/*
 * 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 net.sf.l2j.gameserver.ai;

import net.sf.l2j.gameserver.model.L2CharPosition;
import net.sf.l2j.gameserver.model.L2Object;
import net.sf.l2j.gameserver.model.L2Skill;
import net.sf.l2j.gameserver.model.actor.L2Character;
import net.sf.l2j.gameserver.model.actor.instance.L2BoatInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance;
import net.sf.l2j.gameserver.network.serverpackets.VehicleDeparture;
import net.sf.l2j.gameserver.network.serverpackets.VehicleInfo;
import net.sf.l2j.gameserver.network.serverpackets.VehicleStarted;

/**
 * @author DS
 */
public class L2BoatAI extends L2CharacterAI
{
	public L2BoatAI(L2BoatInstance.AIAccessor accessor)
	{
		super(accessor);
	}
	
	@Override
	protected void moveTo(int x, int y, int z)
	{
		if (!_actor.isMovementDisabled())
		{
			if (!_clientMoving)
				_actor.broadcastPacket(new VehicleStarted(getActor(), 1));
			
			_clientMoving = true;
			_accessor.moveTo(x, y, z);
			_actor.broadcastPacket(new VehicleDeparture(getActor()));
		}
	}
	
	@Override
	protected void clientStopMoving(L2CharPosition pos)
	{
		if (_actor.isMoving())
			_accessor.stopMove(pos);
		
		if (_clientMoving || pos != null)
		{
			_clientMoving = false;
			_actor.broadcastPacket(new VehicleStarted(getActor(), 0));
			_actor.broadcastPacket(new VehicleInfo(getActor()));
		}
	}
	
	@Override
	public void describeStateToPlayer(L2PcInstance player)
	{
		if (_clientMoving)
			player.sendPacket(new VehicleDeparture(getActor()));
	}
	
	@Override
	public L2BoatInstance getActor()
	{
		return (L2BoatInstance) _actor;
	}
	
	@Override
	protected void onIntentionAttack(L2Character target)
	{
	}
	
	@Override
	protected void onIntentionCast(L2Skill skill, L2Object target)
	{
	}
	
	@Override
	protected void onIntentionFollow(L2Character target)
	{
	}
	
	@Override
	protected void onIntentionPickUp(L2Object item)
	{
	}
	
	@Override
	protected void onIntentionInteract(L2Object object)
	{
	}
	
	@Override
	protected void onEvtAttacked(L2Character 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 onEvtForgetObject(L2Object object)
	{
	}
	
	@Override
	protected void onEvtCancel()
	{
	}
	
	@Override
	protected void onEvtDead()
	{
	}
	
	@Override
	protected void onEvtFakeDeath()
	{
	}
	
	@Override
	protected void onEvtFinishCasting()
	{
	}
	
	@Override
	protected void clientActionFailed()
	{
	}
	
	@Override
	protected void moveToPawn(L2Object pawn, int offset)
	{
	}
	
	@Override
	protected void clientStoppedMoving()
	{
	}
}