Public Repository for the Magicbane Shadowbane Emulator
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// ▀▀ █▪▀▀▀ ▀ ▀ ·▀▀▀▀ ▀▀▀·▀▀▀ ·▀▀▀▀ ▀ ▀ ▀▀ █▪ ▀▀▀
// Magicbane Emulator Project © 2013 - 2022
// www.magicbane.com
package engine.ai;
import engine.Enum;
import engine.Enum.DispatchChannel;
import engine.InterestManagement.WorldGrid;
import engine.ai.utilities.CombatUtilities;
import engine.ai.utilities.MovementUtilities;
import engine.gameManager.*;
import engine.net.DispatchMessage;
import engine.net.client.msg.PerformActionMsg;
import engine.net.client.msg.PowerProjectileMsg;
import engine.net.client.msg.UpdateStateMsg;
import engine.objects.*;
import engine.powers.ActionsBase;
import engine.powers.PowersBase;
import engine.server.MBServerStatics;
import java.util.ArrayList;
import java.util.HashSet;
import java.util.Map.Entry;
import java.util.concurrent.ConcurrentHashMap;
import java.util.concurrent.ThreadLocalRandom;
import static engine.math.FastMath.sqr;
public class MobileFSM {
private static void mobAttack(Mob aiAgent) {
AbstractGameObject target = aiAgent.getCombatTarget();
if (target == null) {
return;
}
switch (target.getObjectType()) {
case PlayerCharacter:
PlayerCharacter player = (PlayerCharacter) target;
if (!player.isActive()) {
aiAgent.setCombatTarget(null);
CheckMobMovement(aiAgent);
return;
}
if (aiAgent.isNecroPet() && player.inSafeZone()) {
aiAgent.setCombatTarget(null);
return;
}
if (canCast(aiAgent) == true) {
if (MobCast(aiAgent) == false) {
handlePlayerAttackForMob(aiAgent, player);
}
} else {
handlePlayerAttackForMob(aiAgent, player);
}
break;
case Building:
Building building = (Building) target;
petHandleBuildingAttack(aiAgent, building);
break;
case Mob:
Mob mob = (Mob) target;
handleMobAttackForMob(aiAgent, mob);
}
}
private static void petHandleBuildingAttack(Mob aiAgent, Building building) {
int buildingHitBox = (int) CombatManager.calcHitBox(building);
if (building.getRank() == -1) {
aiAgent.setCombatTarget(null);
return;
}
if (!building.isVulnerable()) {
aiAgent.setCombatTarget(null);
return;
}
if (BuildingManager.getBuildingFromCache(building.getObjectUUID()) == null) {
aiAgent.setCombatTarget(null);
return;
}
if (building.getParentZone() != null && building.getParentZone().isPlayerCity()) {
for (Mob mob : building.getParentZone().zoneMobSet) {
if (!mob.isPlayerGuard())
continue;
if (mob.getCombatTarget() != null)
continue;
if (mob.getGuild() != null && building.getGuild() != null)
if (!Guild.sameGuild(mob.getGuild().getNation(), building.getGuild().getNation()))
continue;
mob.setCombatTarget(aiAgent);
}
}
if (CombatUtilities.inRangeToAttack(aiAgent, building)) {
//not time to attack yet.
if (!CombatUtilities.RunAIRandom())
return;
if (System.currentTimeMillis() < aiAgent.getLastAttackTime())
return;
if (aiAgent.getRange() >= 30 && aiAgent.isMoving())
return;
//reset attack animation
if (aiAgent.isSiege())
MovementManager.sendRWSSMsg(aiAgent);
// Fire siege balls
// TODO: Fix animations not following stone
//no weapons, defualt mob attack speed 3 seconds.
