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mobs use hate value to hot swap targets

master
FatBoy-DOTC 2 years ago
parent
commit
e838bb641b
  1. 38
      src/engine/ai/MobileFSM.java
  2. 25
      src/engine/gameManager/CombatManager.java
  3. 4
      src/engine/objects/City.java

38
src/engine/ai/MobileFSM.java

@ -315,6 +315,9 @@ public class MobileFSM { @@ -315,6 +315,9 @@ public class MobileFSM {
if(mob.BehaviourType.ordinal() == Enum.MobBehaviourType.GuardMinion.ordinal()){
if(mob.npcOwner.isAlive() == false || ((Mob)mob.npcOwner).despawned == true){
//minions don't respawn while guard captain is dead
if(mob.isAlive() == false){
mob.deathTime = System.currentTimeMillis();
}
return;
}
}
@ -582,13 +585,20 @@ public class MobileFSM { @@ -582,13 +585,20 @@ public class MobileFSM {
}
private static void DefaultLogic(Mob mob) {
//check for players that can be aggroed if mob is agressive and has no target
if (mob.BehaviourType.isAgressive && mob.getCombatTarget() == null) {
if (mob.BehaviourType == Enum.MobBehaviourType.HamletGuard)
//safehold guard
SafeGuardAggro(mob);
else
//normal aggro
CheckForAggro(mob);
if (mob.BehaviourType.isAgressive) {
AbstractWorldObject newTarget = ChangeTargetFromHateValue(mob);
if (newTarget != null) {
mob.setCombatTarget(newTarget);
} else {
if (mob.getCombatTarget() == null) {
if (mob.BehaviourType == Enum.MobBehaviourType.HamletGuard)
//safehold guard
SafeGuardAggro(mob);
else
//normal aggro
CheckForAggro(mob);
}
}
}
//check if mob can move for patrol or moving to target
if (mob.BehaviourType.canRoam)
@ -630,6 +640,9 @@ public class MobileFSM { @@ -630,6 +640,9 @@ public class MobileFSM {
public static Boolean GuardCanAggro(Mob mob, PlayerCharacter target) {
if (mob.getGuild().getNation().equals(target.getGuild().getNation()))
return false;
if(mob.building.getCity().cityOutlaws.contains(target.getObjectUUID()) == true){
return true;
}
//first check condemn list for aggro allowed (allies button is checked)
if (ZoneManager.getCityAtLocation(mob.getLoc()).getTOL().reverseKOS) {
for (Entry<Integer, Condemned> entry : ZoneManager.getCityAtLocation(mob.getLoc()).getTOL().getCondemned().entrySet()) {
@ -697,4 +710,15 @@ public class MobileFSM { @@ -697,4 +710,15 @@ public class MobileFSM {
}
}
}
public static AbstractWorldObject ChangeTargetFromHateValue(Mob mob){
float CurrentHateValue = 0;
AbstractWorldObject mostHatedTarget = null;
for (Entry playerEntry : mob.playerAgroMap.entrySet()) {
if(((AbstractCharacter)playerEntry.getKey()).getHateValue() > CurrentHateValue){
CurrentHateValue = ((AbstractCharacter)playerEntry.getKey()).getHateValue();
mostHatedTarget = PlayerCharacter.getFromCache((int)playerEntry.getKey());
}
}
return mostHatedTarget;
}
}

25
src/engine/gameManager/CombatManager.java

@ -100,13 +100,13 @@ public enum CombatManager { @@ -100,13 +100,13 @@ public enum CombatManager {
}
public static void AttackTarget(PlayerCharacter pc, AbstractWorldObject target) {
public static void AttackTarget(PlayerCharacter playerCharacter, AbstractWorldObject target) {
boolean swingOffhand = false;
//check my weapon can I do an offhand attack
Item weaponOff = pc.getCharItemManager().getEquipped().get(MBServerStatics.SLOT_OFFHAND);
Item weaponMain = pc.getCharItemManager().getEquipped().get(MBServerStatics.SLOT_MAINHAND);
Item weaponOff = playerCharacter.getCharItemManager().getEquipped().get(MBServerStatics.SLOT_OFFHAND);
Item weaponMain = playerCharacter.getCharItemManager().getEquipped().get(MBServerStatics.SLOT_MAINHAND);
// if you carry something in the offhand thats a weapon you get to swing it
if (weaponOff != null) {
@ -120,10 +120,10 @@ public enum CombatManager { @@ -120,10 +120,10 @@ public enum CombatManager {
}
//we always swing our mainhand if we are not on timer
JobContainer main = pc.getTimers().get("Attack" + MBServerStatics.SLOT_MAINHAND);
JobContainer main = playerCharacter.getTimers().get("Attack" + MBServerStatics.SLOT_MAINHAND);
if (main == null) {
// no timers on the mainhand, lets submit a job to swing
CombatManager.createTimer(pc, MBServerStatics.SLOT_MAINHAND, 1, true); // attack in 0.1 of a second
CombatManager.createTimer(playerCharacter, MBServerStatics.SLOT_MAINHAND, 1, true); // attack in 0.1 of a second
}
if (swingOffhand) {
@ -131,19 +131,14 @@ public enum CombatManager { @@ -131,19 +131,14 @@ public enum CombatManager {
only swing offhand if we have a weapon in it or are unarmed in both hands
and no timers running
*/
JobContainer off = pc.getTimers().get("Attack" + MBServerStatics.SLOT_OFFHAND);
JobContainer off = playerCharacter.getTimers().get("Attack" + MBServerStatics.SLOT_OFFHAND);
if (off == null) {
CombatManager.createTimer(pc, MBServerStatics.SLOT_OFFHAND, 1, true); // attack in 0.1 of a second
CombatManager.createTimer(playerCharacter, MBServerStatics.SLOT_OFFHAND, 1, true); // attack in 0.1 of a second
}
}
City playerCity = ZoneManager.getCityAtLocation(pc.getLoc());
if( playerCity != null)
for(Building barracks : playerCity.cityBarracks)
for(Map.Entry<AbstractCharacter,Integer> entry : barracks.getHirelings().entrySet())
if(entry.getKey().getCombatTarget() == null){
if(MobileFSM.GuardCanAggro((Mob) entry.getKey(),pc))
entry.getKey().setCombatTarget(pc);
}
City playerCity = ZoneManager.getCityAtLocation(playerCharacter.getLoc());
if( playerCity != null && playerCity.getGuild().getNation().equals(playerCharacter.getGuild().getNation()) == false && playerCity.cityOutlaws.contains(playerCharacter.getObjectUUID()) == false)
playerCity.cityOutlaws.add(playerCharacter.getObjectUUID());
}
public static void setAttackTarget(PetAttackMsg msg, ClientConnection origin) throws MsgSendException {

4
src/engine/objects/City.java

@ -92,6 +92,7 @@ public class City extends AbstractWorldObject { @@ -92,6 +92,7 @@ public class City extends AbstractWorldObject {
public volatile boolean protectionEnforced = true;
private String hash;
public ArrayList<Building>cityBarracks;
public ArrayList<Integer> cityOutlaws;
/**
* ResultSet Constructor
@ -1080,7 +1081,8 @@ public class City extends AbstractWorldObject { @@ -1080,7 +1081,8 @@ public class City extends AbstractWorldObject {
// so store it in a temporary collection
toRemove.add(playerUUID);
if(cityOutlaws.contains(playerUUID))
cityOutlaws.remove(playerUUID);
// ***For debugging
// Logger.info("PlayerMemory for ", this.getCityName() + ": " + _playerMemory.size());
}

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