Package ai.talkingisland

Source Code of ai.talkingisland.TIGuardSubAI

/*
* 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;

public class TIGuardSubAI extends DefaultAI
{
  protected Location[] _points;
  private int _lastPoint = 0;
 
  public TIGuardSubAI(NpcInstance actor)
  {
    super(actor);
  }
 
  @Override
  protected void onEvtAttacked(Creature attacker, int damage)
  {
  }
 
  @Override
  protected void onEvtAggression(Creature target, int aggro)
  {
  }
 
  @Override
  protected boolean thinkActive()
  {
    if (!_def_think)
    {
      startMoveTask();
    }
    return true;
  }
 
  @Override
  protected void onEvtArrived()
  {
    startMoveTask();
    if (Rnd.chance(52))
    {
      sayRndMsg();
    }
    super.onEvtArrived();
  }
 
  @Override
  public boolean isGlobalAI()
  {
    return true;
  }
 
  private void sayRndMsg()
  {
    NpcInstance actor = getActor();
    if (actor == null)
    {
      return;
    }
    NpcString ns;
    switch (Rnd.get(6))
    {
      case 1:
        ns = NpcString.SOMETHING_LIKE_THAT_COMES_OUT_OF_THE_RUINS;
        break;
      case 2:
        ns = NpcString.SOMETHING_LIKE_THAT_COMES_OUT_OF_THE_RUINS;
        break;
      case 3:
        ns = NpcString.SOMETHING_LIKE_THAT_COMES_OUT_OF_THE_RUINS;
        break;
      case 4:
        ns = NpcString.SOMETHING_LIKE_THAT_COMES_OUT_OF_THE_RUINS;
        break;
      case 5:
        ns = NpcString.SOMETHING_LIKE_THAT_COMES_OUT_OF_THE_RUINS;
        break;
      default:
        ns = NpcString.SOMETHING_LIKE_THAT_COMES_OUT_OF_THE_RUINS;
    }
   
    Functions.npcSay(actor, ns, new String[0]);
  }
 
  private void startMoveTask()
  {
    _lastPoint += 1;
    if (_lastPoint >= _points.length)
    {
      _lastPoint = 0;
    }
    addTaskMove(_points[_lastPoint], false);
    doTask();
  }
}
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