Code improvements.
This commit is contained in:
@@ -140,19 +140,9 @@ public class L2FortSiegeGuardAI extends L2CharacterAI implements Runnable
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return false;
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}
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}
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// Check if the target isn't invulnerable
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if ((target != null) && target.isInvul())
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if ((target != null) && target.isInvul() && ((target.isPlayer() && target.isGM()) || (target.isSummon() && ((L2Summon) target).getOwner().isGM())))
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{
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// However EffectInvincible requires to check GMs specially
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if (target.isPlayer() && target.isGM())
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{
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return false;
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}
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if (target.isSummon() && ((L2Summon) target).getOwner().isGM())
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{
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return false;
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}
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return false;
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}
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// Get the owner if the target is a summon
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@@ -164,18 +154,7 @@ public class L2FortSiegeGuardAI extends L2CharacterAI implements Runnable
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target = owner;
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}
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}
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// Check if the target is a L2PcInstance
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if (target instanceof L2Playable)
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{
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// Check if the target isn't in silent move mode AND too far (>100)
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if (((L2Playable) target).isSilentMovingAffected() && !_actor.isInsideRadius(target, 250, false, false))
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{
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return false;
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}
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}
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// Los Check Here
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return (_actor.isAutoAttackable(target) && GeoData.getInstance().canSeeTarget(_actor, target));
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return (!(target instanceof L2Playable) || !((L2Playable) target).isSilentMovingAffected() || _actor.isInsideRadius(target, 250, false, false)) && _actor.isAutoAttackable(target) && GeoData.getInstance().canSeeTarget(_actor, target);
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}
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/**
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@@ -198,17 +177,7 @@ public class L2FortSiegeGuardAI extends L2CharacterAI implements Runnable
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// Check if actor is not dead
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if (!_actor.isAlikeDead())
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{
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final L2Attackable npc = (L2Attackable) _actor;
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// If its _knownPlayer isn't empty set the Intention to AI_INTENTION_ACTIVE
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if (!npc.getKnownList().getKnownPlayers().isEmpty())
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{
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intention = AI_INTENTION_ACTIVE;
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}
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else
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{
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intention = AI_INTENTION_IDLE;
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}
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intention = ((L2Attackable) _actor).getKnownList().getKnownPlayers().isEmpty() ? AI_INTENTION_IDLE : AI_INTENTION_ACTIVE;
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}
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if (intention == AI_INTENTION_IDLE)
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@@ -291,30 +260,14 @@ public class L2FortSiegeGuardAI extends L2CharacterAI implements Runnable
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{
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continue;
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}
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if (autoAttackCondition(target)) // check aggression
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if (autoAttackCondition(target) && (npc.getHating(target) == 0)) // check aggression
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{
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// Get the hate level of the L2Attackable against this L2Character target contained in _aggroList
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final int hating = npc.getHating(target);
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// Add the attacker to the L2Attackable _aggroList with 0 damage and 1 hate
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if (hating == 0)
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{
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npc.addDamageHate(target, 0, 1);
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}
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npc.addDamageHate(target, 0, 1);
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}
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}
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// Chose a target from its aggroList
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L2Character hated;
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if (_actor.isConfused())
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{
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hated = getAttackTarget(); // Force mobs to attack anybody if confused
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}
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else
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{
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hated = npc.getMostHated();
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// _mostHatedAnalysis.Update(hated);
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}
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final L2Character hated = _actor.isConfused() ? getAttackTarget() : npc.getMostHated();
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// Order to the L2Attackable to attack the target
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if (hated != null)
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@@ -340,14 +293,7 @@ public class L2FortSiegeGuardAI extends L2CharacterAI implements Runnable
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// Order to the L2SiegeGuardInstance to return to its home location because there's no target to attack
