Pull siege engine aggro on damage only

A siege engine switches to whoever damages it, player or pet, even when
it already has a target. Pre-roll melee retaliation, harmful-power
direct aggro (which also fires on misses) and Taunt no longer change a
siege engine's target. The attack timer is untouched, so a switched
engine still waits for its next cycle before firing.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
MagicBotandClaude Opus 5.5 committed 2026-10-15 08:52:56 -04:00
1 parent 531a2d028b
commit c9208000bb
4 files changed
+17 -2

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+2 -1
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@@ -257,7 +257,8 @@ public enum CombatManager {
//handle retaliate
if (AbstractCharacter.IsAbstractCharacter(target)) {
//siege engines only retaliate on damage, see AbstractCharacter.modifyHealth
if (AbstractCharacter.IsAbstractCharacter(target) && !(target.getObjectType().equals(mbEnums.GameObjectType.Mob) && ((Mob) target).isSiege())) {
if (((AbstractCharacter) target).combatTarget == null || !((AbstractCharacter) target).combatTarget.isAlive()) {
((AbstractCharacter) target).combatTarget = attacker;
if (target.getObjectType().equals(mbEnums.GameObjectType.PlayerCharacter) && ((AbstractCharacter) target).isCombat())
@@ -1863,6 +1863,13 @@ public abstract class AbstractCharacter extends AbstractWorldObject {
if (this.getObjectType().equals(GameObjectType.Mob)) {
//handle hate value addition
Mob target = (Mob) this;
// Siege engines switch to whoever damages them, players and pets alike.
// Misses and non-damaging powers do not pull them.
if (target.isSiege() && value < 0f && attacker != null && !attacker.equals(target))
target.setCombatTarget(attacker);
if (attacker.getObjectType().equals(GameObjectType.PlayerCharacter)) {
if (target.playerAgroMap.containsKey(attacker.getObjectUUID()))
+5
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@@ -1318,6 +1318,11 @@ public class Mob extends AbstractIntelligenceAgent implements Delayed {
if (!ac.getObjectType().equals(GameObjectType.PlayerCharacter))
return;
// siege engines only switch targets on damage, see AbstractCharacter.modifyHealth
if (this.isSiege())
return;
if (this.getCombatTarget() == null)
this.setCombatTarget(ac);
@@ -246,7 +246,9 @@ public class ApplyEffectPowerAction extends AbstractPowerAction {
if (this.effectID.equals("TAUNT")) {
if (awo != null && awo.getObjectType() == GameObjectType.Mob) {
// siege engines only switch targets on damage, see AbstractCharacter.modifyHealth
if (awo != null && awo.getObjectType() == GameObjectType.Mob && !((Mob) awo).isSiege()) {
((Mob) awo).setCombatTarget(source);
ChatSystemMsg msg = ChatManager.CombatInfo(source, awo);
DispatchManager.sendToAllInRange(source, msg);