L2Effect.<BR>
* <BR>
*
* @param skillType
* The L2SkillType of the L2Effect to remove from _effects
* @param negateLvl
*/
public final void stopSkillEffects(L2SkillType skillType, int negateLvl)
{
_effects.stopSkillEffects(skillType, negateLvl);
}
public final void stopSkillEffects(L2SkillType skillType)
{
_effects.stopSkillEffects(skillType, -1);
}
/**
* Stop and remove all L2Effect of the selected type (ex : BUFF, DMG_OVER_TIME...) from the L2Character and update client magic icone.<BR>
* <BR>
* <B><U> Concept</U> :</B><BR>
* <BR>
* All active skills effects in progress on the L2Character are identified in ConcurrentHashMap(Integer,L2Effect) <B>_effects</B>. The
* Integer key of _effects is the L2Skill Identifier that has created the L2Effect.<BR>
* <BR>
* <B><U> Actions</U> :</B><BR>
* <BR>
* <li>Remove Func added by this effect from the L2Character Calculator (Stop L2Effect)</li> <li>Remove the L2Effect from _effects of the
* L2Character</li> <li>Update active skills in progress icones on player client</li><BR>
* <BR>
*
* @param type
* The type of effect to stop ((ex : BUFF, DMG_OVER_TIME...)
*/
public final void stopEffects(L2EffectType type)
{
_effects.stopEffects(type);
}
/**
* Exits all buffs effects of the skills with "removedOnAnyAction" set. Called on any action except movement (attack, cast).
*/
public final void stopEffectsOnAction()
{
_effects.stopEffectsOnAction();
}
/**
* Exits all buffs effects of the skills with "removedOnDamage" set. Called on decreasing HP and mana burn.
*
* @param awake
*/
public final void stopEffectsOnDamage(boolean awake)
{
_effects.stopEffectsOnDamage(awake);
}
/**
* <B><U> Overridden in</U> :</B><BR>
* <BR>
* <li>L2Npc</li> <li>L2PcInstance</li> <li>L2Summon</li> <li>L2DoorInstance</li><BR>
* <BR>
*/
public abstract void updateAbnormalEffect();
/**
* Update active skills in progress (In Use and Not In Use because stacked) icones on client.<BR>
* <BR>
* <B><U> Concept</U> :</B><BR>
* <BR>
* All active skills effects in progress (In Use and Not In Use because stacked) are represented by an icone on the client.<BR>
* <BR>
* <FONT COLOR=#FF0000><B> <U>Caution</U> : This method ONLY UPDATE the client of the player and not clients of all players in the
* party.</B></FONT><BR>
* <BR>
*/
public final void updateEffectIcons()
{
updateEffectIcons(false);
}
/**
* Updates Effect Icons for this character(palyer/summon) and his party if any<BR>
* Overridden in:<BR>
* L2PcInstance<BR>
* L2Summon<BR>
*
* @param partyOnly
*/
public void updateEffectIcons(boolean partyOnly)
{
// overridden
}
/**
* In Server->Client packet, each effect is represented by 1 bit of the map (ex : BLEEDING = 0x0001 (bit 1), SLEEP = 0x0080 (bit 8)...). The
* map is calculated by applying a BINARY OR operation on each effect.
*
* @return a map of 16 bits (0x0000) containing all abnormal effect in progress for this L2Character.
*/
public int getAbnormalEffect()
{
int ae = _AbnormalEffects;
if (isStunned())
ae |= AbnormalEffect.STUN.getMask();
if (isRooted())
ae |= AbnormalEffect.ROOT.getMask();
if (isSleeping())
ae |= AbnormalEffect.SLEEP.getMask();
if (isConfused())
ae |= AbnormalEffect.FEAR.getMask();
if (isAfraid())
ae |= AbnormalEffect.FEAR.getMask();
if (isMuted())
ae |= AbnormalEffect.MUTED.getMask();
if (isPhysicalMuted())
ae |= AbnormalEffect.MUTED.getMask();
if (isImmobileUntilAttacked())
ae |= AbnormalEffect.FLOATING_ROOT.getMask();
return ae;
}
/**
* Return all active skills effects in progress on the L2Character.<BR>
* <BR>
* <B><U> Concept</U> :</B><BR>
* <BR>
* All active skills effects in progress on the L2Character are identified in <B>_effects</B>. The Integer key of _effects is the L2Skill
* Identifier that has created the effect.<BR>
* <BR>
*
* @return A table containing all active skills effect in progress on the L2Character
*/
public final L2Effect[] getAllEffects()
{
return _effects.getAllEffects();
}
/**
* Return L2Effect in progress on the L2Character corresponding to the L2Skill Identifier.<BR>
* <BR>
* <B><U> Concept</U> :</B><BR>
* <BR>
* All active skills effects in progress on the L2Character are identified in <B>_effects</B>.
*
* @param skillId
* The L2Skill Identifier of the L2Effect to return from the _effects
* @return The L2Effect corresponding to the L2Skill Identifier
*/
public final L2Effect getFirstEffect(int skillId)
{
return _effects.getFirstEffect(skillId);
}
/**
* Return the first L2Effect in progress on the L2Character created by the L2Skill.<BR>
* <BR>
* <B><U> Concept</U> :</B><BR>
* <BR>
* All active skills effects in progress on the L2Character are identified in <B>_effects</B>.
*
* @param skill
* The L2Skill whose effect must be returned
* @return The first L2Effect created by the L2Skill
*/
public final L2Effect getFirstEffect(L2Skill skill)
{
return _effects.getFirstEffect(skill);
}
/**
* Return the first L2Effect in progress on the L2Character corresponding to the Effect Type (ex : BUFF, STUN, ROOT...).<BR>
* <BR>
* <B><U> Concept</U> :</B><BR>
* <BR>
* All active skills effects in progress on the L2Character are identified in ConcurrentHashMap(Integer,L2Effect) <B>_effects</B>. The
* Integer key of _effects is the L2Skill Identifier that has created the L2Effect.<BR>
* <BR>
*
* @param tp
* The Effect Type of skills whose effect must be returned
* @return The first L2Effect corresponding to the Effect Type
*/
public final L2Effect getFirstEffect(L2EffectType tp)
{
return _effects.getFirstEffect(tp);
}
// =========================================================
// NEED TO ORGANIZE AND MOVE TO PROPER PLACE
/** This class permit to the L2Character AI to obtain informations and uses L2Character method */
public class AIAccessor
{
public AIAccessor()
{
}
/**
* @return the L2Character managed by this Accessor AI.
*/
public L2Character getActor()
{
return L2Character.this;
}
/**
* Accessor to L2Character moveToLocation() method with an interaction area.
*
* @param x
* @param y
* @param z
* @param offset
*/
public void moveTo(int x, int y, int z, int offset)
{
moveToLocation(x, y, z, offset);
}
/**
* Accessor to L2Character moveToLocation() method without interaction area.
*
* @param x
* @param y
* @param z
*/
public void moveTo(int x, int y, int z)
{
moveToLocation(x, y, z, 0);
}
/**
* Accessor to L2Character stopMove() method.
*
* @param pos
* The L2CharPosition position.
*/
public void stopMove(L2CharPosition pos)
{
L2Character.this.stopMove(pos);
}
/**
* Accessor to L2Character doAttack() method.
*
* @param target
* The target to make checks on.
*/
public void doAttack(L2Character target)
{
L2Character.this.doAttack(target);
}
/**
* Accessor to L2Character doCast() method.
*
* @param skill
* The skill object to launch.
*/
public void doCast(L2Skill skill)
{
L2Character.this.doCast(skill);
}
/**
* @param evt
* An event which happens.
* @return a new NotifyAITask.
*/
public NotifyAITask newNotifyTask(CtrlEvent evt)
{
return new NotifyAITask(evt);
}
/**
* Cancel the AI.
*/
public void detachAI()
{
_ai = null;
}
}
/**
* This class group all mouvement data.<BR>
* <BR>
* <B><U> Data</U> :</B><BR>
* <BR>
* <li>_moveTimestamp : Last time position update</li> <li>_xDestination, _yDestination, _zDestination : Position of the destination</li> <li>
* _xMoveFrom, _yMoveFrom, _zMoveFrom : Position of the origin</li> <li>_moveStartTime : Start time of the movement</li> <li>_ticksToMove :
* Nb of ticks between the start and the destination</li> <li>_xSpeedTicks, _ySpeedTicks : Speed in unit/ticks</li><BR>
* <BR>
*/
public static class MoveData
{
// when we retrieve x/y/z we use GameTimeControl.getGameTicks()
// if we are moving, but move timestamp==gameticks, we don't need
// to recalculate position
public int _moveStartTime;
public int _moveTimestamp; // last update
public int _xDestination;
public int _yDestination;
public int _zDestination;
public double _xAccurate; // otherwise there would be rounding errors
public double _yAccurate;
public double _zAccurate;
public int _heading;
public boolean disregardingGeodata;
public int onGeodataPathIndex;
public List<AbstractNodeLoc> geoPath;
public int geoPathAccurateTx;
public int geoPathAccurateTy;
public int geoPathGtx;
public int geoPathGty;
}
/** Table containing all skillId that are disabled */
protected Map<Integer, Long> _disabledSkills;
private boolean _allSkillsDisabled;
/** Movement data of this L2Character */
protected MoveData _move;
/** Orientation of the L2Character */
private int _heading;
/** L2Charcater targeted by the L2Character */
private L2Object _target;
// set by the start of attack, in game ticks
private int _attackEndTime;
private int _attacking;
private int _disableBowAttackEndTime;
private int _castInterruptTime;
/** Table of calculators containing all standard NPC calculator (ex : ACCURACY_COMBAT, EVASION_RATE */
private static final Calculator[] NPC_STD_CALCULATOR;
static
{
NPC_STD_CALCULATOR = Formulas.getStdNPCCalculators();
}
protected CharacterAI _ai;
/** Future Skill Cast */
protected Future<?> _skillCast;
protected Future<?> _skillCast2;
/**
* Add a Func to the Calculator set of the L2Character.<BR>
* <BR>
* <B><U> Concept</U> :</B><BR>
* <BR>
* A L2Character owns a table of Calculators called <B>_calculators</B>. Each Calculator (a calculator per state) own a table of Func object.
* A Func object is a mathematic function that permit to calculate the modifier of a state (ex : REGENERATE_HP_RATE...). To reduce cache
* memory use, L2Npcs who don't have skills share the same Calculator set called <B>NPC_STD_CALCULATOR</B>.<BR>
* <BR>
* That's why, if a L2Npc is under a skill/spell effect that modify one of its state, a copy of the NPC_STD_CALCULATOR must be create in its
* _calculators before addind new Func object.<BR>
* <BR>
* <B><U> Actions</U> :</B><BR>
* <BR>
* <li>If _calculators is linked to NPC_STD_CALCULATOR, create a copy of NPC_STD_CALCULATOR in _calculators</li> <li>Add the Func object to
* _calculators</li><BR>
* <BR>
*
* @param f
* The Func object to add to the Calculator corresponding to the state affected
*/
public final void addStatFunc(Func f)
{
if (f == null)
return;
synchronized (_calculators)
{
// Check if Calculator set is linked to the standard Calculator set of NPC
if (_calculators == NPC_STD_CALCULATOR)
{
// Create a copy of the standard NPC Calculator set
_calculators = new Calculator[Stats.NUM_STATS];
for (int i = 0; i < Stats.NUM_STATS; i++)
{
if (NPC_STD_CALCULATOR[i] != null)
_calculators[i] = new Calculator(NPC_STD_CALCULATOR[i]);
}
}
// Select the Calculator of the affected state in the Calculator set
int stat = f.stat.ordinal();
if (_calculators[stat] == null)
_calculators[stat] = new Calculator();
// Add the Func to the calculator corresponding to the state
_calculators[stat].addFunc(f);
}
}
/**
* Add a list of Funcs to the Calculator set of the L2Character.<BR>
* <BR>
* <B><U> Concept</U> :</B><BR>
* <BR>
* A L2Character owns a table of Calculators called <B>_calculators</B>. Each Calculator (a calculator per state) own a table of Func object.
