715 lines
18 KiB
Java
715 lines
18 KiB
Java
/*
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* This file is part of the L2J Mobius project.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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package com.l2jmobius.gameserver.model;
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import java.lang.reflect.Constructor;
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import java.util.Deque;
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import java.util.Objects;
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import java.util.concurrent.ConcurrentLinkedDeque;
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import java.util.logging.Level;
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import java.util.logging.Logger;
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import com.l2jmobius.commons.util.Rnd;
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import com.l2jmobius.gameserver.GeoData;
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import com.l2jmobius.gameserver.ThreadPoolManager;
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import com.l2jmobius.gameserver.data.xml.impl.NpcData;
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import com.l2jmobius.gameserver.model.actor.L2Npc;
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import com.l2jmobius.gameserver.model.actor.instance.L2NpcInstance;
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import com.l2jmobius.gameserver.model.actor.templates.L2NpcTemplate;
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import com.l2jmobius.gameserver.model.instancezone.Instance;
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import com.l2jmobius.gameserver.model.interfaces.IIdentifiable;
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import com.l2jmobius.gameserver.model.interfaces.ILocational;
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import com.l2jmobius.gameserver.model.interfaces.INamable;
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import com.l2jmobius.gameserver.model.interfaces.IPositionable;
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import com.l2jmobius.gameserver.model.spawns.NpcSpawnTemplate;
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/**
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* This class manages the spawn and respawn of a group of L2NpcInstance that are in the same are and have the same type.<br>
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* <B><U>Concept</U>:</B><br>
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* L2NpcInstance can be spawned either in a random position into a location area (if Lox=0 and Locy=0), either at an exact position.<br>
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* The heading of the L2NpcInstance can be a random heading if not defined (value= -1) or an exact heading (ex : merchant...).
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* @author Nightmare
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*/
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public class L2Spawn implements IPositionable, IIdentifiable, INamable
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{
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protected static final Logger LOGGER = Logger.getLogger(L2Spawn.class.getName());
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/** String identifier of this spawn */
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private String _name;
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/** The link on the L2NpcTemplate object containing generic and static properties of this spawn (ex : RewardExp, RewardSP, AggroRange...) */
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private L2NpcTemplate _template;
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/** The maximum number of L2NpcInstance that can manage this L2Spawn */
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private int _maximumCount;
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/** The current number of L2NpcInstance managed by this L2Spawn */
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private int _currentCount;
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/** The current number of SpawnTask in progress or stand by of this L2Spawn */
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protected int _scheduledCount;
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/** The identifier of the location area where L2NpcInstance can be spwaned */
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private int _locationId;
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/** The Location of this NPC spawn. */
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private Location _location = new Location(0, 0, 0, 0);
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private int _instanceId = 0;
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/** Minimum respawn delay */
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private int _respawnMinDelay;
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/** Maximum respawn delay */
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private int _respawnMaxDelay;
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/** The generic constructor of L2NpcInstance managed by this L2Spawn */
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private Constructor<? extends L2Npc> _constructor;
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/** If True a L2NpcInstance is respawned each time that another is killed */
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private boolean _doRespawn;
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/** If true then spawn is custom */
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private final Deque<L2Npc> _spawnedNpcs = new ConcurrentLinkedDeque<>();
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private boolean _randomWalk = false; // Is no random walk
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private NpcSpawnTemplate _spawnTemplate;
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/** The task launching the function doSpawn() */
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class SpawnTask implements Runnable
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{
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private final L2Npc _oldNpc;
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public SpawnTask(L2Npc pOldNpc)
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{
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_oldNpc = pOldNpc;
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}
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@Override
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public void run()
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{
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try
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{
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// doSpawn();
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respawnNpc(_oldNpc);
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}
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catch (Exception e)
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{
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LOGGER.log(Level.WARNING, "", e);
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}
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_scheduledCount--;
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}
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}
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/**
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* Constructor of L2Spawn.<br>
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* <B><U>Concept</U>:</B><br>
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* Each L2Spawn owns generic and static properties (ex : RewardExp, RewardSP, AggroRange...).<br>
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* All of those properties are stored in a different L2NpcTemplate for each type of L2Spawn. Each template is loaded once in the server cache memory (reduce memory use).<br>
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* When a new instance of L2Spawn is created, server just create a link between the instance and the template.<br>
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* This link is stored in <B>_template</B> Each L2NpcInstance is linked to a L2Spawn that manages its spawn and respawn (delay, location...).<br>
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* This link is stored in <B>_spawn</B> of the L2NpcInstance.<br>
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* <B><U> Actions</U>:</B><br>
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* <ul>
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* <li>Set the _template of the L2Spawn</li>
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* <li>Calculate the implementationName used to generate the generic constructor of L2NpcInstance managed by this L2Spawn</li>
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* <li>Create the generic constructor of L2NpcInstance managed by this L2Spawn</li>
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* </ul>
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* @param template The L2NpcTemplate to link to this L2Spawn
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* @throws SecurityException
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* @throws ClassNotFoundException
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* @throws NoSuchMethodException
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* @throws ClassCastException when template type is not subclass of L2Npc
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*/
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public L2Spawn(L2NpcTemplate template) throws SecurityException, ClassNotFoundException, NoSuchMethodException, ClassCastException