ItemBase mainHand = aiAgent.getWeaponItemBase(true);
ItemBase offHand = aiAgent.getWeaponItemBase(false);
if (mainHand == null && offHand == null) {
CombatUtilities.combatCycle(aiAgent, building, true, null);
int delay = 3000;
if (aiAgent.isSiege())
delay = 15000;
aiAgent.setLastAttackTime(System.currentTimeMillis() + delay);
} else
//TODO set offhand attack time.
if (aiAgent.getWeaponItemBase(true) != null) {
int attackDelay = 3000;
if (aiAgent.isSiege())
attackDelay = 15000;
CombatUtilities.combatCycle(aiAgent, building, true, aiAgent.getWeaponItemBase(true));
aiAgent.setLastAttackTime(System.currentTimeMillis() + attackDelay);
} else if (aiAgent.getWeaponItemBase(false) != null) {
int attackDelay = 3000;
if (aiAgent.isSiege())
attackDelay = 15000;
CombatUtilities.combatCycle(aiAgent, building, false, aiAgent.getWeaponItemBase(false));
aiAgent.setLastAttackTime(System.currentTimeMillis() + attackDelay);
}
if (aiAgent.isSiege()) {
PowerProjectileMsg ppm = new PowerProjectileMsg(aiAgent, building);
ppm.setRange(50);
DispatchMessage.dispatchMsgToInterestArea(aiAgent, ppm, DispatchChannel.SECONDARY, MBServerStatics.CHARACTER_LOAD_RANGE, false, false);
}
return;
}
//Outside of attack Range, Move to players predicted loc.
if (!aiAgent.isMoving())
if (MovementUtilities.canMove(aiAgent))
MovementUtilities.moveToLocation(aiAgent, building.getLoc(), aiAgent.getRange() + buildingHitBox);
}
private static void handlePlayerAttackForMob(Mob aiAgent, PlayerCharacter player) {
if (aiAgent.getMobBase().getSeeInvis() < player.getHidden()) {
aiAgent.setCombatTarget(null);
return;
}
if (!player.isAlive()) {
aiAgent.setCombatTarget(null);
return;
}
if (aiAgent.BehaviourType.callsForHelp) {
MobCallForHelp(aiAgent);
}
if (!MovementUtilities.inRangeDropAggro(aiAgent, player)) {
aiAgent.setAggroTargetID(0);
aiAgent.setCombatTarget(null);
MovementUtilities.moveToLocation(aiAgent, aiAgent.getTrueBindLoc(), 0);
return;
}
if (CombatUtilities.inRange2D(aiAgent, player, aiAgent.getRange())) {
//no weapons, defualt mob attack speed 3 seconds.
if (System.currentTimeMillis() < aiAgent.getLastAttackTime())
return;
//if (!CombatUtilities.RunAIRandom())
// return;
// ranged mobs cant attack while running. skip until they finally stop.
//if (aiAgent.getRange() >= 30 && aiAgent.isMoving())
if (aiAgent.isMoving())
return;
// add timer for last attack.
// player.setTimeStamp("LastCombatPlayer", System.currentTimeMillis());
ItemBase mainHand = aiAgent.getWeaponItemBase(true);
ItemBase offHand = aiAgent.getWeaponItemBase(false);
if (mainHand == null && offHand == null) {
CombatUtilities.combatCycle(aiAgent, player, true, null);
int delay = 3000;
if (aiAgent.isSiege())
delay = 11000;
aiAgent.setLastAttackTime(System.currentTimeMillis() + delay);
} else
//TODO set offhand attack time.
if (aiAgent.getWeaponItemBase(true) != null) {
int delay = 3000;
if (aiAgent.isSiege())
delay = 11000;
CombatUtilities.combatCycle(aiAgent, player, true, aiAgent.getWeaponItemBase(true));
aiAgent.setLastAttackTime(System.currentTimeMillis() + delay);
} else if (aiAgent.getWeaponItemBase(false) != null) {
int attackDelay = 3000;
if (aiAgent.isSiege())
attackDelay = 11000;
if (aiAgent.BehaviourType.callsForHelp) {
MobCallForHelp(aiAgent);
}
CombatUtilities.combatCycle(aiAgent, player, false, aiAgent.getWeaponItemBase(false));
aiAgent.setLastAttackTime(System.currentTimeMillis() + attackDelay);
}
return;
}
if (!MovementUtilities.updateMovementToCharacter(aiAgent, player))
return;
if (!MovementUtilities.canMove(aiAgent))
return;
//this stops mobs from attempting to move while they are underneath a player.
