/*
* 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.talkingisland;
import lineage2.commons.util.Rnd;
import lineage2.gameserver.ai.DefaultAI;
import lineage2.gameserver.model.Creature;
import lineage2.gameserver.model.instances.NpcInstance;
import lineage2.gameserver.network.serverpackets.components.NpcString;
import lineage2.gameserver.scripts.Functions;
import lineage2.gameserver.utils.Location;
/**
* @author Mobius
* @version $Revision: 1.0 $
*/
public class AlladaSubAI extends DefaultAI
{
/**
* Field _points.
*/
protected Location[] _points;
/**
* Field _lastPoint.
*/
private int _lastPoint = 0;
/**
* Constructor for AlladaSubAI.
* @param actor NpcInstance
*/
public AlladaSubAI(NpcInstance actor)
{
super(actor);
}
/**
* Method isGlobalAI.
* @return boolean
*/
@Override
public boolean isGlobalAI()
{
return true;
}
/**
* Method thinkActive.
* @return boolean
*/
@Override
protected boolean thinkActive()
{
if (!_def_think)
{
startMoveTask();
}
return true;
}
/**
* Method onEvtArrived.
*/
@Override
protected void onEvtArrived()
{
startMoveTask();
if (Rnd.chance(52))
{
sayRndMsg();
}
super.onEvtArrived();
}
/**
* Method startMoveTask.
*/
private void startMoveTask()
{
_lastPoint++;
if (_lastPoint >= _points.length)
{
_lastPoint = 0;
}
addTaskMove(_points[_lastPoint], false);
doTask();
}
/**
* Method sayRndMsg.
*/
private void sayRndMsg()
{
final NpcInstance actor = getActor();
if (actor == null)
{
return;
}
NpcString ns;
switch (Rnd.get(7))
{
case 1:
ns = NpcString.CLOUDS_OF_BLOOD_ARE_GATHERING_SOON_IT_WILL_START_TO_RAIN_THE_RAIN_OF_CRIMSON_BLOOD;
break;
case 2:
ns = NpcString.WHILE_THE_FOOLISH_LIGHT_WAS_ASLEEP_THE_DARKNESS_WILL_AWAKEN_FIRST_UH;
break;
case 3:
ns = NpcString.IT_IS_THE_DEEPEST_DARKNESS_WITH_ITS_ARRIVAL_THE_WORLD_WILL_SOON_DIE;
break;
case 4:
ns = NpcString.DEATH_IS_JUST_A_NEW_BEGINNING_HUHU_FEAR_NOT;
break;
case 5:
ns = NpcString.AHH_BEAUTIFUL_GODDES_OF_DEATH_COVER_OVER_THE_FILTH_OF_THOS_WORLD_YOUR_DARKNESS;
break;
case 6:
ns = NpcString.THE_GODDESS_RESURRECTION_HAS_ALREADY_BEGUN_HUHU_INSIGNIFICANT_CREATURES_LIKE_YOU_CAN_DO_NOTHING;
break;
default:
ns = NpcString.A_BLACK_MOON_NOW_DO_YOU_UNDERSTAND_THAT_HE_HAS_OPENED_HIS_EYES;
break;
}
Functions.npcSay(actor, ns);
}
/**
* Method onEvtAttacked.
* @param attacker Creature
* @param damage int
*/
@Override
protected void onEvtAttacked(Creature attacker, int damage)
{
// empty method
}
/**
* Method onEvtAggression.
* @param target Creature
* @param aggro int
*/
@Override
protected void onEvtAggression(Creature target, int aggro)
{
// empty method
}
}