/* * 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() { } }