siege guards
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siege guards
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L2J Revision Number:3155
L2JDP Revision Number:6245
How do i get rid of the siege guards, its too many of then and it is causing lag. There is no option on config to disable then. Please help me.
Thanks.
» Find Revision
L2J Revision Number:3155
L2JDP Revision Number:6245
How do i get rid of the siege guards, its too many of then and it is causing lag. There is no option on config to disable then. Please help me.
Thanks.
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- Posts: 750
- Joined: Sun Dec 07, 2008 7:01 pm
- Location: Poland
Re: siege guards
Don't you think that's a poor solution to a greater problem?
If your server can't handle siege npcs, then it's not ready to be a server or it's poorly configured.
If your computer can't handle it, learn to ALT+P during sieges and raids.
If your server can't handle siege npcs, then it's not ready to be a server or it's poorly configured.
If your computer can't handle it, learn to ALT+P during sieges and raids.
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Re: siege guards
For my live I disabled siege guards faction calls, to avoid high cpu util and packet storms.
Commiter of the shit
public static final int PI = 3.1415926535897932384626433832795;
public static final int PI = 3.1415926535897932384626433832795;
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Re: siege guards
don't think so, it's like 1000 guards and is just too many. i just want to have the option to take then out like on other server i have played and make siege a little bit easier. The way it is you don't need to be there to defend the castle. Thanks.
- janiii
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Re: siege guards
look in table castle_siege_guards
DO NOT EVEN TRY TO MESS WITH ME!
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forum flOOder dancing dEVILoper ♀
I don't give private support - PM will be ignored!
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Re: siege guards
I deleted all the contents of that table but everyting come back again.
- janiii
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- Location: Slovakia
Re: siege guards
and you emptied (not deleted!) the table when the server was offline, right?disorder25 wrote:I deleted all the contents of that table but everyting come back again.
DO NOT EVEN TRY TO MESS WITH ME!
forum flOOder dancing dEVILoper ♀
I don't give private support - PM will be ignored!
forum flOOder dancing dEVILoper ♀
I don't give private support - PM will be ignored!
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- Posts: 15
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Re: siege guards
Ìt look like it work now, the guards did not spawn. Thank you.
- sd619
- Posts: 53
- Joined: Thu Sep 28, 2006 5:00 am
Re: siege guards
were in eclipse do i diasble siege gaurds function calls?
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Re: siege guards
In siege guards ai.
Commiter of the shit
public static final int PI = 3.1415926535897932384626433832795;
public static final int PI = 3.1415926535897932384626433832795;
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- L2j Veteran
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- Joined: Wed Apr 30, 2008 8:53 am
- Location: Russia
Re: siege guards
No, just remove faction call function.
Commiter of the shit
public static final int PI = 3.1415926535897932384626433832795;
public static final int PI = 3.1415926535897932384626433832795;
- sd619
- Posts: 53
- Joined: Thu Sep 28, 2006 5:00 am
Re: siege guards
kk thanks
EDITED:
K i made the changes, can you just give it a look over, to see if all looks good!
EDITED:
K i made the changes, can you just give it a look over, to see if all looks good!
