refactored AI variables from MBServerStatics
This commit is contained in:
@@ -174,7 +174,7 @@ public class MobileFSM {
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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)(MBServerStatics.AI_PATROL_DIVISOR * 0.5f), MBServerStatics.AI_PATROL_DIVISOR) + MBServerStatics.AI_PATROL_DIVISOR;
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int patrolDelay = ThreadLocalRandom.current().nextInt((int)(MobileFSMManager.AI_PATROL_DIVISOR * 0.5f), MobileFSMManager.AI_PATROL_DIVISOR) + MobileFSMManager.AI_PATROL_DIVISOR;
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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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return;
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@@ -270,7 +270,7 @@ public class MobileFSM {
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msg.setUnknown04(2);
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PowersManager.finishUseMobPower(msg, mob, 0, 0);
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// Default minimum seconds between cast = 10
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mob.nextCastTime = System.currentTimeMillis() + (MBServerStatics.AI_POWER_DIVISOR * 1000);
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mob.nextCastTime = System.currentTimeMillis() + mobPower.getCooldown() + (MobileFSMManager.AI_POWER_DIVISOR * 1000);
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return true;
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}
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return false;
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@@ -500,7 +500,7 @@ public class MobileFSM {
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CheckForAggro(mob);
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}
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}
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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(), MobileFSMManager.AI_BASE_AGGRO_RANGE * 0.5f)){
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return;
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}
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if (mob.isPlayerGuard() && !mob.despawned) {
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@@ -9,12 +9,10 @@
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package engine.ai;
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import engine.gameManager.MovementManager;
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import engine.gameManager.SessionManager;
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import engine.gameManager.ConfigManager;
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import engine.gameManager.ZoneManager;
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import engine.objects.Mob;
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import engine.objects.Zone;
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import engine.server.MBServerStatics;
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import engine.util.ThreadUtils;
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import org.pmw.tinylog.Logger;
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@@ -30,6 +28,17 @@ public class MobileFSMManager {
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private volatile boolean alive;
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private long timeOfKill = -1;
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//AI variables moved form mb_server_statics
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public static int AI_BASE_AGGRO_RANGE = 60;
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public static int AI_DROP_AGGRO_RANGE = 60;
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public static int AI_RECALL_RANGE = 400;
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public static int AI_PULSE_MOB_THRESHOLD = 200;
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public static int AI_THREAD_SLEEP = 1000;
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public static int AI_PATROL_DIVISOR = 15;
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public static int AI_POWER_DIVISOR = 20;
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public static float AI_MAX_ANGLE = 10f;
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private MobileFSMManager() {
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Runnable worker = new Runnable() {
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@@ -40,7 +49,10 @@ public class MobileFSMManager {
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};
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alive = true;
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//assign the AI varibales base don difficulty scaling from config file:
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float difficulty = Float.parseFloat(ConfigManager.MB_MOB_DIFFICULTY.getValue());
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AI_BASE_AGGRO_RANGE = (int)(100 * difficulty); // range at which aggressive mobs will attack you
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AI_POWER_DIVISOR = (int)(20 * (1.5f-difficulty)); //duration between mob casts
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Thread t = new Thread(worker, "MobileFSMManager");
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t.start();
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}
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@@ -69,7 +81,7 @@ public class MobileFSMManager {
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//Load zone threshold once.
