Files
dsrc/sku.0/sys.server/compiled/game/script/ai/droid.java
T

123 lines
3.3 KiB
Java

package script.ai;
import script.*;
import script.base_class.*;
import script.combat_engine.*;
import java.util.Arrays;
import java.util.Hashtable;
import java.util.Vector;
import script.base_script;
import script.library.ai_lib;
import script.library.factions;
import script.library.chat;
import script.ai.ai_combat;
import script.library.pet_lib;
import script.library.colors;
import script.library.group;
import script.library.healing;
public class droid extends script.base_script
{
public droid()
{
}
public static final String ALERT_VOLUME_NAME = "alertTriggerVolume";
public int OnTriggerVolumeEntered(obj_id self, String volumeName, obj_id breacher) throws InterruptedException
{
return SCRIPT_OVERRIDE;
}
public int OnTriggerVolumeExited(obj_id self, String volumeName, obj_id breacher) throws InterruptedException
{
return SCRIPT_OVERRIDE;
}
public int OnLoiterWaiting(obj_id self, modifiable_float time) throws InterruptedException
{
return SCRIPT_OVERRIDE;
}
public int OnBehaviorChange(obj_id self, int newBehavior, int oldBehavior, int[] changeFlags) throws InterruptedException
{
if (ai_lib.isAiDead(self))
{
return SCRIPT_CONTINUE;
}
if (ai_lib.isInCombat(self))
{
return SCRIPT_CONTINUE;
}
if (newBehavior <= oldBehavior)
{
if (doCalmerBehavior(self, newBehavior, oldBehavior) == SCRIPT_CONTINUE)
{
return SCRIPT_CONTINUE;
}
else
{
return SCRIPT_OVERRIDE;
}
}
else
{
if (doAgitatedBehavior(self, newBehavior, oldBehavior) == SCRIPT_CONTINUE)
{
return SCRIPT_CONTINUE;
}
else
{
return SCRIPT_OVERRIDE;
}
}
}
public int doCalmerBehavior(obj_id npc, int newBehavior, int oldBehavior) throws InterruptedException
{
switch (newBehavior)
{
case BEHAVIOR_CALM:
messageTo(npc, "resumeDefaultCalmBehavior", null, 5, false);
break;
case BEHAVIOR_ALERT:
break;
case BEHAVIOR_THREATEN:
break;
case BEHAVIOR_FLEE:
break;
case BEHAVIOR_PANIC:
break;
case BEHAVIOR_ATTACK:
break;
case BEHAVIOR_FRENZY:
break;
default:
break;
}
return SCRIPT_OVERRIDE;
}
public int doAgitatedBehavior(obj_id npc, int newBehavior, int oldBehavior) throws InterruptedException
{
switch (newBehavior)
{
case BEHAVIOR_CALM:
break;
case BEHAVIOR_ALERT:
break;
case BEHAVIOR_THREATEN:
break;
case BEHAVIOR_FLEE:
break;
case BEHAVIOR_PANIC:
break;
case BEHAVIOR_ATTACK:
break;
case BEHAVIOR_FRENZY:
break;
default:
break;
}
return SCRIPT_OVERRIDE;
}
public int lairThreatened(obj_id self, dictionary params) throws InterruptedException
{
return SCRIPT_OVERRIDE;
}
}