Code: Select all
/* * 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 net.sf.l2j.gameserver.ai; import static net.sf.l2j.gameserver.ai.CtrlIntention.AI_INTENTION_ACTIVE;import static net.sf.l2j.gameserver.ai.CtrlIntention.AI_INTENTION_ATTACK;import static net.sf.l2j.gameserver.ai.CtrlIntention.AI_INTENTION_IDLE; import java.util.concurrent.Future; import net.sf.l2j.Config;import net.sf.l2j.gameserver.GameTimeController;import net.sf.l2j.gameserver.GeoData;import net.sf.l2j.gameserver.ThreadPoolManager;import net.sf.l2j.gameserver.model.actor.L2Attackable;import net.sf.l2j.gameserver.model.actor.L2Character;import net.sf.l2j.gameserver.model.actor.L2Playable;import net.sf.l2j.gameserver.model.actor.L2Summon;import net.sf.l2j.gameserver.model.actor.instance.L2DoorInstance;import net.sf.l2j.gameserver.model.actor.instance.L2NpcInstance;import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance;import net.sf.l2j.gameserver.model.actor.instance.L2SiegeGuardInstance; /** * This class manages AI of L2Attackable.<BR><BR> * */public class L2SiegeGuardAI extends L2CharacterAI implements Runnable{ //protected static final Logger _log = Logger.getLogger(L2SiegeGuardAI.class.getName()); private static final int MAX_ATTACK_TIMEOUT = 300; // int ticks, i.e. 30 seconds /** The L2Attackable AI task executed every 1s (call onEvtThink method)*/ private Future<?> _aiTask; /** For attack AI, analysis of mob and its targets */ private SelfAnalysis _selfAnalysis = new SelfAnalysis(); //private TargetAnalysis _mostHatedAnalysis = new TargetAnalysis(); /** The delay after which the attacked is stopped */ private int _attackTimeout; /** The L2Attackable aggro counter */ private int _globalAggro; /** The flag used to indicate that a thinking action is in progress */ private boolean _thinking; // to prevent recursive thinking private int _attackRange; /** * Constructor of L2AttackableAI.<BR><BR> * * @param accessor The AI accessor of the L2Character * */ public L2SiegeGuardAI(L2Character.AIAccessor accessor) { super(accessor); _selfAnalysis.init(); _attackTimeout = Integer.MAX_VALUE; _globalAggro = -10; // 10 seconds timeout of ATTACK after respawn _attackRange = ((L2Attackable) _actor).getPhysicalAttackRange(); } public void run() { // Launch actions corresponding to the Event Think onEvtThink(); } /** * Return True if the target is autoattackable (depends on the actor type).<BR><BR> * * <B><U> Actor is a L2GuardInstance</U> :</B><BR><BR> * <li>The target isn't a Folk or a Door</li> * <li>The target isn't dead, isn't invulnerable, isn't in silent moving mode AND too far (>100)</li> * <li>The target is in the actor Aggro range and is at the same height</li> * <li>The L2PcInstance target has karma (=PK)</li> * <li>The L2MonsterInstance target is aggressive</li><BR><BR> * * <B><U> Actor is a L2SiegeGuardInstance</U> :</B><BR><BR> * <li>The target isn't a Folk or a Door</li> * <li>The target isn't dead, isn't invulnerable, isn't in silent moving mode AND too far (>100)</li> * <li>The target is in the actor Aggro range and is at the same height</li> * <li>A siege is in progress</li> * <li>The L2PcInstance target isn't a Defender</li><BR><BR> * * <B><U> Actor is a L2FriendlyMobInstance</U> :</B><BR><BR> * <li>The target isn't a Folk, a Door or another L2NpcInstance</li> * <li>The target isn't dead, isn't invulnerable, isn't in silent moving mode AND too far (>100)</li> * <li>The target is in the actor Aggro range and is at the same height</li> * <li>The L2PcInstance target has karma (=PK)</li><BR><BR> * * <B><U> Actor is a L2MonsterInstance</U> :</B><BR><BR> * <li>The target isn't a Folk, a Door or another L2NpcInstance</li> * <li>The target isn't dead, isn't invulnerable, isn't in silent moving mode AND too far (>100)</li> * <li>The target is in the actor