if (CombatUtilities.inRangeToAttack2D(aiAgent, player))
return;
}
private static void handleMobAttackForMob(Mob aiAgent, Mob mob) {
if (!mob.isAlive()) {
aiAgent.setCombatTarget(null);
return;
}
if (CombatUtilities.inRangeToAttack(aiAgent, mob)) {
//not time to attack yet.
if (System.currentTimeMillis() < aiAgent.getLastAttackTime()) {
return;
}
if (!CombatUtilities.RunAIRandom())
return;
if (aiAgent.getRange() >= 30 && aiAgent.isMoving())
return;
//no weapons, defualt mob attack speed 3 seconds.
ItemBase mainHand = aiAgent.getWeaponItemBase(true);
ItemBase offHand = aiAgent.getWeaponItemBase(false);
if (mainHand == null && offHand == null) {
CombatUtilities.combatCycle(aiAgent, mob, true, null);
int delay = 3000;
if (aiAgent.isSiege())
delay = 11000;
aiAgent.setLastAttackTime(System.currentTimeMillis() + delay);
} else
//TODO set offhand attack time.
if (aiAgent.getWeaponItemBase(true) != null) {
int attackDelay = 3000;
if (aiAgent.isSiege())
attackDelay = 11000;
CombatUtilities.combatCycle(aiAgent, mob, true, aiAgent.getWeaponItemBase(true));
aiAgent.setLastAttackTime(System.currentTimeMillis() + attackDelay);
} else if (aiAgent.getWeaponItemBase(false) != null) {
int attackDelay = 3000;
if (aiAgent.isSiege())
attackDelay = 11000;
CombatUtilities.combatCycle(aiAgent, mob, false, aiAgent.getWeaponItemBase(false));
aiAgent.setLastAttackTime(System.currentTimeMillis() + attackDelay);
}
return;
}
//use this so mobs dont continue to try to move if they are underneath a flying target. only use 2D range check.
if (CombatUtilities.inRangeToAttack2D(aiAgent, mob))
return;
if (!MovementUtilities.updateMovementToCharacter(aiAgent, mob))
return;
}
private static void patrol(Mob mob) {
if (mob.isMoving() == true) {
//early exit for a mob who is already moving to a patrol point
//while mob moving, update lastPatrolTime so that when they stop moving the 10 second timer can begin
mob.stopPatrolTime = System.currentTimeMillis();
return;
}
//wait between 10 and 15 seconds after reaching patrol point before moving
int patrolDelay = ThreadLocalRandom.current().nextInt(10000) + 5000;
if (mob.stopPatrolTime + patrolDelay > System.currentTimeMillis()) {
//early exit while waiting to patrol again
return;
}
//make sure mob is out of combat stance
if (mob.isCombat() && mob.getCombatTarget() == null) {
mob.setCombat(false);
UpdateStateMsg rwss = new UpdateStateMsg();
rwss.setPlayer(mob);
DispatchMessage.sendToAllInRange(mob, rwss);
}
//guard captains inherit barracks patrol points dynamically
if (mob.contract != null && NPC.ISGuardCaptain(mob.contract.getContractID())) {
Building barracks = mob.building;
if (barracks != null && barracks.patrolPoints != null && barracks.getPatrolPoints().isEmpty() == false) {
mob.patrolPoints = barracks.patrolPoints;
}
}
if (MovementUtilities.canMove(mob)) {
//get the next index of the patrol point from the patrolPoints list
if (mob.lastPatrolPointIndex > mob.patrolPoints.size() - 1) {
mob.lastPatrolPointIndex = 0;
}
MovementUtilities.aiMove(mob, mob.patrolPoints.get(mob.lastPatrolPointIndex), true);
mob.lastPatrolPointIndex += 1;
}
}
public static boolean canCast(Mob mob) {
// Performs validation to determine if a
// mobile in the proper state to cast.
