package ai;
import l2p.extensions.scripts.Functions;
import l2p.gameserver.ai.DefaultAI;
import l2p.gameserver.model.L2Character;
import l2p.gameserver.model.instances.L2NpcInstance;
import l2p.util.Location;
import l2p.util.Rnd;
public class Kasiel extends DefaultAI
{
static final Location[] points = {new Location(43932, 51096, -2992), new Location(43304, 50364, -2992),
new Location(43041, 49312, -2992), new Location(43612, 48322, -2992), new Location(44009, 47645, -2992),
new Location(45309, 47341, -2992), new Location(46726, 47762, -2992), new Location(47509, 49004, -2992),
new Location(47443, 50456, -2992), new Location(47013, 51287, -2992), new Location(46380, 51254, -2900),
new Location(46389, 51584, -2800), new Location(46009, 51593, -2800), new Location(46027, 52156, -2800),
new Location(44692, 52141, -2800), new Location(44692, 51595, -2800), new Location(44346, 51564, -2850),
new Location(44357, 51259, -2900), new Location(44111, 51252, -2992)};
private int current_point = -1;
private long wait_timeout = 0;
private boolean wait = false;
public Kasiel(L2Character actor)
{
super(actor);
}
@Override
public boolean isGlobalAI()
{
return true;
}
@Override
protected boolean thinkActive()
{
L2NpcInstance actor = getActor();
if(actor == null || actor.isDead())
{
return true;
}
if(_def_think)
{
doTask();
return true;
}
if(System.currentTimeMillis() > wait_timeout && (current_point > -1 || Rnd.chance(5)))
{
if(!wait)
{
switch(current_point)
{
case 5:
wait_timeout = System.currentTimeMillis() + 15000;
Functions.npcSay(actor, "Древо Жизни всегда так велеколепно!");
wait = true;
return true;
case 9:
wait_timeout = System.currentTimeMillis() + 60000;
Functions.npcSay(actor, "Lady Mirabel, да будет мир озера с Вами!");
wait = true;
return true;
}
}
wait_timeout = 0;
wait = false;
current_point++;
if(current_point >= points.length)
{
current_point = 0;
}
addTaskMove(points[current_point], true);
doTask();
return true;
}
if(randomAnimation())
{
return true;
}
return false;
}
@Override
protected void onEvtAttacked(L2Character attacker, int damage)
{
}
@Override
protected void onEvtAggression(L2Character target, int aggro)
{
}
}