package ai;
import l2p.gameserver.ai.CtrlIntention;
import l2p.gameserver.ai.Fighter;
import l2p.gameserver.model.L2Character;
import l2p.gameserver.model.instances.L2NpcInstance;
import l2p.util.Location;
import l2p.util.Rnd;
public class Gordon extends Fighter
{
static final Location[] points = {
// spawn: 147316,-64797,-3469
new Location(146268, -64651, -3412), new Location(143678, -64045, -3434), new Location(141620, -62316, -3210),
new Location(139466, -60839, -2994), new Location(138429, -57679, -3548), new Location(139402, -55879, -3334),
new Location(139660, -52780, -2908), new Location(139516, -50343, -2591), new Location(140059, -48657, -2271),
new Location(140319, -46063, -2408), new Location(142462, -45540, -2432), new Location(144290, -43543, -2380),
new Location(146494, -43234, -2325), new Location(148416, -43186, -2329), new Location(151135, -44084, -2746),
new Location(153040, -42240, -2920), new Location(154871, -39193, -3294), new Location(156725, -41827, -3569),
new Location(157788, -45071, -3598), new Location(159433, -45943, -3547), new Location(160327, -47404, -3681),
new Location(159106, -48215, -3691), new Location(159541, -50908, -3563), new Location(159576, -53782, -3226),
new Location(160918, -56899, -2790), new Location(160785, -59505, -2662), new Location(158252, -60098, -2680),
new Location(155962, -59751, -2656), new Location(154649, -60214, -2701), new Location(153121, -63319, -2969),
new Location(151511, -64366, -3174), new Location(149161, -64576, -3316)};
private int current_point = -1;
private long wait_timeout = 0;
private boolean wait = false;
public Gordon(L2Character actor)
{
super(actor);
}
@Override
public boolean isGlobalAI()
{
return true;
}
@Override
public void checkAggression(L2Character target)
{
if(getIntention() != CtrlIntention.AI_INTENTION_ACTIVE)
{
return;
}
// Агрится только на носителей проклятого оружия
if(!target.isCursedWeaponEquipped())
{
return;
}
super.checkAggression(target);
// Продолжит идти с предыдущей точки
if(getIntention() != CtrlIntention.AI_INTENTION_ACTIVE && current_point > -1)
{
current_point--;
}
}
@Override
protected boolean thinkActive()
{
L2NpcInstance actor = getActor();
if(actor == null || actor.isDead())
{
return true;
}
// Update every 1s the _globalAggro counter to come close to 0
if(_globalAggro < 0)
{
_globalAggro++;
}
else if(_globalAggro > 0)
{
_globalAggro--;
}
if(_def_think)
{
if(doTask())
{
clearTasks();
}
return true;
}
// BUFF
if(super.thinkActive())
{
return true;
}
if(System.currentTimeMillis() > wait_timeout && (current_point > -1 || Rnd.chance(5)))
{
if(!wait)
{
switch(current_point)
{
case 31:
wait_timeout = System.currentTimeMillis() + 60000;
wait = true;
return true;
}
}
wait_timeout = 0;
wait = false;
current_point++;
if(current_point >= points.length)
{
current_point = 0;
}
actor.setWalking();
addTaskMove(points[current_point], true);
doTask();
return true;
}
if(randomAnimation())
{
return false;
}
return false;
}
@Override
protected boolean randomWalk()
{
return false;
}
}