if (mob == null)
return false;
if (mob.mobPowers.isEmpty())
return false;
if (mob.nextCastTime == 0)
mob.nextCastTime = System.currentTimeMillis();
return mob.nextCastTime <= System.currentTimeMillis();
}
public static boolean MobCast(Mob mob) {
// Method picks a random spell from a mobile's list of powers
// and casts it on the current target (or itself). Validation
// (including empty lists) is done previously within canCast();
ArrayList<Integer> powerTokens;
ArrayList<Integer> purgeTokens;
PlayerCharacter target = (PlayerCharacter) mob.getCombatTarget();
if (mob.BehaviourType.callsForHelp)
MobCallForHelp(mob);
// Generate a list of tokens from the mob powers for this mobile.
powerTokens = new ArrayList<>(mob.mobPowers.keySet());
purgeTokens = new ArrayList<>();
// If player has this effect on them currently then remove
// this token from our list.
for (int powerToken : powerTokens) {
PowersBase powerBase = PowersManager.getPowerByToken(powerToken);
for (ActionsBase actionBase : powerBase.getActions()) {
String stackType = actionBase.stackType;
if (target.getEffects() != null && target.getEffects().containsKey(stackType))
purgeTokens.add(powerToken);
}
}
powerTokens.removeAll(purgeTokens);
// Sanity check
if (powerTokens.isEmpty())
return false;
// Pick random spell from our list of powers
int powerToken = powerTokens.get(ThreadLocalRandom.current().nextInt(powerTokens.size()));
int powerRank = mob.mobPowers.get(powerToken);
PowersBase mobPower = PowersManager.getPowerByToken(powerToken);
// Cast the spell
if (CombatUtilities.inRange2D(mob, mob.getCombatTarget(), mobPower.getRange())) {
PowersManager.useMobPower(mob, (AbstractCharacter) mob.getCombatTarget(), mobPower, powerRank);
PerformActionMsg msg;
if (mobPower.isHarmful() == false || mobPower.targetSelf == true)
msg = PowersManager.createPowerMsg(mobPower, powerRank, mob, mob);
else
msg = PowersManager.createPowerMsg(mobPower, powerRank, mob, target);
msg.setUnknown04(2);
PowersManager.finishUseMobPower(msg, mob, 0, 0);
// Default minimum seconds between cast = 10
long coolDown = mobPower.getCooldown();
if (coolDown < 10000)
mob.nextCastTime = System.currentTimeMillis() + 10000 + coolDown;
else
mob.nextCastTime = System.currentTimeMillis() + coolDown;
return true;
}
return false;
}
public static void MobCallForHelp(Mob mob) {
boolean callGotResponse = false;
if (mob.nextCallForHelp == 0) {
mob.nextCallForHelp = System.currentTimeMillis();
}
if (mob.nextCallForHelp < System.currentTimeMillis()) {
return;
}
//mob sends call for help message
ChatManager.chatSayInfo(null, mob.getName() + " calls for help!");
Zone mobCamp = mob.getParentZone();
for (Mob helper : mobCamp.zoneMobSet) {
if (helper.BehaviourType.respondsToCallForHelp && helper.BehaviourType.BehaviourHelperType.equals(mob.BehaviourType)) {
helper.setCombatTarget(mob.getCombatTarget());
callGotResponse = true;
}
}
if (callGotResponse) {
//wait 60 seconds to call for help again
mob.nextCallForHelp = System.currentTimeMillis() + 60000;
}
}
public static void run(Mob mob) {
if (mob == null) {
return;
}
if(mob.BehaviourType.ordinal() == Enum.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.isAlive() == false) {
//no need to continue if mob is dead, check for respawn and move on