* A Func object is a mathematic function that permit to calculate the modifier of a state (ex : REGENERATE_HP_RATE...). <BR>
* <BR>
* <FONT COLOR=#FF0000><B> <U>Caution</U> : This method is ONLY for L2PcInstance</B></FONT><BR>
* <BR>
* <B><U> Example of use </U> :</B><BR>
* <BR>
* <li>Equip an item from inventory</li> <li>Learn a new passive skill</li> <li>Use an active skill</li><BR>
* <BR>
*
* @param funcs
* The list of Func objects to add to the Calculator corresponding to the state affected
*/
public final void addStatFuncs(Func[] funcs)
{
FastList<Stats> modifiedStats = new FastList<>();
for (Func f : funcs)
{
modifiedStats.add(f.stat);
addStatFunc(f);
}
broadcastModifiedStats(modifiedStats);
}
/**
* Remove all Func objects with the selected owner from the Calculator set of the L2Character.<BR>
* <BR>
* <B><U> Concept</U> :</B><BR>
* <BR>
* A L2Character owns a table of Calculators called <B>_calculators</B>. Each Calculator (a calculator per state) own a table of Func object.
* A Func object is a mathematic function that permit to calculate the modifier of a state (ex : REGENERATE_HP_RATE...). To reduce cache
* memory use, L2Npcs who don't have skills share the same Calculator set called <B>NPC_STD_CALCULATOR</B>.<BR>
* <BR>
* That's why, if a L2Npc is under a skill/spell effect that modify one of its state, a copy of the NPC_STD_CALCULATOR must be create in its
* _calculators before addind new Func object.<BR>
* <BR>
* <B><U> Actions</U> :</B><BR>
* <BR>
* <li>Remove all Func objects of the selected owner from _calculators</li><BR>
* <BR>
* <li>If L2Character is a L2Npc and _calculators is equal to NPC_STD_CALCULATOR, free cache memory and just create a link on
* NPC_STD_CALCULATOR in _calculators</li><BR>
* <BR>
* <B><U> Example of use </U> :</B><BR>
* <BR>
* <li>Unequip an item from inventory</li> <li>Stop an active skill</li><BR>
* <BR>
*
* @param owner
* The Object(Skill, Item...) that has created the effect
*/
public final void removeStatsOwner(Object owner)
{
FastList<Stats> modifiedStats = null;
int i = 0;
// Go through the Calculator set
synchronized (_calculators)
{
for (Calculator calc : _calculators)
{
if (calc != null)
{
// Delete all Func objects of the selected owner
if (modifiedStats != null)
modifiedStats.addAll(calc.removeOwner(owner));
else
modifiedStats = calc.removeOwner(owner);
if (calc.size() == 0)
_calculators[i] = null;
}
i++;
}
// If possible, free the memory and just create a link on NPC_STD_CALCULATOR
if (this instanceof L2Npc)
{
i = 0;
for (; i < Stats.NUM_STATS; i++)
{
if (!Calculator.equalsCals(_calculators[i], NPC_STD_CALCULATOR[i]))
break;
}
if (i >= Stats.NUM_STATS)
_calculators = NPC_STD_CALCULATOR;
}
if (owner instanceof L2Effect)
{
if (!((L2Effect) owner).preventExitUpdate)
broadcastModifiedStats(modifiedStats);
}
else
broadcastModifiedStats(modifiedStats);
}
}
private void broadcastModifiedStats(FastList<Stats> stats)
{
if (stats == null || stats.isEmpty())
return;
boolean broadcastFull = false;
StatusUpdate su = null;
if (this instanceof L2Summon && ((L2Summon) this).getOwner() != null)
((L2Summon) this).updateAndBroadcastStatusAndInfos(1);
else
{
for (Stats stat : stats)
{
if (stat == Stats.POWER_ATTACK_SPEED)
{
if (su == null)
su = new StatusUpdate(this);
su.addAttribute(StatusUpdate.ATK_SPD, getPAtkSpd());
}
else if (stat == Stats.MAGIC_ATTACK_SPEED)
{
if (su == null)
su = new StatusUpdate(this);
su.addAttribute(StatusUpdate.CAST_SPD, getMAtkSpd());
}
else if (stat == Stats.MAX_HP && this instanceof L2Attackable)
{
if (su == null)
su = new StatusUpdate(this);
su.addAttribute(StatusUpdate.MAX_HP, getMaxHp());
}
else if (stat == Stats.RUN_SPEED)
broadcastFull = true;
}
}
if (this instanceof L2PcInstance)
{
if (broadcastFull)
((L2PcInstance) this).updateAndBroadcastStatus(2);
else
{
((L2PcInstance) this).updateAndBroadcastStatus(1);
if (su != null)
broadcastPacket(su);
}
}
else if (this instanceof L2Npc)
{
if (broadcastFull)
{
Collection<L2PcInstance> plrs = getKnownList().getKnownPlayers().values();
for (L2PcInstance player : plrs)
{
if (player == null)
continue;
if (getRunSpeed() == 0)
player.sendPacket(new ServerObjectInfo((L2Npc) this, player));
else
player.sendPacket(new NpcInfo((L2Npc) this, player));
}
}
else if (su != null)
broadcastPacket(su);
}
else if (su != null)
broadcastPacket(su);
}
/**
* @return the orientation of the L2Character.
*/
public final int getHeading()
{
return _heading;
}
/**
* Set the orientation of the L2Character.
*
* @param heading
*/
public final void setHeading(int heading)
{
_heading = heading;
}
public final int getXdestination()
{
MoveData m = _move;
if (m != null)
return m._xDestination;
return getX();
}
public final int getYdestination()
{
MoveData m = _move;
if (m != null)
return m._yDestination;
return getY();
}
public final int getZdestination()
{
MoveData m = _move;
if (m != null)
return m._zDestination;
return getZ();
}
/**
* @return True if the L2Character is in combat.
*/
public boolean isInCombat()
{
return (getAI().getAttackTarget() != null || getAI().isAutoAttacking());
}
/**
* @return True if the L2Character is moving.
*/
public final boolean isMoving()
{
return _move != null;
}
/**
* @return True if the L2Character is travelling a calculated path.
*/
public final boolean isOnGeodataPath()
{
MoveData m = _move;
if (m == null)
return false;
if (m.onGeodataPathIndex == -1)
return false;
if (m.onGeodataPathIndex == m.geoPath.size() - 1)
return false;
return true;
}
/**
* @return True if the L2Character is casting.
*/
public final boolean isCastingNow()
{
return _isCastingNow;
}
public void setIsCastingNow(boolean value)
{
_isCastingNow = value;
}
public final boolean isCastingSimultaneouslyNow()
{
return _isCastingSimultaneouslyNow;
}
public void setIsCastingSimultaneouslyNow(boolean value)
{
_isCastingSimultaneouslyNow = value;
}
/**
* @return True if the cast of the L2Character can be aborted.
*/
public final boolean canAbortCast()
{
return _castInterruptTime > GameTimeController.getGameTicks();
}
/**
* @return True if the L2Character is attacking.
*/
public boolean isAttackingNow()
{
return _attackEndTime > GameTimeController.getGameTicks();
}
/**
* @return True if the L2Character has aborted its attack.
*/
public final boolean isAttackAborted()
{
return _attacking <= 0;
}
/**
* Abort the attack of the L2Character and send Server->Client ActionFailed packet.
*/
public final void abortAttack()
{
if (isAttackingNow())
{
_attacking = 0;
sendPacket(ActionFailed.STATIC_PACKET);
}
}
/**
* @return the body part (paperdoll slot) we are targeting right now.
*/
public final int getAttackingBodyPart()
{
return _attacking;
}
/**
* Abort the cast of the L2Character and send Server->Client MagicSkillCanceld/ActionFailed packet.<BR>
* <BR>
*/
public final void abortCast()
{
if (isCastingNow() || isCastingSimultaneouslyNow())
{
Future<?> future = _skillCast;
// cancels the skill hit scheduled task
if (future != null)
{
future.cancel(true);
_skillCast = null;
}
future = _skillCast2;
if (future != null)
{
future.cancel(true);
_skillCast2 = null;
}
if (getFusionSkill() != null)
getFusionSkill().onCastAbort();
L2Effect mog = getFirstEffect(L2EffectType.SIGNET_GROUND);
if (mog != null)
mog.exit();
if (_allSkillsDisabled)
enableAllSkills(); // this remains for forced skill use, e.g. scroll of escape
setIsCastingNow(false);
setIsCastingSimultaneouslyNow(false);
// safeguard for cannot be interrupt any more
_castInterruptTime = 0;
if (this instanceof L2PcInstance)
getAI().notifyEvent(CtrlEvent.EVT_FINISH_CASTING); // setting back previous intention
broadcastPacket(new MagicSkillCanceld(getObjectId())); // broadcast packet to stop animations client-side
sendPacket(ActionFailed.STATIC_PACKET); // send an "action failed" packet to the caster
}
}
/**
* Update the position of the L2Character during a movement and return True if the movement is finished.<BR>
* <BR>
* <B><U> Concept</U> :</B><BR>
* <BR>
* At the beginning of the move action, all properties of the movement are stored in the MoveData object called <B>_move</B> of the
* L2Character. The position of the start point and of the destination permit to estimated in function of the movement speed the time to
* achieve the destination.<BR>
* <BR>
* When the movement is started (ex : by MovetoLocation), this method will be called each 0.1 sec to estimate and update the L2Character
* position on the server. Note, that the current server position can differe from the current client position even if each movement is
* straight foward. That's why, client send regularly a Client->Server ValidatePosition packet to eventually correct the gap on the server.
* But, it's always the server position that is used in range calculation.<BR>
* <BR>
* At the end of the estimated movement time, the L2Character position is automatically set to the destination position even if the movement
* is not finished.<BR>
* <BR>
* <FONT COLOR=#FF0000><B> <U>Caution</U> : The current Z position is obtained FROM THE CLIENT by the Client->Server ValidatePosition Packet.
* But x and y positions must be calculated to avoid that players try to modify their movement speed.</B></FONT><BR>
* <BR>
*
* @param gameTicks
* Nb of ticks since the server start
* @return True if the movement is finished
*/
public boolean updatePosition(int gameTicks)
{
// Get movement data
MoveData m = _move;
if (m == null)
return true;
if (!isVisible())
{
_move = null;
return true;
}
// Check if this is the first update
if (m._moveTimestamp == 0)
{
m._moveTimestamp = m._moveStartTime;
m._xAccurate = getX();
m._yAccurate = getY();
}
// Check if the position has already been calculated
if (m._moveTimestamp == gameTicks)
return false;
int xPrev = getX();
int yPrev = getY();
int zPrev = getZ(); // the z coordinate may be modified by coordinate synchronizations
double dx, dy, dz;
if (MainConfig.COORD_SYNCHRONIZE == 1)
// the only method that can modify x,y while moving (otherwise _move would/should be set null)
{
dx = m._xDestination - xPrev;
dy = m._yDestination - yPrev;
}
else
// otherwise we need saved temporary values to avoid rounding errors
{
dx = m._xDestination - m._xAccurate;
dy = m._yDestination - m._yAccurate;
}
final boolean isFloating = isFlying() || isInsideZone(L2Character.ZONE_WATER);
// Z coordinate will follow geodata or client values
if (MainConfig.GEODATA > 0 && MainConfig.COORD_SYNCHRONIZE == 2 && !isFloating && !m.disregardingGeodata && GameTimeController.getGameTicks() % 10 == 0 // once
// a
// second
// to
// reduce
// possible
// cpu
// load
&& GeoData.getInstance().hasGeo(xPrev, yPrev))
{
short geoHeight = GeoData.getInstance().getSpawnHeight(xPrev, yPrev, zPrev - 30, zPrev + 30, null);
dz = m._zDestination - geoHeight;
// quite a big difference, compare to validatePosition packet
if (this instanceof L2PcInstance && Math.abs(((L2PcInstance) this).getClientZ() - geoHeight) > 200 && Math.abs(((L2PcInstance) this).getClientZ() - geoHeight) < 1500)
{
dz = m._zDestination - zPrev; // allow diff
}
else if (isInCombat() && Math.abs(dz) > 200 && (dx * dx + dy * dy) < 40000) // allow mob to climb up to pcinstance
dz = m._zDestination - zPrev; // climbing
else
zPrev = geoHeight;
}
else
dz = m._zDestination - zPrev;
double delta = dx * dx + dy * dy;
if (delta < 10000 && (dz * dz > 2500) // close enough, allows error between client and server geodata if it cannot be
// avoided
&& !isFloating) // should not be applied on vertical movements in water or during flight
delta = Math.sqrt(delta);
else
delta = Math.sqrt(delta + dz * dz);
double distFraction = Double.MAX_VALUE;
if (delta > 1)
{
final double distPassed = getStat().getMoveSpeed() * (gameTicks - m._moveTimestamp) / GameTimeController.TICKS_PER_SECOND;
distFraction = distPassed / delta;
}
if (distFraction > 1) // already there
// Set the position of the L2Character to the destination
super.getPosition().setXYZ(m._xDestination, m._yDestination, m._zDestination);
else
{
m._xAccurate += dx * distFraction;
m._yAccurate += dy * distFraction;
// Set the position of the L2Character to estimated after parcial move
super.getPosition().setXYZ((int) (m._xAccurate), (int) (m._yAccurate), zPrev + (int) (dz * distFraction + 0.5));
}
revalidateZone(false);
// Set the timer of last position update to now
m._moveTimestamp = gameTicks;
return (distFraction > 1);
}
public void revalidateZone(boolean force)
{
if (getWorldRegion() == null)
return;
// This function is called too often from movement code
if (force)
_zoneValidateCounter = 4;
else
{
_zoneValidateCounter--;
if (_zoneValidateCounter < 0)
_zoneValidateCounter = 4;
else
return;
}
getWorldRegion().revalidateZones(this);
}
/**
* Stop movement of the L2Character (Called by AI Accessor only).<BR>
* <BR>
* <B><U> Actions</U> :</B><BR>
* <BR>
* <li>Delete movement data of the L2Character</li> <li>Set the current position (x,y,z), its current L2WorldRegion if necessary and its
* heading</li> <li>Remove the L2Object object from _gmList** of GmListTable</li> <li>Remove object from _knownObjects and _knownPlayer* of
* all surrounding L2WorldRegion L2Characters</li><BR>
* <BR>
* <FONT COLOR=#FF0000><B> <U>Caution</U> : This method DOESN'T send Server->Client packet StopMove/StopRotation </B></FONT><BR>
* <BR>
*
* @param pos
*/
public void stopMove(L2CharPosition pos)
{
stopMove(pos, false);
}
public void stopMove(L2CharPosition pos, boolean updateKnownObjects)
{
// Delete movement data of the L2Character
_move = null;
// Set the current position (x,y,z), its current L2WorldRegion if necessary and its heading
// All data are contained in a L2CharPosition object
if (pos != null)
{
getPosition().setXYZ(pos.x, pos.y, pos.z);
setHeading(pos.heading);
revalidateZone(true);
}
broadcastPacket(new StopMove(this));
if (NPCConfig.MOVE_BASED_KNOWNLIST && updateKnownObjects)
getKnownList().findObjects();
}
/**
* @return Returns the showSummonAnimation.
