Clean up and little fix =)
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21e9d3daa7
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@ -191,9 +191,6 @@ namespace DiIiS_NA.GameServer.GSSystem.AISystem.Brains
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}
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else
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{
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//if ((this.Body as Minion).Master.World != (this.Body as Minion).World)
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//this.Body.ChangeWorld((this.Body as Minion).Master.World, (this.Body as Minion).Master.Position);
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var distToMaster = PowerMath.Distance2D(this.Body.Position, (this.Body as Minion).Master.Position);
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if ((distToMaster > 8f) || (distToMaster < 3f))
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{
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@ -1,4 +1,4 @@
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//Blizzless Project 2022
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//Blizzless Project 2022
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using System;
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//Blizzless Project 2022
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using System.Collections.Generic;
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@ -90,14 +90,6 @@ namespace DiIiS_NA.GameServer.GSSystem.AISystem.Brains
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this.Body.SNO == ActorSno._a4dun_garden_corruption_monster ||
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this.Body.SNO == ActorSno._a4dun_garden_hellportal_pillar)
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return;
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//if(AttackedBy != null && TimeoutAttacked == null)
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// TimeoutAttacked = new SecondsTickTimer(this.Body.World.Game, 3.0f);
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//if (TimeoutAttacked != null)
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// if (TimeoutAttacked.TimedOut)
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// {
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// TimeoutAttacked = null;
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// AttackedBy = null;
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// }
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if (this.Body.SNO == ActorSno._belialvoiceover) //BelialVoiceover
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return;
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if (this.Body.Hidden == true)
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@ -113,16 +105,13 @@ namespace DiIiS_NA.GameServer.GSSystem.AISystem.Brains
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if (!(tickCounter % 60 == 0)) return;
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// this needed? /mdz
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if (this.Body is NPC) return;
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//preventing "phantom attacks"
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if (!this.Body.Visible || this.Body.Dead) return;
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if (this.Body.World.Game.Paused) return;
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if (this.Body.Attributes[GameAttribute.Disabled]) return;
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// check if in disabled state, if so cancel any action then do nothing
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if (this.Body.Attributes[GameAttribute.Frozen] ||
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this.Body.Attributes[GameAttribute.Stunned] ||
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this.Body.Attributes[GameAttribute.Blind] ||
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@ -162,16 +151,9 @@ namespace DiIiS_NA.GameServer.GSSystem.AISystem.Brains
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else
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this.Feared = false;
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// select and start executing a power if no active action
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if (this.CurrentAction == null)// || this.CurrentAction is MoveToTargetWithPathfindAction)
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if (this.CurrentAction == null)
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{
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/*if (this.CurrentAction != null)
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{
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this.CurrentAction.Cancel(tickCounter);
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this.CurrentAction = null;
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}*/
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// do a little delay so groups of monsters don't all execute at once
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if (_powerDelay == null)
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_powerDelay = new SecondsTickTimer(this.Body.World.Game, 1.0f);
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if (AttackedBy != null || this.Body.GetObjectsInRange<Player>(50f).Count != 0)
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@ -187,7 +169,7 @@ namespace DiIiS_NA.GameServer.GSSystem.AISystem.Brains
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{
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List<Actor> targets = new List<Actor>();
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if (this.Body.Attributes[GameAttribute.Team_Override] == 1)// && !this.Body.Attributes[GameAttribute.Immune_To_Charm])
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if (this.Body.Attributes[GameAttribute.Team_Override] == 1)
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targets = this.Body.GetObjectsInRange<Monster>(60f)
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.Where(p => !p.Dead)
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.OrderBy((monster) => PowerMath.Distance2D(monster.Position, this.Body.Position))
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@ -221,9 +203,8 @@ namespace DiIiS_NA.GameServer.GSSystem.AISystem.Brains
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if (targetDistance < attackRange + _target.ActorData.Cylinder.Ax2)
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{
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if (this.Body.WalkSpeed != 0)
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this.Body.TranslateFacing(_target.Position, false); //columns and other non-walkable shit can't turn
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this.Body.TranslateFacing(_target.Position, false);
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//Logger.Trace("PowerAction to target");
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this.CurrentAction = new PowerAction(this.Body, powerToUse, _target);
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if (power is SummoningSkill)
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@ -253,14 +234,7 @@ namespace DiIiS_NA.GameServer.GSSystem.AISystem.Brains
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Logger.Trace("MoveToTargetWithPathfindAction to target");
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this.CurrentAction = new MoveToTargetWithPathfindAction(
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this.Body,
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//(
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_target,// + MovementHelpers.GetMovementPosition(
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//new Vector3D(0, 0, 0),
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//this.Body.WalkSpeed,
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//MovementHelpers.GetFacingAngle(_target.Position, this.Body.Position),
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//6
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//)
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//)
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_target,
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attackRange + _target.ActorData.Cylinder.Ax2,
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powerToUse
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);
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@ -341,7 +341,6 @@ namespace DiIiS_NA.GameServer.GSSystem.ActorSystem
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if (OverridedConv)
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UpdateConversationList();
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}
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public void Consume(GameClient client, GameMessage message)
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{
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if (message is NPCSelectConversationMessage) OnSelectConversation(client.Player, message as NPCSelectConversationMessage);
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@ -350,27 +349,22 @@ namespace DiIiS_NA.GameServer.GSSystem.ActorSystem
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if (message is CraftInteractionMessage) OnCraft(client.Player);
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else return;
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}
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public virtual void OnCraft(Player player)
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{
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throw new NotImplementedException();
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}
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public virtual void OnInventory(Player player)
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{
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throw new NotImplementedException();
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}
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public virtual void OnInventory(Player player, HirelingInventoryMessage message)
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{
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throw new NotImplementedException();
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}
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public virtual void OnHire(Player player)
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{
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throw new NotImplementedException();
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}
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private void OnSelectConversation(Player player, NPCSelectConversationMessage message)
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{
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var conversation = Conversations.FirstOrDefault(conv => conv.ConversationSNO == message.ConversationSNO);
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@ -17,6 +17,7 @@ namespace DiIiS_NA.GameServer.GSSystem.ActorSystem
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{
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this.Field2 = 0x9;
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this.Field7 = 1;
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this.Attributes[GameAttribute.TeamID] = 2;
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this.Attributes[GameAttribute.Is_NPC] = true;
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}
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}
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@ -26,8 +26,6 @@ namespace DiIiS_NA.GameServer.GSSystem.GameSystem
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public GSBackend(string BattletHost, int BattlePort)
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{
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this.BattleNetSocket = new WatsonTcpClient(BattletHost, BattlePort, this._senderServerConnected, this._senderServerDisconnected, this._senderMessageReceived, false);
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//Logger.Info("Sender started at {0}:{1}", MooNetHost, MooNetPort);
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//client.Send(Encoding.UTF8.GetBytes(userInput));
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}
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