CheckForRespawn(mob);
return;
}
//check to see if mob has wandered too far from his bind loc
CheckToSendMobHome(mob);
//check to see if players have mob loaded
if (mob.playerAgroMap.isEmpty()) {
//no players loaded, no need to proceed
return;
}
//check for players that can be aggroed if mob is agressive and has no target
if (mob.BehaviourType.isAgressive && mob.getCombatTarget() == null && mob.BehaviourType != Enum.MobBehaviourType.SimpleStandingGuard) {
//normal aggro
CheckForAggro(mob);
} else if (mob.BehaviourType == Enum.MobBehaviourType.SimpleStandingGuard) {
//safehold guard
SafeGuardAggro(mob);
}
//check if mob can move for patrol or moving to target
if (mob.BehaviourType.canRoam) {
CheckMobMovement(mob);
}
//check if mob can attack if it isn't wimpy
if (!mob.BehaviourType.isWimpy && !mob.isMoving() && mob.combatTarget != null) {
CheckForAttack(mob);
}
} else {
CheckMobMovement(mob);
CheckForAttack(mob);
}
}
private static void CheckForAggro(Mob aiAgent) {
//looks for and sets mobs combatTarget
if (!aiAgent.isAlive()) {
return;
}
ConcurrentHashMap<Integer, Boolean> loadedPlayers = aiAgent.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 (!aiAgent.canSee(loadedPlayer)) {
continue;
}
// No aggro for this race type
if (aiAgent.notEnemy.contains(loadedPlayer.getRace().getRaceType()))
continue;
if (MovementUtilities.inRangeToAggro(aiAgent, loadedPlayer)) {
aiAgent.setAggroTargetID(playerID);
aiAgent.setCombatTarget(loadedPlayer);
return;
}
}
}
private static void CheckMobMovement(Mob mob) {
mob.updateLocation();
if (mob.isPet() == false && mob.isSummonedPet() == false && mob.isNecroPet() == false) {
if (mob.getCombatTarget() == null) {
patrol(mob);
} else {
chaseTarget(mob);
}
} else {
//pet logic
if (mob.playerAgroMap.containsKey(mob.getOwner().getObjectUUID()) == false) {
//mob no longer has its owner loaded, translocate pet to owner
MovementManager.translocate(mob, mob.getOwner().getLoc(), null);
}
if (mob.getCombatTarget() == null || mob.combatTarget.isAlive() == false) {
//move back to owner
if (CombatUtilities.inRange2D(mob, mob.getOwner(), 10) == false) {
mob.destination = mob.getOwner().getLoc();
MovementUtilities.moveToLocation(mob, mob.destination, 5);
} else {
chaseTarget(mob);
}
}
}
}
private static void CheckForRespawn(Mob aiAgent) {
//handles checking for respawn of dead mobs even when no players have mob loaded
//Despawn Timer with Loot currently in inventory.
if (aiAgent.getCharItemManager().getInventoryCount() > 0) {
if (System.currentTimeMillis() > aiAgent.deathTime + MBServerStatics.DESPAWN_TIMER_WITH_LOOT) {
aiAgent.despawn();
//update time of death after mob despawns so respawn time happens after mob despawns.
if (aiAgent.deathTime != 0) {
aiAgent.setDeathTime(System.currentTimeMillis());
}
respawn(aiAgent);
}
//No items in inventory.
} else {
//Mob's Loot has been looted.
if (aiAgent.isHasLoot()) {
if (System.currentTimeMillis() > aiAgent.deathTime + MBServerStatics.DESPAWN_TIMER_ONCE_LOOTED) {
aiAgent.despawn();
//update time of death after mob despawns so respawn time happens after mob despawns.
if (aiAgent.deathTime != 0) {
aiAgent.setDeathTime(System.currentTimeMillis());
}
respawn(aiAgent);
}
//Mob never had Loot.
