// • ▌ ▄ ·. ▄▄▄· ▄▄ • ▪ ▄▄· ▄▄▄▄· ▄▄▄· ▐▄▄▄ ▄▄▄ . // ·██ ▐███▪▐█ ▀█ ▐█ ▀ ▪██ ▐█ ▌▪▐█ ▀█▪▐█ ▀█ •█▌ ▐█▐▌· // ▐█ ▌▐▌▐█·▄█▀▀█ ▄█ ▀█▄▐█·██ ▄▄▐█▀▀█▄▄█▀▀█ ▐█▐ ▐▌▐▀▀▀ // ██ ██▌▐█▌▐█ ▪▐▌▐█▄▪▐█▐█▌▐███▌██▄▪▐█▐█ ▪▐▌██▐ █▌▐█▄▄▌ // ▀▀ █▪▀▀▀ ▀ ▀ ·▀▀▀▀ ▀▀▀·▀▀▀ ·▀▀▀▀ ▀ ▀ ▀▀ █▪ ▀▀▀ // Magicbane Emulator Project © 2013 - 2022 // www.magicbane.com package engine.ai; import engine.Enum; import engine.Enum.DispatchChannel; import engine.Enum.GameObjectType; import engine.InterestManagement.WorldGrid; import engine.ai.utilities.CombatUtilities; import engine.ai.utilities.MovementUtilities; import engine.gameManager.BuildingManager; import engine.gameManager.CombatManager; import engine.gameManager.MovementManager; import engine.gameManager.PowersManager; import engine.math.Vector3fImmutable; 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 org.pmw.tinylog.Logger; 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 { public enum STATE { Disabled, Respawn, Idle, Awake, Aggro, Patrol, Help, Attack, Home, Dead, Recalling, Retaliate, Chase } public static void run(Mob mob) { if (mob == null) { return; } STATE state = mob.state; switch (state) { case Idle: if (mob.isAlive()) mob.updateLocation(); if (mob.isPlayerGuard()) { guardAwake(mob); break; } idle(mob); break; case Awake: if (mob.isAlive()) mob.updateLocation(); if (mob.isPlayerGuard()) guardAwake(mob); else if (mob.isSiege() == false) { if (mob.isPet()) petAwake(mob); else if (mob.isGuard()) awakeNPCguard(mob); else awake(mob); } break; case Aggro: if (mob.isAlive()) mob.updateLocation(); if (mob.isPlayerGuard()) guardAggro(mob, mob.getAggroTargetID()); else if (mob.isGuard()) { awakeNPCguard(mob); } else { aggro(mob, mob.getAggroTargetID()); } break; case Patrol: if (mob.isAlive()) mob.updateLocation(); if (mob.isPlayerGuard()) guardPatrol(mob); else patrol(mob); break; case Attack: if (mob.isAlive()) mob.updateLocation(); if (!mob.isCombat()) { mob.setCombat(true); UpdateStateMsg rwss = new UpdateStateMsg(); rwss.setPlayer(mob); DispatchMessage.sendToAllInRange(mob, rwss); } if (mob.isPlayerGuard()) guardAttack(mob); else if (mob.isPet() || mob.isSiege()) petAttack(mob); else if (mob.isGuard()) guardAttackMob(mob); else mobAttack(mob); break; case Home: if (mob.isPlayerGuard()) guardHome(mob, mob.isWalkingHome()); else home(mob, mob.isWalkingHome()); break; case Dead: dead(mob); break; case Respawn: respawn(mob); break; case Recalling: recalling(mob); break; case Retaliate: retaliate(mob); break; case Chase: handleMobChase(mob); break; } } public static boolean setAwake(Mob aiAgent, boolean force) { if (force) { aiAgent.state = STATE.Awake; return true; } if (aiAgent.state == STATE.Idle) { aiAgent.state = STATE.Awake; return true; } return false; } public static boolean setAggro(Mob aiAgent, int targetID) { if (aiAgent.state != STATE.Dead) { aiAgent.setNoAggro(false); aiAgent.setAggroTargetID(targetID); aiAgent.state = STATE.Aggro; return true; } return false; } private static void idle(Mob mob) { if (mob.getLoc().distanceSquared2D(mob.getBindLoc()) > sqr(2000)) { mob.setWalkingHome(false); mob.state = STATE.Home; } } private static void awake(Mob aiAgent) { if (!aiAgent.isAlive()) { aiAgent.state = STATE.Dead; return; } if (aiAgent.getLoc().distanceSquared2D(aiAgent.getBindLoc()) > sqr(2000)) { aiAgent.setWalkingHome(false); aiAgent.state = STATE.Home; return; } //Don't attempt to aggro if No aggro is on and aiAgent is not home yet. if (aiAgent.isNoAggro() && aiAgent.isMoving()) { return; } //Mob stopped Moving let's turn aggro back on. if (aiAgent.isNoAggro()) { aiAgent.setNoAggro(false); } //no players currently have this mob loaded. return to IDLE. if (aiAgent.playerAgroMap.isEmpty()) { aiAgent.state = STATE.Idle; return; } //currently npc guards wont patrol or aggro if (aiAgent.isGuard()) { return; } //Get the Map for Players that loaded this mob. ConcurrentHashMap loadedPlayers = aiAgent.playerAgroMap; if (!Enum.MobFlagType.AGGRESSIVE.elementOf(aiAgent.getMobBase().getFlags()) && aiAgent.getCombatTarget() == null) { //attempt to patrol even if aiAgent isn't aggresive; int patrolRandom = ThreadLocalRandom.current().nextInt(1000); if (patrolRandom <= MBServerStatics.AI_PATROL_DIVISOR) { aiAgent.state = STATE.Patrol; } return; } //aiAgent finished moving home, set aggro on. 