/*
* 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.state.AIState;
import com.aionemu.gameserver.model.gameobjects.Npc;
/**
* @author ATracer
*
*/
public class ThinkingStateHandler extends StateHandler
{
@Override
public AIState getState()
{
return AIState.THINKING;
}
/**
* State THINKING
* AI MonsterAi
* AI AggressiveAi
*/
@Override
public void handleState(AIState state, AI<?> ai)
{
ai.clearDesires();
Npc owner = (Npc) ai.getOwner();
if(owner.getAggroList().getMostHated() != null)
{
ai.setAiState(AIState.ATTACKING);
return;
}
if(!owner.isAtSpawnLocation())
{
ai.setAiState(AIState.MOVINGTOHOME);
return;
}
ai.setAiState(AIState.ACTIVE);
}
}