mirror of
https://github.com/ProjectSWGCore/NGECore2.git
synced 2026-08-27 17:57:22 -04:00
- 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
86 lines
2.7 KiB
Java
86 lines
2.7 KiB
Java
/*******************************************************************************
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* Copyright (c) 2013 <Project SWG>
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*
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* This File is part of NGECore2.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU Lesser General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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* Using NGEngine to work with NGECore2 is making a combined work based on NGEngine.
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* Therefore all terms and conditions of the GNU Lesser General Public License cover the combination.
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******************************************************************************/
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package services.ai.states;
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import main.NGECore;
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import resources.objects.creature.CreatureObject;
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import services.ai.AIActor;
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import services.ai.states.AIState.StateResult;
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import tools.DevLog;
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public class PatrolState extends AIState {
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private boolean locked = false;
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public PatrolState(){
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stateID = autoStateID++;
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}
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@Override
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public byte onEnter(AIActor actor) {
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DevLog.debugoutai(actor, "Charon", "AI PatrolState", "PATROL ENTERED!");
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CreatureObject creature = actor.getCreature();
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if(creature.getPosture() == 14)
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return StateResult.DEAD;
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actor.scheduleMovement();
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actor.scheduleRecovery();
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return StateResult.UNFINISHED;
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}
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@Override
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public byte onExit(AIActor actor) {
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DevLog.debugoutai(actor, "Charon", "AI PatrolState", "EXITING PATROL STATE!");
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actor.setLastPositionBeforeStateChange(actor.getCreature().getWorldPosition());
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locked = true;
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return StateResult.FINISHED;
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}
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@Override
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public byte move(AIActor actor) {
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DevLog.debugoutai(actor, "Charon", "AI PatrolState", "PATROL MOVE!");
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if (locked){
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System.out.println("PatrolState locked!");
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return StateResult.FINISHED;
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}
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CreatureObject creature = actor.getCreature();
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if(creature.isInCombat()){
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//System.out.println("PatrolState locking!");
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locked = true;
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return StateResult.FINISHED;
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}
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doPatrol(actor);
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actor.scheduleMovement();
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return StateResult.UNFINISHED;
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}
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@Override
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public byte recover(AIActor actor) {
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if (actor.getFollowObject()!=null)
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System.out.println("recover follow object is not null");
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if (actor.getFollowObject()!=null)
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System.out.println("recover follow object is not null");
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return StateResult.UNFINISHED;
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}
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}
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