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long mobPulse = System.currentTimeMillis() + MBServerStatics.AI_PULSE_MOB_THRESHOLD;
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long mobPulse = System.currentTimeMillis() + AI_PULSE_MOB_THRESHOLD;
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Instant startTime;
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while (alive) {
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@@ -99,7 +111,7 @@ public class MobileFSMManager {
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if (executionTime.compareTo(executionMax) > 0)
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executionMax = executionTime;
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mobPulse = System.currentTimeMillis() + MBServerStatics.AI_PULSE_MOB_THRESHOLD;
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mobPulse = System.currentTimeMillis() + AI_PULSE_MOB_THRESHOLD;
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}
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}
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}
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@@ -13,12 +13,12 @@ import engine.Enum;
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import engine.Enum.GameObjectType;
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import engine.Enum.ModType;
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import engine.Enum.SourceType;
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import engine.ai.MobileFSMManager;
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import engine.exception.MsgSendException;
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import engine.gameManager.MovementManager;
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import engine.math.Vector3fImmutable;
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import engine.net.client.msg.MoveToPointMsg;
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import engine.objects.*;
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import engine.server.MBServerStatics;
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import org.pmw.tinylog.Logger;
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import java.util.concurrent.ThreadLocalRandom;
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@@ -79,7 +79,7 @@ public class MovementUtilities {
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zoneRange = agent.getSpawnRadius();
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return distanceSquaredToTarget < sqr(MBServerStatics.AI_DROP_AGGRO_RANGE + zoneRange);
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return distanceSquaredToTarget < sqr(MobileFSMManager.AI_DROP_AGGRO_RANGE + zoneRange);
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}
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@@ -89,7 +89,7 @@ public class MovementUtilities {
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Vector3fImmutable tl = target.getLoc();
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float distanceSquaredToTarget = sl.distanceSquared2D(tl) - sqr(agent.calcHitBox() + target.calcHitBox()); //distance to center of target
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float range = MBServerStatics.AI_BASE_AGGRO_RANGE;
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float range = MobileFSMManager.AI_BASE_AGGRO_RANGE;
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if (agent.isPlayerGuard())
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range = 150;
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@@ -10,11 +10,11 @@
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package engine.db.handlers;
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import engine.Enum.GameObjectType;
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import engine.ai.MobileFSMManager;
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import engine.gameManager.DbManager;
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import engine.objects.MobBase;
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import engine.objects.MobBaseEffects;
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import engine.objects.MobBaseStats;
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import engine.server.MBServerStatics;
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import org.pmw.tinylog.Logger;
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import java.sql.Connection;
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@@ -81,12 +81,11 @@ public class dbMobBaseHandler extends dbHandlerBase {
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ResultSet rs = preparedStatement.executeQuery();
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while (rs.next()) {
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MBServerStatics.AI_BASE_AGGRO_RANGE = rs.getInt("aggro_range");
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MBServerStatics.AI_PATROL_DIVISOR = rs.getInt("patrol_chance");
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MBServerStatics.AI_DROP_AGGRO_RANGE = rs.getInt("drop_aggro_range");
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MBServerStatics.AI_POWER_DIVISOR = rs.getInt("cast_chance");
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MBServerStatics.AI_RECALL_RANGE = rs.getInt("recall_range");
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MBServerStatics.AI_PET_HEEL_DISTANCE = rs.getInt("pet_heel_distance");
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MobileFSMManager.AI_BASE_AGGRO_RANGE = rs.getInt("aggro_range");
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MobileFSMManager.AI_PATROL_DIVISOR = rs.getInt("patrol_chance");
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MobileFSMManager.AI_DROP_AGGRO_RANGE = rs.getInt("drop_aggro_range");
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MobileFSMManager.AI_POWER_DIVISOR = rs.getInt("cast_chance");
