Removed AttackableAI casting skills with the onIntentionAttack method.
Contributed by Trance.
This commit is contained in:
parent
48fa46afea
commit
3e8fa12b47
@ -83,7 +83,6 @@ public class AttackableAI extends CreatureAI
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private boolean _thinking;
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private int chaostime = 0;
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int lastBuffTick;
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public AttackableAI(Attackable attackable)
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{
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@ -267,23 +266,6 @@ public class AttackableAI extends CreatureAI
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// Calculate the attack timeout
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_attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getInstance().getGameTicks();
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// self and buffs
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if ((lastBuffTick + 30) < GameTimeController.getInstance().getGameTicks())
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{
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for (Skill buff : getActiveChar().getTemplate().getAISkills(AISkillScope.BUFF))
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{
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final Creature buffTarget = skillTargetReconsider(buff, true);
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if (buffTarget != null)
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{
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setTarget(buffTarget);
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_actor.doCast(buff);
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setTarget(target);
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break;
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}
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}
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lastBuffTick = GameTimeController.getInstance().getGameTicks();
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}
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// Manage the Attack Intention : Stop current Attack (if necessary), Start a new Attack and Launch Think Event
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super.onIntentionAttack(target);
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}
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@ -295,10 +277,12 @@ public class AttackableAI extends CreatureAI
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{
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return;
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}
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if (maybeMoveToPawn(target, _actor.getMagicalAttackRange(_skill)))
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{
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return;
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}
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setIntention(AI_INTENTION_ACTIVE);
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_actor.doCast(_skill, _item, _forceUse, _dontMove);
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}
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@ -316,6 +300,7 @@ public class AttackableAI extends CreatureAI
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{
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final Attackable npc = getActiveChar();
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WorldObject target = getTarget();
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// Update every 1s the _globalAggro counter to come close to 0
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if (_globalAggro != 0)
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{
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@ -83,7 +83,6 @@ public class AttackableAI extends CreatureAI
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private boolean _thinking;
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private int chaostime = 0;
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int lastBuffTick;
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public AttackableAI(Attackable attackable)
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{
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@ -267,23 +266,6 @@ public class AttackableAI extends CreatureAI
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// Calculate the attack timeout
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_attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getInstance().getGameTicks();
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// self and buffs
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if ((lastBuffTick + 30) < GameTimeController.getInstance().getGameTicks())
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{
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for (Skill buff : getActiveChar().getTemplate().getAISkills(AISkillScope.BUFF))
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{
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final Creature buffTarget = skillTargetReconsider(buff, true);
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if (buffTarget != null)
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{
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setTarget(buffTarget);
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_actor.doCast(buff);
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setTarget(target);
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break;
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}
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}
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lastBuffTick = GameTimeController.getInstance().getGameTicks();
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}
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// Manage the Attack Intention : Stop current Attack (if necessary), Start a new Attack and Launch Think Event
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super.onIntentionAttack(target);
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}
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@ -295,10 +277,12 @@ public class AttackableAI extends CreatureAI
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{
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return;
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}
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if (maybeMoveToPawn(target, _actor.getMagicalAttackRange(_skill)))
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{
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return;
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}
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setIntention(AI_INTENTION_ACTIVE);
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_actor.doCast(_skill, _item, _forceUse, _dontMove);
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}
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@ -316,6 +300,7 @@ public class AttackableAI extends CreatureAI
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{
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final Attackable npc = getActiveChar();
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WorldObject target = getTarget();
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// Update every 1s the _globalAggro counter to come close to 0
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if (_globalAggro != 0)
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{
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@ -83,7 +83,6 @@ public class AttackableAI extends CreatureAI
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private boolean _thinking;
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private int chaostime = 0;
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int lastBuffTick;
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public AttackableAI(Attackable attackable)
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{
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@ -267,23 +266,6 @@ public class AttackableAI extends CreatureAI
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// Calculate the attack timeout
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_attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getInstance().getGameTicks();
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// self and buffs