Aggro range and is at the same height</li> * <li>The actor is Aggressive</li><BR><BR> * * @param target The targeted L2Object * */ private boolean autoAttackCondition(L2Character target) { // Check if the target isn't another guard, folk or a door if (target == null || target instanceof L2SiegeGuardInstance || target instanceof L2NpcInstance || target instanceof L2DoorInstance || target.isAlikeDead()) return false; // Check if the target isn't invulnerable if (target.isInvul()) { // However EffectInvincible requires to check GMs specially if (target instanceof L2PcInstance && ((L2PcInstance) target).isGM()) return false; if (target instanceof L2Summon && ((L2Summon) target).getOwner().isGM()) return false; } // Get the owner if the target is a summon if (target instanceof L2Summon) { L2PcInstance owner = ((L2Summon) target).getOwner(); if (_actor.isInsideRadius(owner, 1000, true, false)) target = owner; } // Check if the target is a L2PcInstance if (target instanceof L2Playable) { // Check if the target isn't in silent move mode AND too far (>100) if (((L2Playable) target).isSilentMoving() && !_actor.isInsideRadius(target, 250, false, false)) return false; } // Los Check Here return (_actor.isAutoAttackable(target) && GeoData.getInstance().canSeeTarget(_actor, target)); } /** * Set the Intention of this L2CharacterAI and create an AI Task executed every 1s (call onEvtThink method) for this L2Attackable.<BR><BR> * * <FONT COLOR=#FF0000><B> <U>Caution</U> : If actor _knowPlayer isn't EMPTY, AI_INTENTION_IDLE will be change in AI_INTENTION_ACTIVE</B></FONT><BR><BR> * * @param intention The new Intention to set to the AI * @param arg0 The first parameter of the Intention * @param arg1 The second parameter of the Intention * */ @Override synchronized void changeIntention(CtrlIntention intention, Object arg0, Object arg1) { if (Config.DEBUG) _log.info("L2SiegeAI.changeIntention(" + intention + ", " + arg0 + ", " + arg1 + ")"); if (intention == AI_INTENTION_IDLE /*|| intention == AI_INTENTION_ACTIVE*/) // active becomes idle if only a summon is present { // Check if actor is not dead if (!_actor.isAlikeDead()) { L2Attackable npc = (L2Attackable) _actor; // If its _knownPlayer isn't empty set the Intention to AI_INTENTION_ACTIVE if (!npc.getKnownList().getKnownPlayers().isEmpty()) intention = AI_INTENTION_ACTIVE; else intention = AI_INTENTION_IDLE; } if (intention == AI_INTENTION_IDLE) { // Set the Intention of this L2AttackableAI to AI_INTENTION_IDLE super.changeIntention(AI_INTENTION_IDLE, null, null); // Stop AI task and detach AI from NPC if (_aiTask != null) { _aiTask.cancel(true); _aiTask = null; } // Cancel the AI _accessor.detachAI(); return; } } // Set the Intention of this L2AttackableAI to intention super.changeIntention(intention, arg0, arg1); // If not idle - create an AI task (schedule onEvtThink repeatedly) if (_aiTask == null) { _aiTask = ThreadPoolManager.getInstance().scheduleAiAtFixedRate(this, 1000, 1000); } } /** * Manage the Attack Intention : Stop current Attack (if necessary), Calculate attack timeout, Start a new Attack and Launch Think Event.<BR><BR> * * @param target The L2Character to attack * */ @Override protected void onIntentionAttack(L2Character target) { // Calculate the attack timeout _attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks(); // Manage the Attack Intention : Stop current Attack (if necessary), Start a new Attack and Launch Think Event //if (_actor.getTarget() != null) super.onIntentionAttack(target); } /** * Manage AI standard thinks of a L2Attackable (called by onEvtThink).