// • ▌ ▄ ·. ▄▄▄· ▄▄ • ▪ ▄▄· ▄▄▄▄· ▄▄▄· ▐▄▄▄ ▄▄▄ . // ·██ ▐███▪▐█ ▀█ ▐█ ▀ ▪██ ▐█ ▌▪▐█ ▀█▪▐█ ▀█ •█▌ ▐█▐▌· // ▐█ ▌▐▌▐█·▄█▀▀█ ▄█ ▀█▄▐█·██ ▄▄▐█▀▀█▄▄█▀▀█ ▐█▐ ▐▌▐▀▀▀ // ██ ██▌▐█▌▐█ ▪▐▌▐█▄▪▐█▐█▌▐███▌██▄▪▐█▐█ ▪▐▌██▐ █▌▐█▄▄▌ // ▀▀ █▪▀▀▀ ▀ ▀ ·▀▀▀▀ ▀▀▀·▀▀▀ ·▀▀▀▀ ▀ ▀ ▀▀ █▪ ▀▀▀ // Magicbane Emulator Project © 2013 - 2022 // www.magicbane.com package engine.ai; import engine.Enum; import engine.Enum.DispatchChannel; import engine.InterestManagement.WorldGrid; import engine.ai.utilities.CombatUtilities; import engine.ai.utilities.MovementUtilities; import engine.gameManager.*; import engine.net.DispatchMessage; import engine.net.client.msg.PerformActionMsg; import engine.net.client.msg.PowerProjectileMsg; import engine.net.client.msg.UpdateStateMsg; import engine.objects.*; import engine.powers.ActionsBase; import engine.powers.PowersBase; import engine.server.MBServerStatics; import java.util.ArrayList; import java.util.HashSet; import java.util.Map.Entry; import java.util.concurrent.ConcurrentHashMap; import java.util.concurrent.ThreadLocalRandom; import static engine.math.FastMath.sqr; public class MobileFSM { private static void mobAttack(Mob aiAgent) { AbstractGameObject target = aiAgent.getCombatTarget(); if (target == null) { return; } switch (target.getObjectType()) { case PlayerCharacter: PlayerCharacter player = (PlayerCharacter) target; if (!player.isActive()) { aiAgent.setCombatTarget(null); CheckMobMovement(aiAgent); return; } if (aiAgent.isNecroPet() && player.inSafeZone()) { aiAgent.setCombatTarget(null); return; } if (canCast(aiAgent) == true) { if (MobCast(aiAgent) == false) { handlePlayerAttackForMob(aiAgent, player); } } else { handlePlayerAttackForMob(aiAgent, player); } break; case Building: Building building = (Building) target; petHandleBuildingAttack(aiAgent, building); break; case Mob: Mob mob = (Mob) target; handleMobAttackForMob(aiAgent, mob); } } private static void petHandleBuildingAttack(Mob aiAgent, Building building) { int buildingHitBox = (int) CombatManager.calcHitBox(building); if (building.getRank() == -1) { aiAgent.setCombatTarget(null); return; } if (!building.isVulnerable()) { aiAgent.setCombatTarget(null); return; } if (BuildingManager.getBuildingFromCache(building.getObjectUUID()) == null) { aiAgent.setCombatTarget(null); return; } if (building.getParentZone() != null && building.getParentZone().isPlayerCity()) { for (Mob mob : building.getParentZone().zoneMobSet) { if (!mob.isPlayerGuard()) continue; if (mob.getCombatTarget() != null) continue; if (mob.getGuild() != null && building.getGuild() != null) if (!Guild.sameGuild(mob.getGuild().getNation(), building.getGuild().getNation())) continue; mob.setCombatTarget(aiAgent); } } if (CombatUtilities.inRangeToAttack(aiAgent, building)) { //not time to attack yet. if (!CombatUtilities.RunAIRandom()) return; if (System.currentTimeMillis() < aiAgent.getLastAttackTime()) return; if (aiAgent.getRange() >= 30 && aiAgent.isMoving()) return; //reset attack animation if (aiAgent.isSiege()) MovementManager.sendRWSSMsg(aiAgent); // Fire siege balls // TODO: Fix animations not following stone //no weapons, defualt mob attack speed 3 seconds. ItemBase mainHand = aiAgent.getWeaponItemBase(true); ItemBase offHand = aiAgent.getWeaponItemBase(false); if (mainHand == null && offHand == null) { CombatUtilities.combatCycle(aiAgent, building, true, null); int delay = 3000; if (aiAgent.isSiege()) delay = 15000; aiAgent.setLastAttackTime(System.currentTimeMillis() + delay); } else //TODO set offhand attack time. if (aiAgent.getWeaponItemBase(true) != null) { int attackDelay = 3000; if (aiAgent.isSiege()) attackDelay = 15000; CombatUtilities.combatCycle(aiAgent, building, true, aiAgent.getWeaponItemBase(true)); aiAgent.setLastAttackTime(System.currentTimeMillis() + attackDelay); } else