*/
public boolean isShowSummonAnimation()
{
return _showSummonAnimation;
}
/**
* @param showSummonAnimation
* The showSummonAnimation to set.
*/
public void setShowSummonAnimation(boolean showSummonAnimation)
{
_showSummonAnimation = showSummonAnimation;
}
/**
* Target a L2Object (add the target to the L2Character _target, _knownObject and L2Character to _KnownObject of the L2Object).<BR>
* <BR>
* <B><U> Concept</U> :</B><BR>
* <BR>
* The L2Object (including L2Character) targeted is identified in <B>_target</B> of the L2Character<BR>
* <BR>
* <B><U> Actions</U> :</B><BR>
* <BR>
* <li>Set the _target of L2Character to L2Object</li> <li>If necessary, add L2Object to _knownObject of the L2Character</li> <li>If
* necessary, add L2Character to _KnownObject of the L2Object</li> <li>If object==null, cancel Attak or Cast</li><BR>
* <BR>
* <B><U> Overridden in </U> :</B><BR>
* <BR>
* <li>L2PcInstance : Remove the L2PcInstance from the old target _statusListener and add it to the new target if it was a L2Character</li><BR>
* <BR>
*
* @param object
* L2object to target
*/
public void setTarget(L2Object object)
{
if (object != null)
{
if (!object.isVisible())
object = null;
else if (object != _target)
{
getKnownList().addKnownObject(object);
object.getKnownList().addKnownObject(this);
}
}
_target = object;
}
/**
* @return the identifier of the L2Object targeted or -1.
*/
public final int getTargetId()
{
if (_target != null)
return _target.getObjectId();
return -1;
}
/**
* @return the L2Object targeted or null.
*/
public final L2Object getTarget()
{
return _target;
}
/**
* Calculate movement data for a move to location action and add the L2Character to movingObjects of GameTimeController (only called by AI
* Accessor).<BR>
* <BR>
* <B><U> Concept</U> :</B><BR>
* <BR>
* At the beginning of the move action, all properties of the movement are stored in the MoveData object called <B>_move</B> of the
* L2Character. The position of the start point and of the destination permit to estimated in function of the movement speed the time to
* achieve the destination.<BR>
* <BR>
* All L2Character in movement are identified in <B>movingObjects</B> of GameTimeController that will call the updatePosition method of those
* L2Character each 0.1s.<BR>
* <BR>
* <B><U> Actions</U> :</B><BR>
* <BR>
* <li>Get current position of the L2Character</li> <li>Calculate distance (dx,dy) between current position and destination including offset</li>
* <li>Create and Init a MoveData object</li> <li>Set the L2Character _move object to MoveData object</li> <li>Add the L2Character to
* movingObjects of the GameTimeController</li> <li>Create a task to notify the AI that L2Character arrives at a check point of the movement</li>
* <BR>
* <BR>
* <FONT COLOR=#FF0000><B> <U>Caution</U> : This method DOESN'T send Server->Client packet MoveToPawn/MoveToLocation </B></FONT><BR>
* <BR>
* <B><U> Example of use </U> :</B><BR>
* <BR>
* <li>AI : onIntentionMoveTo(L2CharPosition), onIntentionPickUp(L2Object), onIntentionInteract(L2Object)</li> <li>FollowTask</li> <BR>
* <BR>
*
* @param x
* The X position of the destination
* @param y
* The Y position of the destination
* @param z
* The Y position of the destination
* @param offset
* The size of the interaction area of the L2Character targeted
*/
protected void moveToLocation(int x, int y, int z, int offset)
{
// Get the Move Speed of the L2Charcater
float speed = getStat().getMoveSpeed();
if (speed <= 0 || isMovementDisabled())
return;
// Get current position of the L2Character
final int curX = super.getX();
final int curY = super.getY();
final int curZ = super.getZ();
// Calculate distance (dx,dy) between current position and destination
// TODO: improve Z axis move/follow support when dx,dy are small compared to dz
double dx = (x - curX);
double dy = (y - curY);
double dz = (z - curZ);
double distance = Math.sqrt(dx * dx + dy * dy);
final boolean verticalMovementOnly = isFlying() && distance == 0 && dz != 0;
if (verticalMovementOnly)
distance = Math.abs(dz);
// make water move short and use no geodata checks for swimming chars
// distance in a click can easily be over 3000
if (MainConfig.GEODATA > 0 && isInsideZone(ZONE_WATER) && distance > 700)
{
double divider = 700 / distance;
x = curX + (int) (divider * dx);
y = curY + (int) (divider * dy);
z = curZ + (int) (divider * dz);
dx = (x - curX);
dy = (y - curY);
dz = (z - curZ);
distance = Math.sqrt(dx * dx + dy * dy);
}
_log.debug("distance to target:" + distance);
// Define movement angles needed
// ^
// | X (x,y)
// | /
// | /distance
// | /
// |/ angle
// X ---------->
// (curx,cury)
double cos;
double sin;
// Check if a movement offset is defined or no distance to go through
if (offset > 0 || distance < 1)
{
// approximation for moving closer when z coordinates are different
// TODO: handle Z axis movement better
offset -= Math.abs(dz);
if (offset < 5)
offset = 5;
// If no distance to go through, the movement is canceled
if (distance < 1 || distance - offset <= 0)
{
// Notify the AI that the L2Character is arrived at destination
getAI().notifyEvent(CtrlEvent.EVT_ARRIVED);
return;
}
// Calculate movement angles needed
sin = dy / distance;
cos = dx / distance;
distance -= (offset - 5); // due to rounding error, we have to move a bit closer to be in range
// Calculate the new destination with offset included
x = curX + (int) (distance * cos);
y = curY + (int) (distance * sin);
}
else
{
// Calculate movement angles needed
sin = dy / distance;
cos = dx / distance;
}
// Create and Init a MoveData object
MoveData m = new MoveData();
// GEODATA MOVEMENT CHECKS AND PATHFINDING
m.onGeodataPathIndex = -1; // Initialize not on geodata path
m.disregardingGeodata = false;
if (MainConfig.GEODATA > 0 && !isFlying() // flying chars not checked - even canSeeTarget doesn't work yet
&& (!isInsideZone(ZONE_WATER) || isInsideZone(ZONE_SIEGE)) // swimming also not checked unless in siege zone - but
// distance is limited
&& !(this instanceof L2NpcWalkerInstance)) // npc walkers not checked
{
final boolean isInVehicle = this instanceof L2PcInstance && ((L2PcInstance) this).getVehicle() != null;
if (isInVehicle)
m.disregardingGeodata = true;
double originalDistance = distance;
int originalX = x;
int originalY = y;
int originalZ = z;
int gtx = (originalX - L2World.MAP_MIN_X) >> 4;
int gty = (originalY - L2World.MAP_MIN_Y) >> 4;
// Movement checks:
// when geodata == 2, for all characters except mobs returning home (could be changed later to teleport if pathfinding
// fails)
// when geodata == 1, for l2playableinstance and l2riftinstance only
if ((MainConfig.GEODATA == 2 && !(this instanceof L2Attackable && ((L2Attackable) this).isReturningToSpawnPoint())) || (this instanceof L2PcInstance && !(isInVehicle && distance > 1500)) || (this instanceof L2Summon && !(getAI().getIntention() == AI_INTENTION_FOLLOW)) // assuming
// intention_follow
// only when
// following owner
|| isAfraid() || this instanceof L2RiftInvaderInstance)
{
if (isOnGeodataPath())
{
try
{
if (gtx == _move.geoPathGtx && gty == _move.geoPathGty)
return;
_move.onGeodataPathIndex = -1; // Set not on geodata path
}
catch (NullPointerException e)
{
// nothing
}
}
if (curX < L2World.MAP_MIN_X || curX > L2World.MAP_MAX_X || curY < L2World.MAP_MIN_Y || curY > L2World.MAP_MAX_Y)
{
// Temporary fix for character outside world region errors
_log.warn("Character " + getName() + " outside world area, in coordinates x:" + curX + " y:" + curY);
getAI().setIntention(CtrlIntention.AI_INTENTION_IDLE);
if (this instanceof L2PcInstance)
((L2PcInstance) this).logout();
else if (this instanceof L2Summon)
return; // prevention when summon get out of world coords, player will not loose him, unsummon handled
// from pcinstance
else
onDecay();
return;
}
Location destiny = GeoData.getInstance().moveCheck(curX, curY, curZ, x, y, z);
// location different if destination wasn't reached (or just z coord is different)
x = destiny.getX();
y = destiny.getY();
z = destiny.getZ();
dx = x - curX;
dy = y - curY;
dz = z - curZ;
distance = verticalMovementOnly ? Math.abs(dz * dz) : Math.sqrt(dx * dx + dy * dy);
}
// Pathfinding checks. Only when geodata setting is 2, the LoS check gives shorter result
// than the original movement was and the LoS gives a shorter distance than 2000
// This way of detecting need for pathfinding could be changed.
if (MainConfig.GEODATA == 2 && originalDistance - distance > 30 && distance < 2000 && !isAfraid())
{
// Path calculation -- overrides previous movement check
if ((this instanceof L2Playable && !isInVehicle) || isMinion() || isInCombat())
{
m.geoPath = PathFinding.getInstance().findPath(curX, curY, curZ, originalX, originalY, originalZ, this instanceof L2Playable);
if (m.geoPath == null || m.geoPath.size() < 2) // No path found
{
// * Even though there's no path found (remember geonodes aren't perfect),
// the mob is attacking and right now we set it so that the mob will go
// after target anyway, is dz is small enough.
// * With cellpathfinding this approach could be changed but would require taking
// off the geonodes and some more checks.
// * Summons will follow their masters no matter what.