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MobileFSMManager.AI_RECALL_RANGE = rs.getInt("recall_range");
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}
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} catch (SQLException e) {
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Logger.error(e);
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@@ -98,11 +97,11 @@ public class dbMobBaseHandler extends dbHandlerBase {
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try (Connection connection = DbManager.getConnection();
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PreparedStatement preparedStatement = connection.prepareStatement("UPDATE `static_ai_defaults` SET `aggro_range` = ?,`patrol_chance`= ?,`drop_aggro_range`= ?,`cast_chance`= ?,`recall_range`= ? WHERE `ID` = 1")) {
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preparedStatement.setInt(1, MBServerStatics.AI_BASE_AGGRO_RANGE);
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preparedStatement.setInt(2, MBServerStatics.AI_PATROL_DIVISOR);
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preparedStatement.setInt(3, MBServerStatics.AI_DROP_AGGRO_RANGE);
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preparedStatement.setInt(4, MBServerStatics.AI_POWER_DIVISOR);
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preparedStatement.setInt(5, MBServerStatics.AI_RECALL_RANGE);
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preparedStatement.setInt(1, MobileFSMManager.AI_BASE_AGGRO_RANGE);
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preparedStatement.setInt(2, MobileFSMManager.AI_PATROL_DIVISOR);
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preparedStatement.setInt(3, MobileFSMManager.AI_DROP_AGGRO_RANGE);
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preparedStatement.setInt(4, MobileFSMManager.AI_POWER_DIVISOR);
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preparedStatement.setInt(5, MobileFSMManager.AI_RECALL_RANGE);
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return (preparedStatement.executeUpdate() > 0);
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@@ -10,6 +10,7 @@
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package engine.devcmd.cmds;
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import engine.ai.MobileFSMManager;
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import engine.devcmd.AbstractDevCmd;
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import engine.gameManager.DbManager;
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import engine.objects.AbstractGameObject;
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@@ -48,20 +49,20 @@ public class SetAICmd extends AbstractDevCmd {
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case "angle" :
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float angle = Float.parseFloat(words[1]);
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MBServerStatics.AI_MAX_ANGLE = angle;
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MobileFSMManager.AI_MAX_ANGLE = angle;
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break;
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case "aggrorange":
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MBServerStatics.AI_BASE_AGGRO_RANGE = amount;
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MobileFSMManager.AI_BASE_AGGRO_RANGE = amount;
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DbManager.MobBaseQueries.UPDATE_AI_DEFAULTS();
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this.throwbackInfo(pc, "Aggro Range is now set to " + amount);
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break;
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case "dropaggrorange":
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MBServerStatics.AI_DROP_AGGRO_RANGE = amount;
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MobileFSMManager.AI_DROP_AGGRO_RANGE = amount;
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DbManager.MobBaseQueries.UPDATE_AI_DEFAULTS();
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this.throwbackInfo(pc, "Drop Aggro Range is now set to " + amount);
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break;
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case "patroldivisor":
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MBServerStatics.AI_PATROL_DIVISOR = amount;
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MobileFSMManager.AI_PATROL_DIVISOR = amount;
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DbManager.MobBaseQueries.UPDATE_AI_DEFAULTS();
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this.throwbackInfo(pc, "Patrol Chance is now set to " + amount);
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break;
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@@ -70,7 +71,7 @@ public class SetAICmd extends AbstractDevCmd {
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this.throwbackError(pc, "pulse amount must be greather than 500 to execute.");
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return;
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}
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MBServerStatics.AI_PULSE_MOB_THRESHOLD = amount;
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MobileFSMManager.AI_PULSE_MOB_THRESHOLD = amount;
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this.throwbackInfo(pc, "Pulse is now set to " + amount);
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break;
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case "sleepthread":
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@@ -78,16 +79,16 @@ public class SetAICmd extends AbstractDevCmd {
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this.throwbackError(pc, "sleep amount must be greather than 500 to execute.");
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return;
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}
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MBServerStatics.AI_THREAD_SLEEP = amount;
