hamlet guards + mobs aggro before going home
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@@ -466,7 +466,7 @@ public class MobileFSM {
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//checks if mob can attack based on attack timer and range
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//checks if mob can attack based on attack timer and range
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if (mob.isAlive() == false)
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if (mob.isAlive() == false)
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return;
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return;
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if (MovementUtilities.inRangeDropAggro(mob, (PlayerCharacter) mob.getCombatTarget()) == false) {
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if (MovementUtilities.inRangeDropAggro(mob, (AbstractCharacter)mob.getCombatTarget()) == false) {
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mob.setCombatTarget(null);
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mob.setCombatTarget(null);
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if (mob.isCombat()) {
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if (mob.isCombat()) {
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mob.setCombat(false);
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mob.setCombat(false);
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@@ -486,6 +486,7 @@ public class MobileFSM {
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AttackTarget(mob, mob.getCombatTarget());
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AttackTarget(mob, mob.getCombatTarget());
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}
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}
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private static void CheckToSendMobHome(Mob mob) {
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private static void CheckToSendMobHome(Mob mob) {
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CheckForAggro(mob);
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if(mob.getCombatTarget() != null && CombatUtilities.inRange2D(mob,mob.getCombatTarget(),MBServerStatics.AI_BASE_AGGRO_RANGE * 0.5f)){
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if(mob.getCombatTarget() != null && CombatUtilities.inRange2D(mob,mob.getCombatTarget(),MBServerStatics.AI_BASE_AGGRO_RANGE * 0.5f)){
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return;
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return;
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}
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}
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@@ -98,7 +98,7 @@ public class MovementUtilities {
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}
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}
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public static boolean inRangeDropAggro(Mob agent, PlayerCharacter target) {
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public static boolean inRangeDropAggro(Mob agent, AbstractCharacter target) {
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Vector3fImmutable sl = agent.getLoc();
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Vector3fImmutable sl = agent.getLoc();
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Vector3fImmutable tl = target.getLoc();
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Vector3fImmutable tl = target.getLoc();
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