// * Currently minions also must move freely since AttackableAI commands
// them to move along with their leader
if (this instanceof L2PcInstance || (!(this instanceof L2Playable) && !isMinion() && Math.abs(z - curZ) > 140) || (this instanceof L2Summon && !((L2Summon) this).getFollowStatus()))
{
getAI().setIntention(CtrlIntention.AI_INTENTION_IDLE);
return;
}
m.disregardingGeodata = true;
x = originalX;
y = originalY;
z = originalZ;
distance = originalDistance;
}
else
{
m.onGeodataPathIndex = 0; // on first segment
m.geoPathGtx = gtx;
m.geoPathGty = gty;
m.geoPathAccurateTx = originalX;
m.geoPathAccurateTy = originalY;
x = m.geoPath.get(m.onGeodataPathIndex).getX();
y = m.geoPath.get(m.onGeodataPathIndex).getY();
z = m.geoPath.get(m.onGeodataPathIndex).getZ();
// check for doors in the route
if (DoorData.getInstance().checkIfDoorsBetween(curX, curY, curZ, x, y, z))
{
m.geoPath = null;
getAI().setIntention(CtrlIntention.AI_INTENTION_IDLE);
return;
}
for (int i = 0; i < m.geoPath.size() - 1; i++)
{
if (DoorData.getInstance().checkIfDoorsBetween(m.geoPath.get(i), m.geoPath.get(i + 1)))
{
m.geoPath = null;
getAI().setIntention(CtrlIntention.AI_INTENTION_IDLE);
return;
}
}
dx = x - curX;
dy = y - curY;
dz = z - curZ;
distance = verticalMovementOnly ? Math.abs(dz * dz) : Math.sqrt(dx * dx + dy * dy);
sin = dy / distance;
cos = dx / distance;
}
}
}
// If no distance to go through, the movement is canceled
if (distance < 1 && (MainConfig.GEODATA == 2 || this instanceof L2Playable || this instanceof L2RiftInvaderInstance || isAfraid()))
{
if (this instanceof L2Summon)
((L2Summon) this).setFollowStatus(false);
getAI().setIntention(CtrlIntention.AI_INTENTION_IDLE);
return;
}
}
// Apply Z distance for flying or swimming for correct timing calculations
if ((isFlying() || isInsideZone(ZONE_WATER)) && !verticalMovementOnly)
distance = Math.sqrt(distance * distance + dz * dz);
// Caclulate the Nb of ticks between the current position and the destination
// One tick added for rounding reasons
int ticksToMove = 1 + (int) (GameTimeController.TICKS_PER_SECOND * distance / speed);
m._xDestination = x;
m._yDestination = y;
m._zDestination = z; // this is what was requested from client
// Calculate and set the heading of the L2Character
m._heading = 0; // initial value for coordinate sync
// Does not broke heading on vertical movements
if (!verticalMovementOnly)
setHeading(Util.calculateHeadingFrom(cos, sin));
_log.debug("dist:" + distance + "speed:" + speed + " ttt:" + ticksToMove + " heading:" + getHeading());
m._moveStartTime = GameTimeController.getGameTicks();
// Set the L2Character _move object to MoveData object
_move = m;
// Add the L2Character to movingObjects of the GameTimeController
GameTimeController.getInstance().registerMovingObject(this);
// Create a task to notify the AI that L2Character arrives at a check point of the movement
if (ticksToMove * GameTimeController.MILLIS_IN_TICK > 3000)
ThreadPoolManager.getInstance().scheduleAi(new NotifyAITask(CtrlEvent.EVT_ARRIVED_REVALIDATE), 2000);
}
public boolean moveToNextRoutePoint()
{
if (!isOnGeodataPath())
{
// Cancel the move action
_move = null;
return false;
}
// Get the Move Speed of the L2Charcater
float speed = getStat().getMoveSpeed();
if (speed <= 0 || isMovementDisabled())
{
// Cancel the move action
_move = null;
return false;
}
MoveData md = _move;
if (md == null)
return false;
// Create and Init a MoveData object
MoveData m = new MoveData();
// Update MoveData object
m.onGeodataPathIndex = md.onGeodataPathIndex + 1; // next segment
m.geoPath = md.geoPath;
m.geoPathGtx = md.geoPathGtx;
m.geoPathGty = md.geoPathGty;
m.geoPathAccurateTx = md.geoPathAccurateTx;
m.geoPathAccurateTy = md.geoPathAccurateTy;
if (md.onGeodataPathIndex == md.geoPath.size() - 2)
{
m._xDestination = md.geoPathAccurateTx;
m._yDestination = md.geoPathAccurateTy;
m._zDestination = md.geoPath.get(m.onGeodataPathIndex).getZ();
}
else
{
m._xDestination = md.geoPath.get(m.onGeodataPathIndex).getX();
m._yDestination = md.geoPath.get(m.onGeodataPathIndex).getY();
m._zDestination = md.geoPath.get(m.onGeodataPathIndex).getZ();
}
double dx = (m._xDestination - super.getX());
double dy = (m._yDestination - super.getY());
double distance = Math.sqrt(dx * dx + dy * dy);
// Calculate and set the heading of the L2Character
if (distance != 0)
setHeading(Util.calculateHeadingFrom(getX(), getY(), m._xDestination, m._yDestination));
// Caclulate the Nb of ticks between the current position and the destination
// One tick added for rounding reasons
int ticksToMove = 1 + (int) (GameTimeController.TICKS_PER_SECOND * distance / speed);
m._heading = 0; // initial value for coordinate sync
m._moveStartTime = GameTimeController.getGameTicks();
_log.debug("time to target:" + ticksToMove);
// Set the L2Character _move object to MoveData object
_move = m;
// Add the L2Character to movingObjects of the GameTimeController
// The GameTimeController manage objects movement
GameTimeController.getInstance().registerMovingObject(this);
// Create a task to notify the AI that L2Character arrives at a check point of the movement
if (ticksToMove * GameTimeController.MILLIS_IN_TICK > 3000)
ThreadPoolManager.getInstance().scheduleAi(new NotifyAITask(CtrlEvent.EVT_ARRIVED_REVALIDATE), 2000);
// Send a Server->Client packet MoveToLocation to the actor and all L2PcInstance in its _knownPlayers
MoveToLocation msg = new MoveToLocation(this);
broadcastPacket(msg);
return true;
}
public boolean validateMovementHeading(int heading)
{
MoveData m = _move;
if (m == null)
return true;
boolean result = true;
if (m._heading != heading)
{
result = (m._heading == 0); // initial value or false
m._heading = heading;
}
return result;
}
/**
* Return the squared distance between the current position of the L2Character and the given object.<BR>
* <BR>
*
* @param object
* L2Object
* @return the squared distance
*/
public final double getDistanceSq(L2Object object)
{
return getDistanceSq(object.getX(), object.getY(), object.getZ());
}
/**
* Return the squared distance between the current position of the L2Character and the given x, y, z.<BR>
* <BR>
*
* @param x
* X position of the target
* @param y
* Y position of the target
* @param z
* Z position of the target
* @return the squared distance
*/
public final double getDistanceSq(int x, int y, int z)
{
double dx = x - getX();
double dy = y - getY();
double dz = z - getZ();
return (dx * dx + dy * dy + dz * dz);
}
/**
* Return the squared plan distance between the current position of the L2Character and the given object.<BR>
* (check only x and y, not z)<BR>
* <BR>
*
* @param object
* L2Object
* @return the squared plan distance
*/
public final double getPlanDistanceSq(L2Object object)
{
return getPlanDistanceSq(object.getX(), object.getY());
}
/**
* Return the squared plan distance between the current position of the L2Character and the given x, y, z.<BR>
* (check only x and y, not z)<BR>
* <BR>
*
* @param x
* X position of the target
* @param y
* Y position of the target
* @return the squared plan distance
*/
public final double getPlanDistanceSq(int x, int y)
{
double dx = x - getX();
double dy = y - getY();
return (dx * dx + dy * dy);
}
/**
* Check if this object is inside the given radius around the given object. Warning: doesn't cover collision radius!<BR>
* <BR>
*
* @param object
* the target
* @param radius
* the radius around the target
* @param checkZ
* should we check Z axis also
* @param strictCheck
* true if (distance < radius), false if (distance <= radius)
* @return true is the L2Character is inside the radius.
*/
public final boolean isInsideRadius(L2Object object, int radius, boolean checkZ, boolean strictCheck)
{
return isInsideRadius(object.getX(), object.getY(), object.getZ(), radius, checkZ, strictCheck);
}
/**
* Check if this object is inside the given plan radius around the given point. Warning: doesn't cover collision radius!<BR>
* <BR>
*
* @param x
* X position of the target
* @param y
* Y position of the target
* @param radius
* the radius around the target
* @param strictCheck
* true if (distance < radius), false if (distance <= radius)
* @return true is the L2Character is inside the radius.
*/
public final boolean isInsideRadius(int x, int y, int radius, boolean strictCheck)
{
return isInsideRadius(x, y, 0, radius, false, strictCheck);
}
/**
* Check if this object is inside the given radius around the given point.<BR>
* <BR>
*
* @param x
* X position of the target
* @param y
* Y position of the target
* @param z
* Z position of the target
* @param radius
* the radius around the target
* @param checkZ
* should we check Z axis also
* @param strictCheck
* true if (distance < radius), false if (distance <= radius)
* @return true is the L2Character is inside the radius.
*/
public final boolean isInsideRadius(int x, int y, int z, int radius, boolean checkZ, boolean strictCheck)
{
double dx = x - getX();
double dy = y - getY();
double dz = z - getZ();
if (strictCheck)
{
if (checkZ)
return (dx * dx + dy * dy + dz * dz) < radius * radius;
return (dx * dx + dy * dy) < radius * radius;
}
if (checkZ)
return (dx * dx + dy * dy + dz * dz) <= radius * radius;
return (dx * dx + dy * dy) <= radius * radius;
}
/**
* Set _attacking corresponding to Attacking Body part to CHEST.<BR>
* <BR>
*/
public void setAttackingBodypart()
{
_attacking = Inventory.PAPERDOLL_CHEST;
}
/**
* @return True if arrows are available.
*/
protected boolean checkAndEquipArrows()
{
return true;
}
/**
* Add Exp and Sp to the L2Character.
*
* @param addToExp
* An int value.
* @param addToSp
* An int value.
*/
public void addExpAndSp(long addToExp, int addToSp)
{
// Dummy method (overridden by players and pets)
}
/**
* @return the active weapon instance (always equipped in the right hand).
*/
public abstract L2ItemInstance getActiveWeaponInstance();
/**
* @return the active weapon item (always equipped in the right hand).
*/
public abstract L2Weapon getActiveWeaponItem();
/**
* @return the secondary weapon instance (always equipped in the left hand).
*/
public abstract L2ItemInstance getSecondaryWeaponInstance();
/**
* @return the secondary {@link L2Item} item (always equiped in the left hand).
*/
public abstract L2Item getSecondaryWeaponItem();
/**
* Manage hit process (called by Hit Task).<BR>
* <BR>
* <B><U> Actions</U> :</B><BR>
* <BR>
* <li>If the attacker/target is dead or use fake death, notify the AI with EVT_CANCEL and send a Server->Client packet ActionFailed (if
* attacker is a L2PcInstance)</li> <li>If attack isn't aborted, send a message system (critical hit, missed...) to attacker/target if they
* are L2PcInstance</li> <li>If attack isn't aborted and hit isn't missed, reduce HP of the target and calculate reflection damage to reduce
* HP of attacker if necessary</li> <li>if attack isn't aborted and hit isn't missed, manage attack or cast break of the target (calculating
* rate, sending message...)</li><BR>
* <BR>
*
* @param target
* The L2Character targeted
* @param damage
* Nb of HP to reduce
* @param crit
* True if hit is critical
* @param miss
* True if hit is missed
* @param soulshot
* True if SoulShot are charged
* @param shld
* True if shield is efficient
*/
protected void onHitTimer(L2Character target, int damage, boolean crit, boolean miss, boolean soulshot, byte shld)
{
// If the attacker/target is dead or use fake death, notify the AI with EVT_CANCEL
if (target == null || isAlikeDead())
{
getAI().notifyEvent(CtrlEvent.EVT_CANCEL);
return;
}
if ((this instanceof L2Npc && target.isAlikeDead()) || target.isDead() || (!getKnownList().knowsObject(target) && !(this instanceof L2DoorInstance)))
{
getAI().notifyEvent(CtrlEvent.EVT_CANCEL);
sendPacket(ActionFailed.STATIC_PACKET);
return;
}
if (miss)
{
// Notify target AI
if (target.hasAI())
target.getAI().notifyEvent(CtrlEvent.EVT_EVADED, this);
// ON_EVADED_HIT
if (target.getChanceSkills() != null)
target.getChanceSkills().onEvadedHit(this);
if (target instanceof L2PcInstance)
((L2PcInstance) target).sendPacket(SystemMessage.getSystemMessage(SystemMessageId.AVOIDED_S1_ATTACK).addCharName(this));
}
// If attack isn't aborted, send a message system (critical hit, missed...) to attacker/target if they are L2PcInstance
if (!isAttackAborted())
{
// Character will be petrified if attacking a raid that's more than 8 levels lower
if (target.isRaid() && !NPCConfig.RAID_DISABLE_CURSE)
{
if (getLevel() > target.getLevel() + 8)
{
L2Skill skill = FrequentSkill.RAID_CURSE2.getSkill();
if (skill != null)
{
// Send visual and skill effects. Caster is the victim.
