Keep siege engines alive and targeting when released

Owner death, logout or invisibility dismissed a commanded siege engine
by clearing its target and marking it dead. Released engines now revert
to MOBILE in place, stay alive and keep their current target so any
nation member can re-command them with a Rod of Command. Commanding an
engine no longer clears the target of the old or new engine.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
MagicBotandClaude Opus 5.5 committed 2026-10-15 08:51:38 -04:00
1 parent 5868530414
commit ca33c5a14c
2 files changed
+18 -4

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@@ -148,9 +148,20 @@ public abstract class AbstractIntelligenceAgent extends AbstractCharacter {
public void dismiss() {
boolean isSiegeEngine;
isSiegeEngine = this.getObjectType() == GameObjectType.Mob && ((Mob) this).isSiege();
if (this.isPet()) {
if ((this.agentType.equals(mbEnums.AIAgentType.PET))) { //delete summoned pet
if (isSiegeEngine) {
// Released siege engines stay in place, alive, and keep firing at
// their current target until a Rod of Command takes them again.
this.agentType = mbEnums.AIAgentType.MOBILE;
} else if ((this.agentType.equals(mbEnums.AIAgentType.PET))) { //delete summoned pet
WorldGrid.RemoveWorldObject(this);
@@ -167,7 +178,8 @@ public abstract class AbstractIntelligenceAgent extends AbstractCharacter {
// clear owner and set not alive
this.isAlive.set(false);
if (!isSiegeEngine)
this.isAlive.set(false);
PlayerCharacter owner = (PlayerCharacter) this.guardCaptain;
@@ -188,6 +200,8 @@ public abstract class AbstractIntelligenceAgent extends AbstractCharacter {
this.guardCaptain = null;
}
if (isSiegeEngine && this.isAlive())
WorldGrid.updateObject(this);
}
}
+2 -2
View File
@@ -4184,8 +4184,9 @@ public class PlayerCharacter extends AbstractCharacter {
} else if (currentPet.isSiege()) {
currentPet.agentType = AIAgentType.MOBILE;
// released siege engine keeps its current target
currentPet.guardCaptain = null;
currentPet.setCombatTarget(null);
if (currentPet.isAlive())
WorldGrid.updateObject(currentPet);
}
@@ -4193,7 +4194,6 @@ public class PlayerCharacter extends AbstractCharacter {
toCommand.setPet(this, false);
this.setPet(toCommand);
toCommand.setCombatTarget(null);
PetMsg petMsg = new PetMsg(6, toCommand);
Dispatch dispatch = Dispatch.borrow(this, petMsg);
DispatchManager.dispatchMsgDispatch(dispatch, DispatchChannel.PRIMARY);