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if (_actor.getWalkSpeed() >= 0)
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{
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if (_actor instanceof L2DefenderInstance)
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{
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((L2DefenderInstance) _actor).returnHome();
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}
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else
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{
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((L2FortCommanderInstance) _actor).returnHome();
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}
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(_actor instanceof L2DefenderInstance ? (L2DefenderInstance) _actor : (L2FortCommanderInstance) _actor).returnHome();
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}
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}
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@@ -369,17 +315,10 @@ public class L2FortSiegeGuardAI extends L2CharacterAI implements Runnable
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_log.warning(getClass().getSimpleName() + ": thinkAttack(); timeout=" + (_attackTimeout - GameTimeController.getInstance().getGameTicks()));
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}
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if (_attackTimeout < GameTimeController.getInstance().getGameTicks())
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if ((_attackTimeout < GameTimeController.getInstance().getGameTicks()) && _actor.isRunning())
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{
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// Check if the actor is running
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if (_actor.isRunning())
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{
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// Set the actor movement type to walk and send Server->Client packet ChangeMoveType to all others L2PcInstance
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_actor.setWalking();
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// Calculate a new attack timeout
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_attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getInstance().getGameTicks();
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}
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_actor.setWalking();
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_attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getInstance().getGameTicks();
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}
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final L2Character attackTarget = getAttackTarget();
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@@ -389,8 +328,7 @@ public class L2FortSiegeGuardAI extends L2CharacterAI implements Runnable
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// Stop hating this target after the attack timeout or if target is dead
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if (attackTarget != null)
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{
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final L2Attackable npc = (L2Attackable) _actor;
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npc.stopHating(attackTarget);
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((L2Attackable) _actor).stopHating(attackTarget);
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}
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// Cancel target and timeout
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@@ -412,16 +350,11 @@ public class L2FortSiegeGuardAI extends L2CharacterAI implements Runnable
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{
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final L2Character target = getAttackTarget();
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// Call all L2Object of its Faction inside the Faction Range
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if ((((L2Npc) _actor).getTemplate().getClans() == null) || (target == null))
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if ((((L2Npc) _actor).getTemplate().getClans() == null) || (target == null) || target.isInvul())
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{
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return;
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}
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if (target.isInvul())
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{
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return; // speeding it up for siege guards
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}
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// Go through all L2Character that belong to its faction
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// for (L2Character cha : _actor.getKnownList().getKnownCharactersInRadius(((L2NpcInstance) _actor).getFactionRange()+_actor.getTemplate().collisionRadius))
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for (L2Character cha : _actor.getKnownList().getKnownCharactersInRadius(1000))
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@@ -430,46 +363,32 @@ public class L2FortSiegeGuardAI extends L2CharacterAI implements Runnable
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{
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continue;
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}
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if (!(cha instanceof L2Npc))
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{
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if (_selfAnalysis.hasHealOrResurrect && (cha instanceof L2PcInstance) && ((L2Npc) _actor).getFort().getSiege().checkIsDefender(((L2PcInstance) cha).getClan()))
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if (_selfAnalysis.hasHealOrResurrect && (cha instanceof L2PcInstance) && ((L2Npc) _actor).getFort().getSiege().checkIsDefender(((L2PcInstance) cha).getClan())//
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&& !_actor.isAttackingDisabled() && (cha.getCurrentHp() < (cha.getMaxHp() * 0.6)) && (_actor.getCurrentHp() > (_actor.getMaxHp() / 2)) && (_actor.getCurrentMp() > (_actor.getMaxMp() / 2)) && cha.isInCombat())
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{
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// heal friends
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if (!_actor.isAttackingDisabled() && (cha.getCurrentHp() < (cha.getMaxHp() * 0.6)) && (_actor.getCurrentHp() > (_actor.getMaxHp() / 2)) && (_actor.getCurrentMp() > (_actor.getMaxMp() / 2)) && cha.isInCombat())
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for (Skill sk : _selfAnalysis.healSkills)
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{
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for (Skill sk : _selfAnalysis.healSkills)
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if ((_actor.getCurrentMp() < sk.getMpConsume()) || _actor.isSkillDisabled(sk) || !Util.checkIfInRange(sk.getCastRange(), _actor, cha, true))
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{
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if (_actor.getCurrentMp() < sk.getMpConsume())
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{
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continue;
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}