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MobileFSMManager.AI_THREAD_SLEEP = amount;
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this.throwbackInfo(pc, "Thread Sleep is now set to " + amount);
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break;
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case "recallrange":
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MBServerStatics.AI_RECALL_RANGE = amount;
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MobileFSMManager.AI_RECALL_RANGE = amount;
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DbManager.MobBaseQueries.UPDATE_AI_DEFAULTS();
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this.throwbackInfo(pc, "Recall Range is now set to " + amount);
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break;
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case "powerdivisor":
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MBServerStatics.AI_POWER_DIVISOR = amount;
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MobileFSMManager.AI_POWER_DIVISOR = amount;
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DbManager.MobBaseQueries.UPDATE_AI_DEFAULTS();
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this.throwbackInfo(pc, "Power Divisor is now set to " + amount);
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break;
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@@ -105,13 +106,13 @@ public class SetAICmd extends AbstractDevCmd {
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@Override
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protected String _getHelpString() {
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String help = "Modifies Mob AI Statics. Commands:";
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help += "\n AGGRORANGE: Sets the range when a mob will aggro it's target. Aggro range is currently " + MBServerStatics.AI_BASE_AGGRO_RANGE;
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help += "\n DROPAGGRORANGE: Sets the range when a mob will drop aggro from it's target. Drop aggro range is currently " + MBServerStatics.AI_DROP_AGGRO_RANGE;
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help += "\n PATROLDIVISOR: Sets the Patrol Divisor for Mob AI. Setting this will give a 1/[amount] chance to parol the area. Patrol Chance is currently 1/" + MBServerStatics.AI_PATROL_DIVISOR;
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help += "\n PULSE: sets how often to run mob's AI. Measured in MS. Pulse is currently " + MBServerStatics.AI_PULSE_MOB_THRESHOLD + "ms.";
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help += "\n SLEEPTHREAD: Sets how long to sleep the AI for ALL mobs.Thread sleep is currently " + MBServerStatics.AI_THREAD_SLEEP + "ms.";
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help += "\n RECALLRANGE: Sets the range of a mob to recall back to it's bind location. Recall range is currently " + MBServerStatics.AI_RECALL_RANGE;
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help += "\n POWERDIVISOR: Sets the Power Divisor for Mob AI.Setting this will give a 1/[amount] chance to use power on a player. Power Divisor is currently " + MBServerStatics.AI_POWER_DIVISOR;
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help += "\n AGGRORANGE: Sets the range when a mob will aggro it's target. Aggro range is currently " + MobileFSMManager.AI_BASE_AGGRO_RANGE;
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help += "\n DROPAGGRORANGE: Sets the range when a mob will drop aggro from it's target. Drop aggro range is currently " + MobileFSMManager.AI_DROP_AGGRO_RANGE;
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help += "\n PATROLDIVISOR: Sets the Patrol Divisor for Mob AI. Setting this will give a 1/[amount] chance to parol the area. Patrol Chance is currently 1/" + MobileFSMManager.AI_PATROL_DIVISOR;
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help += "\n PULSE: sets how often to run mob's AI. Measured in MS. Pulse is currently " + MobileFSMManager.AI_PULSE_MOB_THRESHOLD + "ms.";
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help += "\n SLEEPTHREAD: Sets how long to sleep the AI for ALL mobs.Thread sleep is currently " + MobileFSMManager.AI_THREAD_SLEEP + "ms.";
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help += "\n RECALLRANGE: Sets the range of a mob to recall back to it's bind location. Recall range is currently " + MobileFSMManager.AI_RECALL_RANGE;
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help += "\n POWERDIVISOR: Sets the Power Divisor for Mob AI.Setting this will give a 1/[amount] chance to use power on a player. Power Divisor is currently " + MobileFSMManager.AI_POWER_DIVISOR;
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help += "\n LOSEHATE: Sets the amount per second to reduce hate amount for player while they are idle. Hate Delimiter is currently " + MBServerStatics.PLAYER_HATE_DELIMITER;
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help += "\n HATEMODCOMBAT: sets the modifier for Hate value for Combat. Hate Value is `Damage *[HATEMODCOMBAT]`.Hate Mod Combat is currently " + MBServerStatics.PLAYER_COMBAT_HATE_MODIFIER;
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@@ -86,7 +86,9 @@ public enum ConfigManager {
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MB_MAGICBOT_FORTOFIX,
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MB_MAGICBOT_RECRUIT,
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MB_MAGICBOT_MAGICBOX,
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MB_MAGICBOT_ADMINLOG;
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MB_MAGICBOT_ADMINLOG,
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MB_MOB_DIFFICULTY;//0.1(easy) - 1.0(hard)
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// Map to hold our config pulled in from the environment
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// We also use the config to point to the current message pump
