forked from MagicBane/Server
Patrol wait determined by MBServerStatics.AI_PATROL_DIVISOR
mob cast chance now determined by MBStatics.AI_POWER_CHANCE mob cast cooldown now determined by MBServerStatics.AI_POWER_DIVISOR
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@@ -180,9 +180,7 @@ public class MobileFSM {
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mob.stopPatrolTime = System.currentTimeMillis();
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return;
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}
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//wait between 10 and 15 seconds after reaching patrol point before moving
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int patrolDelay = ThreadLocalRandom.current().nextInt(10000) + 5000;
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if (mob.stopPatrolTime + patrolDelay > System.currentTimeMillis())
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if (mob.stopPatrolTime + (MBServerStatics.AI_PATROL_DIVISOR * 1000) > System.currentTimeMillis())
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//early exit while waiting to patrol again
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return;
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//guard captains inherit barracks patrol points dynamically
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@@ -228,6 +226,9 @@ public class MobileFSM {
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return false;
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if (mob.mobPowers.isEmpty())
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return false;
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//added in cast chance for mobs, editable by MBServerStatics.AI_POWER_CHANCE
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if(ThreadLocalRandom.current().nextInt(100) > MBServerStatics.AI_POWER_CHANCE)
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return false;
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if (mob.nextCastTime == 0)
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mob.nextCastTime = System.currentTimeMillis();
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return mob.nextCastTime <= System.currentTimeMillis();
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@@ -273,11 +274,7 @@ 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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long coolDown = mobPower.getCooldown();
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if (coolDown < 10000)
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mob.nextCastTime = System.currentTimeMillis() + 10000 + coolDown;
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else
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mob.nextCastTime = System.currentTimeMillis() + coolDown;
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mob.nextCastTime = System.currentTimeMillis() + (MBServerStatics.AI_POWER_DIVISOR * 1000);
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return true;
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}
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return false;
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@@ -655,6 +655,7 @@ public class MBServerStatics {
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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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