/* * 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.ThreadPoolManager; 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.L2DoorInstance; import silentium.gameserver.model.actor.instance.L2SiegeGuardInstance; /** * @author mkizub */ public class DoorAI extends CharacterAI { public DoorAI(L2DoorInstance.AIAccessor accessor) { super(accessor); } // rather stupid AI... well, it's for doors :D @Override protected void onIntentionIdle() { } @Override protected void onIntentionActive() { } @Override protected void onIntentionRest() { } @Override protected void onIntentionAttack(L2Character target) { } @Override protected void onIntentionCast(L2Skill skill, L2Object target) { } @Override protected void onIntentionMoveTo(L2CharPosition destination) { } @Override protected void onIntentionFollow(L2Character target) { } @Override protected void onIntentionPickUp(L2Object item) { } @Override protected void onIntentionInteract(L2Object object) { } @Override protected void onEvtThink() { } @Override protected void onEvtAttacked(L2Character attacker) { L2DoorInstance me = (L2DoorInstance) _actor; ThreadPoolManager.getInstance().executeTask(new onEventAttackedDoorTask(me, 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 onEvtReadyToAct() { } @Override protected void onEvtUserCmd(Object arg0, Object arg1) { } @Override protected void onEvtArrived() { } @Override protected void onEvtArrivedRevalidate() { } @Override protected void onEvtArrivedBlocked(L2CharPosition blocked_at_pos) { } @Override protected void onEvtForgetObject(L2Object object) { } @Override protected void onEvtCancel() { } @Override protected void onEvtDead() { } private class onEventAttackedDoorTask implements Runnable { private final L2DoorInstance _door; private final L2Character _attacker; public onEventAttackedDoorTask(L2DoorInstance door, L2Character attacker) { _door = door; _attacker = attacker; } /* * (non-Javadoc) * @see java.lang.Runnable#run() */ @Override public void run() { for (L2SiegeGuardInstance guard : _door.getKnownSiegeGuards()) { if (_actor.isInsideRadius(guard, guard.getClanRange(), false, true) && Math.abs(_attacker.getZ() - guard.getZ()) < 200) guard.getAI().notifyEvent(CtrlEvent.EVT_AGGRESSION, _attacker, 15); } } } }