package com.aionemu.gameserver.ai.handler;
import com.aionemu.gameserver.ai.AIState;
import com.aionemu.gameserver.ai.AISubState;
import com.aionemu.gameserver.ai.NpcAI;
import com.aionemu.gameserver.ai.event.AIEventType;
import com.aionemu.gameserver.ai.manager.AttackManager;
import com.aionemu.gameserver.model.gameobjects.Creature;
import com.aionemu.gameserver.model.gameobjects.Npc;
import com.aionemu.gameserver.model.gameobjects.player.CustomPlayerState;
import com.aionemu.gameserver.model.gameobjects.player.Player;
import com.aionemu.gameserver.model.gameobjects.state.CreatureVisualState;
import com.aionemu.gameserver.model.templates.npc.NpcTemplateType;
import com.aionemu.gameserver.questEngine.QuestEngine;
import com.aionemu.gameserver.questEngine.model.QuestEnv;
import com.aionemu.gameserver.services.TribeRelationService;
import com.aionemu.gameserver.skillengine.effect.AbnormalState;
import com.aionemu.gameserver.utils.PositionUtil;
import com.aionemu.gameserver.world.geo.GeoService;
/**
* @author ATracer
*/
public class CreatureEventHandler {
/**
* @param npcAI
* @param creature
*/
public static void onCreatureMoved(NpcAI npcAI, Creature creature) {
checkAggro(npcAI, creature);
if (creature instanceof Player) {
Player player = (Player) creature;
QuestEngine.getInstance().onAtDistance(new QuestEnv(npcAI.getOwner(), player, 0));
}
}
/**
* @param npcAI
* @param creature
*/
public static void onCreatureSee(NpcAI npcAI, Creature creature) {
if (npcAI.isInSubState(AISubState.TARGET_LOST) && creature.equals(npcAI.getTarget())) { // see target again after hide end
npcAI.setSubStateIfNot(AISubState.NONE);
if (npcAI.isInState(AIState.FIGHT)) { // continue to attack
AttackManager.scheduleNextAttack(npcAI);
return;
}
}
checkAggro(npcAI, creature);
if (creature instanceof Player) {
Player player = (Player) creature;
QuestEngine.getInstance().onAtDistance(new QuestEnv(npcAI.getOwner(), player, 0));
}
}
/**
* @param ai
* @param creature
*/
protected static void checkAggro(NpcAI ai, Creature creature) {
if (ai.isInState(AIState.FIGHT))
return;
if (ai.isInState(AIState.RETURNING))
return;
if (creature.isDead())
return;
if (creature.isInVisualState(CreatureVisualState.BLINKING))
return;
Npc owner = ai.getOwner();
if (!owner.isSpawned())
return;
if (!owner.canSee(creature))
return;
if (owner.getEffectController().isAbnormalSet(AbnormalState.SANCTUARY))
return;
if (!owner.getPosition().isMapRegionActive())
return;
if (isInSeeRange(creature, owner)) {
ai.handleCreatureDetected(creature); // TODO: Move to AIEventType, prevent calling multiple times
boolean isPlayer = creature instanceof Player;
if (isPlayer && ((Player) creature).isInCustomState(CustomPlayerState.ENEMY_OF_ALL_NPCS)
|| TribeRelationService.isAggressive(owner, creature) && (isPlayer || creature.isEnemyFrom(owner))) { // aggressive mob
if (validateAggro(owner, creature) && GeoService.getInstance().canSee(owner, creature)) {
ShoutEventHandler.onSee(ai, creature);
if (ai.canThink())
ai.onCreatureEvent(AIEventType.CREATURE_AGGRO, creature);
}
} else { // non aggressive (should we consider also using geo canSee checks here?)
ShoutEventHandler.onSee(ai, creature);
}
}
}
private static boolean isInSeeRange(Creature creature, Npc npc) {
if (npc.getAggroAngle() == 0 || npc.getAggroRange() == 0)
return false;
if (!PositionUtil.isInRange(npc, creature, npc.getAggroRange(), false))
return false;
return PositionUtil.isInFrontOf(creature, npc, npc.getAggroAngle() / 2f) || PositionUtil.isInRange(npc, creature, npc.getShortAggroRange(), false);
}
private static boolean validateAggro(Npc owner, Creature creature) {
return creature.getLevel() - owner.getLevel() < 10 || owner.getObjectTemplate().getNpcTemplateType() == NpcTemplateType.GUARD
|| owner.getObjectTemplate().getNpcTemplateType() == NpcTemplateType.ABYSS_GUARD;
}
}