Package events.TheFlowOfTheHorror

Source Code of events.TheFlowOfTheHorror.MonstersAI

package events.TheFlowOfTheHorror;

import l2p.gameserver.ai.CtrlIntention;
import l2p.gameserver.ai.Fighter;
import l2p.gameserver.model.L2Character;
import l2p.gameserver.model.L2ObjectsStorage;
import l2p.gameserver.model.instances.L2NpcInstance;
import l2p.util.GArray;
import l2p.util.Location;
import l2p.util.Rnd;

public class MonstersAI extends Fighter
{
  private GArray<Location> _points = new GArray<Location>();
  private int current_point = -1;

  public void setPoints(GArray<Location> points)
  {
    _points = points;
  }

  public MonstersAI(L2Character actor)
  {
    super(actor);
    AI_TASK_DELAY = 500;
  }

  @Override
  public int getMaxAttackTimeout()
  {
    return Integer.MAX_VALUE;
  }

  @Override
  protected int getMaxPursueRange()
  {
    return 30000;
  }

  @Override
  public boolean isGlobalAI()
  {
    return true;
  }

  @Override
  protected boolean thinkActive()
  {
    L2NpcInstance actor = getActor();
    if(actor == null || actor.isDead())
    {
      return true;
    }
    if(_globalAggro < 0)
    {
      _globalAggro++;
    }
    else if(_globalAggro > 0)
    {
      _globalAggro--;
    }
    if(_def_think)
    {
      doTask();
      return true;
    }
    if(current_point > -1 || Rnd.chance(5))
    {
      if(current_point >= _points.size() - 1)
      {
        L2Character target = L2ObjectsStorage.getByNpcId(30754);
        if(target != null && !target.isDead())
        {
          clearTasks();
          // TODO actor.addDamageHate(target, 0, 1000);
          setIntention(CtrlIntention.AI_INTENTION_ATTACK, target);
          return true;
        }
        return true;
      }
      current_point++;
      actor.setRunning();
      clearTasks();
      // Добавить новое задание
      addTaskMove(_points.get(current_point), true);
      doTask();
      return true;
    }
    if(randomAnimation())
    {
      return true;
    }
    return false;
  }
}
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