check for dead target
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@@ -174,12 +174,6 @@ public class MobileFSM {
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rwss.setPlayer(mob);
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rwss.setPlayer(mob);
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DispatchMessage.sendToAllInRange(mob, rwss);
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DispatchMessage.sendToAllInRange(mob, rwss);
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}
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}
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if (mob.isMoving() == true) {
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//early exit for a mob who is already moving to a patrol point
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//while mob moving, update lastPatrolTime so that when they stop moving the 10 second timer can begin
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mob.stopPatrolTime = System.currentTimeMillis();
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return;
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}
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int patrolDelay = ThreadLocalRandom.current().nextInt((int)(MBServerStatics.AI_PATROL_DIVISOR * 0.5f), MBServerStatics.AI_PATROL_DIVISOR) + MBServerStatics.AI_PATROL_DIVISOR;
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int patrolDelay = ThreadLocalRandom.current().nextInt((int)(MBServerStatics.AI_PATROL_DIVISOR * 0.5f), MBServerStatics.AI_PATROL_DIVISOR) + MBServerStatics.AI_PATROL_DIVISOR;
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if (mob.stopPatrolTime + (patrolDelay * 1000) > System.currentTimeMillis())
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if (mob.stopPatrolTime + (patrolDelay * 1000) > System.currentTimeMillis())
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//early exit while waiting to patrol again
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//early exit while waiting to patrol again
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@@ -337,6 +331,9 @@ public class MobileFSM {
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}
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}
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mob.updateLocation();
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mob.updateLocation();
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CheckToSendMobHome(mob);
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CheckToSendMobHome(mob);
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if(mob.combatTarget != null && mob.combatTarget.isAlive() == false){
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mob.setCombatTarget(null);
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}
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switch (mob.BehaviourType) {
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switch (mob.BehaviourType) {
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case GuardCaptain:
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case GuardCaptain:
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GuardCaptainLogic(mob);
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GuardCaptainLogic(mob);
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