/*
* 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 3 of the License, 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, see <http://www.gnu.org/licenses/>.
*/
package ai.residences.fortress.siege;
import lineage2.commons.util.Rnd;
import lineage2.gameserver.ai.DefaultAI;
import lineage2.gameserver.model.Creature;
import lineage2.gameserver.model.Player;
import lineage2.gameserver.model.Skill;
import lineage2.gameserver.model.entity.events.impl.FortressSiegeEvent;
import lineage2.gameserver.model.entity.events.impl.SiegeEvent;
import lineage2.gameserver.model.instances.NpcInstance;
/**
* @author Mobius
* @version $Revision: 1.0 $
*/
public class Ballista extends DefaultAI
{
/**
* Field BALLISTA_BOMB_SKILL_ID. (value is 2342)
*/
private static final int BALLISTA_BOMB_SKILL_ID = 2342;
/**
* Field _bombsUseCounter.
*/
private int _bombsUseCounter;
/**
* Constructor for Ballista.
* @param actor NpcInstance
*/
public Ballista(NpcInstance actor)
{
super(actor);
}
/**
* Method onEvtSeeSpell.
* @param skill Skill
* @param caster Creature
*/
@Override
protected void onEvtSeeSpell(Skill skill, Creature caster)
{
final NpcInstance actor = getActor();
if ((caster == null) || (skill.getId() != BALLISTA_BOMB_SKILL_ID))
{
return;
}
final Player player = caster.getPlayer();
final FortressSiegeEvent siege = actor.getEvent(FortressSiegeEvent.class);
final FortressSiegeEvent siege2 = player.getEvent(FortressSiegeEvent.class);
if ((siege == null) || (!siege.equals(siege2)) || (siege.getSiegeClan(SiegeEvent.ATTACKERS, player.getClan()) == null))
{
return;
}
_bombsUseCounter++;
if (Rnd.chance(20) || (_bombsUseCounter > 4))
{
actor.doDie(caster);
}
}
/**
* Method randomWalk.
* @return boolean
*/
@Override
protected boolean randomWalk()
{
return false;
}
/**
* Method onEvtDead.
* @param killer Creature
*/
@Override
protected void onEvtDead(Creature killer)
{
_bombsUseCounter = 0;
super.onEvtDead(killer);
}
}