Package ai.isle_of_prayer

Source Code of ai.isle_of_prayer.Shade

/*
* 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.isle_of_prayer;

import lineage2.commons.util.Rnd;
import lineage2.gameserver.ai.Fighter;
import lineage2.gameserver.model.Creature;
import lineage2.gameserver.model.Player;
import lineage2.gameserver.model.instances.NpcInstance;

/**
* @author Mobius
* @version $Revision: 1.0 $
*/
public class Shade extends Fighter
{
  /**
   * Field _wait_timeout.
   */
  private long _wait_timeout = 0;
  /**
   * Field _wait.
   */
  private boolean _wait = false;
  /**
   * Field DESPAWN_TIME.
   */
  private static final int DESPAWN_TIME = 5 * 60 * 1000;
  /**
   * Field BLUE_CRYSTAL. (value is 9595)
   */
  private static final int BLUE_CRYSTAL = 9595;
 
  /**
   * Constructor for Shade.
   * @param actor NpcInstance
   */
  public Shade(NpcInstance actor)
  {
    super(actor);
  }
 
  /**
   * Method thinkActive.
   * @return boolean
   */
  @Override
  protected boolean thinkActive()
  {
    final NpcInstance actor = getActor();
    if (actor.isDead())
    {
      return true;
    }
    if (_def_think)
    {
      doTask();
      _wait = false;
      return true;
    }
    if (!_wait)
    {
      _wait = true;
      _wait_timeout = System.currentTimeMillis() + DESPAWN_TIME;
    }
    if ((_wait_timeout != 0) && _wait && (_wait_timeout < System.currentTimeMillis()))
    {
      actor.deleteMe();
      return true;
    }
    return super.thinkActive();
  }
 
  /**
   * Method randomWalk.
   * @return boolean
   */
  @Override
  protected boolean randomWalk()
  {
    return false;
  }
 
  /**
   * Method onEvtDead.
   * @param killer Creature
   */
  @Override
  protected void onEvtDead(Creature killer)
  {
    if (killer != null)
    {
      final Player player = killer.getPlayer();
      if (player != null)
      {
        final NpcInstance actor = getActor();
        if (Rnd.chance(10))
        {
          actor.dropItem(player, BLUE_CRYSTAL, 1);
        }
      }
    }
    super.onEvtDead(killer);
  }
}
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