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 ai.walkers;
  
  import org.apache.commons.lang.ArrayUtils;
  
  import com.aionemu.gameserver.ai2.AIName;
  import com.aionemu.gameserver.ai2.handler.MoveEventHandler;
  import com.aionemu.gameserver.model.gameobjects.Npc;
  import com.aionemu.gameserver.model.gameobjects.VisibleObject;
  import com.aionemu.gameserver.model.gameobjects.state.CreatureState;
  import com.aionemu.gameserver.utils.MathUtil;
  
  /**
   * @author Rolandas
   */
  @AIName("polorserin")
  public class PolorSerinAI2 extends WalkGeneralRunnerAI2 {
  
  	static final int[] stopAdults = { 203129, 203132 };
  
  	@Override
  	protected void handleMoveArrived() {
  		boolean adultsNear = false;
  		for (VisibleObject object : getOwner().getKnownList().getKnownObjects().values()) {
  			if (object instanceof Npc) {
  				Npc npc = (Npc) object;
  				if (!ArrayUtils.contains(stopAdults, npc.getNpcId())) {
  					continue;
  				}
  				if (MathUtil.isIn3dRange(npc, getOwner(), getOwner().getAggroRange())) {
  					adultsNear = true;
  					break;
  				}
  			}
  		}
  		if (adultsNear) {
  			MoveEventHandler.onMoveArrived(this);
  			getOwner().unsetState(CreatureState.WEAPON_EQUIPPED);
  		}
  		else {
  			super.handleMoveArrived();
  			getOwner().setState(CreatureState.WEAPON_EQUIPPED);
  		}
  	}
  }
  