broadcastPacket(new MagicSkillUse(this, this, skill.getId(), skill.getLevel(), 300, 0));
skill.getEffects(this, this);
}
damage = 0; // prevents messing up drop calculation
}
}
// Send message about damage/crit or miss
sendDamageMessage(target, damage, false, crit, miss);
// If the target is a player, start AutoAttack
if (target instanceof L2PcInstance)
((L2PcInstance) target).getAI().clientStartAutoAttack();
if (!miss && damage > 0)
{
L2Weapon weapon = getActiveWeaponItem();
boolean isBow = (weapon != null && weapon.getItemType() == L2WeaponType.BOW);
int reflectedDamage = 0;
// Reflect damage system - do not reflect if weapon is a bow or target is invulnerable
if (!isBow && !target.isInvul())
{
// quick fix for no drop from raid if boss attack high-level char with damage reflection
if (!target.isRaid() || getActingPlayer() == null || getActingPlayer().getLevel() <= target.getLevel() + 8)
{
// Calculate reflection damage to reduce HP of attacker if necessary
double reflectPercent = target.getStat().calcStat(Stats.REFLECT_DAMAGE_PERCENT, 0, null, null);
if (reflectPercent > 0)
{
reflectedDamage = (int) (reflectPercent / 100. * damage);
// You can't kill someone from a reflect. If value > current HPs, make damages equal to current HP -
// 1.
int currentHp = (int) getCurrentHp();
if (reflectedDamage >= currentHp)
reflectedDamage = currentHp - 1;
}
}
}
// Reduce target HPs
target.reduceCurrentHp(damage, this, null);
// Reduce attacker HPs in case of a reflect.
if (reflectedDamage > 0)
reduceCurrentHp(reflectedDamage, target, true, false, null);
if (!isBow) // Do not absorb if weapon is of type bow
{
// Absorb HP from the damage inflicted
double absorbPercent = getStat().calcStat(Stats.ABSORB_DAMAGE_PERCENT, 0, null, null);
if (absorbPercent > 0)
{
int maxCanAbsorb = (int) (getMaxHp() - getCurrentHp());
int absorbDamage = (int) (absorbPercent / 100. * damage);
if (absorbDamage > maxCanAbsorb)
absorbDamage = maxCanAbsorb; // Can't absord more than max hp
if (absorbDamage > 0)
setCurrentHp(getCurrentHp() + absorbDamage);
}
}
// Notify AI with EVT_ATTACKED
if (target.hasAI())
target.getAI().notifyEvent(CtrlEvent.EVT_ATTACKED, this);
getAI().clientStartAutoAttack();
// Manage cast break of the target (calculating rate, sending message...)
Formulas.calcCastBreak(target, damage);
// Maybe launch chance skills on us
if (_chanceSkills != null)
{
_chanceSkills.onHit(target, damage, false, crit);
// Reflect triggers onHit
if (reflectedDamage > 0)
_chanceSkills.onHit(target, damage, true, false);
}
// Maybe launch chance skills on target
if (target.getChanceSkills() != null)
target.getChanceSkills().onHit(this, damage, true, crit);
}
// Launch weapon Special ability effect if available
L2Weapon activeWeapon = getActiveWeaponItem();
if (activeWeapon != null)
activeWeapon.getSkillEffects(this, target, crit);
return;
}
if (!isCastingNow() && !isCastingSimultaneouslyNow())
getAI().notifyEvent(CtrlEvent.EVT_CANCEL);
}
/**
* Break an attack and send Server->Client ActionFailed packet and a System Message to the L2Character.<BR>
* <BR>
*/
public void breakAttack()
{
if (isAttackingNow())
{
// Abort the attack of the L2Character and send Server->Client ActionFailed packet
abortAttack();
if (this instanceof L2PcInstance)
sendPacket(SystemMessage.getSystemMessage(SystemMessageId.ATTACK_FAILED));
}
}
/**
* Break a cast and send Server->Client ActionFailed packet and a System Message to the L2Character.<BR>
* <BR>
*/
public void breakCast()
{
// damage can only cancel magical skills
if (isCastingNow() && canAbortCast() && getLastSkillCast() != null && getLastSkillCast().isMagic())
{
// Abort the cast of the L2Character and send Server->Client MagicSkillCanceld/ActionFailed packet.
abortCast();
if (this instanceof L2PcInstance)
sendPacket(SystemMessage.getSystemMessage(SystemMessageId.CASTING_INTERRUPTED));
}
}
/**
* Reduce the arrow number of the L2Character.<BR>
* <BR>
* <B><U> Overriden in </U> :</B><BR>
* <BR>
* <li>L2PcInstance</li><BR>
* <BR>
*/
protected void reduceArrowCount()
{
// default is to do nothing
}
/**
* Manage Forced attack (shift + select target).<BR>
* <BR>
* <B><U> Actions</U> :</B><BR>
* <BR>
* <li>If L2Character or target is in a town area, send a system message TARGET_IN_PEACEZONE a Server->Client packet ActionFailed</li> <li>If
* target is confused, send a Server->Client packet ActionFailed</li> <li>If L2Character is a L2ArtefactInstance, send a Server->Client
* packet ActionFailed</li> <li>Send a Server->Client packet MyTargetSelected to start attack and Notify AI with AI_INTENTION_ATTACK</li><BR>
* <BR>
*
* @param player
* The L2PcInstance to attack
*/
@Override
public void onForcedAttack(L2PcInstance player)
{
if (isInsidePeaceZone(player))
{
// If L2Character or target is in a peace zone, send a system message TARGET_IN_PEACEZONE a Server->Client packet
// ActionFailed
player.sendPacket(SystemMessageId.TARGET_IN_PEACEZONE);
player.sendPacket(ActionFailed.STATIC_PACKET);
return;
}
if (player.isInOlympiadMode() && player.getTarget() != null && player.getTarget() instanceof L2Playable)
{
L2PcInstance target = player.getTarget().getActingPlayer();
if (target == null || (target.isInOlympiadMode() && (!player.isOlympiadStart() || player.getOlympiadGameId() != target.getOlympiadGameId())))
{
// if L2PcInstance is in Olympia and the match isn't already start, send a Server->Client packet ActionFailed
player.sendPacket(ActionFailed.STATIC_PACKET);
return;
}
}
if (player.getTarget() != null && !player.getTarget().isAttackable() && !player.getAccessLevel().allowPeaceAttack())
{
// If target is not attackable, send a Server->Client packet ActionFailed
player.sendPacket(ActionFailed.STATIC_PACKET);
return;
}
if (player.isConfused())
{
// If target is confused, send a Server->Client packet ActionFailed
player.sendPacket(ActionFailed.STATIC_PACKET);
return;
}
// GeoData Los Check or dz > 1000
if (!GeoData.getInstance().canSeeTarget(player, this))
{
player.sendPacket(SystemMessageId.CANT_SEE_TARGET);
player.sendPacket(ActionFailed.STATIC_PACKET);
return;
}
// Notify AI with AI_INTENTION_ATTACK
player.getAI().setIntention(CtrlIntention.AI_INTENTION_ATTACK, this);
}
/**
* This method checks if the player given as argument can interact with the L2Npc.
*
* @param player
* The player to test
* @return true if the player can interact with the L2Npc
*/
public boolean canInteract(L2PcInstance player)
{
// Can't interact while casting a spell.
if (player.isCastingNow() || player.isCastingSimultaneouslyNow())
return false;
// Can't interact while died.
if (player.isDead() || player.isFakeDeath())
return false;
// Can't interact sitted.
if (player.isSitting())
return false;
// Can't interact in shop mode, or during a transaction or a request.
if (player.getPrivateStoreType() != 0 || player.isProcessingTransaction())
return false;
// Can't interact if regular distance doesn't match.
if (!isInsideRadius(player, L2Npc.INTERACTION_DISTANCE, true, false))
return false;
return true;
}
/**
* @param attacker
* The attacker to test.
* @return True if inside peace zone.
*/
public boolean isInsidePeaceZone(L2PcInstance attacker)
{
return isInsidePeaceZone(attacker, this);
}
public static boolean isInsidePeaceZone(L2PcInstance attacker, L2Object target)
{
return (!attacker.getAccessLevel().allowPeaceAttack() && isInsidePeaceZone((L2Object) attacker, target));
}
public static boolean isInsidePeaceZone(L2Object attacker, L2Object target)
{
if (target == null)
return false;
if (target instanceof L2Npc || attacker instanceof L2Npc)
return false;
if (PlayersConfig.KARMA_PLAYER_CAN_BE_KILLED_IN_PZ)
{
// allows red to be attacked and red to attack flagged players
if (target.getActingPlayer() != null && target.getActingPlayer().getKarma() > 0)
return false;
if (attacker.getActingPlayer() != null && attacker.getActingPlayer().getKarma() > 0 && target.getActingPlayer() != null && target.getActingPlayer().getPvpFlag() > 0)
return false;
if (attacker instanceof L2Character && target instanceof L2Character)
return (((L2Character) target).isInsideZone(ZONE_PEACE) || ((L2Character) attacker).isInsideZone(ZONE_PEACE));
if (attacker instanceof L2Character)
return (TownManager.getTown(target.getX(), target.getY(), target.getZ()) != null || ((L2Character) attacker).isInsideZone(ZONE_PEACE));
}
if (attacker instanceof L2Character && target instanceof L2Character)
return (((L2Character) target).isInsideZone(ZONE_PEACE) || ((L2Character) attacker).isInsideZone(ZONE_PEACE));
if (attacker instanceof L2Character)
return (TownManager.getTown(target.getX(), target.getY(), target.getZ()) != null || ((L2Character) attacker).isInsideZone(ZONE_PEACE));
return (TownManager.getTown(target.getX(), target.getY(), target.getZ()) != null || TownManager.getTown(attacker.getX(), attacker.getY(), attacker.getZ()) != null);
}
/**
* @return true if this character is inside an active grid.
*/
public boolean isInActiveRegion()
{
try
{
L2WorldRegion region = L2World.getInstance().getRegion(getX(), getY());
return ((region != null) && (region.isActive()));
}
catch (Exception e)
{
if (this instanceof L2PcInstance)
{
_log.warn("Player " + getName() + " at bad coords: (x: " + getX() + ", y: " + getY() + ", z: " + getZ() + ").");
((L2PcInstance) this).sendMessage("Error with your coordinates! Please reboot your game fully!");
((L2PcInstance) this).teleToLocation(80753, 145481, -3532, false); // Near Giran luxury shop
}
else
{
_log.warn("Object " + getName() + " at bad coords: (x: " + getX() + ", y: " + getY() + ", z: " + getZ() + ").");
decayMe();
}
return false;
}
}
/**
* @return True if the L2Character has a Party in progress.
*/
public boolean isInParty()
{
return false;
}
/**
* @return the L2Party object of the L2Character.
*/
public L2Party getParty()
{
return null;
}
/**
* @param target
* The target to test.
* @param weapon
* The wepaon to test.
* @return The Attack Speed of the L2Character (delay (in milliseconds) before next attack).
*/
public int calculateTimeBetweenAttacks(L2Character target, L2Weapon weapon)
{
double atkSpd = 0;
if (weapon != null)
{
switch (weapon.getItemType())
{
case BOW:
atkSpd = getStat().getPAtkSpd();
return (int) (1500 * 345 / atkSpd);
case DAGGER:
atkSpd = getStat().getPAtkSpd();
// atkSpd /= 1.15;
break;
default:
atkSpd = getStat().getPAtkSpd();
}
}
else
atkSpd = getPAtkSpd();
return Formulas.calcPAtkSpd(this, target, atkSpd);
}
public int calculateReuseTime(L2Character target, L2Weapon weapon)
{
if (weapon == null)
return 0;
// only bows should continue for now
int reuse = weapon.getReuseDelay();
if (reuse == 0)
return 0;
reuse *= getStat().getWeaponReuseModifier(target);
double atkSpd = getStat().getPAtkSpd();
switch (weapon.getItemType())
{
case BOW:
return (int) (reuse * 345 / atkSpd);
default:
return (int) (reuse * 312 / atkSpd);
}
}
/**
* @return True if the L2Character use a dual weapon.