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if ((lastBuffTick + 30) < GameTimeController.getInstance().getGameTicks())
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{
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for (Skill buff : getActiveChar().getTemplate().getAISkills(AISkillScope.BUFF))
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{
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final Creature buffTarget = skillTargetReconsider(buff, true);
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if (buffTarget != null)
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{
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setTarget(buffTarget);
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_actor.doCast(buff);
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setTarget(target);
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break;
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}
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}
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lastBuffTick = GameTimeController.getInstance().getGameTicks();
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}
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// Manage the Attack Intention : Stop current Attack (if necessary), Start a new Attack and Launch Think Event
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super.onIntentionAttack(target);
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}
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@ -295,10 +277,12 @@ public class AttackableAI extends CreatureAI
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{
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return;
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}
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if (maybeMoveToPawn(target, _actor.getMagicalAttackRange(_skill)))
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{
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return;
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}
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setIntention(AI_INTENTION_ACTIVE);
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_actor.doCast(_skill, _item, _forceUse, _dontMove);
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}
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@ -316,6 +300,7 @@ public class AttackableAI extends CreatureAI
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{
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final Attackable npc = getActiveChar();
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WorldObject target = getTarget();
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// Update every 1s the _globalAggro counter to come close to 0
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if (_globalAggro != 0)
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{
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@ -83,7 +83,6 @@ public class AttackableAI extends CreatureAI
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private boolean _thinking;
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private int chaostime = 0;
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int lastBuffTick;
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public AttackableAI(Attackable attackable)
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{
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@ -267,23 +266,6 @@ public class AttackableAI extends CreatureAI
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// Calculate the attack timeout
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_attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getInstance().getGameTicks();
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// self and buffs
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if ((lastBuffTick + 30) < GameTimeController.getInstance().getGameTicks())
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{
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for (Skill buff : getActiveChar().getTemplate().getAISkills(AISkillScope.BUFF))
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{
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final Creature buffTarget = skillTargetReconsider(buff, true);
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if (buffTarget != null)
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{
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setTarget(buffTarget);
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_actor.doCast(buff);
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setTarget(target);
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break;
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}
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}
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lastBuffTick = GameTimeController.getInstance().getGameTicks();
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}
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// Manage the Attack Intention : Stop current Attack (if necessary), Start a new Attack and Launch Think Event
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super.onIntentionAttack(target);
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}
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@ -295,10 +277,12 @@ public class AttackableAI extends CreatureAI
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{
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return;
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}
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if (maybeMoveToPawn(target, _actor.getMagicalAttackRange(_skill)))
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{
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return;
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}
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setIntention(AI_INTENTION_ACTIVE);
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_actor.doCast(_skill, _item, _forceUse, _dontMove);
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}
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@ -316,6 +300,7 @@ public class AttackableAI extends CreatureAI
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{
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final Attackable npc = getActiveChar();
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WorldObject target = getTarget();
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// Update every 1s the _globalAggro counter to come close to 0
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if (_globalAggro != 0)
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{
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@ -83,7 +83,6 @@ public class AttackableAI extends CreatureAI
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private boolean _thinking;
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private int chaostime = 0;
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int lastBuffTick;
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public AttackableAI(Attackable attackable)
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{
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@ -267,23 +266,6 @@ public class AttackableAI extends CreatureAI
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// Calculate the attack timeout
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_attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getInstance().getGameTicks();
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// self and buffs
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if ((lastBuffTick + 30) < GameTimeController.getInstance().getGameTicks())
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{
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for (Skill buff : getActiveChar().getTemplate().getAISkills(AISkillScope.BUFF))
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{
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final Creature buffTarget = skillTargetReconsider(buff, true);
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if (buffTarget != null)
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{
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setTarget(buffTarget);
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_actor.doCast(buff);
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setTarget(target);
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break;
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}
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}
