content: /**
   * This file is part of Aion-Lightning <aion-lightning.org>.
   *
   *  Aion-Lightning 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.
   *
   *  Aion-Lightning 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 Aion-Lightning.
   *  If not, see <http://www.gnu.org/licenses/>.
   */
  package com.aionemu.gameserver.controllers.observer;
  
  import java.util.concurrent.atomic.AtomicBoolean;
  
  import com.aionemu.gameserver.model.gameobjects.Creature;
  import com.aionemu.gameserver.model.gameobjects.Item;
  import com.aionemu.gameserver.model.gameobjects.Npc;
  import com.aionemu.gameserver.model.gameobjects.player.Player;
  import com.aionemu.gameserver.skillengine.effect.AbnormalState;
  import com.aionemu.gameserver.skillengine.model.Effect;
  import com.aionemu.gameserver.skillengine.model.Skill;
  
  /**
   * @author ATracer
   */
  public class ActionObserver {
  
  	private AtomicBoolean used;
  	private ObserverType observerType;
  
  	public ActionObserver(ObserverType observerType) {
  		this.observerType = observerType;
  	}
  
  	/**
  	 * Make this observer usable exactly one time
  	 */
  	public void makeOneTimeUse() {
  		used = new AtomicBoolean(false);
  	}
  
  	/**
  	 * Try to use this observer. Will return true only once.
  	 *
  	 * @return
  	 */
  	public boolean tryUse() {
  		return used.compareAndSet(false, true);
  	}
  
  	/**
  	 * @return the observerType
  	 */
  	public ObserverType getObserverType() {
  		return observerType;
  	}
  
  	public void moved() {
  	}
  
  	;
  
  	/**
  	 * @param creature
  	 */
  	public void attacked(Creature creature) {
  	}
  
  	;
  
  	/**
  	 * @param creature
  	 */
  	public void attack(Creature creature) {
  	}
  
  	;
  
  	/**
  	 * @param item
  	 * @param owner
  	 */
  	public void equip(Item item, Player owner) {
  	}
  
  	;
  
  	/**
  	 * @param item
  	 * @param owner
  	 */
  	public void unequip(Item item, Player owner) {
  	}
  
  	;
  
  	/**
  	 * @param skill
  	 */
  	public void skilluse(Skill skill) {
  	}
  
  	;
  
  	/**
  	 * @param creature
  	 */
  	public void died(Creature creature) {
  	}
  
  	;
  
  	/**
  	 * @param creature
  	 * @param dotEffect
  	 */
  	public void dotattacked(Creature creature, Effect dotEffect) {
  	}
  
  	;
  
  	/**
  	 * @param item
  	 */
  	public void itemused(Item item) {
  	}
  
  	;
  
  	/**
  	 * @param npc
  	 */
  	public void npcdialogrequested(Npc npc) {
  	}
  
  	;
  
  	/**
  	 * @param state
  	 */
  	public void abnormalsetted(AbnormalState state) {
  	}
  
  	;
  
  	/**
  	 * @param
  	 */
  	public void summonrelease() {
  	}
  
  	;
  }
  