package ai; import com.aionemu.gameserver.ai.AIName; import com.aionemu.gameserver.ai.NpcAI; import com.aionemu.gameserver.ai.handler.MoveEventHandler; import com.aionemu.gameserver.ai.handler.ThinkEventHandler; import com.aionemu.gameserver.model.CreatureType; import com.aionemu.gameserver.model.gameobjects.Creature; import com.aionemu.gameserver.model.gameobjects.Npc; import com.aionemu.gameserver.skillengine.model.Effect; @AIName("no_interaction") public class NoInteractionAI extends NpcAI { public NoInteractionAI(Npc owner) { super(owner); } @Override protected void handleBeforeSpawned() { super.handleBeforeSpawned(); getOwner().overrideNpcType(CreatureType.PEACE); } @Override public boolean canThink() { return false; // minimal thinking to just support walkers } @Override public void think() { ThinkEventHandler.onThink(this); } @Override protected void handleMoveArrived() { super.handleMoveArrived(); MoveEventHandler.onMoveArrived(this); } @Override public float modifyDamage(Creature attacker, float damage, Effect effect) { return 0; } }