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) { // Logger.error("MobileFSM", "Player with UID " + playerID + " returned null in mob.getPlayerAgroMap()"); 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 (loadedPlayer.getRace().getRaceType().getAggroType().elementOf(aiAgent.getMobBase().getNoAggro())) continue; if (MovementUtilities.inRangeToAggro(aiAgent, loadedPlayer)) { aiAgent.setAggroTargetID(playerID); aiAgent.state = STATE.Aggro; return; } } int patrolRandom = ThreadLocalRandom.current().nextInt(1000); if (patrolRandom <= MBServerStatics.AI_PATROL_DIVISOR) { aiAgent.state = STATE.Patrol; } } private static void guardAttackMob(Mob aiAgent) { if (!aiAgent.isAlive()) { aiAgent.state = STATE.Dead; return; } AbstractGameObject target = aiAgent.getCombatTarget(); if (target == null) { aiAgent.state = STATE.Awake; return; } if (target.getObjectType().equals(GameObjectType.Mob) == false) { aiAgent.state = STATE.Awake; return; } if (target.equals(aiAgent)) { aiAgent.state = STATE.Awake; return; } Mob mob = (Mob) target; if (!mob.isAlive() || mob.state == STATE.Dead) { aiAgent.setCombatTarget(null); aiAgent.state = STATE.Awake; 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 = (int) (aiAgent.getSpeedHandTwo() * 100); if (aiAgent.isSiege()) attackDelay = 3000; CombatUtilities.combatCycle(aiAgent, mob, false, aiAgent.getWeaponItemBase(false)); aiAgent.setLastAttackTime(System.currentTimeMillis() + attackDelay); } return; } if (!MovementUtilities.updateMovementToCharacter(aiAgent, mob)) return; if (!MovementUtilities.canMove(aiAgent)) return; double WeaponRange = aiAgent.getEquip().get(0).getItemBase().getRange(); if (CombatUtilities.inRange2D(aiAgent, mob, WeaponRange)) return; aiAgent.destination = MovementUtilities.GetDestinationToCharacter(aiAgent, mob); MovementUtilities.moveToLocation(aiAgent, aiAgent.destination, aiAgent.getRange()); } private static void awakeNPCguard(Mob aiAgent) { if (!aiAgent.isAlive()) { aiAgent.state = STATE.Dead; return; } // Player guards are bound to their city zone // and recall when leaving it. if (aiAgent.getLoc().distanceSquared2D(aiAgent.getBindLoc()) > sqr(2000)) { aiAgent.setWalkingHome(false); aiAgent.state = STATE.Home; return; } //Don't attempt to aggro if No aggro is on and aiAgent is not home yet. //no players currently have this mob loaded. return to IDLE. //currently npc guards wont patrol or aggro //Get the Map for Players that loaded this mob. HashSet awoList = WorldGrid.getObjectsInRangePartial(aiAgent, 100, MBServerStatics.MASK_MOB); for (AbstractWorldObject awoMob : awoList) { //dont scan self. if (aiAgent.equals(awoMob)) continue; Mob mob = (Mob) awoMob; //dont attack other guards if (mob.isGuard()) continue; if (aiAgent.getLoc().distanceSquared2D(mob.getLoc()) > sqr(50)) continue; aiAgent.setCombatTarget(mob); aiAgent.state = STATE.Attack; } } private static void petAwake(Mob aiAgent) { if (!aiAgent.isAlive()) { aiAgent.state = STATE.Dead; return; } PlayerCharacter petOwner = aiAgent.getOwner(); if (petOwner == null) return; //lets make mobs ai less twitchy, Don't call another movement until mob reaches it's destination. if (aiAgent.isMoving()) return; if (!MovementUtilities.canMove(aiAgent)) return; if (petOwner.getLoc().distanceSquared2D(aiAgent.getLoc()) > MBServerStatics.AI_RECALL_RANGE * MBServerStatics.AI_RECALL_RANGE) { aiAgent.teleport(petOwner.getLoc()); return; } if (petOwner.getLoc().distanceSquared2D(aiAgent.getLoc()) > 30 * 30) { if (aiAgent.isMoving()) return; if (!MovementUtilities.canMove(aiAgent)) return; if (aiAgent.getLoc().distanceSquared2D(petOwner.getLoc()) < aiAgent.getRange() * aiAgent.getRange()) return; MovementUtilities.moveToLocation(aiAgent, petOwner.getLoc(), aiAgent.getRange()); } } private static void aggro(Mob aiAgent, int targetID) { if (!aiAgent.isAlive()) { aiAgent.state = STATE.Dead; return; } if (aiAgent.getLoc().distanceSquared2D(aiAgent.getBindLoc()) > sqr(2000)) { aiAgent.setWalkingHome(false); aiAgent.state = STATE.Home; return; } if (!aiAgent.isCombat()) { aiAgent.setCombat(true); UpdateStateMsg rwss = new UpdateStateMsg(); rwss.setPlayer(aiAgent); DispatchMessage.sendToAllInRange(aiAgent, rwss); } //a player got in aggro range. Move to player until in range of attack. PlayerCharacter aggroTarget = PlayerCharacter.getFromCache(targetID); if (aggroTarget == null) { // Logger.error("MobileFSM.aggro", "aggro target with UUID " + targetID + " returned null"); aiAgent.playerAgroMap.remove(targetID); aiAgent.setAggroTargetID(0); aiAgent.state = STATE.Patrol; return; } if (!aiAgent.canSee(aggroTarget)) { aiAgent.setCombatTarget(null); targetID = 0; aiAgent.state = STATE.Patrol; return; } if (!aggroTarget.isActive()) { aiAgent.setCombatTarget(null); targetID = 0; aiAgent.state = STATE.Patrol; return; } aiAgent.setCombatTarget(aggroTarget); if (canCast(aiAgent) == true) { if (MobCast(aiAgent) == false) { attack(aiAgent, targetID); } } else if (CombatUtilities.inRange2D(aiAgent, aggroTarget, aiAgent.getRange())) { aiAgent.state = STATE.Attack; attack(aiAgent, targetID); return; } if (!MovementUtilities.inRangeDropAggro(aiAgent, aggroTarget)) { aiAgent.setAggroTargetID(0); aiAgent.setCombatTarget(null); MovementUtilities.moveToLocation(aiAgent, aiAgent.getTrueBindLoc(), 0); aiAgent.state = STATE.Awake; return; } if (!MovementUtilities.inRangeOfBindLocation(aiAgent)) { aiAgent.setCombatTarget(null); aiAgent.setAggroTargetID(0); aiAgent.state = STATE.Home; 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, aggroTarget)) return; if (!MovementUtilities.updateMovementToCharacter(aiAgent, aggroTarget)) return; if (!MovementUtilities.canMove(aiAgent)) return; if (aiAgent.getLoc().distanceSquared2D(aggroTarget.getLoc()) < aiAgent.getRange() * aiAgent.getRange()) return; aiAgent.destination = MovementUtilities.GetDestinationToCharacter(aiAgent, aggroTarget); MovementUtilities.moveToLocation(aiAgent, aiAgent.destination, aiAgent.getRange()); } private static void petAttack(Mob aiAgent) { if (!aiAgent.isAlive()) { aiAgent.state = STATE.Dead; return; } AbstractGameObject target = aiAgent.getCombatTarget(); if (target == null) { aiAgent.state = STATE.Awake; return; } switch (target.getObjectType()) { case PlayerCharacter: PlayerCharacter player = (PlayerCharacter) target; if (!player.isActive()) { aiAgent.setCombatTarget(null); aiAgent.state = STATE.Awake; return; } if (player.inSafeZone()) { aiAgent.setCombatTarget(null); aiAgent.state = STATE.Awake; return; } handlePlayerAttackForPet(aiAgent, player); break; case Building: Building building = (Building) target; petHandleBuildingAttack(aiAgent, building); break; case Mob: Mob mob = (Mob) target; handleMobAttackForPet(aiAgent, mob); break; } } private static void mobAttack(Mob aiAgent) { if (!aiAgent.isAlive()) { aiAgent.state = STATE.Dead; return; } if (aiAgent.getLoc().distanceSquared2D(aiAgent.getBindLoc()) > sqr(2000)) { aiAgent.setWalkingHome(false); aiAgent.state = STATE.Home; return; } AbstractGameObject target = aiAgent.getCombatTarget(); if (target == null) { aiAgent.state = STATE.Patrol; return; } switch (target.getObjectType()) { case