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feat: Overhaul BaseAI Movement, AI, Bug Fixes, and Performance #2079
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feat: Overhaul BaseAI Movement, AI, Bug Fixes, and Performance #2079
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m_Mobile.Combatant = null; | ||
break; | ||
} | ||
m_Mobile.Home = m_Mobile.ControlMaster.Location; |
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This is a functionality change. We are not setting Home
for HandlePassiveOrder()
, for stop/none, but we do set it for Guard
? Is this on purpose?
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The original guard had a timer m_NextStopGuard = Core.TickCount + (int)TimeSpan.FromSeconds(10).TotalMilliseconds;
which I got rid of. Home is set to controlmaster for guard order, because its guarding that target. If we set a new home for passive or none, it may mess with home locations on spawners.
… the map. Snaps back to home spawner.
…atant is present.
This is a full rewrite of BaseAI.cs.
Improvements:
Currently Broken/Needs Attention:
On speech handlers. For example, all kill, all follow me, etc.Secure trade on pet transfers. Needs trade gump logic.Mobile (wild) wander state refactoring after combat. (pets are fine)TODO:
Implement rename command logic in BaseCreature.csNot technically needed.Refactor how mobiles disengage combat so they are not being dragged across towns.I've put a lot of work into this, so feel free to give a thumbs up. :)
https://discord.com/channels/751317910504603701/1329631466690318426