mobs only toggle combat mode when changing combat target
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@@ -235,7 +235,7 @@ public class MobAI {
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CombatUtilities.combatCycle(mob, target, false, mob.getWeaponItemBase(false));
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mob.setLastAttackTime(System.currentTimeMillis() + attackDelay);
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if (target.combatTarget == null) {
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target.combatTarget = mob;
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target.setCombatTarget(mob);
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}
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}
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} catch (Exception e) {
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@@ -249,13 +249,6 @@ public class MobAI {
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//make sure mob is out of combat stance
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if (mob.isCombat() && mob.getCombatTarget() == null) {
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mob.setCombat(false);
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UpdateStateMsg rwss = new UpdateStateMsg();
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rwss.setPlayer(mob);
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DispatchMessage.sendToAllInRange(mob, rwss);
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}
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int patrolDelay = ThreadLocalRandom.current().nextInt((int) (MobAIThread.AI_PATROL_DIVISOR * 0.5f), MobAIThread.AI_PATROL_DIVISOR) + MobAIThread.AI_PATROL_DIVISOR;
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//early exit while waiting to patrol again
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@@ -289,12 +282,6 @@ public class MobAI {
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//make sure mob is out of combat stance
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if (minion.getKey().despawned == false) {
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if (minion.getKey().isCombat() && minion.getKey().getCombatTarget() == null) {
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minion.getKey().setCombat(false);
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UpdateStateMsg rwss = new UpdateStateMsg();
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rwss.setPlayer(minion.getKey());
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DispatchMessage.sendToAllInRange(minion.getKey(), rwss);
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}
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if (MovementUtilities.canMove(minion.getKey())) {
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Vector3f minionOffset = Formation.getOffset(2, minion.getValue() + 3);
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minion.getKey().updateLocation();
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@@ -655,14 +642,6 @@ public class MobAI {
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mob.setCombatTarget(null);
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return;
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}
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if (mob.isCombat() && mob.getCombatTarget() == null) {
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mob.setCombat(false);
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UpdateStateMsg rwss = new UpdateStateMsg();
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rwss.setPlayer(mob);
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DispatchMessage.sendToAllInRange(mob, rwss);
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}
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if (mob.BehaviourType.ordinal() != Enum.MobBehaviourType.Pet1.ordinal())
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CheckToSendMobHome(mob);
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@@ -912,23 +891,8 @@ public class MobAI {
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if (mob.getCombatTarget().getObjectType().equals(Enum.GameObjectType.PlayerCharacter) && MovementUtilities.inRangeDropAggro(mob, (PlayerCharacter) mob.getCombatTarget()) == false && mob.BehaviourType.ordinal() != Enum.MobBehaviourType.Pet1.ordinal()) {
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mob.setCombatTarget(null);
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if (mob.isCombat()) {
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mob.setCombat(false);
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UpdateStateMsg rwss = new UpdateStateMsg();
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rwss.setPlayer(mob);
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DispatchMessage.sendToAllInRange(mob, rwss);
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}
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return;
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}
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if (!mob.isCombat()) {
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mob.setCombat(true);
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UpdateStateMsg rwss = new UpdateStateMsg();
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rwss.setPlayer(mob);
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DispatchMessage.sendToAllInRange(mob, rwss);
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}
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if (System.currentTimeMillis() > mob.getLastAttackTime())
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AttackTarget(mob, mob.getCombatTarget());
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@@ -1072,7 +1036,7 @@ public class MobAI {
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public static void GuardMinionLogic(Mob mob) {
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try {
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if (!mob.npcOwner.isAlive() && mob.getCombatTarget() == null) {
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if (!mob.npcOwner.isAlive()) {
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if(mob.getCombatTarget() == null) {
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CheckForPlayerGuardAggro(mob);
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}else {
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@@ -1343,13 +1307,6 @@ public class MobAI {
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//make sure mob is out of combat stance
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if (minion.getKey().despawned == false) {
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if (minion.getKey().isCombat() && minion.getKey().getCombatTarget() == null) {
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minion.getKey().setCombat(false);
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UpdateStateMsg rwss = new UpdateStateMsg();
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rwss.setPlayer(minion.getKey());
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DispatchMessage.sendToAllInRange(minion.getKey(), rwss);
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}
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if (MovementUtilities.canMove(minion.getKey())) {
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Vector3f minionOffset = Formation.getOffset(2, minion.getValue() + 3);
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minion.getKey().updateLocation();
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@@ -28,6 +28,8 @@ import engine.math.AtomicFloat;
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import engine.math.Bounds;
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import engine.math.Vector3fImmutable;
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import engine.net.ByteBufferWriter;
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import engine.net.DispatchMessage;
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import engine.net.client.msg.UpdateStateMsg;
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import engine.powers.EffectsBase;
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import engine.server.MBServerStatics;
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import org.pmw.tinylog.Logger;
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@@ -1160,6 +1162,23 @@ public abstract class AbstractCharacter extends AbstractWorldObject {
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}
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public final void setCombatTarget(final AbstractWorldObject value) {
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if(value.getObjectTypeMask() == MBServerStatics.MASK_MOB) {
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if (value == null) {
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if (this.isCombat()) {
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this.setCombat(false);
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UpdateStateMsg rwss = new UpdateStateMsg();
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rwss.setPlayer(this);
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DispatchMessage.sendToAllInRange(this, rwss);
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} else {
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if (!this.isCombat()) {
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this.setCombat(true);
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UpdateStateMsg rwss = new UpdateStateMsg();
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rwss.setPlayer(this);
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DispatchMessage.sendToAllInRange(this, rwss);
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}
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}
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}
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}
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this.combatTarget = value;
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}
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