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lastBuffTick = GameTimeController.getInstance().getGameTicks();
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}
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// Manage the Attack Intention : Stop current Attack (if necessary), Start a new Attack and Launch Think Event
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super.onIntentionAttack(target);
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}
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@ -295,10 +277,12 @@ public class AttackableAI extends CreatureAI
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{
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return;
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}
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if (maybeMoveToPawn(target, _actor.getMagicalAttackRange(_skill)))
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{
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return;
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}
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setIntention(AI_INTENTION_ACTIVE);
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_actor.doCast(_skill, _item, _forceUse, _dontMove);
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}
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@ -316,6 +300,7 @@ public class AttackableAI extends CreatureAI
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{
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final Attackable npc = getActiveChar();
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WorldObject target = getTarget();
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// Update every 1s the _globalAggro counter to come close to 0
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if (_globalAggro != 0)
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{
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@ -83,7 +83,6 @@ public class AttackableAI extends CreatureAI
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private boolean _thinking;
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private int chaostime = 0;
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int lastBuffTick;
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public AttackableAI(Attackable attackable)
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{
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@ -267,23 +266,6 @@ public class AttackableAI extends CreatureAI
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// Calculate the attack timeout
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_attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getInstance().getGameTicks();
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// self and buffs
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if ((lastBuffTick + 30) < GameTimeController.getInstance().getGameTicks())
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{
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for (Skill buff : getActiveChar().getTemplate().getAISkills(AISkillScope.BUFF))
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{
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final Creature buffTarget = skillTargetReconsider(buff, true);
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if (buffTarget != null)
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{
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setTarget(buffTarget);
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_actor.doCast(buff);
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setTarget(target);
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break;
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}
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}
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lastBuffTick = GameTimeController.getInstance().getGameTicks();
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}
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// Manage the Attack Intention : Stop current Attack (if necessary), Start a new Attack and Launch Think Event
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super.onIntentionAttack(target);
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}
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@ -295,10 +277,12 @@ public class AttackableAI extends CreatureAI
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{
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return;
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}
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if (maybeMoveToPawn(target, _actor.getMagicalAttackRange(_skill)))
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{
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return;
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}
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setIntention(AI_INTENTION_ACTIVE);
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_actor.doCast(_skill, _item, _forceUse, _dontMove);
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}
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@ -316,6 +300,7 @@ public class AttackableAI extends CreatureAI
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{
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final Attackable npc = getActiveChar();
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WorldObject target = getTarget();
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// Update every 1s the _globalAggro counter to come close to 0
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if (_globalAggro != 0)
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{
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@ -83,7 +83,6 @@ public class AttackableAI extends CreatureAI
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private boolean _thinking;
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private int chaostime = 0;
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int lastBuffTick;
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public AttackableAI(Attackable attackable)
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{
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@ -267,23 +266,6 @@ public class AttackableAI extends CreatureAI
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// Calculate the attack timeout
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_attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getInstance().getGameTicks();
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// self and buffs
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if ((lastBuffTick + 30) < GameTimeController.getInstance().getGameTicks())
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{
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for (Skill buff : getActiveChar().getTemplate().getAISkills(AISkillScope.BUFF))
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{
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final Creature buffTarget = skillTargetReconsider(buff, true);
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if (buffTarget != null)
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{
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setTarget(buffTarget);
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_actor.doCast(buff);
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setTarget(target);
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break;
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}
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}
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lastBuffTick = GameTimeController.getInstance().getGameTicks();
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}
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// Manage the Attack Intention : Stop current Attack (if necessary), Start a new Attack and Launch Think Event
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super.onIntentionAttack(target);
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}
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@ -295,10 +277,12 @@ public class AttackableAI extends CreatureAI
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{
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return;
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}
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if (maybeMoveToPawn(target, _actor.getMagicalAttackRange(_skill)))
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{
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return;
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}
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setIntention(AI_INTENTION_ACTIVE);
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_actor.doCast(_skill, _item, _forceUse, _dontMove);
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}
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@ -316,6 +300,7 @@ public class AttackableAI extends CreatureAI
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{
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final Attackable npc = getActiveChar();
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WorldObject target = getTarget();
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// Update every 1s the _globalAggro counter to come close to 0
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if (_globalAggro != 0)
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{
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@ -83,7 +83,6 @@ public class AttackableAI extends CreatureAI
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private boolean _thinking;
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private int chaostime = 0;
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int lastBuffTick;
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public AttackableAI(Attackable attackable)
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{
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@ -267,23 +266,6 @@ public class AttackableAI extends CreatureAI
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// Calculate the attack timeout
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_attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getInstance().getGameTicks();
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// self and buffs
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if ((lastBuffTick + 30) < GameTimeController.getInstance().getGameTicks())
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{
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for (Skill buff : getActiveChar().getTemplate().getAISkills(AISkillScope.BUFF))
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{
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final Creature buffTarget = skillTargetReconsider(buff, true);
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if (buffTarget != null)
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{
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setTarget(buffTarget);
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_actor.doCast(buff);
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setTarget(target);
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break;
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}
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}
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lastBuffTick = GameTimeController.getInstance().getGameTicks();
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}
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// Manage the Attack Intention : Stop current Attack (if necessary), Start a new Attack and Launch Think Event
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super.onIntentionAttack(target);
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}
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@ -295,10 +277,12 @@ public class AttackableAI extends CreatureAI
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{
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return;
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}
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if (maybeMoveToPawn(target, _actor.getMagicalAttackRange(_skill)))
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{
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return;
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}
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setIntention(AI_INTENTION_ACTIVE);
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_actor.doCast(_skill, _item, _forceUse, _dontMove);
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}
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@ -316,6 +300,7 @@ public class AttackableAI extends CreatureAI
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{
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final Attackable npc = getActiveChar();
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WorldObject target = getTarget();
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// Update every 1s the _globalAggro counter to come close to 0
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if (_globalAggro != 0)
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{
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@ -913,7 +913,6 @@ public class AttackableAI extends CreatureAI
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final WorldObject oldTarget = _actor.getTarget();
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clientStopMoving(null);
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_accessor.doCast(sk);
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_actor.setTarget(oldTarget);
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return;
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@ -112,7 +112,6 @@ public class AttackableAI extends CreatureAI
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/** The flag used to indicate that a thinking action is in progress, to prevent recursive thinking. */
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private boolean _thinking;
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private int _chaosTime = 0;
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private int _lastBuffTick;
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// Fear parameters
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private int _fearTime;
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private Future<?> _fearTask = null;
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@ -381,22 +380,6 @@ public class AttackableAI extends CreatureAI
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// Calculate the attack timeout
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_attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getInstance().getGameTicks();
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// self and buffs
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if ((_lastBuffTick + 30) < GameTimeController.getInstance().getGameTicks())
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{
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for (Skill buff : getActiveChar().getTemplate().getAISkills(AISkillScope.BUFF))
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{
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if (checkSkillCastConditions(getActiveChar(), buff) && !_actor.isAffectedBySkill(buff.getId()))
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{
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_actor.setTarget(_actor);
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_actor.doCast(buff);
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_actor.setTarget(target);
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break;
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}
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}
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_lastBuffTick = GameTimeController.getInstance().getGameTicks();
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}
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// Manage the Attack Intention : Stop current Attack (if necessary), Start a new Attack and Launch Think Event
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super.onIntentionAttack(target);
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}
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@ -1834,16 +1817,19 @@ public class AttackableAI extends CreatureAI
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{
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return false;
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}
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// Character is in "skill disabled" mode.
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if (caster.isSkillDisabled(skill))
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{
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return false;
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}
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// If is a static skill and magic skill and character is muted or is a physical skill muted and character is physically muted.
