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GuardCaptain aggro rules

master
FatBoy-DOTC 2 years ago
parent
commit
6e92836deb
  1. 81
      src/engine/ai/MobileFSM.java

81
src/engine/ai/MobileFSM.java

@ -22,6 +22,7 @@ import engine.server.MBServerStatics;
import java.util.ArrayList; import java.util.ArrayList;
import java.util.HashMap; import java.util.HashMap;
import java.util.HashSet; import java.util.HashSet;
import java.util.Map;
import java.util.Map.Entry; import java.util.Map.Entry;
import java.util.concurrent.ConcurrentHashMap; import java.util.concurrent.ConcurrentHashMap;
import java.util.concurrent.ThreadLocalRandom; import java.util.concurrent.ThreadLocalRandom;
@ -533,6 +534,11 @@ public class MobileFSM {
if (mob == null) { if (mob == null) {
return; return;
} }
if(mob.BehaviourType.ordinal() == MobBehaviourType.GuardCaptain.ordinal()){
//this is a player slotted guard captain
GuardCaptainLogic(mob);
return;
}
if (mob.isPet() == false && mob.isSummonedPet() == false && mob.isNecroPet() == false) { if (mob.isPet() == false && mob.isSummonedPet() == false && mob.isNecroPet() == false) {
if (mob.isAlive() == false) { if (mob.isAlive() == false) {
//no need to continue if mob is dead, check for respawn and move on //no need to continue if mob is dead, check for respawn and move on
@ -768,4 +774,79 @@ public class MobileFSM {
mob.setCombatTarget(aggroMob); mob.setCombatTarget(aggroMob);
} }
} }
public static void GuardCaptainLogic(Mob mob){
if (mob.playerAgroMap.isEmpty()) {
//no players loaded, no need to proceed
return;
}
if (mob.isAlive() == false) {
//no need to continue if mob is dead, check for respawn and move on
CheckForRespawn(mob);
return;
}
CheckToSendMobHome(mob);
CheckForPlayerGuardAggro(mob);
CheckMobMovement(mob);
CheckForAttack(mob);
}
public static void CheckForPlayerGuardAggro(Mob mob) {
//looks for and sets mobs combatTarget
if (!mob.isAlive()) {
return;
}
ConcurrentHashMap<Integer, Boolean> loadedPlayers = mob.playerAgroMap;
for (Entry playerEntry : loadedPlayers.entrySet()) {
int playerID = (int) playerEntry.getKey();
PlayerCharacter loadedPlayer = PlayerCharacter.getFromCache(playerID);
//Player is null, let's remove them from the list.
if (loadedPlayer == null) {
loadedPlayers.remove(playerID);
continue;
}
//Player is Dead, Mob no longer needs to attempt to aggro. Remove them from aggro map.
if (!loadedPlayer.isAlive()) {
loadedPlayers.remove(playerID);
continue;
}
//Can't see target, skip aggro.
if (!mob.canSee(loadedPlayer)) {
continue;
}
// No aggro for this player
if (GuardCanAggro(mob,loadedPlayer) == false)
continue;
if (MovementUtilities.inRangeToAggro(mob, loadedPlayer)) {
mob.setAggroTargetID(playerID);
mob.setCombatTarget(loadedPlayer);
return;
}
}
}
private static Boolean GuardCanAggro(Mob mob, PlayerCharacter target){
//first check condemn list for aggro allowed
if(ZoneManager.getCityAtLocation(mob.building.getLoc()).getTOL().enforceKOS) {
for (Entry<Integer, Condemned> entry : ZoneManager.getCityAtLocation(mob.building.getLoc()).getTOL().getCondemned().entrySet()) {
if (entry.getValue().getPlayerUID() == target.getObjectUUID() && entry.getValue().isActive()) {
//target is listed individually
return true;
}
if(Guild.getGuild(entry.getValue().getGuildUID()) == target.getGuild()){
//target's guild is listed
return true;
}
if(Guild.getGuild(entry.getValue().getGuildUID()) == target.getGuild().getNation()){
//target's nation is listed
return true;
}
}
}
//next check not in same nation or allied guild/nation
if(!mob.building.getGuild().getNation().equals(target.getGuild().getNation())) {
if (!mob.building.getGuild().getAllyList().contains(target.getGuild()) || !mob.building.getGuild().getAllyList().contains(target.getGuild().getNation())) {
return true;
}
}
return false;
}
} }
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