range check mobiles, return home. On OSI they just delete and respawn. We will try to be a little more graceful, and see if we can walk back.

This commit is contained in:
xavier 2013-01-19 21:52:09 +00:00
parent 39631e3a8a
commit 255bc064ad
2 changed files with 33 additions and 3 deletions

View file

@ -33,7 +33,7 @@ namespace Server.Items
this.GumpID = 0x42;
break;
case 4:// Keg
case 3:// Keg
this.ItemID = 0xe7f;
this.GumpID = 0x3e;
break;

View file

@ -246,6 +246,9 @@ namespace Server.Mobiles
private bool m_IsPrisoner;
private string m_CorpseNameOverride;
private int m_FailedReturnHome; /* return to home failure counter */
#endregion
public virtual InhumanSpeech SpeechType{ get{ return null; } }
@ -5234,6 +5237,22 @@ namespace Server.Mobiles
m_NextHealTime = DateTime.Now + TimeSpan.FromSeconds( HealInterval );
}
}
else if( ( this.FightMode != FightMode.None ) && ( Home != Point3D.Zero ) && ( RangeHome >= 0 ) && !InRange( Home, ( RangeHome ) ) )
{
if( Utility.RandomDouble() < .05 ) /* some throttling */
{
m_FailedReturnHome = !this.Move( GetDirectionTo( Home.X, Home.Y ) ) ? m_FailedReturnHome + 1 : 0;
if( m_FailedReturnHome > 5 )
{
this.SetLocation( this.Home, true );
}
}
}
else
{
m_FailedReturnHome = 0;
}
if ( HasAura && DateTime.Now >= m_NextAura )
{
@ -5462,18 +5481,29 @@ namespace Server.Mobiles
public virtual bool PlayerRangeSensitive{ get{ return (this.CurrentWayPoint == null); } } //If they are following a waypoint, they'll continue to follow it even if players aren't around
/* until we are sure about who should be getting deleted, move them instead */
/* On OSI, they despawn */
public override void OnSectorDeactivate()
{
if ( PlayerRangeSensitive && m_AI != null )
if( ( this.FightMode != FightMode.None ) && ( Home != Point3D.Zero ) && ( RangeHome >= 0 ) && !this.InRange( Home, ( RangeHome + 10 ) ) )
{
this.SetLocation( Home, true );
}
else if( PlayerRangeSensitive && m_AI != null )
{
m_AI.Deactivate();
}
base.OnSectorDeactivate();
}
public override void OnSectorActivate()
{
if ( PlayerRangeSensitive && m_AI != null )
if( PlayerRangeSensitive && m_AI != null )
{
m_AI.Activate();
}
base.OnSectorActivate();
}