forked from MagicBane/Server
mob ai Chase state work
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@@ -899,6 +899,8 @@ public class MobileFSM {
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if (CombatUtilities.inRangeToAttack2D(aiAgent, player))
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return;
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//move mob to within attack range again
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aiAgent.destination = MovementUtilities.GetDestinationToCharacter(aiAgent, (AbstractCharacter) aiAgent.getCombatTarget());
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MovementUtilities.moveToLocation(aiAgent, aiAgent.destination, aiAgent.getRange());
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aiAgent.setState(MobileFSM.STATE.Chase);
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}
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private static void handleMobAttackForPet(Mob aiAgent, Mob mob) {
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@@ -1730,23 +1732,8 @@ public class MobileFSM {
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mob.nextCallForHelp = System.currentTimeMillis() + 60000;
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}
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public static void handleMobChase(Mob mob){
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if (!MovementUtilities.inRangeDropAggro(mob, (PlayerCharacter) mob.getCombatTarget())) {
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mob.setAggroTargetID(0);
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mob.setCombatTarget(null);
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MovementUtilities.moveToLocation(mob, mob.getTrueBindLoc(), 0);
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mob.setState(STATE.Awake);
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return;
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}
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float range = mob.getRange();
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float distance = mob.getLoc().distanceSquared2D(mob.getCombatTarget().getLoc());
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boolean inRange = mob.getLoc().inRange2D(mob.getCombatTarget().getLoc(),range);
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if(range > distance) {
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mob.stopMovement(mob.getLoc());
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if(CombatUtilities.inRangeToAttack(mob,mob.getCombatTarget()) == true) {
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mob.setState(STATE.Attack);
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}
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else if(mob.isMoving() == true){
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mob.destination = mob.getCombatTarget().getLoc();//MovementUtilities.GetDestinationToCharacter(mob, (AbstractCharacter) mob.getCombatTarget());
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MovementUtilities.moveToLocation(mob, mob.destination, mob.getRange());
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}
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}
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}
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