/*
* 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.model.actor.instance;
import silentium.gameserver.ai.CharacterAI;
import silentium.gameserver.ai.NpcWalkerAI;
import silentium.gameserver.model.L2Skill;
import silentium.gameserver.model.actor.L2Character;
import silentium.gameserver.network.clientpackets.Say2;
import silentium.gameserver.network.serverpackets.NpcSay;
import silentium.gameserver.templates.chars.L2NpcTemplate;
import silentium.gameserver.utils.Broadcast;
/**
* This class manages some npcs can walk in the city. <br>
*
* @author Rayan RPG, JIV
*/
public class L2NpcWalkerInstance extends L2NpcInstance
{
public L2NpcWalkerInstance(int objectId, L2NpcTemplate template)
{
super(objectId, template);
setAI(new NpcWalkerAI(new NpcWalkerAIAccessor()));
}
/**
* AI can't be detached, npc must move always with the same AI instance.
*
* @param newAI
* AI to set for this L2NpcWalkerInstance
*/
@Override
public void setAI(CharacterAI newAI)
{
if (!(_ai instanceof NpcWalkerAI))
_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)
{
NpcSay cs = new NpcSay(getObjectId(), Say2.ALL, getNpcId(), chat);
Broadcast.toKnownPlayers(this, cs);
}
/**
* NpcWalkers are immortals
*/
@Override
public void reduceCurrentHp(double i, L2Character attacker, boolean awake, boolean isDOT, L2Skill skill)
{
}
/**
* NpcWalkers are immortals
*/
@Override
public boolean doDie(L2Character killer)
{
return false;
}
@Override
public NpcWalkerAI getAI()
{
return (NpcWalkerAI) _ai;
}
protected class NpcWalkerAIAccessor extends L2Character.AIAccessor
{
/**
* AI can't be deattached.
*/
@Override
public void detachAI()
{
}
}
}