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if (!skill.isStatic() && ((skill.isMagic() && caster.isMuted()) || caster.isPhysicalMuted()))
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{
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return false;
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}
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return true;
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}
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@ -1853,6 +1839,7 @@ public class AttackableAI extends CreatureAI
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{
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return null;
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}
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final Attackable actor = getActiveChar();
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if (!sk.hasEffectType(EffectType.DISPEL, EffectType.DISPEL_BY_SLOT))
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{
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@ -112,7 +112,6 @@ public class AttackableAI extends CreatureAI
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/** The flag used to indicate that a thinking action is in progress, to prevent recursive thinking. */
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private boolean _thinking;
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private int _chaosTime = 0;
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private int _lastBuffTick;
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// Fear parameters
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private int _fearTime;
|
||||
private Future<?> _fearTask = null;
|
||||
@ -381,22 +380,6 @@ public class AttackableAI extends CreatureAI
|
||||
// Calculate the attack timeout
|
||||
_attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getInstance().getGameTicks();
|
||||
|
||||
// self and buffs
|
||||
if ((_lastBuffTick + 30) < GameTimeController.getInstance().getGameTicks())
|
||||
{
|
||||
for (Skill buff : getActiveChar().getTemplate().getAISkills(AISkillScope.BUFF))
|
||||
{
|
||||
if (checkSkillCastConditions(getActiveChar(), buff) && !_actor.isAffectedBySkill(buff.getId()))
|
||||
{
|
||||
_actor.setTarget(_actor);
|
||||
_actor.doCast(buff);
|
||||
_actor.setTarget(target);
|
||||
break;
|
||||
}
|
||||
}
|
||||
_lastBuffTick = GameTimeController.getInstance().getGameTicks();
|
||||
}
|
||||
|
||||
// Manage the Attack Intention : Stop current Attack (if necessary), Start a new Attack and Launch Think Event
|
||||
super.onIntentionAttack(target);
|
||||
}
|
||||
@ -1834,16 +1817,19 @@ public class AttackableAI extends CreatureAI
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Character is in "skill disabled" mode.
|
||||
if (caster.isSkillDisabled(skill))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// If is a static skill and magic skill and character is muted or is a physical skill muted and character is physically muted.
|
||||
if (!skill.isStatic() && ((skill.isMagic() && caster.isMuted()) || caster.isPhysicalMuted()))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@ -1853,6 +1839,7 @@ public class AttackableAI extends CreatureAI
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
final Attackable actor = getActiveChar();
|
||||
if (!sk.hasEffectType(EffectType.DISPEL, EffectType.DISPEL_BY_SLOT))
|
||||
{
|
||||
|
@ -83,7 +83,6 @@ public class AttackableAI extends CreatureAI
|
||||
private boolean _thinking;
|
||||
|
||||
private int chaostime = 0;
|
||||
int lastBuffTick;
|
||||
|
||||
public AttackableAI(Attackable attackable)
|
||||
{
|
||||
@ -267,23 +266,6 @@ public class AttackableAI extends CreatureAI
|
||||
// Calculate the attack timeout
|
||||
_attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getInstance().getGameTicks();
|
||||
|
||||
// self and buffs
|
||||
if ((lastBuffTick + 30) < GameTimeController.getInstance().getGameTicks())
