/* * 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 . */ package com.l2jserver.gameserver.ai; import com.l2jserver.gameserver.model.L2Object; import com.l2jserver.gameserver.model.actor.L2Character; import com.l2jserver.gameserver.model.actor.L2Vehicle; import com.l2jserver.gameserver.model.skills.L2Skill; /** * @author DS */ public abstract class L2VehicleAI extends L2CharacterAI { /** * Simple AI for vehicles * @param accessor */ public L2VehicleAI(L2Vehicle.AIAccessor accessor) { super(accessor); } @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() { } }