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consolidated all guards to GuardLogic

feature-workorder
FatBoy-DOTC 1 year ago
parent
commit
96231260bc
  1. 29
      src/engine/mobileAI/MobAI.java

29
src/engine/mobileAI/MobAI.java

@ -616,10 +616,8 @@ public class MobAI { @@ -616,10 +616,8 @@ public class MobAI {
switch (mob.behaviourType) {
case GuardCaptain:
case GuardMinion:
GuardLogic(mob);
break;
case GuardWallArcher:
GuardWallArcherLogic(mob);
GuardLogic(mob);
break;
case Pet1:
case SiegeEngine:
@ -953,9 +951,10 @@ public class MobAI { @@ -953,9 +951,10 @@ public class MobAI {
public static void GuardLogic(Mob mob) {
try {
if (mob.getCombatTarget() == null)
if (mob.getCombatTarget() == null) {
CheckForPlayerGuardAggro(mob);
} else {
//do not need to look to change target if target is already null
AbstractWorldObject newTarget = ChangeTargetFromHateValue(mob);
if (newTarget != null) {
@ -965,25 +964,17 @@ public class MobAI { @@ -965,25 +964,17 @@ public class MobAI {
mob.setCombatTarget(newTarget);
} else
mob.setCombatTarget(newTarget);
}
CheckMobMovement(mob);
CheckForAttack(mob);
} catch (Exception e) {
Logger.info(mob.getObjectUUID() + " " + mob.getName() + " Failed At: GuardLogic" + " " + e.getMessage());
}
}
public static void GuardWallArcherLogic(Mob mob) {
if(mob.behaviourType.canRoam)
CheckMobMovement(mob);//all guards that can move check to move
if(mob.combatTarget != null)
CheckForAttack(mob); //only check to attack if combat target is not null
try {
if (mob.getCombatTarget() == null)
CheckForPlayerGuardAggro(mob);
else
CheckForAttack(mob);
} catch (Exception e) {
Logger.info(mob.getObjectUUID() + " " + mob.getName() + " Failed At: GuardWallArcherLogic" + " " + e.getMessage());
Logger.info(mob.getObjectUUID() + " " + mob.getName() + " Failed At: GuardLogic" + " " + e.getMessage());
}
}

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