/* 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 2, 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, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*
* http://www.gnu.org/copyleft/gpl.html
*/
package com.l2jfrozen.gameserver.model.actor.instance;
import com.l2jfrozen.Config;
import com.l2jfrozen.gameserver.ai.CtrlIntention;
import com.l2jfrozen.gameserver.ai.L2CharacterAI;
import com.l2jfrozen.gameserver.ai.L2ControllableMobAI;
import com.l2jfrozen.gameserver.model.L2Character;
import com.l2jfrozen.gameserver.templates.L2NpcTemplate;
/**
* @author littlecrow
*/
public class L2ControllableMobInstance extends L2MonsterInstance
{
private boolean _isInvul;
private L2ControllableMobAI _aiBackup; // to save ai, avoiding beeing detached
protected class ControllableAIAcessor extends AIAccessor
{
@Override
public void detachAI()
{
// do nothing, AI of controllable mobs can't be detached automatically
}
}
@Override
public boolean isAggressive()
{
return true;
}
@Override
public int getAggroRange()
{
// force mobs to be aggro
return 500;
}
public L2ControllableMobInstance(int objectId, L2NpcTemplate template)
{
super(objectId, template);
}
@Override
public L2CharacterAI getAI()
{
if(_ai == null)
{
synchronized (this)
{
if(_ai == null && _aiBackup == null)
{
_ai = new L2ControllableMobAI(new ControllableAIAcessor());
_aiBackup = (L2ControllableMobAI) _ai;
}
else
{
_ai = _aiBackup;
}
}
}
return _ai;
}
@Override
public boolean isInvul()
{
return _isInvul;
}
public void setInvul(boolean isInvul)
{
_isInvul = isInvul;
}
@Override
public void reduceCurrentHp(double i, L2Character attacker, boolean awake)
{
if(isInvul() || isDead())
return;
if(awake)
{
stopSleeping(null);
}
i = getCurrentHp() - i;
if(i < 0)
{
i = 0;
}
setCurrentHp(i);
if(isDead())
{
// first die (and calculate rewards), if currentHp < 0,
// then overhit may be calculated
if(Config.DEBUG)
{
_log.fine("char is dead.");
}
stopMove(null);
// Start the doDie process
doDie(attacker);
// now reset currentHp to zero
setCurrentHp(0);
}
}
@Override
public boolean doDie(L2Character killer)
{
if(!super.doDie(killer))
return false;
removeAI();
return true;
}
@Override
public void deleteMe()
{
removeAI();
super.deleteMe();
}
/**
* Definitively remove AI
*/
protected void removeAI()
{
synchronized (this)
{
if(_aiBackup != null)
{
_aiBackup.setIntention(CtrlIntention.AI_INTENTION_IDLE);
_aiBackup = null;
_ai = null;
}
}
}
}