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{
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// Set the _template of the L2Spawn
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_template = template;
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if (_template == null)
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{
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return;
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}
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final String className = "com.l2jmobius.gameserver.model.actor.instance." + _template.getType() + "Instance";
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// Create the generic constructor of L2Npc managed by this L2Spawn
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_constructor = Class.forName(className).asSubclass(L2Npc.class).getConstructor(L2NpcTemplate.class);
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}
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/**
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* Creates a new spawn.
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* @param npcId the NPC ID
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* @throws SecurityException
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* @throws ClassNotFoundException
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* @throws NoSuchMethodException
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* @throws ClassCastException
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*/
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public L2Spawn(int npcId) throws SecurityException, ClassNotFoundException, NoSuchMethodException, ClassCastException
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{
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_template = Objects.requireNonNull(NpcData.getInstance().getTemplate(npcId), "NpcTemplate not found for NPC ID: " + npcId);
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final String className = "com.l2jmobius.gameserver.model.actor.instance." + _template.getType() + "Instance";
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// Create the generic constructor of L2Npc managed by this L2Spawn
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_constructor = Class.forName(className).asSubclass(L2Npc.class).getConstructor(L2NpcTemplate.class);
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}
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/**
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* @return the maximum number of L2NpcInstance that this L2Spawn can manage.
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*/
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public int getAmount()
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{
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return _maximumCount;
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}
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/**
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* @return the String Identifier of this spawn.
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*/
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@Override
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public String getName()
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{
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return _name;
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}
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/**
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* Set the String Identifier of this spawn.
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* @param name
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*/
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public void setName(String name)
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{
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_name = name;
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}
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/**
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* @return the Identifier of the location area where L2NpcInstance can be spwaned.
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*/
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public int getLocationId()
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{
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return _locationId;
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}
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@Override
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public Location getLocation()
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{
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return _location;
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}
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/**
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* @return the X position of the spawn point.
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*/
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@Override
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public int getX()
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{
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return _location.getX();
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}
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/**
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* Set the X position of the spawn point.
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* @param x the x coordinate
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*/
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@Override
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public void setX(int x)
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{
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_location.setX(x);
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}
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/**
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* @return the Y position of the spawn point.
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*/
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@Override
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public int getY()
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{
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return _location.getY();
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}
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/**
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* Set the Y position of the spawn point.
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* @param y the y coordinate
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*/
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@Override
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public void setY(int y)
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{
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_location.setY(y);
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}
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/**
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* @return the Z position of the spawn point.
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*/
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@Override
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public int getZ()
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{
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return _location.getZ();
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}
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/**
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* Set the Z position of the spawn point.
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* @param z the z coordinate
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*/
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@Override
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public void setZ(int z)
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{
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_location.setZ(z);
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}
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/**
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* Set the x, y, z position of the spawn point.
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* @param x The x coordinate.
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* @param y The y coordinate.
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* @param z The z coordinate.
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*/
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@Override
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public void setXYZ(int x, int y, int z)
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{
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setX(x);
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setY(y);
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setZ(z);
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}
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/**
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* Set the x, y, z position of the spawn point.
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* @param loc The location.
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*/
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@Override
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public void setXYZ(ILocational loc)
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{
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setXYZ(loc.getX(), loc.getY(), loc.getZ());
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}
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/**
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* @return the heading of L2NpcInstance when they are spawned.