*/
public boolean isUsingDualWeapon()
{
return false;
}
/**
* Add a skill to the L2Character _skills and its Func objects to the calculator set of the L2Character.<BR>
* <BR>
* <B><U> Concept</U> :</B><BR>
* <BR>
* All skills own by a L2Character are identified in <B>_skills</B><BR>
* <BR>
* <B><U> Actions</U> :</B><BR>
* <BR>
* <li>Replace oldSkill by newSkill or Add the newSkill</li> <li>If an old skill has been replaced, remove all its Func objects of
* L2Character calculator set</li> <li>Add Func objects of newSkill to the calculator set of the L2Character</li><BR>
* <BR>
* <B><U> Overriden in </U> :</B><BR>
* <BR>
* <li>L2PcInstance : Save update in the character_skills table of the database</li><BR>
* <BR>
*
* @param newSkill
* The L2Skill to add to the L2Character
* @return The L2Skill replaced or null if just added a new L2Skill
*/
public L2Skill addSkill(L2Skill newSkill)
{
L2Skill oldSkill = null;
if (newSkill != null)
{
// Replace oldSkill by newSkill or Add the newSkill
oldSkill = _skills.put(newSkill.getId(), newSkill);
// If an old skill has been replaced, remove all its Func objects
if (oldSkill != null)
{
// if skill came with another one, we should delete the other one too.
if (oldSkill.triggerAnotherSkill())
removeSkill(oldSkill.getTriggeredId(), true);
removeStatsOwner(oldSkill);
}
// Add Func objects of newSkill to the calculator set of the L2Character
addStatFuncs(newSkill.getStatFuncs(null, this));
if (oldSkill != null && _chanceSkills != null)
removeChanceSkill(oldSkill.getId());
if (newSkill.isChance())
addChanceTrigger(newSkill);
}
return oldSkill;
}
/**
* Remove a skill from the L2Character and its Func objects from calculator set of the L2Character.<BR>
* <BR>
* <B><U> Concept</U> :</B><BR>
* <BR>
* All skills own by a L2Character are identified in <B>_skills</B><BR>
* <BR>
* <B><U> Actions</U> :</B><BR>
* <BR>
* <li>Remove the skill from the L2Character _skills</li> <li>Remove all its Func objects from the L2Character calculator set</li> <BR>
* <BR>
* <B><U> Overriden in </U> :</B><BR>
* <BR>
* <li>L2PcInstance : Save update in the character_skills table of the database</li><BR>
* <BR>
*
* @param skill
* The L2Skill to remove from the L2Character
* @return The L2Skill removed
*/
public L2Skill removeSkill(L2Skill skill)
{
if (skill == null)
return null;
return removeSkill(skill.getId(), true);
}
public L2Skill removeSkill(L2Skill skill, boolean cancelEffect)
{
if (skill == null)
return null;
// Remove the skill from the L2Character _skills
return removeSkill(skill.getId(), cancelEffect);
}
public L2Skill removeSkill(int skillId)
{
return removeSkill(skillId, true);
}
public L2Skill removeSkill(int skillId, boolean cancelEffect)
{
// Remove the skill from the L2Character _skills
L2Skill oldSkill = _skills.remove(skillId);
// Remove all its Func objects from the L2Character calculator set
if (oldSkill != null)
{
// this is just a fail-safe againts buggers and gm dummies...
if ((oldSkill.triggerAnotherSkill()) && oldSkill.getTriggeredId() > 0)
removeSkill(oldSkill.getTriggeredId(), true);
// Stop casting if this skill is used right now
if (getLastSkillCast() != null && isCastingNow())
{
if (oldSkill.getId() == getLastSkillCast().getId())
abortCast();
}
if (getLastSimultaneousSkillCast() != null && isCastingSimultaneouslyNow())
{
if (oldSkill.getId() == getLastSimultaneousSkillCast().getId())
abortCast();
}
if (cancelEffect || oldSkill.isToggle())
{
removeStatsOwner(oldSkill);
stopSkillEffects(oldSkill.getId());
}
if (oldSkill.isChance() && _chanceSkills != null)
removeChanceSkill(oldSkill.getId());
}
return oldSkill;
}
public void removeChanceSkill(int id)
{
if (_chanceSkills == null)
return;
synchronized (_chanceSkills)
{
for (IChanceSkillTrigger trigger : _chanceSkills.keySet())
{
if (!(trigger instanceof L2Skill))
continue;
if (((L2Skill) trigger).getId() == id)
_chanceSkills.remove(trigger);
}
}
}
public void addChanceTrigger(IChanceSkillTrigger trigger)
{
if (_chanceSkills == null)
{
synchronized (this)
{
if (_chanceSkills == null)
_chanceSkills = new ChanceSkillList(this);
}
}
_chanceSkills.put(trigger, trigger.getTriggeredChanceCondition());
}
public void removeChanceEffect(EffectChanceSkillTrigger effect)
{
if (_chanceSkills == null)
return;
_chanceSkills.remove(effect);
}
public void onStartChanceEffect()
{
if (_chanceSkills == null)
return;
_chanceSkills.onStart();
}
public void onActionTimeChanceEffect()
{
if (_chanceSkills == null)
return;
_chanceSkills.onActionTime();
}
public void onExitChanceEffect()
{
if (_chanceSkills == null)
return;
_chanceSkills.onExit();
}
/**
* @return A skill array fed with all skills that L2Character owns.
*/
public final L2Skill[] getAllSkills()
{
if (_skills == null)
return new L2Skill[0];
return _skills.values(new L2Skill[0]);
}
public ChanceSkillList getChanceSkills()
{
return _chanceSkills;
}
/**
* Return the level of a skill owned by the L2Character.
*
* @param skillId
* The identifier of the L2Skill whose level must be returned
* @return The level of the L2Skill identified by skillId
*/
public int getSkillLevel(int skillId)
{
final L2Skill skill = getKnownSkill(skillId);
if (skill == null)
return -1;
return skill.getLevel();
}
/**
* @param skillId
* The identifier of the L2Skill to check the knowledge
* @return True if the skill is known by the L2Character.
*/
public final L2Skill getKnownSkill(int skillId)
{
if (_skills == null)
return null;
return _skills.get(skillId);
}
/**
* Return the number of skills of type(Buff, Debuff, HEAL_PERCENT, MANAHEAL_PERCENT) affecting this L2Character.<BR>
* <BR>
*
* @return The number of Buffs affecting this L2Character
*/
public int getBuffCount()
{
return _effects.getBuffCount();
}
public int getDanceCount()
{
return _effects.getDanceCount();
}
/**
* Manage the magic skill launching task (MP, HP, Item consummation...) and display the magic skill animation on client.<BR>
* <BR>
* <B><U> Actions</U> :</B><BR>
* <BR>
* <li>Send a Server->Client packet MagicSkillLaunched (to display magic skill animation) to all L2PcInstance of L2Charcater _knownPlayers</li>
* <li>Consumme MP, HP and Item if necessary</li> <li>Send a Server->Client packet StatusUpdate with MP modification to the L2PcInstance</li>
* <li>Launch the magic skill in order to calculate its effects</li> <li>If the skill type is PDAM, notify the AI of the target with
* AI_INTENTION_ATTACK</li> <li>Notify the AI of the L2Character with EVT_FINISH_CASTING</li><BR>
* <BR>
* <FONT COLOR=#FF0000><B> <U>Caution</U> : A magic skill casting MUST BE in progress</B></FONT><BR>
* <BR>
*
* @param mut
*/
public void onMagicLaunchedTimer(MagicUseTask mut)
{
final L2Skill skill = mut.skill;
L2Object[] targets = mut.targets;
if (skill == null || targets == null)
{
abortCast();
return;
}
if (targets.length == 0)
{
switch (skill.getTargetType())
{
// only AURA-type skills can be cast without target
case TARGET_AURA:
case TARGET_FRONT_AURA:
case TARGET_BEHIND_AURA:
break;
default:
abortCast();
return;
}
}
// Escaping from under skill's radius and peace zone check. First version, not perfect in AoE skills.
int escapeRange = 0;
if (skill.getEffectRange() > escapeRange)
escapeRange = skill.getEffectRange();
else if (skill.getCastRange() < 0 && skill.getSkillRadius() > 80)
escapeRange = skill.getSkillRadius();
if (targets.length > 0 && escapeRange > 0)
{
int _skiprange = 0;
int _skipgeo = 0;
int _skippeace = 0;
List<L2Character> targetList = new FastList<>(targets.length);
for (L2Object target : targets)
{
if (target instanceof L2Character)
{
if (!Util.checkIfInRange(escapeRange, this, target, true))
{
_skiprange++;
continue;
}
if (skill.getSkillRadius() > 0 && skill.isOffensive() && MainConfig.GEODATA > 0 && !GeoData.getInstance().canSeeTarget(this, target))
{
_skipgeo++;
continue;
}
if (skill.isOffensive())
{
if (this instanceof L2PcInstance)
{
if (((L2Character) target).isInsidePeaceZone((L2PcInstance) this))
{
_skippeace++;
continue;
}
}
else
{
if (isInsidePeaceZone(this, target))
{
_skippeace++;
continue;
}
}
}
targetList.add((L2Character) target);
}
}
if (targetList.isEmpty())
{
if (this instanceof L2PcInstance)
{
if (_skiprange > 0)
sendPacket(SystemMessage.getSystemMessage(SystemMessageId.DIST_TOO_FAR_CASTING_STOPPED));
else if (_skipgeo > 0)
sendPacket(SystemMessage.getSystemMessage(SystemMessageId.CANT_SEE_TARGET));
else if (_skippeace > 0)
sendPacket(SystemMessage.getSystemMessage(SystemMessageId.TARGET_IN_PEACEZONE));
}
abortCast();
return;
}
mut.targets = targetList.toArray(new L2Character[targetList.size()]);
}
// Ensure that a cast is in progress
// Check if player is using fake death.
// Potions can be used while faking death.
