forked from MagicBane/Server
guards use highbred City._playerMemory.size() and Mob.playerAgroMap to go to sleep
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@@ -305,6 +305,13 @@ public class MobileFSM {
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public static void DetermineAction(Mob mob) {
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if (mob == null)
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return;
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if (mob.playerAgroMap.isEmpty() && !mob.isPlayerGuard)
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//no players loaded, no need to proceed
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return;
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else{
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if(mob.isPlayerGuard && mob.guardedCity._playerMemory.size() < 1 && mob.playerAgroMap.isEmpty())
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return;
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}
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if (mob.despawned && mob.isPlayerGuard) {
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//override for guards
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if(mob.BehaviourType.ordinal() == Enum.MobBehaviourType.GuardMinion.ordinal()){
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@@ -326,9 +333,6 @@ public class MobileFSM {
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CheckForRespawn(mob);
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return;
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}
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if (mob.playerAgroMap.isEmpty())
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//no players loaded, no need to proceed
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return;
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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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@@ -87,7 +87,7 @@ public class City extends AbstractWorldObject {
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// Players who have entered the city (used for adding and removing affects)
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private final HashSet<Integer> _playerMemory = new HashSet<>();
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public final HashSet<Integer> _playerMemory = new HashSet<>();
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public volatile boolean protectionEnforced = true;
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private String hash;
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@@ -99,6 +99,7 @@ public class Mob extends AbstractIntelligenceAgent {
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private DeferredPowerJob weaponPower;
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private DateTime upgradeDateTime = null;
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private boolean lootSync = false;
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public City guardedCity;
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/**
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* No Id Constructor
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@@ -806,6 +807,7 @@ public class Mob extends AbstractIntelligenceAgent {
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mob.npcOwner = guardCaptain;
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mob.spawnTime = (int)(-2.500 * guardCaptain.building.getRank() + 22.5) * 60;
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mob.BehaviourType = Enum.MobBehaviourType.GuardMinion;
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mob.guardedCity = guardCaptain.guardedCity;
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mob.parentZone = parent;
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parent.zoneMobSet.add(mob);
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return mob;
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