|
||||
{
|
||||
for (Skill buff : getActiveChar().getTemplate().getAISkills(AISkillScope.BUFF))
|
||||
{
|
||||
final Creature buffTarget = skillTargetReconsider(buff, true);
|
||||
if (buffTarget != null)
|
||||
{
|
||||
setTarget(buffTarget);
|
||||
_actor.doCast(buff);
|
||||
setTarget(target);
|
||||
break;
|
||||
}
|
||||
}
|
||||
lastBuffTick = GameTimeController.getInstance().getGameTicks();
|
||||
}
|
||||
|
||||
// Manage the Attack Intention : Stop current Attack (if necessary), Start a new Attack and Launch Think Event
|
||||
super.onIntentionAttack(target);
|
||||
}
|
||||
@ -295,10 +277,12 @@ public class AttackableAI extends CreatureAI
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (maybeMoveToPawn(target, _actor.getMagicalAttackRange(_skill)))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
setIntention(AI_INTENTION_ACTIVE);
|
||||
_actor.doCast(_skill, _item, _forceUse, _dontMove);
|
||||
}
|
||||
@ -316,6 +300,7 @@ public class AttackableAI extends CreatureAI
|
||||
{
|
||||
final Attackable npc = getActiveChar();
|
||||
WorldObject target = getTarget();
|
||||
|
||||
// Update every 1s the _globalAggro counter to come close to 0
|
||||
if (_globalAggro != 0)
|
||||
{
|
||||
|
@ -83,7 +83,6 @@ public class AttackableAI extends CreatureAI
|
||||
private boolean _thinking;
|
||||
|
||||
private int chaostime = 0;
|
||||
int lastBuffTick;
|
||||
|
||||
public AttackableAI(Attackable attackable)
|
||||
{
|
||||
@ -267,23 +266,6 @@ public class AttackableAI extends CreatureAI
|
||||
// Calculate the attack timeout
|
||||
_attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getInstance().getGameTicks();
|
||||
|
||||
// self and buffs
|
||||
if ((lastBuffTick + 30) < GameTimeController.getInstance().getGameTicks())
|
||||
{
|
||||
for (Skill buff : getActiveChar().getTemplate().getAISkills(AISkillScope.BUFF))
|
||||
{
|
||||
final Creature buffTarget = skillTargetReconsider(buff, true);
|
||||
if (buffTarget != null)
|
||||
{
|
||||
setTarget(buffTarget);
|
||||
_actor.doCast(buff);
|
||||
setTarget(target);
|
||||
break;
|
||||
}
|
||||
}
|
||||
lastBuffTick = GameTimeController.getInstance().getGameTicks();
|
||||
}
|
||||
|
||||
// Manage the Attack Intention : Stop current Attack (if necessary), Start a new Attack and Launch Think Event
|
||||
super.onIntentionAttack(target);
|
||||
}
|
||||
@ -295,10 +277,12 @@ public class AttackableAI extends CreatureAI
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (maybeMoveToPawn(target, _actor.getMagicalAttackRange(_skill)))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
setIntention(AI_INTENTION_ACTIVE);
|
||||
_actor.doCast(_skill, _item, _forceUse, _dontMove);
|
||||
}
|
||||
@ -316,6 +300,7 @@ public class AttackableAI extends CreatureAI
|
||||
{
|
||||
final Attackable npc = getActiveChar();
|
||||
WorldObject target = getTarget();
|
||||
|
||||
// Update every 1s the _globalAggro counter to come close to 0
|
||||
if (_globalAggro != 0)
|
||||
{
|
||||
|
@ -83,7 +83,6 @@ public class AttackableAI extends CreatureAI
|
||||
private boolean _thinking;
|
||||
|
||||
private int chaostime = 0;
|
||||
int lastBuffTick;
|
||||
|
||||
public AttackableAI(Attackable attackable)
|
||||
{
|
||||
@ -267,23 +266,6 @@ public class AttackableAI extends CreatureAI
|
||||
// Calculate the attack timeout
|
||||
_attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getInstance().getGameTicks();
|
||||
|
||||
// self and buffs
|
||||
if ((lastBuffTick + 30) < GameTimeController.getInstance().getGameTicks())
|
||||
{
|
||||
for (Skill buff : getActiveChar().getTemplate().getAISkills(AISkillScope.BUFF))
|
||||
{
|
||||
final Creature buffTarget = skillTargetReconsider(buff, true);
|
||||
if (buffTarget != null)
|
||||
{
|
||||
setTarget(buffTarget);
|
||||
_actor.doCast(buff);
|
||||
setTarget(target);
|
||||
break;
|
||||
}
|
||||
}
|
||||
lastBuffTick = GameTimeController.getInstance().getGameTicks();
|
||||
}
|
