/*
* 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 silentium.gameserver.ai;
import silentium.gameserver.model.L2CharPosition;
import silentium.gameserver.model.L2Object;
import silentium.gameserver.model.L2Skill;
import silentium.gameserver.model.actor.L2Character;
import silentium.gameserver.model.actor.instance.L2BoatInstance;
import silentium.gameserver.model.actor.instance.L2PcInstance;
import silentium.gameserver.network.serverpackets.VehicleDeparture;
import silentium.gameserver.network.serverpackets.VehicleInfo;
import silentium.gameserver.network.serverpackets.VehicleStarted;
/**
* @author DS
*/
public class BoatAI extends CharacterAI
{
public BoatAI(L2BoatInstance.AIAccessor accessor)
{
super(accessor);
}
@Override
protected void moveTo(int x, int y, int z)
{
if (!_actor.isMovementDisabled())
{
if (!_clientMoving)
_actor.broadcastPacket(new VehicleStarted(getActor(), 1));
_clientMoving = true;
_accessor.moveTo(x, y, z);
_actor.broadcastPacket(new VehicleDeparture(getActor()));
}
}
@Override
protected void clientStopMoving(L2CharPosition pos)
{
if (_actor.isMoving())
_accessor.stopMove(pos);
if (_clientMoving || pos != null)
{
_clientMoving = false;
_actor.broadcastPacket(new VehicleStarted(getActor(), 0));
_actor.broadcastPacket(new VehicleInfo(getActor()));
}
}
@Override
public void describeStateToPlayer(L2PcInstance player)
{
if (_clientMoving)
player.sendPacket(new VehicleDeparture(getActor()));
}
@Override
public L2BoatInstance getActor()
{
return (L2BoatInstance) _actor;
}
@Override
protected void onIntentionAttack(L2Character target)
{
}
@Override
protected void onIntentionCast(L2Skill skill, L2Object target)
{
}
@Override
protected void onIntentionFollow(L2Character target)
{
}
@Override
protected void onIntentionPickUp(L2Object item)
{
}
@Override
protected void onIntentionInteract(L2Object object)
{
}
@Override
protected void onEvtAttacked(L2Character attacker)
{
}
@Override
protected void onEvtAggression(L2Character target, int aggro)
{
}
@Override
protected void onEvtStunned(L2Character attacker)
{
}
@Override
protected void onEvtSleeping(L2Character attacker)
{
}
@Override
protected void onEvtRooted(L2Character attacker)
{
}
@Override
protected void onEvtForgetObject(L2Object object)
{
}
@Override
protected void onEvtCancel()
{
}
@Override
protected void onEvtDead()
{
}
@Override
protected void onEvtFakeDeath()
{
}
@Override
protected void onEvtFinishCasting()
{
}
@Override
protected void clientActionFailed()
{
}
@Override
protected void moveToPawn(L2Object pawn, int offset)
{
}
@Override
protected void clientStoppedMoving()
{
}
}