<BR><BR> * * <B><U> Actions</U> :</B><BR><BR> * <li>Update every 1s the _globalAggro counter to come close to 0</li> * <li>If the actor is Aggressive and can attack, add all autoAttackable L2Character in its Aggro Range to its _aggroList, chose a target and order to attack it</li> * <li>If the actor can't attack, order to it to return to its home location</li> * */ private void thinkActive() { L2Attackable npc = (L2Attackable) _actor; // Update every 1s the _globalAggro counter to come close to 0 if (_globalAggro != 0) { if (_globalAggro < 0) _globalAggro++; else _globalAggro--; } // Add all autoAttackable L2Character in L2Attackable Aggro Range to its _aggroList with 0 damage and 1 hate // A L2Attackable isn't aggressive during 10s after its spawn because _globalAggro is set to -10 if (_globalAggro >= 0) { for (L2Character target : npc.getKnownList().getKnownCharactersInRadius(_attackRange)) { if (target == null) continue; if (autoAttackCondition(target)) // check aggression { // Get the hate level of the L2Attackable against this L2Character target contained in _aggroList int hating = npc.getHating(target); // Add the attacker to the L2Attackable _aggroList with 0 damage and 1 hate if (hating == 0) npc.addDamageHate(target, 0, 1); } } // Chose a target from its aggroList L2Character hated; if (_actor.isConfused()) hated = getAttackTarget(); // Force mobs to attack anybody if confused else hated = npc.getMostHated(); //_mostHatedAnalysis.Update(hated); // Order to the L2Attackable to attack the target if (hated != null) { // Get the hate level of the L2Attackable against this L2Character target contained in _aggroList int aggro = npc.getHating(hated); if (aggro + _globalAggro > 0) { // Set the L2Character movement type to run and send Server->Client packet ChangeMoveType to all others L2PcInstance if (!_actor.isRunning()) _actor.setRunning(); // Set the AI Intention to AI_INTENTION_ATTACK setIntention(CtrlIntention.AI_INTENTION_ATTACK, hated, null); } return; } } // Order to the L2SiegeGuardInstance to return to its home location because there's no target to attack ((L2SiegeGuardInstance) _actor).returnHome(); } /** * Manage AI attack thinks of a L2Attackable (called by onEvtThink).<BR><BR> * * <B><U> Actions</U> :</B><BR><BR> * <li>Update the attack timeout if actor is running</li> * <li>If target is dead or timeout is expired, stop this attack and set the Intention to AI_INTENTION_ACTIVE</li> * <li>Chose a target and order to attack it with magic skill or physical attack</li><BR><BR> * * TODO: Manage casting rules to healer mobs (like Ant Nurses) * */ private void thinkAttack() { if (Config.DEBUG) _log.info("L2SiegeGuardAI.thinkAttack(); timeout=" + (_attackTimeout - GameTimeController.getGameTicks())); if (_attackTimeout < GameTimeController.getGameTicks()) { // Check if the actor is running if (_actor.isRunning()) { // Set the actor movement type to walk and send Server->Client packet ChangeMoveType to all others L2PcInstance _actor.setWalking(); // Calculate a new attack timeout _attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks(); } } L2Character attackTarget = getAttackTarget(); // Check if target is dead or if timeout is expired to stop this attack if (attackTarget == null || attackTarget.isAlikeDead() || _attackTimeout < GameTimeController.getGameTicks()) { // Stop hating this target after the attack timeout or if target is dead if (attackTarget != null) { L2Attackable npc = (L2Attackable) _actor; npc.stopHating(attackTarget); } // Cancel target and timeout _attackTimeout = Integer.MAX_VALUE; setAttackTarget(null); // Set the AI Intention to AI_INTENTION_ACTIVE setIntention(AI_INTENTION_ACTIVE, null, null); _actor.setWalking(); return; } } /** * Manage AI thinking actions of a L2Attackable.<BR><BR> */ @Override protected void onEvtThink() { // if(getIntention() != AI_INTENTION_IDLE && (!_actor.isVisible() || !_actor.hasAI() || !