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Fix to mob/guard static power lookup

pull/13/head
FatBoy-DOTC 3 years ago
parent
commit
3c610a8564
  1. 9
      src/engine/ai/MobileFSM.java

9
src/engine/ai/MobileFSM.java

@ -16,10 +16,7 @@ import engine.Enum.GameObjectType;
import engine.InterestManagement.WorldGrid; import engine.InterestManagement.WorldGrid;
import engine.ai.utilities.CombatUtilities; import engine.ai.utilities.CombatUtilities;
import engine.ai.utilities.MovementUtilities; import engine.ai.utilities.MovementUtilities;
import engine.gameManager.BuildingManager; import engine.gameManager.*;
import engine.gameManager.CombatManager;
import engine.gameManager.MovementManager;
import engine.gameManager.PowersManager;
import engine.math.Vector3fImmutable; import engine.math.Vector3fImmutable;
import engine.net.DispatchMessage; import engine.net.DispatchMessage;
import engine.net.client.msg.PerformActionMsg; import engine.net.client.msg.PerformActionMsg;
@ -1129,8 +1126,8 @@ public class MobileFSM {
return; return;
} }
HashMap<Integer, Integer> staticPowers = aiAgent.getMobBase().getStaticPowers(); //HashMap<Integer, Integer> staticPowers = aiAgent.getMobBase().getStaticPowers();
HashMap<Integer,Integer> staticPowers = DbManager.MobBaseQueries.LOAD_STATIC_POWERS(aiAgent.getMobBaseID());
if (staticPowers != null && !staticPowers.isEmpty()) { if (staticPowers != null && !staticPowers.isEmpty()) {
int chance = ThreadLocalRandom.current().nextInt(100); int chance = ThreadLocalRandom.current().nextInt(100);

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