mob casting will now check for and properly check against hit roll requirements
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@@ -233,6 +233,7 @@ public class MobileFSM {
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// Method picks a random spell from a mobile's list of powers
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// and casts it on the current target (or itself). Validation
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// (including empty lists) is done previously within canCast();
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ArrayList<Integer> powerTokens;
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ArrayList<Integer> purgeTokens;
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PlayerCharacter target = (PlayerCharacter) mob.getCombatTarget();
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@@ -259,6 +260,21 @@ public class MobileFSM {
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int powerToken = powerTokens.get(ThreadLocalRandom.current().nextInt(powerTokens.size()));
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int powerRank = mob.mobPowers.get(powerToken);
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PowersBase mobPower = PowersManager.getPowerByToken(powerToken);
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//check for hit-roll
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if(mobPower.requiresHitRoll) {
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if (CombatUtilities.triggerDefense(mob, mob.getCombatTarget())) {
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return false;
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}
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if (CombatUtilities.triggerDodge(mob, mob.getCombatTarget())) {
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return false;
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}
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if (CombatUtilities.triggerBlock(mob, mob.getCombatTarget())) {
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return false;
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}
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if (CombatUtilities.triggerParry(mob, mob.getCombatTarget())) {
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return false;
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}
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}
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// Cast the spell
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if (CombatUtilities.inRange2D(mob, mob.getCombatTarget(), mobPower.getRange())) {
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PowersManager.useMobPower(mob, (AbstractCharacter) mob.getCombatTarget(), mobPower, powerRank);
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