Package ai

Source Code of ai.GuardofDawnFemale$Teleportation

/*
* 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;

import lineage2.commons.threading.RunnableImpl;
import lineage2.gameserver.ThreadPoolManager;
import lineage2.gameserver.ai.DefaultAI;
import lineage2.gameserver.geodata.GeoEngine;
import lineage2.gameserver.model.Creature;
import lineage2.gameserver.model.Playable;
import lineage2.gameserver.model.Skill;
import lineage2.gameserver.model.World;
import lineage2.gameserver.model.instances.NpcInstance;
import lineage2.gameserver.scripts.Functions;
import lineage2.gameserver.tables.SkillTable;
import lineage2.gameserver.utils.Location;
import lineage2.gameserver.utils.PositionUtils;

/**
* @author Mobius
* @version $Revision: 1.0 $
*/
public class GuardofDawnFemale extends DefaultAI
{
  /**
   * Field _aggrorange. (value is 300)
   */
  private static final int _aggrorange = 300;
  /**
   * Field _skill.
   */
  private static final Skill _skill = SkillTable.getInstance().getInfo(5978, 1);
  /**
   * Field _locTele.
   */
  private Location _locTele = null;
  /**
   * Field noCheckPlayers.
   */
  boolean noCheckPlayers = false;
 
  /**
   * Constructor for GuardofDawnFemale.
   * @param actor NpcInstance
   * @param telePoint Location
   */
  public GuardofDawnFemale(NpcInstance actor, Location telePoint)
  {
    super(actor);
    AI_TASK_ATTACK_DELAY = 200;
    setTelePoint(telePoint);
  }
 
  /**
   * @author Mobius
   */
  public class Teleportation extends RunnableImpl
  {
    /**
     * Field _telePoint.
     */
    Location _telePoint = null;
    /**
     * Field _target.
     */
    Playable _target = null;
   
    /**
     * Constructor for Teleportation.
     * @param telePoint Location
     * @param target Playable
     */
    public Teleportation(Location telePoint, Playable target)
    {
      _telePoint = telePoint;
      _target = target;
    }
   
    /**
     * Method runImpl.
     */
    @Override
    public void runImpl()
    {
      _target.teleToLocation(_telePoint);
      noCheckPlayers = false;
    }
  }
 
  /**
   * Method thinkActive.
   * @return boolean
   */
  @Override
  protected boolean thinkActive()
  {
    final NpcInstance actor = getActor();
    if (!noCheckPlayers)
    {
      checkAroundPlayers(actor);
    }
    return true;
  }
 
  /**
   * Method checkAroundPlayers.
   * @param actor NpcInstance
   * @return boolean
   */
  private boolean checkAroundPlayers(NpcInstance actor)
  {
    for (Playable target : World.getAroundPlayables(actor, _aggrorange, _aggrorange))
    {
      if ((target != null) && target.isPlayer() && !target.isSilentMoving() && !target.isInvul() && GeoEngine.canSeeTarget(actor, target, false) && PositionUtils.isFacing(actor, target, 150))
      {
        actor.doCast(_skill, target, true);
        Functions.npcSay(actor, "Who are you?! A new face like you can't approach this place!");
        noCheckPlayers = true;
        ThreadPoolManager.getInstance().schedule(new Teleportation(getTelePoint(), target), 3000);
        return true;
      }
    }
    return false;
  }
 
  /**
   * Method setTelePoint.
   * @param loc Location
   */
  private void setTelePoint(Location loc)
  {
    _locTele = loc;
  }
 
  /**
   * Method getTelePoint.
   * @return Location
   */
  private Location getTelePoint()
  {
    return _locTele;
  }
 
  /**
   * Method randomWalk.
   * @return boolean
   */
  @Override
  protected boolean randomWalk()
  {
    return false;
  }
 
  /**
   * Method thinkAttack.
   */
  @Override
  protected void thinkAttack()
  {
    // empty method
  }
 
  /**
   * Method onIntentionAttack.
   * @param target Creature
   */
  @Override
  protected void onIntentionAttack(Creature target)
  {
    // empty method
  }
 
  /**
   * Method onEvtAttacked.
   * @param attacker Creature
   * @param damage int
   */
  @Override
  protected void onEvtAttacked(Creature attacker, int damage)
  {
    // empty method
  }
 
  /**
   * Method onEvtAggression.
   * @param attacker Creature
   * @param aggro int
   */
  @Override
  protected void onEvtAggression(Creature attacker, int aggro)
  {
    // empty method
  }
 
  /**
   * Method onEvtClanAttacked.
   * @param attacked_member Creature
   * @param attacker Creature
   * @param damage int
   */
  @Override
  protected void onEvtClanAttacked(Creature attacked_member, Creature attacker, int damage)
  {
    // empty method
  }
}
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