v3.0.0: fixed changes to mob code causing fleeing mobs to aggro
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@@ -704,12 +704,14 @@ public abstract class Mob extends Char {
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//if attacked by something else than current target, and that thing is closer, switch targets
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//if attacked by something else than current target, and that thing is closer, switch targets
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//or if attacked by target, simply update target position
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//or if attacked by target, simply update target position
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if (state != HUNTING){
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if (state != FLEEING) {
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if (state != HUNTING) {
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aggro(enemy);
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aggro(enemy);
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target = enemy.pos;
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target = enemy.pos;
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} else {
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} else {
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recentlyAttackedBy.add(enemy);
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recentlyAttackedBy.add(enemy);
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}
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}
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}
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if (buff(SoulMark.class) != null) {
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if (buff(SoulMark.class) != null) {
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int restoration = Math.min(damage, HP+shielding());
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int restoration = Math.min(damage, HP+shielding());
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@@ -776,7 +778,7 @@ public abstract class Mob extends Char {
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if (state == SLEEPING) {
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if (state == SLEEPING) {
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state = WANDERING;
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state = WANDERING;
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}
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}
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if (!(src instanceof Corruption)) {
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if (!(src instanceof Corruption) && state != FLEEING) {
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if (state != HUNTING) {
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if (state != HUNTING) {
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alerted = true;
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alerted = true;
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//assume the hero is hitting us in these common cases
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//assume the hero is hitting us in these common cases
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