||||
|
||||
// Manage the Attack Intention : Stop current Attack (if necessary), Start a new Attack and Launch Think Event
|
||||
super.onIntentionAttack(target);
|
||||
}
|
||||
@ -295,10 +277,12 @@ public class AttackableAI extends CreatureAI
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (maybeMoveToPawn(target, _actor.getMagicalAttackRange(_skill)))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
setIntention(AI_INTENTION_ACTIVE);
|
||||
_actor.doCast(_skill, _item, _forceUse, _dontMove);
|
||||
}
|
||||
@ -316,6 +300,7 @@ public class AttackableAI extends CreatureAI
|
||||
{
|
||||
final Attackable npc = getActiveChar();
|
||||
WorldObject target = getTarget();
|
||||
|
||||
// Update every 1s the _globalAggro counter to come close to 0
|
||||
if (_globalAggro != 0)
|
||||
{
|
||||
|
@ -83,7 +83,6 @@ public class AttackableAI extends CreatureAI
|
||||
private boolean _thinking;
|
||||
|
||||
private int chaostime = 0;
|
||||
int lastBuffTick;
|
||||
|
||||
public AttackableAI(Attackable attackable)
|
||||
{
|
||||
@ -267,23 +266,6 @@ public class AttackableAI extends CreatureAI
|
||||
// Calculate the attack timeout
|
||||
_attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getInstance().getGameTicks();
|
||||
|
||||
// self and buffs
|
||||
if ((lastBuffTick + 30) < GameTimeController.getInstance().getGameTicks())
|
||||
{
|
||||
for (Skill buff : getActiveChar().getTemplate().getAISkills(AISkillScope.BUFF))
|
||||
{
|
||||
final Creature buffTarget = skillTargetReconsider(buff, true);
|
||||
if (buffTarget != null)
|
||||
{
|
||||
setTarget(buffTarget);
|
||||
_actor.doCast(buff);
|
||||
setTarget(target);
|
||||
break;
|
||||
}
|
||||
}
|
||||
lastBuffTick = GameTimeController.getInstance().getGameTicks();
|
||||
}
|
||||
|
||||
// Manage the Attack Intention : Stop current Attack (if necessary), Start a new Attack and Launch Think Event
|
||||
super.onIntentionAttack(target);
|
||||
}
|
||||
@ -295,10 +277,12 @@ public class AttackableAI extends CreatureAI
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (maybeMoveToPawn(target, _actor.getMagicalAttackRange(_skill)))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
setIntention(AI_INTENTION_ACTIVE);
|
||||
_actor.doCast(_skill, _item, _forceUse, _dontMove);
|
||||
}
|
||||
@ -316,6 +300,7 @@ public class AttackableAI extends CreatureAI
|
||||
{
|
||||
final Attackable npc = getActiveChar();
|
||||
WorldObject target = getTarget();
|
||||
|
||||
// Update every 1s the _globalAggro counter to come close to 0
|
||||
if (_globalAggro != 0)
|
||||
{
|
||||
|
@ -83,7 +83,6 @@ public class AttackableAI extends CreatureAI
|
||||
private boolean _thinking;
|
||||
|
||||
private int chaostime = 0;
|
||||
int lastBuffTick;
|
||||
|
||||
public AttackableAI(Attackable attackable)
|
||||
{
|
||||
@ -267,23 +266,6 @@ public class AttackableAI extends CreatureAI
|
||||
// Calculate the attack timeout
|
||||
_attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getInstance().getGameTicks();
|
||||
|
||||
// self and buffs
|
||||
if ((lastBuffTick + 30) < GameTimeController.getInstance().getGameTicks())
|
||||
{
|
||||
for (Skill buff : getActiveChar().getTemplate().getAISkills(AISkillScope.BUFF))
|
||||
{
|
||||
final Creature buffTarget = skillTargetReconsider(buff, true);
|
||||
if (buffTarget != null)
|
||||
{
|
||||
setTarget(buffTarget);
|
||||
_actor.doCast(buff);
|
||||
setTarget(target);
|
||||
break;
|
||||
}
|
||||
}
|
||||
lastBuffTick = GameTimeController.getInstance().getGameTicks();
|
||||
}
|
||||
|
||||
// Manage the Attack Intention : Stop current Attack (if necessary), Start a new Attack and Launch Think Event
|
||||
super.onIntentionAttack(target);
|
||||
}
|
||||
@ -295,10 +277,12 @@ public class AttackableAI extends CreatureAI
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (maybeMoveToPawn(target, _actor.getMagicalAttackRange(_skill)))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
