/*
* 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 com.l2jserver.gameserver.model.actor.instance;
import com.l2jserver.gameserver.ai.L2CharacterAI;
import com.l2jserver.gameserver.ai.L2NpcWalkerAI;
import com.l2jserver.gameserver.model.L2Skill;
import com.l2jserver.gameserver.model.actor.L2Character;
import com.l2jserver.gameserver.model.actor.L2Npc;
import com.l2jserver.gameserver.network.clientpackets.Say2;
import com.l2jserver.gameserver.network.serverpackets.NpcSay;
import com.l2jserver.gameserver.templates.chars.L2NpcTemplate;
import com.l2jserver.gameserver.util.Broadcast;
/**
* This class manages some npcs can walk in the city. <br>
* It inherits all methods from L2NpcInstance. <br><br>
*
* @original author Rayan RPG for L2Emu Project
* @since 819
*/
public class L2NpcWalkerInstance extends L2Npc
{
/**
* Constructor of L2NpcWalkerInstance (use L2Character and L2NpcInstance constructor).<BR><BR>
* @param objectId given object id
* @param template L2NpcTemplateForThisAi
*/
public L2NpcWalkerInstance(int objectId, L2NpcTemplate template)
{
super(objectId, template);
setInstanceType(InstanceType.L2NpcWalkerInstance);
setAI(new L2NpcWalkerAI(new L2NpcWalkerAIAccessor()));
}
/**
* AI can't be deattached, npc must move always with the same AI instance.
* @param newAI AI to set for this L2NpcWalkerInstance
*/
@Override
public void setAI(L2CharacterAI newAI)
{
if(!(_ai instanceof L2NpcWalkerAI))
_ai = newAI;
}
@Override
public void onSpawn()
{
getAI().setHomeX(getX());
getAI().setHomeY(getY());
getAI().setHomeZ(getZ());
}
/**
* Sends a chat to all _knowObjects
* @param chat message to say
*/
public void broadcastChat(String chat, int id)
{
NpcSay cs;
if (id == 0)
cs = new NpcSay(getObjectId(), Say2.ALL, getNpcId(), chat);
else
cs = new NpcSay(getObjectId(), Say2.ALL, getNpcId(), id);
Broadcast.toKnownPlayers(this, cs);
}
/**
* NPCs are immortal
* @param i ignore it
* @param attacker ignore it
* @param awake ignore it
*/
@Override
public void reduceCurrentHp(double i, L2Character attacker, boolean awake, boolean isDOT, L2Skill skill)
{}
/**
* NPCs are immortal
* @param killer ignore it
* @return false
*/
@Override
public boolean doDie(L2Character killer)
{
return false;
}
@Override
public L2NpcWalkerAI getAI()
{
return (L2NpcWalkerAI)_ai;
}
protected class L2NpcWalkerAIAccessor extends L2Character.AIAccessor
{
/**
* AI can't be deattached.
*/
@Override
public void detachAI()
{}
}
}