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if (_actor.isSkillDisabled(sk))
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{
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continue;
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}
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if (!Util.checkIfInRange(sk.getCastRange(), _actor, cha, true))
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{
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continue;
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}
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final int chance = 5;
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if (chance >= Rnd.get(100))
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{
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continue;
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}
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if (!GeoData.getInstance().canSeeTarget(_actor, cha))
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{
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break;
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}
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final L2Object OldTarget = _actor.getTarget();
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_actor.setTarget(cha);
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clientStopMoving(null);
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_actor.doCast(sk);
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_actor.setTarget(OldTarget);
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return;
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continue;
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}
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final int chance = 5;
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if (chance >= Rnd.get(100))
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{
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continue;
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}
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if (!GeoData.getInstance().canSeeTarget(_actor, cha))
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{
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break;
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}
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final L2Object OldTarget = _actor.getTarget();
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_actor.setTarget(cha);
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clientStopMoving(null);
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_actor.doCast(sk);
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_actor.setTarget(OldTarget);
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return;
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}
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}
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continue;
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@@ -484,11 +403,7 @@ public class L2FortSiegeGuardAI extends L2CharacterAI implements Runnable
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if (npc.getAI() != null) // TODO: possibly check not needed
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{
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if (!npc.isDead() && (Math.abs(target.getZ() - npc.getZ()) < 600)
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// && _actor.getAttackByList().contains(getAttackTarget())
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&& ((npc.getAI()._intention == CtrlIntention.AI_INTENTION_IDLE) || (npc.getAI()._intention == CtrlIntention.AI_INTENTION_ACTIVE))
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// limiting aggro for siege guards
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&& target.isInsideRadius(npc, 1500, true, false) && GeoData.getInstance().canSeeTarget(npc, target))
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if (!npc.isDead() && (Math.abs(target.getZ() - npc.getZ()) < 600) && ((npc.getAI()._intention == CtrlIntention.AI_INTENTION_IDLE) || (npc.getAI()._intention == CtrlIntention.AI_INTENTION_ACTIVE)) && target.isInsideRadius(npc, 1500, true, false) && GeoData.getInstance().canSeeTarget(npc, target))
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{
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// Notify the L2Object AI with EVT_AGGRESSION
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npc.getAI().notifyEvent(CtrlEvent.EVT_AGGRESSION, getAttackTarget(), 1);
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@@ -499,19 +414,10 @@ public class L2FortSiegeGuardAI extends L2CharacterAI implements Runnable
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{
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for (Skill sk : _selfAnalysis.healSkills)
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{
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if (_actor.getCurrentMp() < sk.getMpConsume())
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if ((_actor.getCurrentMp() < sk.getMpConsume()) || _actor.isSkillDisabled(sk) || !Util.checkIfInRange(sk.getCastRange(), _actor, npc, true))
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{
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continue;
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}
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if (_actor.isSkillDisabled(sk))
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{
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continue;
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}
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if (!Util.checkIfInRange(sk.getCastRange(), _actor, npc, true))
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{
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continue;
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}
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final int chance = 4;
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if (chance >= Rnd.get(100))
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{
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@@ -521,7 +427,6 @@ public class L2FortSiegeGuardAI extends L2CharacterAI implements Runnable
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{
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break;
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}
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final L2Object OldTarget = _actor.getTarget();
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_actor.setTarget(npc);
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clientStopMoving(null);
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@@ -540,17 +445,8 @@ public class L2FortSiegeGuardAI extends L2CharacterAI implements Runnable
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Collection<Skill> skills = null;
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double dist_2 = 0;
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int range = 0;
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L2DefenderInstance sGuard;
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if (_actor instanceof L2FortCommanderInstance)
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{
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sGuard = (L2FortCommanderInstance) _actor;
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}
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else
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{
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sGuard = (L2DefenderInstance) _actor;
