forked from MagicBane/Server
player guard logic
This commit is contained in:
@@ -1,6 +1,7 @@
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package engine.mobileAI.MobHandlers;
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package engine.mobileAI.MobHandlers;
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import engine.gameManager.PowersManager;
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import engine.gameManager.PowersManager;
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import engine.math.Vector3fImmutable;
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import engine.mobileAI.Threads.MobAIThread;
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import engine.mobileAI.Threads.MobAIThread;
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import engine.mobileAI.utilities.CombatUtilities;
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import engine.mobileAI.utilities.CombatUtilities;
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import engine.mobileAI.utilities.MovementUtilities;
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import engine.mobileAI.utilities.MovementUtilities;
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@@ -71,10 +72,7 @@ public class PlayerGuardHandler {
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if(loadedPlayer.guild.getNation().equals(mob.guardedCity.getGuild().getNation()))
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if(loadedPlayer.guild.getNation().equals(mob.guardedCity.getGuild().getNation()))
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return false;
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return false;
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if(mob.guardedCity.isOpen())
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return !mob.guardedCity.isOpen();
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return false;
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return true;
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}
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}
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public static boolean GuardCast(Mob mob) {
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public static boolean GuardCast(Mob mob) {
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@@ -116,7 +114,7 @@ public class PlayerGuardHandler {
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if (powerTokens.isEmpty())
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if (powerTokens.isEmpty())
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return false;
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return false;
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int powerToken = 0;
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int powerToken;
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int nukeRoll = ThreadLocalRandom.current().nextInt(1,100);
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int nukeRoll = ThreadLocalRandom.current().nextInt(1,100);
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if (nukeRoll < 55) {
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if (nukeRoll < 55) {
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@@ -263,13 +261,13 @@ public class PlayerGuardHandler {
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//early exit while waiting to patrol again
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//early exit while waiting to patrol again
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if (mob.stopPatrolTime + (patrolDelay * 1000) > System.currentTimeMillis())
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if (mob.stopPatrolTime + (patrolDelay * 1000L) > System.currentTimeMillis())
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return;
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return;
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if (mob.lastPatrolPointIndex > mob.patrolPoints.size() - 1)
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if (mob.lastPatrolPointIndex > mob.patrolPoints.size() - 1)
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mob.lastPatrolPointIndex = 0;
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mob.lastPatrolPointIndex = 0;
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mob.destination = mob.patrolPoints.get(mob.lastPatrolPointIndex);
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mob.destination = Vector3fImmutable.getRandomPointOnCircle(mob.patrolPoints.get(mob.lastPatrolPointIndex),16f);
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mob.lastPatrolPointIndex += 1;
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mob.lastPatrolPointIndex += 1;
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MovementUtilities.aiMove(mob, mob.destination, true);
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MovementUtilities.aiMove(mob, mob.destination, true);
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