package ai;
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 Yakand extends DefaultAI
{
static final Location[] points = {new Location(-48820, -113748, -232), new Location(-47365, -113618, -232),
new Location(-45678, -113635, -256), new Location(-45168, -114038, -256), new Location(-44671, -114185, -256),
new Location(-44199, -113763, -256), new Location(-44312, -113201, -256), new Location(-44844, -112958, -256),
new Location(-45717, -113564, -256), new Location(-47370, -113588, -232), new Location(-48821, -113496, -232),
new Location(-48820, -113748, -232)};
private int current_point = -1;
private long wait_timeout = 0;
private boolean wait = false;
public Yakand(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 10:
wait_timeout = System.currentTimeMillis() + 60000;
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)
{
}
}