v3.3.0: moved handing unreachable target in hunting to its own method
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@@ -178,19 +178,7 @@ public class DM200 extends Mob {
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} else {
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//attempt to swap targets if the current one can't be reached or vented at
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if (!recursing) {
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Char oldEnemy = enemy;
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enemy = null;
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enemy = chooseEnemy();
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if (enemy != null && enemy != oldEnemy) {
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recursing = true;
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boolean result = act(enemyInFOV, justAlerted);
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recursing = false;
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return result;
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}
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}
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spend( TICK );
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return true;
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return handleUnreachableTarget(enemyInFOV, justAlerted);
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}
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}
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@@ -247,19 +247,7 @@ public class Golem extends Mob {
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} else {
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//attempt to swap targets if the current one can't be reached or teleported
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if (!recursing) {
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Char oldEnemy = enemy;
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enemy = null;
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enemy = chooseEnemy();
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if (enemy != null && enemy != oldEnemy) {
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recursing = true;
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boolean result = act(enemyInFOV, justAlerted);
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recursing = false;
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return result;
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}
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}
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spend( TICK );
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return true;
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return handleUnreachableTarget(enemyInFOV, justAlerted);
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}
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}
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@@ -181,8 +181,6 @@ public class Guard extends Mob {
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&& !isCharmedBy( enemy )
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&& !canAttack( enemy )
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&& Dungeon.level.distance( pos, enemy.pos ) < 5
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&& chain(enemy.pos)){
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return !(sprite.visible || enemy.sprite.visible);
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} else {
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@@ -1214,9 +1214,6 @@ public abstract class Mob extends Char {
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public static final String TAG = "HUNTING";
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//prevents rare infinite loop cases
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protected boolean recursing = false;
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@Override
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public boolean act( boolean enemyInFOV, boolean justAlerted ) {
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enemySeen = enemyInFOV;
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@@ -1252,27 +1249,7 @@ public abstract class Mob extends Char {
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} else {
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//if moving towards an enemy isn't possible, try to switch targets to another enemy that is closer
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//unless we have already done that and still can't move toward them, then move on.
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if (!recursing) {
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Char oldEnemy = enemy;
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enemy = null;
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enemy = chooseEnemy();
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if (enemy != null && enemy != oldEnemy) {
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recursing = true;
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boolean result = act(enemyInFOV, justAlerted);
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recursing = false;
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return result;
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}
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}
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spend( TICK );
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if (!enemyInFOV) {
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sprite.showLost();
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state = WANDERING;
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target = ((Mob.Wandering)WANDERING).randomDestination();
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}
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return true;
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return handleUnreachableTarget(enemyInFOV, justAlerted);
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}
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}
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}
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@@ -1293,6 +1270,33 @@ public abstract class Mob extends Char {
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}
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return swapped;
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}
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//prevents rare infinite loop cases
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protected boolean recursing = false;
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//Try to switch targets to another enemy that is closer or reachable
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//unless we have already done that and still can't move toward them, then move on.
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protected boolean handleUnreachableTarget(boolean enemyInFOV, boolean justAlerted){
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if (!recursing) {
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Char oldEnemy = enemy;
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enemy = null;
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enemy = chooseEnemy();
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if (enemy != null && enemy != oldEnemy) {
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recursing = true;
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boolean result = act(enemyInFOV, justAlerted);
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recursing = false;
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return result;
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}
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}
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spend( TICK );
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if (!enemyInFOV) {
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sprite.showLost();
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state = WANDERING;
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target = ((Mob.Wandering)WANDERING).randomDestination();
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}
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return true;
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}
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}
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protected class Fleeing implements AiState {
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@@ -400,9 +400,12 @@ public class Tengu extends Mob {
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} else {
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//Try to switch targets to another enemy that is closer
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//unless we have already done that and still can't attack them, then move on.
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if (!recursing) {
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return handleUnreachableTarget(enemyInFOV, justAlerted);
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}
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}
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@Override
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protected boolean handleUnreachableTarget(boolean enemyInFOV, boolean justAlerted) {
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Char oldEnemy = enemy;
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enemy = null;
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enemy = chooseEnemy();
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@@ -412,9 +415,9 @@ public class Tengu extends Mob {
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recursing = false;
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return result;
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}
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}
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//attempt to use an ability, even if enemy can't be decided
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//Tengu is always hunting, so we don't lose enemy in this case
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if (canUseAbility()){
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return useAbility();
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}
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@@ -424,7 +427,6 @@ public class Tengu extends Mob {
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}
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}
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}
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//*****************************************************************************************
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//***** Tengu abilities. These are expressed in game logic as buffs, blobs, and items *****
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