/*
* 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 lineage2.gameserver.ai;
import lineage2.commons.util.Rnd;
import lineage2.gameserver.model.Creature;
import lineage2.gameserver.model.Player;
import lineage2.gameserver.model.entity.events.impl.SiegeEvent;
import lineage2.gameserver.model.instances.DoorInstance;
import lineage2.gameserver.model.instances.NpcInstance;
/**
* @author Mobius
* @version $Revision: 1.0 $
*/
public class DoorAI extends CharacterAI
{
/**
* Constructor for DoorAI.
* @param actor DoorInstance
*/
public DoorAI(DoorInstance actor)
{
super(actor);
}
/**
* Method onEvtTwiceClick.
* @param player Player
*/
public void onEvtTwiceClick(Player player)
{
}
/**
* Method onEvtOpen.
* @param player Player
*/
public void onEvtOpen(Player player)
{
}
/**
* Method onEvtClose.
* @param player Player
*/
public void onEvtClose(Player player)
{
}
/**
* Method getActor.
* @return DoorInstance
*/
@Override
public DoorInstance getActor()
{
return (DoorInstance) super.getActor();
}
/**
* Method onEvtAttacked.
* @param attacker Creature
* @param damage int
*/
@Override
protected void onEvtAttacked(Creature attacker, int damage)
{
Creature actor;
if ((attacker == null) || ((actor = getActor()) == null))
{
return;
}
Player player = attacker.getPlayer();
if (player == null)
{
return;
}
SiegeEvent<?, ?> siegeEvent1 = player.getEvent(SiegeEvent.class);
SiegeEvent<?, ?> siegeEvent2 = actor.getEvent(SiegeEvent.class);
if ((siegeEvent1 == null) || ((siegeEvent1 == siegeEvent2) && (siegeEvent1.getSiegeClan(SiegeEvent.ATTACKERS, player.getClan()) != null)))
{
for (NpcInstance npc : actor.getAroundNpc(900, 200))
{
if (!npc.isSiegeGuard())
{
continue;
}
if (Rnd.chance(20))
{
npc.getAI().notifyEvent(CtrlEvent.EVT_AGGRESSION, attacker, 10000);
}
else
{
npc.getAI().notifyEvent(CtrlEvent.EVT_AGGRESSION, attacker, 2000);
}
}
}
}
}