setIntention(AI_INTENTION_ACTIVE);
|
||||
_actor.doCast(_skill, _item, _forceUse, _dontMove);
|
||||
}
|
||||
@ -316,6 +300,7 @@ public class AttackableAI extends CreatureAI
|
||||
{
|
||||
final Attackable npc = getActiveChar();
|
||||
WorldObject target = getTarget();
|
||||
|
||||
// Update every 1s the _globalAggro counter to come close to 0
|
||||
if (_globalAggro != 0)
|
||||
{
|
||||
|
@ -83,7 +83,6 @@ public class AttackableAI extends CreatureAI
|
||||
private boolean _thinking;
|
||||
|
||||
private int chaostime = 0;
|
||||
int lastBuffTick;
|
||||
|
||||
public AttackableAI(Attackable attackable)
|
||||
{
|
||||
@ -267,23 +266,6 @@ public class AttackableAI extends CreatureAI
|
||||
// Calculate the attack timeout
|
||||
_attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getInstance().getGameTicks();
|
||||
|
||||
// self and buffs
|
||||
if ((lastBuffTick + 30) < GameTimeController.getInstance().getGameTicks())
|
||||
{
|
||||
for (Skill buff : getActiveChar().getTemplate().getAISkills(AISkillScope.BUFF))
|
||||
{
|
||||
final Creature buffTarget = skillTargetReconsider(buff, true);
|
||||
if (buffTarget != null)
|
||||
{
|
||||
setTarget(buffTarget);
|
||||
_actor.doCast(buff);
|
||||
setTarget(target);
|
||||
break;
|
||||
}
|
||||
}
|
||||
lastBuffTick = GameTimeController.getInstance().getGameTicks();
|
||||
}
|
||||
|
||||
// Manage the Attack Intention : Stop current Attack (if necessary), Start a new Attack and Launch Think Event
|
||||
super.onIntentionAttack(target);
|
||||
}
|
||||
@ -295,10 +277,12 @@ public class AttackableAI extends CreatureAI
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (maybeMoveToPawn(target, _actor.getMagicalAttackRange(_skill)))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
setIntention(AI_INTENTION_ACTIVE);
|
||||
_actor.doCast(_skill, _item, _forceUse, _dontMove);
|
||||
}
|
||||
@ -316,6 +300,7 @@ public class AttackableAI extends CreatureAI
|
||||
{
|
||||
final Attackable npc = getActiveChar();
|
||||
WorldObject target = getTarget();
|
||||
|
||||
// Update every 1s the _globalAggro counter to come close to 0
|
||||
if (_globalAggro != 0)
|
||||
{
|
||||
|
@ -83,7 +83,6 @@ public class AttackableAI extends CreatureAI
|
||||
private boolean _thinking;
|
||||
|
||||
private int chaostime = 0;
|
||||
int lastBuffTick;
|
||||
|
||||
public AttackableAI(Attackable attackable)
|
||||
{
|
||||
@ -267,23 +266,6 @@ public class AttackableAI extends CreatureAI
|
||||
// Calculate the attack timeout
|
||||
_attackTimeout = MAX_ATTACK_TIMEOUT + GameTimeController.getInstance().getGameTicks();
|
||||
|
||||
// self and buffs
|
||||
if ((lastBuffTick + 30) < GameTimeController.getInstance().getGameTicks())
|
||||
{
|
||||
for (Skill buff : getActiveChar().getTemplate().getAISkills(AISkillScope.BUFF))
|
||||
{
|
||||
final Creature buffTarget = skillTargetReconsider(buff, true);
|
||||
if (buffTarget != null)
|
||||
{
|
||||
setTarget(buffTarget);
|
||||
_actor.doCast(buff);
|
||||
setTarget(target);
|
||||
break;
|
||||
}
|
||||
}
|
||||
lastBuffTick = GameTimeController.getInstance().getGameTicks();
|
||||
}
|
||||
|
||||
// Manage the Attack Intention : Stop current Attack (if necessary), Start a new Attack and Launch Think Event
|
||||
super.onIntentionAttack(target);
|
||||
}
|
||||
@ -295,10 +277,12 @@ public class AttackableAI extends CreatureAI
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (maybeMoveToPawn(target, _actor.getMagicalAttackRange(_skill)))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
setIntention(AI_INTENTION_ACTIVE);
|
||||
_actor.doCast(_skill, _item, _forceUse, _dontMove);
|
||||
}
|
||||
@ -316,6 +300,7 @@ public class AttackableAI extends CreatureAI
|
||||
{
|
||||
final Attackable npc = getActiveChar();
|
||||
WorldObject target = getTarget();
|
||||
|
||||
// Update every 1s the _globalAggro counter to come close to 0
|
||||
if (_globalAggro != 0)
|
||||
{
|
||||
|
Loading…
Reference in New Issue
Block a user