/* * 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); } }