if ((mut.simultaneously && !isCastingSimultaneouslyNow()) || (!mut.simultaneously && !isCastingNow()) || (isAlikeDead() && !skill.isPotion()))
{
// now cancels both, simultaneous and normal
getAI().notifyEvent(CtrlEvent.EVT_CANCEL);
return;
}
mut.phase = 2;
if (mut.hitTime == 0)
onMagicHitTimer(mut);
else
_skillCast = ThreadPoolManager.getInstance().scheduleEffect(mut, 400);
}
/*
* Runs in the end of skill casting
*/
public void onMagicHitTimer(MagicUseTask mut)
{
final L2Skill skill = mut.skill;
final L2Object[] targets = mut.targets;
if (skill == null || targets == null)
{
abortCast();
return;
}
if (getFusionSkill() != null)
{
if (mut.simultaneously)
{
_skillCast2 = null;
setIsCastingSimultaneouslyNow(false);
}
else
{
_skillCast = null;
setIsCastingNow(false);
}
getFusionSkill().onCastAbort();
notifyQuestEventSkillFinished(skill, targets[0]);
return;
}
L2Effect mog = getFirstEffect(L2EffectType.SIGNET_GROUND);
if (mog != null)
{
if (mut.simultaneously)
{
_skillCast2 = null;
setIsCastingSimultaneouslyNow(false);
}
else
{
_skillCast = null;
setIsCastingNow(false);
}
mog.exit();
notifyQuestEventSkillFinished(skill, targets[0]);
return;
}
try
{
// Go through targets table
for (L2Object tgt : targets)
{
if (tgt instanceof L2Playable)
{
L2Character target = (L2Character) tgt;
if (skill.getSkillType() == L2SkillType.BUFF || skill.getSkillType() == L2SkillType.FUSION || skill.getSkillType() == L2SkillType.SEED)
{
SystemMessage smsg = SystemMessage.getSystemMessage(SystemMessageId.YOU_FEEL_S1_EFFECT);
smsg.addSkillName(skill);
target.sendPacket(smsg);
}
if (this instanceof L2PcInstance && target instanceof L2Summon)
((L2Summon) target).updateAndBroadcastStatus(1);
}
}
StatusUpdate su = new StatusUpdate(this);
boolean isSendStatus = false;
// Consume MP of the L2Character and Send the Server->Client packet StatusUpdate with current HP and MP to all other
// L2PcInstance to inform
double mpConsume = getStat().getMpConsume(skill);
if (mpConsume > 0)
{
if (mpConsume > getCurrentMp())
{
sendPacket(SystemMessage.getSystemMessage(SystemMessageId.NOT_ENOUGH_MP));
abortCast();
return;
}
getStatus().reduceMp(mpConsume);
su.addAttribute(StatusUpdate.CUR_MP, (int) getCurrentMp());
isSendStatus = true;
}
// Consume HP if necessary and Send the Server->Client packet StatusUpdate with current HP and MP to all other
// L2PcInstance to inform
if (skill.getHpConsume() > 0)
{
double consumeHp;
consumeHp = calcStat(Stats.HP_CONSUME_RATE, skill.getHpConsume(), null, null);
if (consumeHp + 1 >= getCurrentHp())
consumeHp = getCurrentHp() - 1.0;
getStatus().reduceHp(consumeHp, this, true);
su.addAttribute(StatusUpdate.CUR_HP, (int) getCurrentHp());
isSendStatus = true;
}
// Send a Server->Client packet StatusUpdate with MP modification to the L2PcInstance
if (isSendStatus)
sendPacket(su);
if (this instanceof L2PcInstance)
{
int charges = ((L2PcInstance) this).getCharges();
// check for charges
if (skill.getMaxCharges() == 0 && charges < skill.getNumCharges())
{
SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.S1_CANNOT_BE_USED);
sm.addSkillName(skill);
sendPacket(sm);
abortCast();
return;
}
// generate charges if any
if (skill.getNumCharges() > 0)
{
if (skill.getMaxCharges() > 0)
((L2PcInstance) this).increaseCharges(skill.getNumCharges(), skill.getMaxCharges());
else
((L2PcInstance) this).decreaseCharges(skill.getNumCharges());
}
}
// Launch the magic skill in order to calculate its effects
callSkill(mut.skill, mut.targets);
}
catch (NullPointerException e)
{
_log.warn(e.getLocalizedMessage(), e);
}
mut.phase = 3;
if (mut.hitTime == 0 || mut.coolTime == 0)
onMagicFinalizer(mut);
else
{
if (mut.simultaneously)
_skillCast2 = ThreadPoolManager.getInstance().scheduleEffect(mut, mut.coolTime);
else
_skillCast = ThreadPoolManager.getInstance().scheduleEffect(mut, mut.coolTime);
}
}
/*
* Runs after skill hitTime+coolTime
*/
public void onMagicFinalizer(MagicUseTask mut)
{
if (mut.simultaneously)
{
_skillCast2 = null;
setIsCastingSimultaneouslyNow(false);
return;
}
_skillCast = null;
setIsCastingNow(false);
_castInterruptTime = 0;
final L2Skill skill = mut.skill;
final L2Object target = mut.targets.length > 0 ? mut.targets[0] : null;
// Attack target after skill use
if (skill.nextActionIsAttack() && getTarget() instanceof L2Character && getTarget() != this && getTarget() == target && getTarget().isAttackable())
{
if (getAI() == null || getAI().getNextIntention() == null || getAI().getNextIntention().getCtrlIntention() != CtrlIntention.AI_INTENTION_MOVE_TO)
getAI().setIntention(CtrlIntention.AI_INTENTION_ATTACK, target);
}
if (skill.isOffensive() && !(skill.getSkillType() == L2SkillType.UNLOCK) && !(skill.getSkillType() == L2SkillType.DELUXE_KEY_UNLOCK))
getAI().clientStartAutoAttack();
// Notify the AI of the L2Character with EVT_FINISH_CASTING
getAI().notifyEvent(CtrlEvent.EVT_FINISH_CASTING);
notifyQuestEventSkillFinished(skill, target);
/*
* If character is a player, then wipe their current cast state and check if a skill is queued. If there is a queued skill, launch it and
* wipe the queue.
*/
if (this instanceof L2PcInstance)
{
L2PcInstance currPlayer = (L2PcInstance) this;
SkillDat queuedSkill = currPlayer.getQueuedSkill();
currPlayer.setCurrentSkill(null, false, false);
if (queuedSkill != null)
{
currPlayer.setQueuedSkill(null, false, false);
ThreadPoolManager.getInstance().executeTask(new QueuedMagicUseTask(currPlayer, queuedSkill.getSkill(), queuedSkill.isCtrlPressed(), queuedSkill.isShiftPressed()));
}
}
}
// Quest event ON_SPELL_FINISHED
protected void notifyQuestEventSkillFinished(L2Skill skill, L2Object target)
{
}
public Map<Integer, Long> getDisabledSkills()
{
return _disabledSkills;
}
/**
* Enable a skill (remove it from _disabledSkills of the L2Character).<BR>
* <BR>
* <B><U> Concept</U> :</B><BR>
* <BR>
* All skills disabled are identified by their skillId in <B>_disabledSkills</B> of the L2Character <BR>
* <BR>
*
* @param skill
* The L2Skill to enable
*/
public void enableSkill(L2Skill skill)
{
if (skill == null || _disabledSkills == null)
return;
_disabledSkills.remove(Integer.valueOf(skill.getReuseHashCode()));
}
/**
* Disable this skill id for the duration of the delay in milliseconds.
*
* @param skill
* @param delay
* (seconds * 1000)
*/
public void disableSkill(L2Skill skill, long delay)
{
if (skill == null)
return;
if (_disabledSkills == null)
_disabledSkills = Collections.synchronizedMap(new FastMap<Integer, Long>());
_disabledSkills.put(Integer.valueOf(skill.getReuseHashCode()), delay > 10 ? System.currentTimeMillis() + delay : Long.MAX_VALUE);
}
/**
* Check if a skill is disabled.<BR>
* <BR>
* <B><U> Concept</U> :</B><BR>
* <BR>
* All skills disabled are identified by their reuse hashcodes in <B>_disabledSkills</B> of the L2Character <BR>
* <BR>
*
* @param skill
* The L2Skill to check
* @return true if the skill is currently disabled.
*/
public boolean isSkillDisabled(L2Skill skill)
{
if (skill == null)
return true;
return isSkillDisabled(skill.getReuseHashCode());
}
/**
* Check if a skill is disabled.<BR>
* <BR>
* <B><U> Concept</U> :</B><BR>
* <BR>
* All skills disabled are identified by their reuse hashcodes in <B>_disabledSkills</B> of the L2Character <BR>
* <BR>
*
* @param reuseHashcode
* The reuse hashcode of the skillId/level to check
* @return true if the skill is currently disabled.
*/
public boolean isSkillDisabled(int reuseHashcode)
{
if (isAllSkillsDisabled())
return true;
if (_disabledSkills == null)
return false;
final Long timeStamp = _disabledSkills.get(Integer.valueOf(reuseHashcode));
if (timeStamp == null)
return false;
if (timeStamp < System.currentTimeMillis())
{
_disabledSkills.remove(Integer.valueOf(reuseHashcode));
return false;
}
return true;
}
/**
* Disable all skills (set _allSkillsDisabled to True).<BR>
* <BR>
*/
public void disableAllSkills()
{
_log.debug("All skills disabled for {}", toString());
_allSkillsDisabled = true;
}
/**
* Enable all skills (set _allSkillsDisabled to False).<BR>
* <BR>
*/
public void enableAllSkills()
{
_log.debug("All skills enabled for {}", toString());
_allSkillsDisabled = false;
}
/**
* Launch the magic skill and calculate its effects on each target contained in the targets table.<BR>
* <BR>
*
* @param skill
* The L2Skill to use
* @param targets
* The table of L2Object targets
*/
public void callSkill(L2Skill skill, L2Object[] targets)
{
try
{
// Get the skill handler corresponding to the skill type (PDAM, MDAM, SWEEP...) started in gameserver
ISkillHandler handler = SkillHandler.getInstance().getSkillHandler(skill.getSkillType());
L2Weapon activeWeapon = getActiveWeaponItem();
// Check if the toggle skill effects are already in progress on the L2Character
if (skill.isToggle() && getFirstEffect(skill.getId()) != null)
return;
// Initial checks
for (L2Object trg : targets)
{
if (trg instanceof L2Character)
{
// Set some values inside target's instance for later use
L2Character target = (L2Character) trg;
if (!NPCConfig.RAID_DISABLE_CURSE)
{
// Raidboss curse.
L2Character targetsAttackTarget = null;
L2Character targetsCastTarget = null;
if (target.hasAI())
{
targetsAttackTarget = target.getAI().getAttackTarget();
targetsCastTarget = target.getAI().getCastTarget();
}
if ((target.isRaid() && getLevel() > target.getLevel() + 8) || (!skill.isOffensive() && targetsAttackTarget != null && targetsAttackTarget.isRaid() && targetsAttackTarget.getAttackByList().contains(target) && getLevel() > targetsAttackTarget.getLevel() + 8) || (!skill.isOffensive() && targetsCastTarget != null && targetsCastTarget.isRaid() && targetsCastTarget.getAttackByList().contains(target) && getLevel() > targetsCastTarget.getLevel() + 8))
{
L2Skill curse = FrequentSkill.RAID_CURSE.getSkill();
if (curse != null)
{
// Send visual and skill effects. Caster is the victim.
broadcastPacket(new MagicSkillUse(this, this, curse.getId(), curse.getLevel(), 300, 0));
curse.getEffects(this, this);
}
return;
}
}
// Check if over-hit is possible
if (skill.isOverhit())
{
if (target instanceof L2Attackable)
((L2Attackable) target).overhitEnabled(true);
}
// crafting does not trigger any chance skills
switch (skill.getSkillType())
{
case COMMON_CRAFT:
case DWARVEN_CRAFT:
break;
default:
// Launch weapon Special ability skill effect if available
if (activeWeapon != null && !target.isDead())
{
if (activeWeapon.getSkillEffects(this, target, skill).length > 0 && this instanceof L2PcInstance)
{
SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.S1_HAS_BEEN_ACTIVATED);
sm.addSkillName(skill);
sendPacket(sm);
}
}
// Maybe launch chance skills on us
if (_chanceSkills != null)
_chanceSkills.onSkillHit(target, false, skill.isMagic(), skill.isOffensive(), skill.getElement());
// Maybe launch chance skills on target
if (target.getChanceSkills() != null)
target.getChanceSkills().onSkillHit(this, true, skill.isMagic(), skill.isOffensive(), skill.getElement());
}
}
}
// Launch the magic skill and calculate its effects
if (handler != null)
handler.useSkill(this, skill, targets);
else
skill.useSkill(this, targets);
L2PcInstance player = getActingPlayer();
if (player != null)
{
for (L2Object target : targets)
{
// EVT_ATTACKED and PvPStatus
if (target instanceof L2Character)
{
if (skill.isOffensive())
{
if (target instanceof L2Playable)
{
// Signets are a special case, casted on target_self but don't harm self
if (skill.getSkillType() != L2SkillType.SIGNET && skill.getSkillType() != L2SkillType.SIGNET_CASTTIME)
{
((L2Character) target).getAI().clientStartAutoAttack();
// attack of the own pet does not flag player
if (player.getPet() != target)
player.updatePvPStatus((L2Character) target);
}
}
else if (target instanceof L2Attackable)
{
switch (skill.getId())
{
case 51: // Lure
case 511: // Temptation
break;
default:
// add attacker into list
((L2Character) target).addAttackerToAttackByList(this);
}
}
// notify target AI about the attack
if (((L2Character) target).hasAI())
{
switch (skill.getSkillType())
{
case AGGREDUCE:
case AGGREDUCE_CHAR:
case AGGREMOVE:
break;
default:
((L2Character) target).getAI().notifyEvent(CtrlEvent.EVT_ATTACKED, this);
}
}
}
else
{
if (target instanceof L2PcInstance)
{
// Casting non offensive skill on player with pvp flag set or with karma
if (!(target.equals(this) || target.equals(player)) && (((L2PcInstance) target).getPvpFlag() > 0 || ((L2PcInstance) target).getKarma() > 0))
player.updatePvPStatus();
}
else if (target instanceof L2Attackable)
{
switch (skill.getSkillType())
{
case SUMMON:
case BEAST_FEED:
case UNLOCK:
case UNLOCK_SPECIAL:
case DELUXE_KEY_UNLOCK:
break;
default:
player.updatePvPStatus();
}
}
}
}
}
// Mobs in range 1000 see spell
Collection<L2Object> objs = player.getKnownList().getKnownObjects().values();
for (L2Object spMob : objs)
{
if (spMob instanceof L2Npc)
{
L2Npc npcMob = (L2Npc) spMob;
if ((npcMob.isInsideRadius(player, 1000, true, true)) && (npcMob.getTemplate().getEventQuests(Quest.QuestEventType.ON_SKILL_SEE) != null))
for (Quest quest : npcMob.getTemplate().getEventQuests(Quest.QuestEventType.ON_SKILL_SEE))
quest.notifySkillSee(npcMob, player, skill, targets, this instanceof L2Summon);
}
}
}
// Notify AI
if (skill.isOffensive())
{
switch (skill.getSkillType())
{
case AGGREDUCE:
case AGGREDUCE_CHAR:
case AGGREMOVE:
break;
default:
for (L2Object target : targets)
{
// notify target AI about the attack
if (target instanceof L2Character && ((L2Character) target).hasAI())
((L2Character) target).getAI().notifyEvent(CtrlEvent.EVT_ATTACKED, this);
}
break;
}
}
}
catch (Exception e)
{
_log.warn(getClass().getSimpleName() + ": callSkill() failed.", e);
}
}
/**
* @param target
* Target to check.