if (aiAgent.getWeaponItemBase(false) != null) { int attackDelay = 3000; if (aiAgent.isSiege()) attackDelay = 15000; CombatUtilities.combatCycle(aiAgent, building, false, aiAgent.getWeaponItemBase(false)); aiAgent.setLastAttackTime(System.currentTimeMillis() + attackDelay); } if (aiAgent.isSiege()) { PowerProjectileMsg ppm = new PowerProjectileMsg(aiAgent, building); ppm.setRange(50); DispatchMessage.dispatchMsgToInterestArea(aiAgent, ppm, DispatchChannel.SECONDARY, MBServerStatics.CHARACTER_LOAD_RANGE, false, false); } return; } //Outside of attack Range, Move to players predicted loc. if (!aiAgent.isMoving()) if (MovementUtilities.canMove(aiAgent)) MovementUtilities.moveToLocation(aiAgent, building.getLoc(), aiAgent.getRange() + buildingHitBox); } private static void handlePlayerAttackForMob(Mob aiAgent, PlayerCharacter player) { if (aiAgent.getMobBase().getSeeInvis() < player.getHidden()) { aiAgent.setCombatTarget(null); return; } if (!player.isAlive()) { aiAgent.setCombatTarget(null); return; } if (aiAgent.BehaviourType.callsForHelp) { MobCallForHelp(aiAgent); } if (!MovementUtilities.inRangeDropAggro(aiAgent, player)) { aiAgent.setAggroTargetID(0); aiAgent.setCombatTarget(null); MovementUtilities.moveToLocation(aiAgent, aiAgent.getTrueBindLoc(), 0); return; } if (CombatUtilities.inRange2D(aiAgent, player, aiAgent.getRange())) { //no weapons, defualt mob attack speed 3 seconds. if (System.currentTimeMillis() < aiAgent.getLastAttackTime()) return; //if (!CombatUtilities.RunAIRandom()) // return; // ranged mobs cant attack while running. skip until they finally stop. //if (aiAgent.getRange() >= 30 && aiAgent.isMoving()) if (aiAgent.isMoving()) return; // add timer for last attack. // player.setTimeStamp("LastCombatPlayer", System.currentTimeMillis()); ItemBase mainHand = aiAgent.getWeaponItemBase(true); ItemBase offHand = aiAgent.getWeaponItemBase(false); if (mainHand == null && offHand == null) { CombatUtilities.combatCycle(aiAgent, player, true, null); int delay = 3000; if (aiAgent.isSiege()) delay = 11000; aiAgent.setLastAttackTime(System.currentTimeMillis() + delay); } else //TODO set offhand attack time. if (aiAgent.getWeaponItemBase(true) != null) { int delay = 3000; if (aiAgent.isSiege()) delay = 11000; CombatUtilities.combatCycle(aiAgent, player, true, aiAgent.getWeaponItemBase(true)); aiAgent.setLastAttackTime(System.currentTimeMillis() + delay); } else if (aiAgent.getWeaponItemBase(false) != null) { int attackDelay = 3000; if (aiAgent.isSiege()) attackDelay = 11000; if (aiAgent.BehaviourType.callsForHelp) { MobCallForHelp(aiAgent); } CombatUtilities.combatCycle(aiAgent, player, false, aiAgent.getWeaponItemBase(false)); aiAgent.setLastAttackTime(System.currentTimeMillis() + attackDelay); } return; } if (!MovementUtilities.updateMovementToCharacter(aiAgent, player)) return; if (!MovementUtilities.canMove(aiAgent)) return; //this stops mobs from attempting to move while they are underneath a player. if (CombatUtilities.inRangeToAttack2D(aiAgent, player)) return; } private static void handleMobAttackForMob(Mob aiAgent, Mob mob) { if (!mob.isAlive()) { aiAgent.setCombatTarget(null); return; } if (CombatUtilities.inRangeToAttack(aiAgent, mob)) { //not time to attack yet. if (System.currentTimeMillis() < aiAgent.getLastAttackTime()) { return; } if (!CombatUtilities.RunAIRandom()) return; if (aiAgent.getRange() >= 30 && aiAgent.isMoving()) return; //no weapons, defualt mob attack speed 3 seconds. ItemBase mainHand = aiAgent.getWeaponItemBase(true); ItemBase offHand = aiAgent.getWeaponItemBase(false); if (mainHand == null && offHand == null) { CombatUtilities.combatCycle(aiAgent, mob, true, null); int delay = 3000; if (aiAgent.isSiege()) delay = 