Fixed bugreport:4109 battle ground guardians will now follow nearby allies when no foes are in range.

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@16208 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
shennetsind 2012-06-01 16:45:45 +00:00
parent 886ca9c647
commit 6f784872ba

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@ -1122,6 +1122,22 @@ static int mob_ai_sub_hard_changechase(struct block_list *bl,va_list ap)
return 1;
}
/*==========================================
* finds nearby bg ally for guardians looking for users to follow.
*------------------------------------------*/
static int mob_ai_sub_hard_bg_ally(struct block_list *bl,va_list ap) {
struct mob_data *md;
struct block_list **target;
nullpo_ret(bl);
md=va_arg(ap,struct mob_data *);
target= va_arg(ap,struct block_list**);
if( status_check_skilluse(&md->bl, bl, 0, 0) && battle_check_target(&md->bl,bl,BCT_ENEMY)<=0 ) {
(*target) = bl;
}
return 1;
}
/*==========================================
* loot monster item search
@ -1528,6 +1544,18 @@ static bool mob_ai_sub_hard(struct mob_data *md, unsigned int tick)
if (!tbl) { //No targets available.
if (mode&MD_ANGRY && !md->state.aggressive)
md->state.aggressive = 1; //Restore angry state when no targets are available.
/* bg guardians follow allies when no targets nearby */
if( md->bg_id && mode&MD_CANATTACK ) {
if( md->ud.walktimer != INVALID_TIMER )
return true;/* we are already moving */
map_foreachinrange (mob_ai_sub_hard_bg_ally, &md->bl, view_range, BL_PC, md, &tbl, mode);
if( tbl ) {
if( distance_blxy(&md->bl, tbl->x, tbl->y) <= 3 || unit_walktobl(&md->bl, tbl, 1, 1) )
return true;/* we're moving or close enough don't unlock the target. */
}
}
//This handles triggering idle walk/skill.
mob_unlocktarget(md, tick);
return true;