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;
}
}