} else {
if (System.currentTimeMillis() > aiAgent.deathTime + MBServerStatics.DESPAWN_TIMER) {
aiAgent.despawn();
//update time of death after mob despawns so respawn time happens after mob despawns.
if (aiAgent.deathTime != 0) {
aiAgent.setDeathTime(System.currentTimeMillis());
}
respawn(aiAgent);
}
}
}
}
public static void CheckForAttack(Mob mob) {
//checks if mob can attack based on attack timer and range
if (mob.isAlive())
mob.updateLocation();
if (!mob.isCombat()) {
mob.setCombat(true);
UpdateStateMsg rwss = new UpdateStateMsg();
rwss.setPlayer(mob);
DispatchMessage.sendToAllInRange(mob, rwss);
}
mobAttack(mob);
}
private static void CheckToSendMobHome(Mob mob) {
if (mob.getLoc().distanceSquared2D(mob.getBindLoc()) > sqr(2000)) {
PowersBase recall = PowersManager.getPowerByToken(-1994153779);
PowersManager.useMobPower(mob, mob, recall, 40);
mob.setAggroTargetID(0);
mob.setCombatTarget(null);
}
}
public static void dead(Mob aiAgent) {
//Despawn Timer with Loot currently in inventory.
if (aiAgent.getCharItemManager().getInventoryCount() > 0) {
if (System.currentTimeMillis() > aiAgent.deathTime + MBServerStatics.DESPAWN_TIMER_WITH_LOOT) {
aiAgent.despawn();
//update time of death after mob despawns so respawn time happens after mob despawns.
aiAgent.setDeathTime(System.currentTimeMillis());
//aiAgent.state = STATE.Respawn;
}
//No items in inventory.
} else {
//Mob's Loot has been looted.
if (aiAgent.isHasLoot()) {
if (System.currentTimeMillis() > aiAgent.deathTime + MBServerStatics.DESPAWN_TIMER_ONCE_LOOTED) {
aiAgent.despawn();
//update time of death after mob despawns so respawn time happens after mob despawns.
aiAgent.setDeathTime(System.currentTimeMillis());
//aiAgent.state = STATE.Respawn;
}
//Mob never had Loot.
} else {
if (System.currentTimeMillis() > aiAgent.deathTime + MBServerStatics.DESPAWN_TIMER) {
aiAgent.despawn();
//update time of death after mob despawns so respawn time happens after mob despawns.
aiAgent.setDeathTime(System.currentTimeMillis());
//aiAgent.state = STATE.Respawn;
}
}
}
}
private static void respawn(Mob aiAgent) {
if (!aiAgent.canRespawn())
return;
long spawnTime = aiAgent.getSpawnTime();
if (aiAgent.isPlayerGuard() && aiAgent.npcOwner != null && !aiAgent.npcOwner.isAlive())
return;
if (System.currentTimeMillis() > aiAgent.deathTime + spawnTime) {
aiAgent.respawn();
aiAgent.setCombatTarget(null);
}
}
private static void chaseTarget(Mob mob) {
mob.updateMovementState();
if (CombatUtilities.inRange2D(mob, mob.getCombatTarget(), mob.getRange()) == false) {
if (mob.getRange() > 15) {
mob.destination = mob.getCombatTarget().getLoc();
MovementUtilities.moveToLocation(mob, mob.destination, 0);
} else {
mob.destination = MovementUtilities.GetDestinationToCharacter(mob, (AbstractCharacter) mob.getCombatTarget());
MovementUtilities.moveToLocation(mob, mob.destination, mob.getRange());
}
}
}
private static void SafeGuardAggro(Mob mob) {
HashSet<AbstractWorldObject> awoList = WorldGrid.getObjectsInRangePartial(mob, 100, MBServerStatics.MASK_MOB);
for (AbstractWorldObject awoMob : awoList) {
//dont scan self.
if (mob.equals(awoMob))
continue;
Mob aggroMob = (Mob) awoMob;
//dont attack other guards
if (aggroMob.isGuard())
continue;
if (mob.getLoc().distanceSquared2D(aggroMob.getLoc()) > sqr(50))
continue;
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;
}
}