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@@ -14,6 +14,7 @@ import engine.Enum.GameObjectType;
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import engine.Enum.ModType;
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import engine.Enum.SourceType;
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import engine.InterestManagement.WorldGrid;
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import engine.ai.MobileFSMManager;
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import engine.gameManager.ZoneManager;
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import engine.math.Vector3fImmutable;
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import engine.net.Dispatch;
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@@ -189,7 +190,7 @@ public abstract class AbstractIntelligenceAgent extends AbstractCharacter {
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public abstract AbstractWorldObject getFearedObject();
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public float getAggroRange() {
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float ret = MBServerStatics.AI_BASE_AGGRO_RANGE;
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float ret = MobileFSMManager.AI_BASE_AGGRO_RANGE;
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if (this.bonuses != null)
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ret *= (1 +this.bonuses.getFloatPercentAll(ModType.ScanRange, SourceType.None));
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return ret;
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@@ -13,6 +13,7 @@ import ch.claude_martin.enumbitset.EnumBitSet;
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import engine.Enum;
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import engine.Enum.*;
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import engine.InterestManagement.WorldGrid;
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import engine.ai.MobileFSMManager;
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import engine.exception.SerializationException;
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import engine.gameManager.*;
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import engine.job.JobScheduler;
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@@ -626,7 +627,7 @@ public class Mob extends AbstractIntelligenceAgent {
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public static void HandleAssistedAggro(PlayerCharacter source, PlayerCharacter target) {
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HashSet<AbstractWorldObject> mobsInRange = WorldGrid.getObjectsInRangePartial(source, MBServerStatics.AI_DROP_AGGRO_RANGE, MBServerStatics.MASK_MOB);
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HashSet<AbstractWorldObject> mobsInRange = WorldGrid.getObjectsInRangePartial(source, MobileFSMManager.AI_DROP_AGGRO_RANGE, MBServerStatics.MASK_MOB);
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for (AbstractWorldObject awo : mobsInRange) {
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Mob mob = (Mob) awo;
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@@ -428,33 +428,6 @@ public class MBServerStatics {
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public static final int UPDATE_GROUP_RATE = 10000; // Update group info
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public static float PLAYER_HATE_DELIMITER = 50; // reduces 50 hate a second
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public static float PLAYER_COMBAT_HATE_MODIFIER = 2;
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/*
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* AI
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*/
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// The min distance from players at which the AI Manager feels safe to turn
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// off a mob.
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public static int AI_BASE_AGGRO_RANGE = 60;
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public static int AI_DROP_AGGRO_RANGE = 60;
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public static int AI_RECALL_RANGE = 400;
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public static int AI_PULSE_MOB_THRESHOLD = 200;
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public static int AI_THREAD_SLEEP = 1000;
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public static int AI_PATROL_DIVISOR = 15;
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public static int AI_POWER_DIVISOR = 20;
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public static int AI_PET_HEEL_DISTANCE = 10;
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public static int AI_PATROL_RADIUS = 60;
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public static int AI_POWER_CHANCE = 25; // set 1-100 for chance a mob will cast
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public static float AI_MAX_ANGLE = 10f;
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public static final int AI_PET_TIME_BETWEEN_JOB_TICKS_MS = 250;
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// Pet Settings
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public static final float PET_TELEPORT_DISTANCE = 600; // distance a pet
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public static final float PET_FOLLOW_DISTANCE = 10; // distance a pet starts
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public static final float PET_REST_DISTANCE = 4; // distance a pet stops
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public static final int COMBAT_SEND_DODGE = 20;
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public static final int COMBAT_SEND_BLOCK = 21;
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public static final int COMBAT_SEND_PARRY = 22;
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Block a user