forked from MagicBane/Server
infinite loop fix
This commit is contained in:
@@ -234,7 +234,7 @@ public class MobAI {
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attackDelay = 11000;
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CombatUtilities.combatCycle(mob, target, false, mob.getWeaponItemBase(false));
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mob.setLastAttackTime(System.currentTimeMillis() + attackDelay);
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if (target.combatTarget == null) {
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if (target.getCombatTarget() == null) {
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target.setCombatTarget(mob);
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}
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}
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@@ -638,14 +638,15 @@ public class MobAI {
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//no players loaded, no need to proceed
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if (mob.playerAgroMap.isEmpty() && mob.isPlayerGuard == false && mob.BehaviourType.ordinal() != Enum.MobBehaviourType.Pet1.ordinal()) {
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mob.setCombatTarget(null);
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if (mob.playerAgroMap.isEmpty()) {
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if(mob.getCombatTarget() != null)
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mob.setCombatTarget(null);
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return;
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}
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if (mob.BehaviourType.ordinal() != Enum.MobBehaviourType.Pet1.ordinal())
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CheckToSendMobHome(mob);
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if (mob.combatTarget != null) {
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if (mob.getCombatTarget() != null) {
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if (mob.getCombatTarget().isAlive() == false) {
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mob.setCombatTarget(null);
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return;
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@@ -653,7 +654,7 @@ public class MobAI {
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if (mob.getCombatTarget().getObjectTypeMask() == MBServerStatics.MASK_PLAYER) {
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PlayerCharacter target = (PlayerCharacter) mob.combatTarget;
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PlayerCharacter target = (PlayerCharacter) mob.getCombatTarget();
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if (mob.playerAgroMap.containsKey(target.getObjectUUID()) == false) {
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mob.setCombatTarget(null);
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@@ -745,7 +746,7 @@ public class MobAI {
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}
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if (aiAgent.combatTarget == null) {
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if (aiAgent.getCombatTarget() == null) {
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//look for pets to aggro if no players found to aggro
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@@ -1046,9 +1047,12 @@ public class MobAI {
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}
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}else {
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if (mob.npcOwner.getCombatTarget() != null)
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if(mob.getCombatTarget() != null && mob.getCombatTarget().equals(mob.npcOwner.getCombatTarget()) == false)
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mob.setCombatTarget(mob.npcOwner.getCombatTarget());
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else
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mob.setCombatTarget(null);
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if(mob.getCombatTarget() != null) {
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mob.setCombatTarget(null);
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}
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}
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CheckMobMovement(mob);
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CheckForAttack(mob);
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@@ -1110,7 +1114,7 @@ public class MobAI {
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if (mob.getCombatTarget() == null)
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SafeGuardAggro(mob);
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else if (mob.combatTarget.isAlive() == false)
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else if (mob.getCombatTarget().isAlive() == false)
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SafeGuardAggro(mob);
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CheckForAttack(mob);
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@@ -1151,7 +1155,7 @@ public class MobAI {
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//check if mob can attack if it isn't wimpy
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if (!mob.BehaviourType.isWimpy && mob.combatTarget != null)
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if (!mob.BehaviourType.isWimpy && mob.getCombatTarget() != null)
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CheckForAttack(mob);
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} catch (Exception e) {
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@@ -1199,7 +1203,7 @@ public class MobAI {
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if (GuardCanAggro(mob, loadedPlayer) == false)
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continue;
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if (MovementUtilities.inRangeToAggro(mob, loadedPlayer)) {
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if (MovementUtilities.inRangeToAggro(mob, loadedPlayer) && mob.getCombatTarget() == null) {
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mob.setCombatTarget(loadedPlayer);
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return;
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}
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