* @return True if the L2Character is behind the target and can't be seen.
*/
public boolean isBehind(L2Object target)
{
double angleChar, angleTarget, angleDiff, maxAngleDiff = 60;
if (target == null)
return false;
if (target instanceof L2Character)
{
L2Character target1 = (L2Character) target;
angleChar = Util.calculateAngleFrom(this, target1);
angleTarget = Util.convertHeadingToDegree(target1.getHeading());
angleDiff = angleChar - angleTarget;
if (angleDiff <= -360 + maxAngleDiff)
angleDiff += 360;
if (angleDiff >= 360 - maxAngleDiff)
angleDiff -= 360;
if (Math.abs(angleDiff) <= maxAngleDiff)
{
_log.debug("Char " + getName() + " is behind " + target.getName());
return true;
}
}
else
{
_log.debug("isBehindTarget's target not an Character.");
}
return false;
}
public boolean isBehindTarget()
{
return isBehind(getTarget());
}
/**
* @param target
* Target to check.
* @return True if the target is facing the L2Character.
*/
public boolean isInFrontOf(L2Character target)
{
double angleChar, angleTarget, angleDiff, maxAngleDiff = 60;
if (target == null)
return false;
angleTarget = Util.calculateAngleFrom(target, this);
angleChar = Util.convertHeadingToDegree(target.getHeading());
angleDiff = angleChar - angleTarget;
if (angleDiff <= -360 + maxAngleDiff)
angleDiff += 360;
if (angleDiff >= 360 - maxAngleDiff)
angleDiff -= 360;
if (Math.abs(angleDiff) <= maxAngleDiff)
return true;
return false;
}
/**
* @param target
* Target to check.
* @param maxAngle
* The angle to check.
* @return true if target is in front of L2Character (shield def etc)
*/
public boolean isFacing(L2Object target, int maxAngle)
{
double angleChar, angleTarget, angleDiff, maxAngleDiff;
if (target == null)
return false;
maxAngleDiff = maxAngle / 2;
angleTarget = Util.calculateAngleFrom(this, target);
angleChar = Util.convertHeadingToDegree(getHeading());
angleDiff = angleChar - angleTarget;
if (angleDiff <= -360 + maxAngleDiff)
angleDiff += 360;
if (angleDiff >= 360 - maxAngleDiff)
angleDiff -= 360;
if (Math.abs(angleDiff) <= maxAngleDiff)
return true;
return false;
}
public boolean isInFrontOfTarget()
{
L2Object target = getTarget();
if (target instanceof L2Character)
return isInFrontOf((L2Character) target);
return false;
}
/**
* @return the level modifier (overriden in summons).
*/
public double getLevelMod()
{
return 1;
}
public final void setSkillCast(Future<?> newSkillCast)
{
_skillCast = newSkillCast;
}
/**
* Sets _isCastingNow to true and _castInterruptTime is calculated from end time (ticks)
*
* @param newSkillCastEndTick
*/
public final void forceIsCasting(int newSkillCastEndTick)
{
setIsCastingNow(true);
// for interrupt -400 ms
_castInterruptTime = newSkillCastEndTick - 4;
}
/**
* @param target
* Target to check.
* @return a Random Damage in function of the weapon.
*/
public final int getRandomDamage(L2Character target)
{
L2Weapon weaponItem = getActiveWeaponItem();
if (weaponItem == null)
return 5 + (int) Math.sqrt(getLevel());
return weaponItem.getRandomDamage();
}
@Override
public String toString()
{
return "mob " + getObjectId();
}
public int getAttackEndTime()
{
return _attackEndTime;
}
/**
* @return the level of the L2Character.
*/
public abstract int getLevel();
// =========================================================
// Stat - NEED TO REMOVE ONCE L2CHARSTAT IS COMPLETE
// Property - Public
public final double calcStat(Stats stat, double init, L2Character target, L2Skill skill)
{
return getStat().calcStat(stat, init, target, skill);
}
// Property - Public
public int getCON()
{
return getStat().getCON();
}
public int getDEX()
{
return getStat().getDEX();
}
public int getINT()
{
return getStat().getINT();
}
public int getMEN()
{
return getStat().getMEN();
}
public int getSTR()
{
return getStat().getSTR();
}
public int getWIT()
{
return getStat().getWIT();
}
public int getAccuracy()
{
return getStat().getAccuracy();
}
public final float getAttackSpeedMultiplier()
{
return getStat().getAttackSpeedMultiplier();
}
public int getCriticalHit(L2Character target, L2Skill skill)
{
return getStat().getCriticalHit(target, skill);
}
public int getEvasionRate(L2Character target)
{
return getStat().getEvasionRate(target);
}
public int getMDef(L2Character target, L2Skill skill)
{
return getStat().getMDef(target, skill);
}
public int getPDef(L2Character target)
{
return getStat().getPDef(target);
}
public final int getShldDef()
{
return getStat().getShldDef();
}
public final int getPhysicalAttackRange()
{
return getStat().getPhysicalAttackRange();
}
public final int getMagicalAttackRange(L2Skill skill)
{
return getStat().getMagicalAttackRange(skill);
}
public int getPAtk(L2Character target)
{
return getStat().getPAtk(target);
}
public int getPAtkSpd()
{
return getStat().getPAtkSpd();
}
public int getMAtk(L2Character target, L2Skill skill)
{
return getStat().getMAtk(target, skill);
}
public int getMAtkSpd()
{
return getStat().getMAtkSpd();
}
public final int getMCriticalHit(L2Character target, L2Skill skill)
{
return getStat().getMCriticalHit(target, skill);
}
public int getMaxMp()
{
return getStat().getMaxMp();
}
public int getMaxHp()
{
return getStat().getMaxHp();
}
public final int getMaxCp()
{
return getStat().getMaxCp();
}
public double getMReuseRate(L2Skill skill)
{
return getStat().getMReuseRate(skill);
}
public float getMovementSpeedMultiplier()
{
return getStat().getMovementSpeedMultiplier();
}
public double getPAtkAnimals(L2Character target)
{
return getStat().getPAtkAnimals(target);
}
public double getPAtkDragons(L2Character target)
{
return getStat().getPAtkDragons(target);
}
public double getPAtkInsects(L2Character target)
{
return getStat().getPAtkInsects(target);
}
public double getPAtkMonsters(L2Character target)
{
return getStat().getPAtkMonsters(target);
}
public double getPAtkPlants(L2Character target)
{
return getStat().getPAtkPlants(target);
}
public double getPAtkGiants(L2Character target)
{
return getStat().getPAtkGiants(target);
}
public double getPAtkMagicCreatures(L2Character target)
{
return getStat().getPAtkMagicCreatures(target);
}
public double getPDefAnimals(L2Character target)
{
return getStat().getPDefAnimals(target);
}
public double getPDefDragons(L2Character target)
{
return getStat().getPDefDragons(target);
}
public double getPDefInsects(L2Character target)
{
return getStat().getPDefInsects(target);
}
public double getPDefMonsters(L2Character target)
{
return getStat().getPDefMonsters(target);
}
public double getPDefPlants(L2Character target)
{
return getStat().getPDefPlants(target);
}
public double getPDefGiants(L2Character target)
{
return getStat().getPDefGiants(target);
}
public double getPDefMagicCreatures(L2Character target)
{
return getStat().getPDefMagicCreatures(target);
}
public int getRunSpeed()
{
return getStat().getRunSpeed();
}
public final int getWalkSpeed()
{
return getStat().getWalkSpeed();
}
// =========================================================
// Status - NEED TO REMOVE ONCE L2CHARTATUS IS COMPLETE
// Method - Public
public void addStatusListener(L2Character object)
{
getStatus().addStatusListener(object);
}
public void reduceCurrentHp(double i, L2Character attacker, L2Skill skill)
{
reduceCurrentHp(i, attacker, true, false, skill);
}
public void reduceCurrentHpByDOT(double i, L2Character attacker, L2Skill skill)
{
reduceCurrentHp(i, attacker, !skill.isToggle(), true, skill);
}
public void reduceCurrentHp(double i, L2Character attacker, boolean awake, boolean isDOT, L2Skill skill)
{
if (NPCConfig.CHAMPION_ENABLE && isChampion() && NPCConfig.CHAMPION_HP != 0)
getStatus().reduceHp(i / NPCConfig.CHAMPION_HP, attacker, awake, isDOT, false);
else
getStatus().reduceHp(i, attacker, awake, isDOT, false);
}
public void reduceCurrentMp(double i)
{
getStatus().reduceMp(i);
}
public void removeStatusListener(L2Character object)
{
getStatus().removeStatusListener(object);
}
protected void stopHpMpRegeneration()
{
getStatus().stopHpMpRegeneration();
}
// Property - Public
public final double getCurrentCp()
{
return getStatus().getCurrentCp();
}
public final void setCurrentCp(Double newCp)
{
setCurrentCp((double) newCp);
}
public final void setCurrentCp(double newCp)
{
getStatus().setCurrentCp(newCp);
}
public final double getCurrentHp()
{
return getStatus().getCurrentHp();
}
public final void setCurrentHp(double newHp)
{
getStatus().setCurrentHp(newHp);
}
public final void setCurrentHpMp(double newHp, double newMp)
{
getStatus().setCurrentHpMp(newHp, newMp);
}
public final double getCurrentMp()
{
return getStatus().getCurrentMp();
}
public final void setCurrentMp(Double newMp)
{
setCurrentMp((double) newMp);
}
public final void setCurrentMp(double newMp)
{
getStatus().setCurrentMp(newMp);
}
// =========================================================
public void setAiClass(String aiClass)
{
_aiClass = aiClass;
}
public String getAiClass()
{
return _aiClass;
}
public void setChampion(boolean champ)
{
_champion = champ;
}
public boolean isChampion()
{
return _champion;
}
/**
* Send system message about damage.<BR>
* <BR>
* <B><U> Overriden in </U> :</B><BR>
* <BR>
* <li>L2PcInstance <li>L2SummonInstance <li>L2PetInstance</li><BR>
* <BR>
*
* @param target
* @param damage
* @param mcrit
* @param pcrit
* @param miss
*/
public void sendDamageMessage(L2Character target, int damage, boolean mcrit, boolean pcrit, boolean miss)
{
}
public FusionSkill getFusionSkill()
{
return _fusionSkill;
}
public void setFusionSkill(FusionSkill fb)
{
_fusionSkill = fb;
}
public int getAttackElementValue(byte attackAttribute)
{
return getStat().getAttackElementValue(attackAttribute);
}
public int getDefenseElementValue(byte defenseAttribute)
{
return getStat().getDefenseElementValue(defenseAttribute);
}
/**
* Check if target is affected with special buff
*
* @see CharEffectList#isAffected(int)
* @param flag
* int
* @return boolean
*/
public boolean isAffected(int flag)
{
return _effects.isAffected(flag);
}
/**
* Check player max buff count
*
* @return max buff count
*/
public int getMaxBuffCount()
{
return PlayersConfig.BUFFS_MAX_AMOUNT + Math.max(0, getSkillLevel(L2Skill.SKILL_DIVINE_INSPIRATION));
}
/**
* @return a multiplier based on weapon random damage.
*/
public final double getRandomDamageMultiplier()
{
L2Weapon activeWeapon = getActiveWeaponItem();
int random;
if (activeWeapon != null)
random = activeWeapon.getRandomDamage();
else
random = 5 + (int) Math.sqrt(getLevel());
return (1 + ((double) Rnd.get(0 - random, random) / 100));
}
public void disableCoreAI(boolean val)
{
_AIdisabled = val;
}
public boolean isCoreAIDisabled()
{
return _AIdisabled;
}
/** Task for potion and herb queue */
private static class UsePotionTask implements Runnable
{
private final L2Character _activeChar;
private final L2Skill _skill;
UsePotionTask(L2Character activeChar, L2Skill skill)
{
_activeChar = activeChar;
_skill = skill;
}
@Override
public void run()
{
try
{
_activeChar.doSimultaneousCast(_skill);
}
catch (Exception e)
{
_log.warn(e.getLocalizedMessage(), e);
}
}
}
private int _PremiumService;
public void setPremiumService(int PS)
{
_PremiumService = PS;
}
public int getPremiumService()
{
return _PremiumService;
}
}