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*/
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@Override
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public int getHeading()
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{
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return _location.getHeading();
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}
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/**
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* Set the heading of L2NpcInstance when they are spawned.
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* @param heading
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*/
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@Override
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public void setHeading(int heading)
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{
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_location.setHeading(heading);
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}
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/**
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* Set the XYZ position of the spawn point.
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* @param loc
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*/
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@Override
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public void setLocation(Location loc)
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{
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_location = loc;
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}
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/**
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* Gets the NPC ID.
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* @return the NPC ID
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*/
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@Override
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public int getId()
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{
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return _template.getId();
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}
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/**
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* @return min respawn delay.
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*/
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public int getRespawnMinDelay()
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{
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return _respawnMinDelay;
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}
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/**
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* @return max respawn delay.
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*/
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public int getRespawnMaxDelay()
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{
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return _respawnMaxDelay;
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}
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/**
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* Set the maximum number of L2NpcInstance that this L2Spawn can manage.
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* @param amount
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*/
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public void setAmount(int amount)
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{
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_maximumCount = amount;
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}
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/**
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* Set the Identifier of the location area where L2NpcInstance can be spawned.
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* @param id
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*/
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public void setLocationId(int id)
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{
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_locationId = id;
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}
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/**
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* Set Minimum Respawn Delay.
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* @param date
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*/
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public void setRespawnMinDelay(int date)
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{
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_respawnMinDelay = date;
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}
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/**
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* Set Maximum Respawn Delay.
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* @param date
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*/
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public void setRespawnMaxDelay(int date)
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{
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_respawnMaxDelay = date;
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}
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/**
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* Decrease the current number of L2NpcInstance of this L2Spawn and if necessary create a SpawnTask to launch after the respawn Delay. <B><U> Actions</U> :</B>
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* <li>Decrease the current number of L2NpcInstance of this L2Spawn</li>
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* <li>Check if respawn is possible to prevent multiple respawning caused by lag</li>
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* <li>Update the current number of SpawnTask in progress or stand by of this L2Spawn</li>
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* <li>Create a new SpawnTask to launch after the respawn Delay</li> <FONT COLOR=#FF0000><B> <U>Caution</U> : A respawn is possible ONLY if _doRespawn=True and _scheduledCount + _currentCount < _maximumCount</B></FONT>
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* @param oldNpc
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*/
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public void decreaseCount(L2Npc oldNpc)
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{
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// sanity check
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if (_currentCount <= 0)
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{
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return;
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}
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// Decrease the current number of L2NpcInstance of this L2Spawn
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_currentCount--;
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// Remove this NPC from list of spawned
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_spawnedNpcs.remove(oldNpc);
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// Check if respawn is possible to prevent multiple respawning caused by lag
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if (_doRespawn && ((_scheduledCount + _currentCount) < _maximumCount))
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{
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// Update the current number of SpawnTask in progress or stand by of this L2Spawn
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_scheduledCount++;
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// Create a new SpawnTask to launch after the respawn Delay
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// ClientScheduler.getInstance().scheduleLow(new SpawnTask(npcId), _respawnDelay);
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ThreadPoolManager.getInstance().scheduleGeneral(new SpawnTask(oldNpc), hasRespawnRandom() ? Rnd.get(_respawnMinDelay, _respawnMaxDelay) : _respawnMinDelay);
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}
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}
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/**
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* Create the initial spawning and set _doRespawn to False, if respawn time set to 0, or set it to True otherwise.
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* @return The number of L2NpcInstance that were spawned
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*/
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public int init()
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{
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while (_currentCount < _maximumCount)
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{
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doSpawn();
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}
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_doRespawn = _respawnMinDelay != 0;
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return _currentCount;
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}
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/**
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* Create a {@link L2NpcInstance} in this L2Spawn.
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* @param val
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* @return
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*/
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public L2Npc spawnOne(boolean val)
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{
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return doSpawn(val);
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}
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/**
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* @return true if respawn enabled
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*/
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public boolean isRespawnEnabled()
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{
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return _doRespawn;
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}
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/**
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* Set _doRespawn to False to stop respawn in this L2Spawn.
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*/
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public void stopRespawn()
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{
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_doRespawn = false;
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}
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/**
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* Set _doRespawn to True to start or restart respawn in this L2Spawn.
