mirror of
https://github.com/ProjectSWGCore/NGECore2.git
synced 2026-07-31 01:15:57 -04:00
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
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@@ -795,6 +795,7 @@ public class CombatService implements INetworkDispatch {
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String animationStr = command.getRandomAnimation(weapon); // choosing turretShot as default attack, results in a zero length string
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if (weapon.getTemplate().contains("atst_ranged"))
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animationStr="fire_1_single_light";
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CombatAction combatAction = new CombatAction(CRC.StringtoCRC(animationStr), attacker.getObjectID(), weapon.getObjectID(), target.getObjectID(), command.getCommandCRC());
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// int turret_fire = 0xD334C0B8; // 0xA7595B4E
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@@ -1089,10 +1090,14 @@ public class CombatService implements INetworkDispatch {
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}
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if (!attacker.isPlayer()){
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if (attacker.hasBuff("expertise_damage_npc")){
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rawDamage *=2; // tower_defense buff
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}
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}
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}
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return rawDamage;
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return rawDamage;
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}
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private float calculateDamageForInstallation(InstallationObject attacker, TangibleObject target, WeaponObject weapon, CombatCommand command) {
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