11000; aiAgent.setLastAttackTime(System.currentTimeMillis() + delay); } else //TODO set offhand attack time. if (aiAgent.getWeaponItemBase(true) != null) { int attackDelay = 3000; if (aiAgent.isSiege()) attackDelay = 11000; CombatUtilities.combatCycle(aiAgent, mob, true, aiAgent.getWeaponItemBase(true)); aiAgent.setLastAttackTime(System.currentTimeMillis() + attackDelay); } else if (aiAgent.getWeaponItemBase(false) != null) { int attackDelay = 3000; if (aiAgent.isSiege()) attackDelay = 11000; CombatUtilities.combatCycle(aiAgent, mob, false, aiAgent.getWeaponItemBase(false)); aiAgent.setLastAttackTime(System.currentTimeMillis() + attackDelay); } return; } //use this so mobs dont continue to try to move if they are underneath a flying target. only use 2D range check. if (CombatUtilities.inRangeToAttack2D(aiAgent, mob)) return; if (!MovementUtilities.updateMovementToCharacter(aiAgent, mob)) return; } private static void patrol(Mob mob) { if (mob.isMoving() == true) { //early exit for a mob who is already moving to a patrol point //while mob moving, update lastPatrolTime so that when they stop moving the 10 second timer can begin mob.stopPatrolTime = System.currentTimeMillis(); return; } //wait between 10 and 15 seconds after reaching patrol point before moving int patrolDelay = ThreadLocalRandom.current().nextInt(10000) + 5000; if (mob.stopPatrolTime + patrolDelay > System.currentTimeMillis()) { //early exit while waiting to patrol again return; } //make sure mob is out of combat stance if (mob.isCombat() && mob.getCombatTarget() == null) { mob.setCombat(false); UpdateStateMsg rwss = new UpdateStateMsg(); rwss.setPlayer(mob); DispatchMessage.sendToAllInRange(mob, rwss); } //guard captains inherit barracks patrol points dynamically if (mob.contract != null && NPC.ISGuardCaptain(mob.contract.getContractID())) { Building barracks = mob.building; if (barracks != null && barracks.patrolPoints != null && barracks.getPatrolPoints().isEmpty() == false) { mob.patrolPoints = barracks.patrolPoints; } } if (MovementUtilities.canMove(mob)) { //get the next index of the patrol point from the patrolPoints list if (mob.lastPatrolPointIndex > mob.patrolPoints.size() - 1) { mob.lastPatrolPointIndex = 0; } MovementUtilities.aiMove(mob, mob.patrolPoints.get(mob.lastPatrolPointIndex), true); mob.lastPatrolPointIndex += 1; } } public static boolean canCast(Mob mob) { // Performs validation to determine if a // mobile in the proper state to cast. if (mob == null) return false; if (mob.mobPowers.isEmpty()) return false; if (mob.nextCastTime == 0) mob.nextCastTime = System.currentTimeMillis(); return mob.nextCastTime <= System.currentTimeMillis(); } public static boolean MobCast(Mob mob) { // Method picks a random spell from a mobile's list of powers // and casts it on the current target (or itself). Validation // (including empty lists) is done previously within canCast(); ArrayList powerTokens; ArrayList purgeTokens; PlayerCharacter target = (PlayerCharacter) mob.getCombatTarget(); if (mob.BehaviourType.callsForHelp) MobCallForHelp(mob); // Generate a list of tokens from the mob powers for this mobile. powerTokens = new ArrayList<>(mob.mobPowers.keySet()); purgeTokens = new ArrayList<>(); // If player has this effect on them currently then remove // this token from our list. for (int powerToken : powerTokens) { PowersBase powerBase = PowersManager.getPowerByToken(powerToken); for (ActionsBase actionBase : powerBase.getActions()) { String stackType = actionBase.stackType; if (target.getEffects() != null && target.getEffects().containsKey(stackType)) purgeTokens.add(powerToken); } } powerTokens.removeAll(purgeTokens); // Sanity check if (powerTokens.isEmpty()) return false; // Pick random spell from our list of powers int powerToken = powerTokens.get(ThreadLocalRandom.current().nextInt(powerTokens.size())); int powerRank = mob.mobPowers.get(powerToken); PowersBase mobPower = PowersManager.getPowerByToken(powerToken); // Cast the spell if (CombatUtilities.inRange2D(mob, mob.getCombatTarget(), mobPower.getRange())) { PowersManager.useMobPower(mob, (AbstractCharacter) mob.getCombatTarget(), mobPower, powerRank); PerformActionMsg msg; if (mobPower.isHarmful() == false || mobPower.targetSelf == true) msg = PowersManager.createPowerMsg(mobPower, powerRank, mob, mob); else msg = PowersManager.createPowerMsg(mobPower, powerRank, mob, target); msg.setUnknown04(2); PowersManager.finishUseMobPower(msg, mob, 0, 0); // Default minimum seconds between cast = 10 long coolDown = mobPower.getCooldown(); if (coolDown < 10000) mob.nextCastTime = System.currentTimeMillis() + 10000 + coolDown; else mob.nextCastTime = System.currentTimeMillis() + coolDown; return true; } return false; } public static void MobCallForHelp(Mob mob) { boolean callGotResponse = false; if (mob.nextCallForHelp == 0) { mob.nextCallForHelp = System.currentTimeMillis(); } if (mob.nextCallForHelp < System.currentTimeMillis()) { return; } //mob sends call for help message ChatManager.chatSayInfo(null, mob.getName() + " calls for help!"); Zone mobCamp = mob.getParentZone(); for (Mob helper : mobCamp.zoneMobSet) { if (helper.BehaviourType.respondsToCallForHelp && helper.BehaviourType.BehaviourHelperType.equals(mob.BehaviourType)) { helper.setCombatTarget(mob.getCombatTarget()); callGotResponse = true; } } if (callGotResponse) { //wait 60 seconds to call for help again mob.nextCallForHelp = System.currentTimeMillis() + 60000; } } public static void run(Mob mob) { if (mob == null) { return; } if(mob.BehaviourType.ordinal() == Enum.MobBehaviourType.GuardCaptain.ordinal()){ //this is a player slotted guard captain GuardCaptainLogic(mob); return; } if (mob.isPet() == false && mob.isSummonedPet() == false && mob.isNecroPet() == false) { if (mob.isAlive() == false) { //no need to continue if mob is dead, check for respawn and move on CheckForRespawn(mob); return; } //check to see if mob has wandered too far from his bind loc CheckToSendMobHome(mob); //check to see if players have mob loaded if (mob.playerAgroMap.isEmpty()) { //no players loaded, no need to proceed return; } //check for players that can be aggroed if mob is agressive and has no target if (mob.BehaviourType.isAgressive && mob.getCombatTarget() == null && mob.BehaviourType != Enum.MobBehaviourType.SimpleStandingGuard) { //normal aggro CheckForAggro(mob); } else if (mob.BehaviourType == Enum.MobBehaviourType.SimpleStandingGuard) { //safehold guard SafeGuardAggro(mob); } //check if mob can move for patrol or moving to target if (mob.BehaviourType.canRoam) { CheckMobMovement(mob); } //check if mob can attack if it isn't wimpy if (!mob.BehaviourType.isWimpy && !mob.isMoving() && mob.combatTarget != null) { CheckForAttack(mob); } } else { CheckMobMovement(mob); CheckForAttack(mob); } } private static void CheckForAggro(Mob aiAgent) { //looks for and sets mobs combatTarget if (!aiAgent.isAlive()) { return; } ConcurrentHashMap loadedPlayers = aiAgent.playerAgroMap; for (Entry playerEntry : loadedPlayers.entrySet()) { int playerID = (int) playerEntry.getKey(); PlayerCharacter loadedPlayer = PlayerCharacter.getFromCache(playerID); //Player is null, let's remove them from the list. if (loadedPlayer == null) { loadedPlayers.remove(playerID); continue; } //Player is Dead, Mob no longer needs to attempt to aggro. Remove them from aggro map. if (!loadedPlayer.isAlive()) { loadedPlayers.remove(playerID); continue; } //Can't see target, skip aggro. if (!aiAgent.canSee(loadedPlayer)) { continue; } // No aggro for this race type if (aiAgent.notEnemy.contains(loadedPlayer.getRace().getRaceType())) continue; if (MovementUtilities.inRangeToAggro(aiAgent, loadedPlayer)) { aiAgent.setAggroTargetID(playerID); aiAgent.setCombatTarget(loadedPlayer); return; } } } private static void CheckMobMovement(Mob mob) { mob.updateLocation(); if (mob.isPet() == false && mob.isSummonedPet() == false && mob.isNecroPet() == false) { if (mob.getCombatTarget() == null) { patrol(mob); } else { chaseTarget(mob); } } else { //pet logic if (mob.playerAgroMap.containsKey(mob.getOwner().getObjectUUID()) == false) { //mob no longer has its owner loaded, translocate pet to owner MovementManager.translocate(mob, mob.getOwner().getLoc(), null); } if (mob.getCombatTarget() == null || mob.combatTarget.isAlive() == false) { //move back to owner if (CombatUtilities.inRange2D(mob, mob.getOwner(), 10) == false) { mob.destination = mob.getOwner().getLoc(); MovementUtilities.moveToLocation(mob, mob.destination, 5); } else { chaseTarget(mob); } } } } private static void CheckForRespawn(Mob aiAgent) { //handles checking for respawn of dead mobs even when no players have mob loaded //Despawn Timer with Loot currently in inventory. if (aiAgent.getCharItemManager().getInventoryCount() > 0) { if (System.currentTimeMillis() > aiAgent.deathTime + MBServerStatics.DESPAWN_TIMER_WITH_LOOT) { aiAgent.despawn(); //update time of death after mob despawns so respawn time happens after mob despawns. if (aiAgent.deathTime != 0) { aiAgent.setDeathTime(System.currentTimeMillis()); } respawn(aiAgent); } //No items in inventory. } else { //Mob's Loot has been looted. if (aiAgent.isHasLoot()) { if (System.currentTimeMillis() > aiAgent.deathTime + MBServerStatics.DESPAWN_TIMER_ONCE_LOOTED) { aiAgent.despawn(); //update time of death after mob despawns so respawn time happens after mob despawns. if (aiAgent.deathTime != 0) { aiAgent.setDeathTime(System.currentTimeMillis()); } respawn(aiAgent); } //Mob never had Loot. } else { if (System.currentTimeMillis() > aiAgent.deathTime + MBServerStatics.DESPAWN_TIMER) { aiAgent.despawn(); //update time of death after mob despawns so respawn time happens after mob despawns. if (aiAgent.deathTime != 0) { aiAgent.setDeathTime(System.currentTimeMillis()); } respawn(aiAgent); } } } } public static void CheckForAttack(Mob mob) { //checks if mob can attack based on attack timer and range if (mob.isAlive()) mob.updateLocation(); if (!mob.isCombat()) { mob.setCombat(true); UpdateStateMsg rwss = new UpdateStateMsg(); rwss.setPlayer(mob); DispatchMessage.sendToAllInRange(mob, rwss); } mobAttack(mob); } private static void CheckToSendMobHome(Mob mob) { if (mob.getLoc().distanceSquared2D(mob.getBindLoc()) > sqr(2000)) { PowersBase recall = PowersManager.getPowerByToken(-1994153779); PowersManager.useMobPower(mob, mob, recall, 40); mob.setAggroTargetID(0); mob.setCombatTarget(null); } } public static void dead(Mob aiAgent) { //Despawn Timer with Loot currently in inventory. if (aiAgent.getCharItemManager().getInventoryCount() > 0) { if (System.currentTimeMillis() > aiAgent.deathTime + MBServerStatics.DESPAWN_TIMER_WITH_LOOT) { aiAgent.despawn(); //update time of death after mob despawns so respawn time happens after mob despawns. aiAgent.setDeathTime(System.currentTimeMillis()); //aiAgent.state = STATE.Respawn; } //No items in inventory. } else { //Mob's Loot has been looted. if (aiAgent.isHasLoot()) { if (System.currentTimeMillis() > aiAgent.deathTime + MBServerStatics.DESPAWN_TIMER_ONCE_LOOTED) { aiAgent.despawn(); //update time of death after mob despawns so respawn time happens after mob despawns. aiAgent.setDeathTime(System.currentTimeMillis()); //aiAgent.state = STATE.Respawn; } //Mob never had Loot. } else { if (System.currentTimeMillis() > aiAgent.deathTime + MBServerStatics.DESPAWN_TIMER) { aiAgent.despawn(); //update