forked from MagicBane/Server
mob respawn fix
This commit is contained in:
@@ -33,7 +33,7 @@ public class MobileFSM {
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if(mob == null){
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return;
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}
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if(target == null){
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if(target == null || target.isAlive() == false){
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mob.setCombatTarget(null);
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return;
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}
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@@ -449,12 +449,14 @@ public class MobileFSM {
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private static void CheckForRespawn(Mob aiAgent) {
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if (aiAgent.deathTime == 0) {
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aiAgent.setDeathTime(System.currentTimeMillis());
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return;
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}
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//handles checking for respawn of dead mobs even when no players have mob loaded
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//Despawn Timer with Loot currently in inventory.
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if (aiAgent.getCharItemManager().getInventoryCount() > 0) {
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if (System.currentTimeMillis() > aiAgent.deathTime + MBServerStatics.DESPAWN_TIMER_WITH_LOOT) {
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aiAgent.despawn();
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return;
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}
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//No items in inventory.
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} else {
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@@ -462,16 +464,18 @@ public class MobileFSM {
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if (aiAgent.isHasLoot()) {
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if (System.currentTimeMillis() > aiAgent.deathTime + MBServerStatics.DESPAWN_TIMER_ONCE_LOOTED) {
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aiAgent.despawn();
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return;
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}
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//Mob never had Loot.
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} else {
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if (System.currentTimeMillis() > aiAgent.deathTime + MBServerStatics.DESPAWN_TIMER) {
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aiAgent.despawn();
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//update time of death after mob despawns so respawn time happens after mob despawns.
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return;
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}
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}
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}
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if (System.currentTimeMillis() > aiAgent.deathTime + (aiAgent.spawnTime * 1000)) {
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aiAgent.despawn();
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aiAgent.respawn();
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}
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}
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@@ -509,37 +513,6 @@ public class MobileFSM {
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mob.setCombatTarget(null);
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}
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}
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public static void dead(Mob aiAgent) {
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//Despawn Timer with Loot currently in inventory.
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if (aiAgent.getCharItemManager().getInventoryCount() > 0) {
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if (System.currentTimeMillis() > aiAgent.deathTime + MBServerStatics.DESPAWN_TIMER_WITH_LOOT) {
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aiAgent.despawn();
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//update time of death after mob despawns so respawn time happens after mob despawns.
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aiAgent.setDeathTime(System.currentTimeMillis());
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//aiAgent.state = STATE.Respawn;
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}
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//No items in inventory.
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} else {
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//Mob's Loot has been looted.
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if (aiAgent.isHasLoot()) {
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if (System.currentTimeMillis() > aiAgent.deathTime + MBServerStatics.DESPAWN_TIMER_ONCE_LOOTED) {
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aiAgent.despawn();
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//update time of death after mob despawns so respawn time happens after mob despawns.
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aiAgent.setDeathTime(System.currentTimeMillis());
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//aiAgent.state = STATE.Respawn;
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}
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//Mob never had Loot.
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} else {
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if (System.currentTimeMillis() > aiAgent.deathTime + MBServerStatics.DESPAWN_TIMER) {
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aiAgent.despawn();
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//update time of death after mob despawns so respawn time happens after mob despawns.
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aiAgent.setDeathTime(System.currentTimeMillis());
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//aiAgent.state = STATE.Respawn;
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}
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}
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}
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}
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private static void chaseTarget(Mob mob) {
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mob.updateMovementState();
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if (CombatUtilities.inRange2D(mob, mob.getCombatTarget(), mob.getRange()) == false) {
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@@ -1196,7 +1196,6 @@ public class Mob extends AbstractIntelligenceAgent {
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if (this.isSiege) {
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this.deathTime = System.currentTimeMillis();
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//this.state = STATE.Dead;
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MobileFSM.dead(this);
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try {
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this.clearEffects();
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} catch (Exception e) {
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@@ -1239,12 +1238,6 @@ public class Mob extends AbstractIntelligenceAgent {
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WorldGrid.RemoveWorldObject(this);
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DbManager.removeFromCache(this);
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// YEAH BONUS CODE! THANKS UNNAMED ASSHOLE!
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//WorldServer.removeObject(this);
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//WorldGrid.INSTANCE.removeWorldObject(this);
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//owner.getPet().disableIntelligence();
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PlayerCharacter petOwner = this.getOwner();
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if (petOwner != null) {
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@@ -1257,11 +1250,6 @@ public class Mob extends AbstractIntelligenceAgent {
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} else {
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//cleanup effects
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this.deathTime = System.currentTimeMillis();
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//this.state = STATE.Dead;
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MobileFSM.dead(this);
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playerAgroMap.clear();
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if (!this.isPlayerGuard && this.equip != null) {
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@@ -2008,6 +1996,7 @@ public class Mob extends AbstractIntelligenceAgent {
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this.BehaviourType = Enum.MobBehaviourType.GuardCaptain;
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}
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}
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this.deathTime = 0;
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} catch (Exception e) {
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Logger.error(e.getMessage());
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}
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