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*/
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public void startRespawn()
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{
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_doRespawn = true;
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}
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public L2Npc doSpawn()
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{
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return doSpawn(false);
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}
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/**
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* Create the L2NpcInstance, add it to the world and lauch its OnSpawn action.<br>
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* <B><U>Concept</U>:</B><br>
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* L2NpcInstance can be spawned either in a random position into a location area (if Lox=0 and Locy=0), either at an exact position.<br>
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* The heading of the L2NpcInstance can be a random heading if not defined (value= -1) or an exact heading (ex : merchant...).<br>
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* <B><U>Actions for an random spawn into location area</U>:<I> (if Locx=0 and Locy=0)</I></B>
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* <ul>
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* <li>Get L2NpcInstance Init parameters and its generate an Identifier</li>
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* <li>Call the constructor of the L2NpcInstance</li>
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* <li>Calculate the random position in the location area (if Locx=0 and Locy=0) or get its exact position from the L2Spawn</li>
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* <li>Set the position of the L2NpcInstance</li>
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* <li>Set the HP and MP of the L2NpcInstance to the max</li>
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* <li>Set the heading of the L2NpcInstance (random heading if not defined : value=-1)</li>
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* <li>Link the L2NpcInstance to this L2Spawn</li>
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* <li>Init other values of the L2NpcInstance (ex : from its L2CharTemplate for INT, STR, DEX...) and add it in the world</li>
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* <li>Launch the action OnSpawn fo the L2NpcInstance</li>
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* <li>Increase the current number of L2NpcInstance managed by this L2Spawn</li>
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* </ul>
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* @param isSummonSpawn
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* @return
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*/
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public L2Npc doSpawn(boolean isSummonSpawn)
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{
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try
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{
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// Check if the L2Spawn is not a L2Pet or L2Minion or L2Decoy spawn
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if (_template.isType("L2Pet") || _template.isType("L2Decoy") || _template.isType("L2Trap"))
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{
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_currentCount++;
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return null;
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}
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// Call the constructor of the L2Npc
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final L2Npc npc = _constructor.newInstance(_template);
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npc.setInstanceById(_instanceId); // Must be done before object is spawned into visible world
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if (isSummonSpawn)
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{
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npc.setShowSummonAnimation(isSummonSpawn);
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}
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return initializeNpcInstance(npc);
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}
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catch (Exception e)
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{
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LOGGER.log(Level.WARNING, "Error while spawning " + _template.getId(), e);
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}
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return null;
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}
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/**