time of death after mob despawns so respawn time happens after mob despawns. aiAgent.setDeathTime(System.currentTimeMillis()); //aiAgent.state = STATE.Respawn; } } } } private static void respawn(Mob aiAgent) { if (!aiAgent.canRespawn()) return; long spawnTime = aiAgent.getSpawnTime(); if (aiAgent.isPlayerGuard() && aiAgent.npcOwner != null && !aiAgent.npcOwner.isAlive()) return; if (System.currentTimeMillis() > aiAgent.deathTime + spawnTime) { aiAgent.respawn(); aiAgent.setCombatTarget(null); } } private static void chaseTarget(Mob mob) { mob.updateMovementState(); if (CombatUtilities.inRange2D(mob, mob.getCombatTarget(), mob.getRange()) == false) { if (mob.getRange() > 15) { mob.destination = mob.getCombatTarget().getLoc(); MovementUtilities.moveToLocation(mob, mob.destination, 0); } else { mob.destination = MovementUtilities.GetDestinationToCharacter(mob, (AbstractCharacter) mob.getCombatTarget()); MovementUtilities.moveToLocation(mob, mob.destination, mob.getRange()); } } } private static void SafeGuardAggro(Mob mob) { HashSet awoList = WorldGrid.getObjectsInRangePartial(mob, 100, MBServerStatics.MASK_MOB); for (AbstractWorldObject awoMob : awoList) { //dont scan self. if (mob.equals(awoMob)) continue; Mob aggroMob = (Mob) awoMob; //dont attack other guards if (aggroMob.isGuard()) continue; if (mob.getLoc().distanceSquared2D(aggroMob.getLoc()) > sqr(50)) continue; mob.setCombatTarget(aggroMob); } } public static void GuardCaptainLogic(Mob mob){ if (mob.playerAgroMap.isEmpty()) { //no players loaded, no need to proceed return; } if (mob.isAlive() == false) { //no need to continue if mob is dead, check for respawn and move on CheckForRespawn(mob); return; } CheckToSendMobHome(mob); CheckForPlayerGuardAggro(mob); CheckMobMovement(mob); CheckForAttack(mob); } public static void CheckForPlayerGuardAggro(Mob mob) { //looks for and sets mobs combatTarget if (!mob.isAlive()) { return; } ConcurrentHashMap loadedPlayers = mob.playerAgroMap; for (Entry playerEntry : loadedPlayers.entrySet()) { int playerID = (int) playerEntry.getKey(); PlayerCharacter loadedPlayer = PlayerCharacter.getFromCache(playerID); //Player is null, let's remove them from the list. if (loadedPlayer == null) { loadedPlayers.remove(playerID); continue; } //Player is Dead, Mob no longer needs to attempt to aggro. Remove them from aggro map. if (!loadedPlayer.isAlive()) { loadedPlayers.remove(playerID); continue; } //Can't see target, skip aggro. if (!mob.canSee(loadedPlayer)) { continue; } // No aggro for this player if (GuardCanAggro(mob,loadedPlayer) == false) continue; if (MovementUtilities.inRangeToAggro(mob, loadedPlayer)) { mob.setAggroTargetID(playerID); mob.setCombatTarget(loadedPlayer); return; } } } private static Boolean GuardCanAggro(Mob mob, PlayerCharacter target){ //first check condemn list for aggro allowed if(ZoneManager.getCityAtLocation(mob.building.getLoc()).getTOL().enforceKOS) { for (Entry entry : ZoneManager.getCityAtLocation(mob.building.getLoc()).getTOL().getCondemned().entrySet()) { if (entry.getValue().getPlayerUID() == target.getObjectUUID() && entry.getValue().isActive()) { //target is listed individually return true; } if(Guild.getGuild(entry.getValue().getGuildUID()) == target.getGuild()){ //target's guild is listed return true; } if(Guild.getGuild(entry.getValue().getGuildUID()) == target.getGuild().getNation()){ //target's nation is listed return true; } } } //next check not in same nation or allied guild/nation if(!mob.building.getGuild().getNation().equals(target.getGuild().getNation())) { if (!mob.building.getGuild().getAllyList().contains(target.getGuild()) || !mob.building.getGuild().getAllyList().contains(target.getGuild().getNation())) { return true; } } return false; } }