PlayerCharacter: PlayerCharacter player = (PlayerCharacter) target; if (!player.isActive()) { aiAgent.setCombatTarget(null); aiAgent.state = STATE.Patrol; return; } if (aiAgent.isNecroPet() && player.inSafeZone()) { aiAgent.setCombatTarget(null); aiAgent.state = STATE.Idle; 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); aiAgent.state = STATE.Awake; return; } if (!building.isVulnerable()) { aiAgent.setCombatTarget(null); aiAgent.state = STATE.Awake; return; } if (BuildingManager.getBuildingFromCache(building.getObjectUUID()) == null) { aiAgent.setCombatTarget(null); aiAgent.state = STATE.Awake; 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); mob.state = STATE.Attack; } } 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 handlePlayerAttackForPet(Mob aiAgent, PlayerCharacter player) { if (aiAgent.getMobBase().getSeeInvis() < player.getHidden()) { aiAgent.setCombatTarget(null); aiAgent.state = STATE.Awake; return; } if (!player.isAlive()) { aiAgent.setCombatTarget(null); aiAgent.state = STATE.Awake; return; } if (CombatUtilities.inRangeToAttack(aiAgent, player)) { //not time to attack yet. if (System.currentTimeMillis() < aiAgent.getLastAttackTime()) return; if (!CombatUtilities.RunAIRandom()) return; if (aiAgent.getRange() >= 30 && aiAgent.isMoving()) return; // add timer for last attack. //player.setTimeStamp("LastCombatPlayer", System.currentTimeMillis()); //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, player, true, null); int delay = 3000; if (aiAgent.isSiege()) delay = 11000; aiAgent.setLastAttackTime(System.currentTimeMillis() + delay); } //TODO set offhand attack time. if (aiAgent.getWeaponItemBase(true) != null) { int attackDelay = 3000; if (aiAgent.isSiege()) attackDelay = 11000; CombatUtilities.combatCycle(aiAgent, player, true, aiAgent.getWeaponItemBase(true)); aiAgent.setLastAttackTime(System.currentTimeMillis() + attackDelay); } else if (aiAgent.getWeaponItemBase(false) != null) { int attackDelay = (int) (aiAgent.getSpeedHandTwo() * 100); if (aiAgent.isSiege()) attackDelay = 3000; CombatUtilities.combatCycle(aiAgent, player, false, aiAgent.getWeaponItemBase(false)); aiAgent.setLastAttackTime(System.currentTimeMillis() + attackDelay); } return; } if (!MovementUtilities.updateMovementToCharacter(aiAgent, player)) return; //out of range to attack move if (!MovementUtilities.canMove(aiAgent)) return; aiAgent.destination = MovementUtilities.GetDestinationToCharacter(aiAgent, player); MovementUtilities.moveToLocation(aiAgent, aiAgent.destination, aiAgent.getRange()); } private static void handlePlayerAttackForMob(Mob aiAgent, PlayerCharacter player) { if (aiAgent.getMobBase().getSeeInvis() < player.getHidden()) { aiAgent.setCombatTarget(null); aiAgent.state = STATE.Awake; return; } if (!player.isAlive()) { aiAgent.setCombatTarget(null); aiAgent.state = STATE.Awake; return; } if (aiAgent.getMobBase().getFlags().contains(Enum.MobFlagType.CALLSFORHELP)) { MobCallForHelp(aiAgent); } if (!MovementUtilities.inRangeOfBindLocation(aiAgent)) { aiAgent.setCombatTarget(null); aiAgent.setAggroTargetID(0); aiAgent.setWalkingHome(false); aiAgent.state = STATE.Home; return; } if (!MovementUtilities.inRangeDropAggro(aiAgent, player)) { aiAgent.setAggroTargetID(0); aiAgent.setCombatTarget(null); MovementUtilities.moveToLocation(aiAgent, aiAgent.getTrueBindLoc(), 0); aiAgent.state = STATE.Awake; 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.getMobBase().getFlags().contains(Enum.MobFlagType.