_actor.isKnownPlayers())) // setIntention(AI_INTENTION_IDLE); // Check if the thinking action is already in progress if (_thinking || _actor.isCastingNow() || _actor.isAllSkillsDisabled()) return; // Start thinking action _thinking = true; try { // Manage AI thinks of a L2Attackable if (getIntention() == AI_INTENTION_ACTIVE) thinkActive(); else if (getIntention() == AI_INTENTION_ATTACK) thinkAttack(); } finally { // Stop thinking action _thinking = false; } } /** * Launch actions corresponding to the Event Attacked.<BR><BR> * * <B><U> Actions</U> :</B><BR><BR> * <li>Init the attack : Calculate the attack timeout, Set the _globalAggro to 0, Add the attacker to the actor _aggroList</li> * <li>Set the L2Character movement type to run and send Server->Client packet ChangeMoveType to all others L2PcInstance</li> * <li>Set the Intention to AI_INTENTION_ATTACK</li><BR><BR> * * @param attacker The L2Character that attacks the actor * */ @Override protected void onEvtAttacked(L2Character attacker) { // Calculate the attack timeout _attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getGameTicks(); // Set the _globalAggro to 0 to permit attack even just after spawn if (_globalAggro < 0) _globalAggro = 0; // Add the attacker to the _aggroList of the actor ((L2Attackable) _actor).addDamageHate(attacker, 0, 1); // Set the L2Character movement type to run and send Server->Client packet ChangeMoveType to all others L2PcInstance if (!_actor.isRunning()) _actor.setRunning(); // Set the Intention to AI_INTENTION_ATTACK if (getIntention() != AI_INTENTION_ATTACK) { setIntention(CtrlIntention.AI_INTENTION_ATTACK, attacker, null); } super.onEvtAttacked(attacker); } /** * Launch actions corresponding to the Event Aggression.<BR><BR> * * <B><U> Actions</U> :</B><BR><BR> * <li>Add the target to the actor _aggroList or update hate if already present </li> * <li>Set the actor Intention to AI_INTENTION_ATTACK (if actor is L2GuardInstance check if it isn't too far from its home location)</li><BR><BR> * * @param attacker The L2Character that attacks * @param aggro The value of hate to add to the actor against the target * */ @Override protected void onEvtAggression(L2Character target, int aggro) { if (_actor == null) return; L2Attackable me = (L2Attackable) _actor; if (target != null) { // Add the target to the actor _aggroList or update hate if already present me.addDamageHate(target, 0, aggro); // Get the hate of the actor against the target aggro = me.getHating(target); if (aggro <= 0) { if (me.getMostHated() == null) { _globalAggro = -25; me.clearAggroList(); setIntention(AI_INTENTION_IDLE, null, null); } return; } // Set the actor AI Intention to AI_INTENTION_ATTACK if (getIntention() != CtrlIntention.AI_INTENTION_ATTACK) { // Set the L2Character movement type to run and send Server->Client packet ChangeMoveType to all others L2PcInstance if (!_actor.isRunning()) _actor.setRunning(); L2SiegeGuardInstance sGuard = (L2SiegeGuardInstance) _actor; double homeX = target.getX() - sGuard.getSpawn().getLocx(); double homeY = target.getY() - sGuard.getSpawn().getLocy(); // Check if the L2SiegeGuardInstance is not too far from its home location if (homeX * homeX + homeY * homeY < 3240000) // 1800 * 1800 setIntention(CtrlIntention.AI_INTENTION_ATTACK, target, null); } } else { // currently only for setting lower general aggro if (aggro >= 0) return; L2Character mostHated = me.getMostHated(); if (mostHated == null) { _globalAggro = -25; return; } else for (L2Character aggroed : me.getAggroListRP().keySet()) me.addDamageHate(aggroed, 0, aggro); aggro = me.getHating(mostHated); if (aggro <= 0) { _globalAggro = -25; me.clearAggroList(); setIntention(AI_INTENTION_IDLE, null, null); } } } @Override protected void onEvtDead() { stopAITask(); super.onEvtDead(); } public void stopAITask() { if (_aiTask != null) { _aiTask.cancel(false); _aiTask = null; } _accessor.detachAI(); } }