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}
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final L2DefenderInstance sGuard = _actor instanceof L2FortCommanderInstance ? (L2FortCommanderInstance) _actor : (L2DefenderInstance) _actor;
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L2Character attackTarget = getAttackTarget();
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try
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{
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_actor.setTarget(attackTarget);
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@@ -564,7 +460,6 @@ public class L2FortSiegeGuardAI extends L2CharacterAI implements Runnable
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}
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catch (NullPointerException e)
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{
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// _log.warning("AttackableAI: Attack target is NULL.");
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_actor.setTarget(null);
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setIntention(AI_INTENTION_IDLE, null, null);
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return;
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@@ -580,16 +475,6 @@ public class L2FortSiegeGuardAI extends L2CharacterAI implements Runnable
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return;
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}
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if (!GeoData.getInstance().canSeeTarget(_actor, attackTarget))
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{
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// Siege guards differ from normal mobs currently:
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// If target cannot seen, don't attack any more
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sGuard.stopHating(attackTarget);
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_actor.setTarget(null);
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setIntention(AI_INTENTION_IDLE, null, null);
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return;
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}
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// Check if the actor isn't muted and if it is far from target
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if (!_actor.isMuted() && (dist_2 > (range * range)))
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{
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@@ -645,8 +530,7 @@ public class L2FortSiegeGuardAI extends L2CharacterAI implements Runnable
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final double homeY = attackTarget.getY() - sGuard.getSpawn().getY();
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// Check if the L2SiegeGuardInstance isn't too far from it's home location
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if ((((dx * dx) + (dy * dy)) > 10000) && (((homeX * homeX) + (homeY * homeY)) > 3240000) // 1800 * 1800
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&& (_actor.getKnownList().knowsObject(attackTarget)))
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if ((((dx * dx) + (dy * dy)) > 10000) && (((homeX * homeX) + (homeY * homeY)) > 3240000) && (_actor.getKnownList().knowsObject(attackTarget)))
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{
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// Cancel the target
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_actor.getKnownList().removeKnownObject(attackTarget);
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@@ -658,7 +542,7 @@ public class L2FortSiegeGuardAI extends L2CharacterAI implements Runnable
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{
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// Temporary hack for preventing guards jumping off towers,
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// before replacing this with effective geodata checks and AI modification
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if ((dz * dz) < (170 * 170)) // normally 130 if guard z coordinates correct
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if ((dz * dz) < (170 * 170))
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{
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if (_selfAnalysis.isMage)
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{
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@@ -668,112 +552,87 @@ public class L2FortSiegeGuardAI extends L2CharacterAI implements Runnable
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{
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return;
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}
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if (attackTarget.isMoving())
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{
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moveToPawn(attackTarget, range - 70);
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}
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else
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{
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moveToPawn(attackTarget, range);
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}
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moveToPawn(attackTarget, attackTarget.isMoving() ? range - 70 : range);
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}
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}
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}
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return;
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}
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// Else, if the actor is muted and far from target, just "move to pawn"
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else if (_actor.isMuted() && (dist_2 > (range * range)))
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else
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{
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// Temporary hack for preventing guards jumping off towers,
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// before replacing this with effective geodata checks and AI modification
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final double dz = _actor.getZ() - attackTarget.getZ();
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if ((dz * dz) < (170 * 170)) // normally 130 if guard z coordinates correct
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if (_actor.isMuted() && (dist_2 > (range * range)))
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{
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if (_selfAnalysis.isMage)
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// Temporary hack for preventing guards jumping off towers,
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// before replacing this with effective geodata checks and AI modification
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final double dz = _actor.getZ() - attackTarget.getZ();
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if ((dz * dz) < (170 * 170)) // normally 130 if guard z coordinates correct
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{
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range = _selfAnalysis.maxCastRange - 50;
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}
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if (_actor.getWalkSpeed() <= 0)
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{
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return;