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; //set mob to pursue target aiAgent.state = STATE.Chase; } private static void handleMobAttackForPet(Mob aiAgent, Mob mob) { if (!mob.isAlive()) { aiAgent.setCombatTarget(null); aiAgent.state = STATE.Awake; 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 = (int) (aiAgent.getSpeedHandTwo() * 100); if (aiAgent.isSiege()) attackDelay = 3000; CombatUtilities.combatCycle(aiAgent, mob, false, aiAgent.getWeaponItemBase(false)); aiAgent.setLastAttackTime(System.currentTimeMillis() + attackDelay); } return; } if (!MovementUtilities.updateMovementToCharacter(aiAgent, mob)) return; if (!MovementUtilities.canMove(aiAgent)) return; if (CombatUtilities.inRangeToAttack2D(aiAgent, mob)) return; aiAgent.destination = MovementUtilities.GetDestinationToCharacter(aiAgent, mob); MovementUtilities.moveToLocation(aiAgent, aiAgent.destination, aiAgent.getRange()); } private static void handleMobAttackForMob(Mob aiAgent, Mob mob) { if (!mob.isAlive()) { aiAgent.setCombatTarget(null); aiAgent.state = STATE.Awake; 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; //out of range to attack move if (!MovementUtilities.canMove(aiAgent)) return; aiAgent.destination = MovementUtilities.GetDestinationToCharacter(aiAgent, mob); MovementUtilities.moveToLocation(aiAgent, aiAgent.destination, aiAgent.getRange()); } private static void attack(Mob aiAgent, int targetID) { //in range to attack, start attacking now! if (!aiAgent.isAlive()) { aiAgent.state = STATE.Dead; return; } PlayerCharacter aggroTarget = PlayerCharacter.getFromCache(targetID); if (aggroTarget == null) { // Logger.error("MobileFSM.aggro", "aggro target with UUID " + targetID + " returned null"); aiAgent.playerAgroMap.remove(targetID); aiAgent.setAggroTargetID(0); aiAgent.state = STATE.Patrol; return; } if (aiAgent.getMobBase().getSeeInvis() < aggroTarget.getHidden()) { aiAgent.setAggroTargetID(0); aiAgent.setCombatTarget(null); aiAgent.state = STATE.Patrol; return; } if (!aggroTarget.isAlive()) { aiAgent.setAggroTargetID(0); aiAgent.setCombatTarget(null); aiAgent.state = STATE.Patrol; return; } if (!MovementUtilities.inRangeOfBindLocation(aiAgent)) { aiAgent.setCombatTarget(null); aiAgent.setAggroTargetID(0); aiAgent.setWalkingHome(false); aiAgent.state = STATE.Home; return; } if (!MovementUtilities.inRangeDropAggro(aiAgent, aggroTarget)) { aiAgent.setAggroTargetID(0); aiAgent.setCombatTarget(null); MovementUtilities.moveToLocation(aiAgent, aiAgent.getTrueBindLoc(), 0); aiAgent.state = STATE.Awake; return; } if (CombatUtilities.inRangeToAttack(aiAgent, aggroTarget)) { if (aiAgent.getCombatTarget() == null) aiAgent.setCombatTarget(aggroTarget); if (!CombatUtilities.RunAIRandom()) return; //not time to attack yet. if (System.currentTimeMillis() < aiAgent.getLastAttackTime()) 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, aggroTarget, true, null); aiAgent.setLastAttackTime(System.currentTimeMillis() + 3000); } else //TODO set offhand attack time. if (aiAgent.getWeaponItemBase(true) != null) { int attackDelay = 3000; CombatUtilities.combatCycle(aiAgent, aggroTarget, true, aiAgent.getWeaponItemBase(true)); aiAgent.setLastAttackTime(System.currentTimeMillis() + attackDelay); } else if (aiAgent.getWeaponItemBase(false) != null) { int attackDelay = 3000; CombatUtilities.combatCycle(aiAgent, aggroTarget, 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, aggroTarget)) return; if (!MovementUtilities.canMove(aiAgent)) return; if (!MovementUtilities.updateMovementToCharacter(aiAgent, aggroTarget)) return; aiAgent.destination = MovementUtilities.GetDestinationToCharacter(aiAgent, aggroTarget); MovementUtilities.moveToLocation(aiAgent, aiAgent.destination, aiAgent.getRange()); } private static void home(Mob aiAgent, boolean walk) { //recall home. MovementManager.translocate(aiAgent, aiAgent.getBindLoc(), null); aiAgent.setAggroTargetID(0); aiAgent.setCombatTarget(null); aiAgent.state = STATE.Awake; } private static void recalling(Mob aiAgent) { //recall home. if (aiAgent.getLoc() == aiAgent.getBindLoc()) aiAgent.state = STATE.Awake; if (aiAgent.getLoc().distanceSquared2D(aiAgent.getBindLoc()) > sqr(2000)) { aiAgent.setWalkingHome(false); aiAgent.state = STATE.Home; } } private static void patrol(Mob aiAgent) { MobBase mobbase = aiAgent.getMobBase(); if (mobbase != null && (Enum.MobFlagType.SENTINEL.elementOf(mobbase.getFlags()) || !Enum.MobFlagType.CANROAM.elementOf(mobbase.getFlags()))) { aiAgent.state = STATE.Awake; return; } if (MovementUtilities.canMove(aiAgent) && !aiAgent.isMoving()) { float patrolRadius = aiAgent.getSpawnRadius(); if (patrolRadius > 256) patrolRadius = 256; if (patrolRadius < 60) patrolRadius = 60; MovementUtilities.aiMove(aiAgent, Vector3fImmutable.getRandomPointInCircle(aiAgent.getBindLoc(), patrolRadius), true); } aiAgent.state = STATE.Awake; } private 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 guardAwake(Mob aiAgent) { if (!aiAgent.isAlive()) { aiAgent.state = STATE.Dead; return; } if (aiAgent.getLoc().distanceSquared2D(aiAgent.getBindLoc()) > sqr(2000)) { aiAgent.setWalkingHome(false); aiAgent.state = STATE.Home; return; } //Don't attempt to aggro if No aggro is on and aiAgent is not home yet. //Mob stopped Moving let's turn aggro back on. if (aiAgent.isNoAggro()) aiAgent.setNoAggro(false); // do nothing if no players are around. if (aiAgent.playerAgroMap.isEmpty()) return; //Get the Map for Players that loaded this mob. ConcurrentHashMap loadedPlayers = aiAgent.playerAgroMap; //no players currently have this mob loaded. return to IDLE. //aiAgent finished moving home, set aggro on. 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) { // Logger.error("MobileFSM", "Player with UID " + playerID + " returned null in mob.getPlayerAgroMap()"); 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; } //Guard aggro check boolean aggro = false; Zone cityZone = aiAgent.getParentZone(); if (cityZone != null) { City city = City.GetCityFromCache(cityZone.getPlayerCityUUID()); if (city != null) { Building tol = city.getTOL(); if (tol != null) { if (tol.reverseKOS) { aggro = true; for (Condemned condemned : tol.getCondemned().values()) { switch (condemned.getFriendType()) { case Condemned.NATION: if (loadedPlayer.getGuild() != null && loadedPlayer.getGuild().getNation() != null) if (loadedPlayer.getGuild().getNation().getObjectUUID() == condemned.getGuildUID()) if (condemned.isActive()) aggro = false; break; case Condemned.GUILD: if (loadedPlayer.getGuild() != null) if (loadedPlayer.getGuild().getObjectUUID() == condemned.getGuildUID()) if (condemned.isActive()) aggro = false; break; case Condemned.INDIVIDUAL: if (loadedPlayer.getObjectUUID() == condemned.getPlayerUID()) if (condemned.isActive()) aggro = false; break; } } } else { aggro = false; for (Condemned condemned : tol.getCondemned().values()) { switch (condemned.getFriendType()) { case Condemned.NATION: if (loadedPlayer.getGuild() != null && loadedPlayer.getGuild().getNation() != null) if (loadedPlayer.getGuild().getNation().getObjectUUID() == condemned.getGuildUID()) if (condemned.isActive()) aggro = true; break; case Condemned.GUILD: if (loadedPlayer.getGuild() != null) if (loadedPlayer.getGuild().getObjectUUID() == condemned.getGuildUID()) if (condemned.isActive()) aggro = true; break; case Condemned.INDIVIDUAL: if (loadedPlayer.getObjectUUID() == condemned.getPlayerUID()) if (condemned.isActive()) aggro = true; break; } } } } } if (loadedPlayer.getGuild() != null && loadedPlayer.getGuild().getNation() != null && city.getGuild() != null) if (Guild.sameGuild(loadedPlayer.getGuild().getNation(), city.getGuild().getNation())) aggro = false; } //lets make sure we dont aggro players in the nation. if (aggro) { if (CombatUtilities.inRangeToAttack(aiAgent, loadedPlayer)) { aiAgent.setAggroTargetID(playerID); aiAgent.state = STATE.Aggro; return; } if (MovementUtilities.inRangeToAggro(aiAgent, loadedPlayer)) { aiAgent.setAggroTargetID(playerID); aiAgent.state = STATE.Aggro; return; } } } //attempt to patrol even if aiAgent isn't aggresive; if (aiAgent.isMoving() == false) aiAgent.state = STATE.Patrol; } private static void guardAggro(Mob aiAgent, int targetID) { if (!aiAgent.isAlive()) { aiAgent.state = STATE.Dead; return; } if (!aiAgent.isCombat()) { aiAgent.setCombat(true); UpdateStateMsg rwss = new UpdateStateMsg(); rwss.setPlayer(aiAgent); DispatchMessage.sendToAllInRange(aiAgent, rwss); } //a player got in aggro range. Move to player until in range of attack. PlayerCharacter aggroTarget = PlayerCharacter.getFromCache(targetID); if (aggroTarget == null) { aiAgent.state = STATE.Patrol; return; } if (!aiAgent.canSee(aggroTarget)) { aiAgent.setCombatTarget(null); targetID = 0; aiAgent.state = STATE.Patrol; return; } if (!aggroTarget.isActive()) { aiAgent.setCombatTarget(null); targetID = 0; aiAgent.state = STATE.Patrol; return; } if (CombatUtilities.inRangeToAttack(aiAgent, aggroTarget)) { aiAgent.setCombatTarget(aggroTarget); aiAgent.state = STATE.Attack; guardAttack(aiAgent); 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, aggroTarget)) return; if (!MovementUtilities.canMove(aiAgent)) return; if (!MovementUtilities.inRangeDropAggro(aiAgent, aggroTarget)) { aiAgent.setAggroTargetID(0); aiAgent.setCombatTarget(null); MovementUtilities.moveToLocation(aiAgent, aiAgent.getTrueBindLoc(), 0); aiAgent.state = STATE.Awake; return; } if (!MovementUtilities.inRangeOfBindLocation(aiAgent)) { aiAgent.setCombatTarget(null); aiAgent.setAggroTargetID(0); aiAgent.setWalkingHome(false); aiAgent.state = STATE.Home; return; } if (!MovementUtilities.updateMovementToCharacter(aiAgent, aggroTarget)) return; //Outside of attack Range, Move to players predicted loc. if (aiAgent.getLoc().distanceSquared2D(aggroTarget.getLoc()) < aiAgent.getRange() * aiAgent.getRange()) return; aiAgent.destination = MovementUtilities.GetDestinationToCharacter(aiAgent, aggroTarget); MovementUtilities.moveToLocation(aiAgent, aiAgent.destination, aiAgent.getRange()); } private static void guardPatrol(Mob aiAgent) { if (aiAgent.playerAgroMap.isEmpty()) { aiAgent.state = STATE.Awake; return; } if (aiAgent.isCombat() && aiAgent.getCombatTarget() == null) { aiAgent.setCombat(false); UpdateStateMsg rwss = new UpdateStateMsg(); rwss.setPlayer(aiAgent); DispatchMessage.sendToAllInRange(aiAgent, rwss); } if (aiAgent.npcOwner == null) { if (!aiAgent.isWalk() || (aiAgent.isCombat() && aiAgent.getCombatTarget() == null)) { aiAgent.setWalkMode(true); aiAgent.setCombat(false); UpdateStateMsg rwss = new UpdateStateMsg(); rwss.setPlayer(aiAgent); DispatchMessage.sendToAllInRange(aiAgent, rwss); } if (aiAgent.isMoving()) { aiAgent.state = STATE.Awake; return; } Building barrack = aiAgent.building; if (barrack == null) { aiAgent.state = STATE.Awake; return; } int patrolRandom = ThreadLocalRandom.current().nextInt(1000); if (patrolRandom <= 10) { int buildingHitBox = (int) CombatManager.calcHitBox(barrack); if (MovementUtilities.canMove(aiAgent)) { MovementUtilities.aiMove(aiAgent, MovementUtilities.randomPatrolLocation(aiAgent, aiAgent.getBindLoc(), buildingHitBox * 2), true); } } aiAgent.state = STATE.Awake; return; } if (!aiAgent.isWalk() || (aiAgent.isCombat() && aiAgent.getCombatTarget() == null)) { aiAgent.setWalkMode(true); aiAgent.setCombat(false); UpdateStateMsg rwss = new UpdateStateMsg(); rwss.setPlayer(aiAgent); DispatchMessage.sendToAllInRange(aiAgent, rwss); } Building barrack = ((Mob) aiAgent.npcOwner).building; if (barrack == null) { aiAgent.state = STATE.Awake; return; } if (barrack.getPatrolPoints() == null) { aiAgent.state = STATE.Awake; return; } if (barrack.getPatrolPoints().isEmpty()) { aiAgent.state = STATE.Awake; return; } if (aiAgent.isMoving()) { aiAgent.state = STATE.Awake; return; } int patrolRandom = ThreadLocalRandom.current().nextInt(1000); if (patrolRandom <= 10) { if (aiAgent.getPatrolPointIndex() < barrack.getPatrolPoints().size()) { Vector3fImmutable patrolLoc = barrack.getPatrolPoints().get(aiAgent.getPatrolPointIndex()); aiAgent.setPatrolPointIndex(aiAgent.getPatrolPointIndex() + 1); if (aiAgent.getPatrolPointIndex() == barrack.getPatrolPoints().size()) aiAgent.setPatrolPointIndex(0); if (patrolLoc != null) { if (MovementUtilities.canMove(aiAgent)) { MovementUtilities.aiMove(aiAgent, patrolLoc, true); aiAgent.state = STATE.Awake; } } } } aiAgent.state = STATE.Awake; } private static void guardAttack(Mob aiAgent) { if (!aiAgent.isAlive()) { aiAgent.state = STATE.Dead; return; } AbstractGameObject target = aiAgent.getCombatTarget(); if (target == null) { aiAgent.state = STATE.Patrol; return; } switch (target.getObjectType()) { case PlayerCharacter: PlayerCharacter player = (PlayerCharacter) target; if (!player.isActive()) { aiAgent.setCombatTarget(null); aiAgent.state = STATE.Patrol; return; } if (aiAgent.isNecroPet() && player.inSafeZone()) { aiAgent.setCombatTarget(null); aiAgent.state = STATE.Idle; return; } if (canCast(aiAgent) == true) { if (MobCast(aiAgent) == false) { handlePlayerAttackForMob(aiAgent, player); } } else { handlePlayerAttackForMob(aiAgent, player); } break; case Building: Logger.info("PLAYER GUARD ATTEMPTING TO ATTACK BUILDING IN " + aiAgent.getParentZone().getName()); aiAgent.state = STATE.Awake; break; case Mob: Mob mob = (Mob) target; handleMobAttackForMob(aiAgent, mob); } } private static void guardHome(Mob aiAgent, boolean walk) { //recall home. PowersBase recall = PowersManager.getPowerByToken(-1994153779); PowersManager.useMobPower(aiAgent, aiAgent, recall, 40); aiAgent.setAggroTargetID(0); aiAgent.setCombatTarget(null); aiAgent.state = STATE.Awake; } 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.state = STATE.Idle; } } private static void retaliate(Mob aiAgent) { if (aiAgent.getCombatTarget() == null) aiAgent.state = STATE.Awake; //out of range to attack move if (!MovementUtilities.canMove(aiAgent)) { aiAgent.state = STATE.Attack; return; } aiAgent.state = STATE.Attack; //lets make mobs ai less twitchy, Don't call another movement until mob reaches it's destination. if (aiAgent.isMoving()) return; MovementUtilities.moveToLocation(aiAgent, aiAgent.getCombatTarget().getLoc(), aiAgent.getRange()); } 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 powerTokens; ArrayList purgeTokens; PlayerCharacter target = (PlayerCharacter) mob.getCombatTarget(); if (mob.getMobBase().getFlags().contains(Enum.MobFlagType.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) { if(mob.nextCallForHelp == 0){ mob.nextCallForHelp = System.currentTimeMillis(); } if(mob.nextCallForHelp < System.currentTimeMillis()){ return; } Zone mobCamp = mob.getParentZone(); for (Mob mob1 : mobCamp.zoneMobSet) { if (mob1.getMobBase().getFlags().contains(Enum.MobFlagType.RESPONDSTOCALLSFORHELP)) { if (mob1.state == STATE.Awake) { if (CombatUtilities.inRange2D(mob, mob1, mob.getAggroRange()) == true) { MovementUtilities.moveToLocation(mob1, mob.getLoc(), 0); } } } } //wait 60 seconds to call for help again mob.nextCallForHelp = System.currentTimeMillis() + 60000; } public static void handleMobChase(Mob mob){ if (!MovementUtilities.inRangeOfBindLocation(mob)) { mob.setCombatTarget(null); mob.setAggroTargetID(0); mob.setWalkingHome(false); mob.state = STATE.Home; return; } mob.updateMovementState(); mob.updateLocation(); if(CombatUtilities.inRange2D(mob,mob.getCombatTarget(), mob.getRange()) == true) { MovementUtilities.moveToLocation(mob, mob.getLoc(), 0); mob.state = STATE.Attack; } else {//if (mob.isMoving() == 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()); } } } }