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(WIP) onRoamStart hook implementation
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@ -448,8 +448,7 @@ void Mob::deadStep(time_t currTime) {
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std::cout << "respawning mob " << id << " with HP = " << maxHealth << std::endl;
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hp = maxHealth;
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state = AIState::ROAMING;
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transition(AIState::ROAMING, id);
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// if mob is a group leader/follower, spawn where the group is.
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if (groupLeader != 0) {
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@ -720,19 +719,7 @@ void Mob::retreatStep(time_t currTime) {
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// if we got there
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//if (distance <= mob->data["m_iIdleRange"]) {
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if (distance <= 10) { // retreat back to the spawn point
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state = AIState::ROAMING;
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hp = maxHealth;
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killedTime = 0;
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nextAttack = 0;
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cbf = 0;
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// cast a return home heal spell, this is the right way(tm)
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std::vector<int> targetData = {1, 0, 0, 0, 0};
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for (auto& pwr : Abilities::Powers)
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if (pwr.skillType == Abilities::SkillTable[110].skillType)
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pwr.handle(id, targetData, 110, Abilities::SkillTable[110].durationTime[0], Abilities::SkillTable[110].powerIntensity[0]);
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// clear outlying debuffs
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clearDebuff(this);
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transition(AIState::ROAMING, id);
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}
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}
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@ -741,7 +728,18 @@ void Mob::onInactive() {
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}
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void Mob::onRoamStart() {
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// stub
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hp = maxHealth;
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killedTime = 0;
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nextAttack = 0;
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cbf = 0;
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// cast a return home heal spell, this is the right way(tm)
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std::vector<int> targetData = { 1, 0, 0, 0, 0 };
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for (auto& pwr : Abilities::Powers)
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if (pwr.skillType == Abilities::SkillTable[110].skillType)
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pwr.handle(id, targetData, 110, Abilities::SkillTable[110].durationTime[0], Abilities::SkillTable[110].powerIntensity[0]);
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// clear outlying debuffs
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clearDebuff(this);
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}
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void Mob::onCombatStart(EntityRef src) {
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