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}
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if (attackTarget.isMoving())
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{
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moveToPawn(attackTarget, range - 70);
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}
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else
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{
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moveToPawn(attackTarget, range);
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}
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}
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return;
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}
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// Else, if this is close enough to attack
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else if (dist_2 <= (range * range))
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{
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// Force mobs to attack anybody if confused
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L2Character hated = null;
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if (_actor.isConfused())
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{
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hated = attackTarget;
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}
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else
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{
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hated = ((L2Attackable) _actor).getMostHated();
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}
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if (hated == null)
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{
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setIntention(AI_INTENTION_ACTIVE, null, null);
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return;
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}
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if (hated != attackTarget)
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{
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attackTarget = hated;
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}
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_attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getInstance().getGameTicks();
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// check for close combat skills && heal/buff skills
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if (!_actor.isMuted() && (Rnd.nextInt(100) <= 5))
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{
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for (Skill sk : skills)
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{
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final int castRange = sk.getCastRange();
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if (((castRange * castRange) >= dist_2) && !sk.isPassive() && (_actor.getCurrentMp() >= _actor.getStat().getMpConsume(sk)) && !_actor.isSkillDisabled(sk))
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if (_selfAnalysis.isMage)
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{
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range = _selfAnalysis.maxCastRange - 50;
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}
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if (_actor.getWalkSpeed() <= 0)
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{
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final L2Object OldTarget = _actor.getTarget();
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if ((sk.isContinuous() && !sk.isDebuff()) || (sk.hasEffectType(L2EffectType.HEAL)))
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{
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boolean useSkillSelf = true;
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if ((sk.hasEffectType(L2EffectType.HEAL)) && (_actor.getCurrentHp() > (int) (_actor.getMaxHp() / 1.5)))
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{
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useSkillSelf = false;
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break;
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}
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if ((sk.isContinuous() && !sk.isDebuff()) && _actor.isAffectedBySkill(sk.getId()))
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{
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useSkillSelf = false;
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}
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if (useSkillSelf)
|
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{
|
||||
_actor.setTarget(_actor);
|
||||
}
|
||||
}
|
||||
|
||||
clientStopMoving(null);
|
||||
_actor.doCast(sk);
|
||||
_actor.setTarget(OldTarget);
|
||||
return;
|
||||
}
|
||||
moveToPawn(attackTarget, attackTarget.isMoving() ? range - 70 : range);
|
||||
}
|
||||
return;
|
||||
}
|
||||
if (dist_2 <= (range * range))
|
||||
{
|
||||
final L2Character hated = _actor.isConfused() ? attackTarget : ((L2Attackable) _actor).getMostHated();
|
||||
if (hated == null)
|
||||
{
|
||||
setIntention(AI_INTENTION_ACTIVE, null, null);
|
||||
return;
|
||||
}
|
||||
if (hated != attackTarget)
|
||||
{
|
||||
attackTarget = hated;
|
||||
}
|
||||
|
||||
_attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getInstance().getGameTicks();
|
||||
|
||||
// check for close combat skills && heal/buff skills
|
||||
if (!_actor.isMuted() && (Rnd.nextInt(100) <= 5))
|
||||
{
|
||||
for (Skill sk : skills)
|
||||
{
|
||||
final int castRange = sk.getCastRange();
|
||||
|
||||
if (((castRange * castRange) >= dist_2) && !sk.isPassive() && (_actor.getCurrentMp() >= _actor.getStat().getMpConsume(sk)) && !_actor.isSkillDisabled(sk))
|
||||
{
|
||||
final L2Object OldTarget = _actor.getTarget();
|
||||
if ((sk.isContinuous() && !sk.isDebuff()) || (sk.hasEffectType(L2EffectType.HEAL)))
|
||||
{
|
||||
boolean useSkillSelf = true;
|
||||
if ((sk.hasEffectType(L2EffectType.HEAL)) && (_actor.getCurrentHp() > (int) (_actor.getMaxHp() / 1.5)))
|
||||
{
|
||||
useSkillSelf = false;
|
||||
break;
|
||||
}
|
||||
|
||||
if ((sk.isContinuous() && !sk.isDebuff()) && _actor.isAffectedBySkill(sk.getId()))
|
||||
{
|
||||
useSkillSelf = false;
|
||||
}
|
||||
|
||||
if (useSkillSelf)
|
||||
{
|
||||
_actor.setTarget(_actor);
|
||||
}
|
||||
}
|
||||
|
||||
clientStopMoving(null);
|
||||
_actor.doCast(sk);
|
||||
_actor.setTarget(OldTarget);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
// Finally, do the physical attack itself
|
||||
_actor.doAttack(attackTarget);
|
||||
}
|
||||
// Finally, do the physical attack itself
|
||||
_actor.doAttack(attackTarget);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -900,15 +759,7 @@ public class L2FortSiegeGuardAI extends L2CharacterAI implements Runnable
|
||||
_actor.setRunning();
|
||||
}
|
||||
|
||||
L2DefenderInstance sGuard;
|
||||
if (_actor instanceof L2FortCommanderInstance)
|
||||
{
|
||||
sGuard = (L2FortCommanderInstance) _actor;
|
||||
}
|
||||
else
|
||||
{
|
||||
sGuard = (L2DefenderInstance) _actor;
|
||||
}
|
||||
final L2DefenderInstance sGuard = _actor instanceof L2FortCommanderInstance ? (L2FortCommanderInstance) _actor : (L2DefenderInstance) _actor;
|
||||
final double homeX = target.getX() - sGuard.getSpawn().getX();
|
||||
final double homeY = target.getY() - sGuard.getSpawn().getY();
|
||||
|
||||
|
Reference in New Issue
Block a user