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* @param npc
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* @return
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*/
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private L2Npc initializeNpcInstance(L2Npc npc)
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{
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int newlocx = 0;
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int newlocy = 0;
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int newlocz = 0;
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// If Locx and Locy are not defined, the L2NpcInstance must be spawned in an area defined by location or spawn territory
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// New method
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if (_spawnTemplate != null)
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{
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final Location loc = _spawnTemplate.getSpawnLocation();
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newlocx = loc.getX();
|
|
newlocy = loc.getY();
|
|
newlocz = loc.getZ();
|
|
setLocation(loc);
|
|
}
|
|
else if ((getX() == 0) && (getY() == 0))
|
|
{
|
|
LOGGER.warning("NPC " + npc + " doesn't have spawn location!");
|
|
return null;
|
|
}
|
|
else
|
|
{
|
|
// The L2NpcInstance is spawned at the exact position (Lox, Locy, Locz)
|
|
newlocx = getX();
|
|
newlocy = getY();
|
|
newlocz = getZ();
|
|
}
|
|
|
|
// don't correct z of flying npc's
|
|
if (!npc.isFlying())
|
|
{
|
|
newlocz = GeoData.getInstance().getSpawnHeight(newlocx, newlocy, newlocz);
|
|
}
|
|
|
|
// Set is not random walk default value
|
|
npc.setRandomWalking(getRandomWalking());
|
|
|
|
// Set the heading of the L2NpcInstance (random heading if not defined)
|
|
if (getHeading() == -1)
|
|
{
|
|
npc.setHeading(Rnd.nextInt(61794));
|
|
}
|
|
else
|
|
{
|
|
npc.setHeading(getHeading());
|
|
}
|
|
|
|
// Set custom Npc server side name and title
|
|
if (npc.getTemplate().isUsingServerSideName())
|
|
{
|
|
npc.setName(npc.getTemplate().getName());
|
|
}
|
|
if (npc.getTemplate().isUsingServerSideTitle())
|
|
{
|
|
npc.setTitle(npc.getTemplate().getTitle());
|
|
}
|
|
|
|
// Reset some variables
|
|
npc.onRespawn();
|
|
|
|
// Link the L2NpcInstance to this L2Spawn
|
|
npc.setSpawn(this);
|
|
|
|
// Spawn NPC
|
|
npc.spawnMe(newlocx, newlocy, newlocz);
|
|
|
|
if (_spawnTemplate != null)
|
|
{
|
|
_spawnTemplate.notifySpawnNpc(npc);
|
|
}
|
|
|
|
_spawnedNpcs.add(npc);
|
|
_currentCount++;
|
|
return npc;
|
|
}
|
|
|
|
/**
|
|
* Set bounds for random calculation and delay for respawn
|
|
* @param delay delay in seconds
|
|
* @param randomInterval random interval in seconds
|
|
*/
|
|
public void setRespawnDelay(int delay, int randomInterval)
|
|
{
|
|
if (delay != 0)
|
|
{
|
|
if (delay < 0)
|
|
{
|
|
LOGGER.warning("respawn delay is negative for spawn:" + this);
|
|
}
|
|
|
|
final int minDelay = delay - randomInterval;
|
|
final int maxDelay = delay + randomInterval;
|
|
|
|
_respawnMinDelay = Math.max(10, minDelay) * 1000;
|
|
_respawnMaxDelay = Math.max(10, maxDelay) * 1000;
|
|
}
|
|
|
|
else
|
|
{
|
|
_respawnMinDelay = 0;
|
|
_respawnMaxDelay = 0;
|
|
}
|
|
}
|
|
|
|
public void setRespawnDelay(int delay)
|
|
{
|
|
setRespawnDelay(delay, 0);
|
|
}
|
|
|
|
public int getRespawnDelay()
|
|
{
|
|
return (_respawnMinDelay + _respawnMaxDelay) / 2;
|
|
}
|
|
|
|
public boolean hasRespawnRandom()
|
|
{
|
|
return _respawnMinDelay != _respawnMaxDelay;
|
|
}
|
|
|
|
public L2Npc getLastSpawn()
|
|
{
|
|
if (!_spawnedNpcs.isEmpty())
|
|
{
|
|
return _spawnedNpcs.peekLast();
|
|
}
|
|
|
|
return null;
|
|
}
|
|
|
|
public boolean deleteLastNpc()
|
|
{
|
|
return !_spawnedNpcs.isEmpty() && _spawnedNpcs.getLast().deleteMe();
|
|
}
|
|
|
|
public final Deque<L2Npc> getSpawnedNpcs()
|
|
{
|
|
return _spawnedNpcs;
|
|
}
|
|
|
|
/**
|
|
* @param oldNpc
|
|
*/
|
|
public void respawnNpc(L2Npc oldNpc)
|
|
{
|
|
if (_doRespawn)
|
|
{
|
|
oldNpc.refreshID();
|
|
initializeNpcInstance(oldNpc);
|
|
|
|
// Register NPC back to instance world
|
|
final Instance instance = oldNpc.getInstanceWorld();
|
|
if (instance != null)
|
|
{
|
|
instance.addNpc(oldNpc);
|
|
}
|
|
}
|
|
}
|
|
|
|
public L2NpcTemplate getTemplate()
|
|
{
|
|
return _template;
|
|
}
|
|
|
|
public int getInstanceId()
|
|
{
|
|
return _instanceId;
|
|
}
|
|
|
|
public void setInstanceId(int instanceId)
|
|
{
|
|
_instanceId = instanceId;
|
|
}
|
|
|
|
@Override
|
|
public String toString()
|
|
{
|
|
return "L2Spawn ID: " + getId() + " " + getLocation();
|
|
}
|
|
|
|
public final boolean getRandomWalking()
|
|
{
|
|
return _randomWalk;
|
|
}
|
|
|
|
public final void setRandomWalking(boolean value)
|
|
{
|
|
_randomWalk = value;
|
|
}
|
|
|
|
public void setSpawnTemplate(NpcSpawnTemplate npcSpawnTemplate)
|
|
{
|
|
_spawnTemplate = npcSpawnTemplate;
|
|
}
|
|
|
|
public NpcSpawnTemplate getNpcSpawnTemplate()
|
|
{
|
|
return _spawnTemplate;
|
|
}
|
|
}
|