Fixed a bug where an NPC could not attack an entity that was already set as their target
Fixed a regression that prevents some NPCs from walking back to their spawn point Fixed a longstanding issue that didn't properly reset NPCs who wandered too far out of their natural movement radius (now disables combat + walks them back to their spawn point + fully heals them)
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@@ -412,13 +412,42 @@ public class NPC extends Entity {
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*/
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public void handleTickActions() {
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if (!getLocks().isInteractionLocked()) {
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if (!pathBoundMovement && walkRadius > 0 && !getLocation().withinDistance(getProperties().getSpawnLocation(), walkRadius)) {
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if(!isNeverWalks()){
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if(walkRadius == 0)
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walkRadius = 3;
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if (!getLocks().isMovementLocked()) {
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if (
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!pathBoundMovement
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&& walkRadius > 0
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&& !getLocation().withinDistance(getProperties().getSpawnLocation(), (int)(walkRadius * 1.5))
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)
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{
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if(!isNeverWalks()){
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if(walkRadius == 0)
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walkRadius = 3;
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}
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if (aggressiveHandler != null) {
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aggressiveHandler.setPauseTicks(walkRadius + 1);
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}
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nextWalk = GameWorld.getTicks() + walkRadius + 1;
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getLocks().lockMovement(100);
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getImpactHandler().setDisabledTicks(100);
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setAttribute("return-to-spawn", true);
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GameWorld.getPulser().submit(new MovementPulse(this, getProperties().getSpawnLocation(), Pathfinder.SMART) {
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@Override
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public boolean pulse() {
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getProperties().getCombatPulse().stop();
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getLocks().unlockMovement();
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fullRestore();
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getImpactHandler().setDisabledTicks(0);
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removeAttribute("return-to-spawn");
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return true;
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}
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});
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return;
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}
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if (aggressiveHandler != null) {
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aggressiveHandler.setPauseTicks(walkRadius + 1);
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if (dialoguePlayer == null || !dialoguePlayer.isActive() || !dialoguePlayer.getInterfaceManager().hasChatbox()) {
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dialoguePlayer = null;
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if (walks && !getPulseManager().hasPulseRunning() && !getProperties().getCombatPulse().isAttacking() && !getProperties().getCombatPulse().isInCombat() && nextWalk < GameWorld.getTicks()) {
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if (walkToNextDest()) return;
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}
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}
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}
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if (aggressive && aggressiveHandler != null && aggressiveHandler.selectTarget()) {
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@@ -428,29 +457,26 @@ public class NPC extends Entity {
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return;
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}
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}
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if (!getLocks().isMovementLocked()) {
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if (dialoguePlayer == null || !dialoguePlayer.isActive() || !dialoguePlayer.getInterfaceManager().hasChatbox()) {
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dialoguePlayer = null;
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if (walks && !getPulseManager().hasPulseRunning() && !getProperties().getCombatPulse().isAttacking() && !getProperties().getCombatPulse().isInCombat() && nextWalk < GameWorld.getTicks()) {
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if (RandomFunction.nextBool()) return;
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setNextWalk();
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Location l = getMovementDestination();
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if (canMove(l)) {
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if((Boolean) definition.getHandlers().getOrDefault("water_npc",false)){
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Pathfinder.findWater(this,l,true,Pathfinder.DUMB).walk(this);
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} else {
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Pathfinder.find(this, l, true, Pathfinder.DUMB).walk(this);
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}
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}
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}
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}
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}
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if (forceTalk != null && getAttribute("lastForceTalk", 0) < GameWorld.getTicks()) {
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sendChat(forceTalk);
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setAttribute("lastForceTalk", GameWorld.getTicks() + RandomFunction.random(15, 30));
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}
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}
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private boolean walkToNextDest() {
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if (RandomFunction.nextBool()) return true;
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setNextWalk();
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Location l = getMovementDestination();
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if (canMove(l)) {
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if((Boolean) definition.getHandlers().getOrDefault("water_npc",false)){
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Pathfinder.findWater(this,l,true,Pathfinder.DUMB).walk(this);
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} else {
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Pathfinder.find(this, l, true, Pathfinder.DUMB).walk(this);
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}
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}
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return false;
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}
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/**
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* Sets the next walk.
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*/
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@@ -90,15 +90,13 @@ public final class AggressiveHandler {
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}
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if (target != null) {
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target.setAttribute("aggressor", entity);
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if (target != entity.getProperties().getCombatPulse().getVictim()) {
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if (entity.getProperties().getCombatPulse().isAttacking()) {
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entity.getProperties().getCombatPulse().setVictim(target);
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entity.face(target);
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} else {
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entity.getProperties().getCombatPulse().attack(target);
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}
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return true;
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if (entity.getProperties().getCombatPulse().isAttacking()) {
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entity.getProperties().getCombatPulse().setVictim(target);
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entity.face(target);
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} else {
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entity.getProperties().getCombatPulse().attack(target);
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}
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return true;
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}
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return entity.getProperties().getCombatPulse().isAttacking();
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}
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@@ -286,7 +286,8 @@ class CombatPulse(
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victim.skills.updateLevel(Skills.DEFENCE, -drain, victim.skills.getStaticLevel(Skills.DEFENCE) - drain)
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}
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}
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victim.walkingQueue.reset()
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if (!victim.locks.isMovementLocked)
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victim.walkingQueue.reset()
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}
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setVictim(victim)
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entity.onAttack(victim as Entity?)
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@@ -210,6 +210,10 @@ abstract class CombatSwingHandler(var type: CombatStyle?) {
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* @return `True` if so.
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*/
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open fun isAttackable(entity: Entity, victim: Entity): InteractionType? {
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if (victim.getAttribute("return-to-spawn", false)) {
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return InteractionType.NO_INTERACT
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}
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if (type == CombatStyle.MELEE) {
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val stepType = canStepTowards(entity, victim)
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if (stepType != InteractionType.STILL_INTERACT) return stepType
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