/*
* This file is part of aion-unique <aion-unique.org>.
*
* aion-unique 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.
*
* aion-unique 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 aion-unique. If not, see <http://www.gnu.org/licenses/>.
*/
package com.aionemu.gameserver.ai.state.handler;
import com.aionemu.gameserver.ai.AI;
import com.aionemu.gameserver.ai.desires.impl.AttackDesire;
import com.aionemu.gameserver.ai.desires.impl.MoveToTargetDesire;
import com.aionemu.gameserver.ai.desires.impl.SkillUseDesire;
import com.aionemu.gameserver.ai.state.AIState;
import com.aionemu.gameserver.model.gameobjects.Creature;
import com.aionemu.gameserver.model.gameobjects.Npc;
import com.aionemu.gameserver.model.gameobjects.state.CreatureState;
import com.aionemu.gameserver.model.gameobjects.stats.StatEnum;
import com.aionemu.gameserver.network.aion.serverpackets.SM_EMOTION;
import com.aionemu.gameserver.network.aion.serverpackets.SM_LOOKATOBJECT;
import com.aionemu.gameserver.utils.PacketSendUtility;
/**
* @author ATracer
*
*/
public class AttackingStateHandler extends StateHandler
{
@Override
public AIState getState()
{
return AIState.ATTACKING;
}
/**
* State ATTACKING
* AI MonsterAi
* AI AggressiveAi
*/
@Override
public void handleState(AIState state, AI<?> ai)
{
ai.clearDesires();
Creature target = ((Npc)ai.getOwner()).getAggroList().getMostHated();
if(target == null)
return;
Npc owner = (Npc) ai.getOwner();
owner.setTarget(target);
PacketSendUtility.broadcastPacket(owner, new SM_LOOKATOBJECT(owner));
owner.setState(CreatureState.WEAPON_EQUIPPED);
PacketSendUtility.broadcastPacket(owner,
new SM_EMOTION(owner, 30, 0, target.getObjectId()));
PacketSendUtility.broadcastPacket(owner,
new SM_EMOTION(owner, 19, 0, target.getObjectId()));
owner.getMoveController().setSpeed(owner.getGameStats().getCurrentStat(StatEnum.SPEED) / 1000f);
owner.getMoveController().setDistance(owner.getGameStats().getCurrentStat(StatEnum.ATTACK_RANGE) / 1000f);
if(owner.getNpcSkillList() != null)
ai.addDesire(new SkillUseDesire(owner, AIState.USESKILL.getPriority()));
ai.addDesire(new AttackDesire(owner, target, AIState.ATTACKING.getPriority()));
ai.addDesire(new MoveToTargetDesire(owner, target, AIState.ATTACKING.getPriority()));
ai.schedule();
}
}