Package com.l2jfrozen.gameserver.model.actor.instance

Source Code of com.l2jfrozen.gameserver.model.actor.instance.L2ControllableMobInstance$ControllableAIAcessor

/* 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;
      }
    }
  }
}
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