Lore Mob AI Aggro

This commit is contained in:
2024-05-14 18:42:38 -05:00
parent f8180a7000
commit 93c4103f61
+10 -24
View File
@@ -968,33 +968,19 @@ public class MobAI {
}
private static void hamletGuardAggro(Mob mob) {
ConcurrentHashMap<Integer, Float> loadedPlayers = mob.playerAgroMap;
for (Entry<Integer, Float> playerEntry : loadedPlayers.entrySet()) {
int playerID = playerEntry.getKey();
PlayerCharacter loadedPlayer = PlayerCharacter.getPlayerCharacter(playerID);
if (loadedPlayer == null)
HashSet<AbstractWorldObject> loadedPlayers = WorldGrid.getObjectsInRangePartial(mob.loc,MobAIThread.AI_BASE_AGGRO_RANGE,MBServerStatics.MASK_PLAYER);
for(AbstractWorldObject awo : loadedPlayers){
PlayerCharacter pc = (PlayerCharacter) awo;
if(!pc.isAlive() || !pc.isActive())
continue;
if (!loadedPlayer.isAlive())
continue;
//Can't see target, skip aggro.
if (!mob.canSee(loadedPlayer))
continue;
// No aggro for this player
if (!guardCanAggro(mob, loadedPlayer))
continue;
if (MovementUtilities.inRangeToAggro(mob, loadedPlayer) && mob.getCombatTarget() == null) {
mob.setCombatTarget(loadedPlayer);
if(pc.guild.equals(Guild.getErrantGuild())) {
mob.combatTarget = pc;
return;
}
if(pc.guild.charter.equals(mob.guild.charter))
continue;
mob.combatTarget = pc;
return;
}
}