Added more content, tweaked AI resources and buffs

- Added invasion-specific buffs
- Added factional handling
- Added AI switches
- Added construction/repairing
- Fixed enemy TANO color when changing status
- Fixed notification baselines to consider GCW-specific circumstances
- Optimized AI algorithmic complexity by eliminating expensive
arithmetic operations
- Fixed reposition state to avoid locations in water
- Considered tower defense buff for NPCs in combat service
- Compacted 3 AI threads into one
- Dynamic allocation of AI resources depending on patrol point index and
same faction AI density
- Added Withdrawal state for more realistic post-battle behaviour
- Positioned all pylons, camps, officers, terminals, barricades,
turrets, towers, cloners in the appropriate coordinates
This commit is contained in:
CharonInferar
2014-08-02 00:06:22 +02:00
parent b1f05c6802
commit 5981efda9f
56 changed files with 5074 additions and 1232 deletions
+1 -2
View File
@@ -239,14 +239,13 @@ public class StaticService implements INetworkDispatch {
public List<SWGObject> getCloningFacilitiesByPlanet(Planet planet) {
List<SWGObject> objects = core.simulationService.get(planet, 0, 0, 8300);
List<SWGObject> cloners = new ArrayList<SWGObject>();
for (SWGObject obj : objects) {
if(obj instanceof BuildingObject && (obj.getTemplate().contains("cloning_facility") || obj.getTemplate().contains("cloning_tatooine") || obj.getTemplate().contains("cloning_naboo") || obj.getTemplate().contains("cloning_corellia"))) {
if(!obj.getTemplate().equals("object/building/general/shared_cloning_facility_general.iff"))
cloners.add(obj);
}
}
return cloners;
}