This commit is contained in:
parent
296ef1be68
commit
5718b66fde
4 changed files with 36 additions and 13 deletions
|
|
@ -5239,9 +5239,10 @@ 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( ReturnsToHome && ( this.FightMode != FightMode.None ) && ( Home != Point3D.Zero ) && ( RangeHome >= 0 ) && !InRange( Home, ( RangeHome ) ) )
|
||||
{
|
||||
if( Utility.RandomDouble() < .05 ) /* some throttling */
|
||||
if( ( Combatant == null ) && ( Warmode == false ) && Utility.RandomDouble() < .05 ) /* some throttling */
|
||||
{
|
||||
m_FailedReturnHome = !this.Move( GetDirectionTo( Home.X, Home.Y ) ) ? m_FailedReturnHome + 1 : 0;
|
||||
|
||||
|
|
@ -5486,11 +5487,17 @@ namespace Server.Mobiles
|
|||
/* until we are sure about who should be getting deleted, move them instead */
|
||||
/* On OSI, they despawn */
|
||||
|
||||
public virtual bool ReturnsToHome { get { return true; } }
|
||||
|
||||
private bool m_ReturnQueued;
|
||||
|
||||
public override void OnSectorDeactivate()
|
||||
{
|
||||
if( ( this.FightMode != FightMode.None ) && ( Home != Point3D.Zero ) && ( RangeHome >= 0 ) && !this.InRange( Home, ( RangeHome + 10 ) ) )
|
||||
if( ReturnsToHome && !m_ReturnQueued && ( this.FightMode != FightMode.None ) && ( Home != Point3D.Zero ) && ( RangeHome >= 0 ) && !this.InRange( Home, ( RangeHome + 5 ) ) )
|
||||
{
|
||||
this.SetLocation( Home, true );
|
||||
Timer.DelayCall( TimeSpan.FromSeconds( Utility.Random( 10 ) ), new TimerCallback( GoHome_Callback ) );
|
||||
|
||||
m_ReturnQueued = true;
|
||||
}
|
||||
else if( PlayerRangeSensitive && m_AI != null )
|
||||
{
|
||||
|
|
@ -5500,6 +5507,21 @@ namespace Server.Mobiles
|
|||
base.OnSectorDeactivate();
|
||||
}
|
||||
|
||||
public void GoHome_Callback()
|
||||
{
|
||||
if( !( ( Map.GetSector( X, Y ) ).Active ) )
|
||||
{
|
||||
this.SetLocation( Home, true );
|
||||
|
||||
if( !( ( Map.GetSector( X, Y ) ).Active ) && m_AI != null )
|
||||
{
|
||||
m_AI.Deactivate();
|
||||
}
|
||||
}
|
||||
|
||||
m_ReturnQueued = false;
|
||||
}
|
||||
|
||||
public override void OnSectorActivate()
|
||||
{
|
||||
if( PlayerRangeSensitive && m_AI != null )
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue