rename move nodes
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@ -9,7 +9,7 @@ import electrosphere.server.ai.nodes.AITreeNode;
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/**
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* Starts walking
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*/
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public class WalkStartNode implements AITreeNode {
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public class MoveStartNode implements AITreeNode {
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/**
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* The facing to move in
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@ -19,7 +19,7 @@ public class WalkStartNode implements AITreeNode {
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/**
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* Constructor
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*/
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public WalkStartNode(MovementRelativeFacing facing){
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public MoveStartNode(MovementRelativeFacing facing){
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if(facing == null){
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throw new IllegalArgumentException("Trying to create walk start tree with null facing!");
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}
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@ -8,12 +8,12 @@ import electrosphere.server.ai.nodes.AITreeNode;
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/**
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* Stops walking
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*/
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public class WalkStopNode implements AITreeNode {
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public class MoveStopNode implements AITreeNode {
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/**
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* Constructor
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*/
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public WalkStopNode(){
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public MoveStopNode(){
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}
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@Override
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@ -9,8 +9,8 @@ import electrosphere.server.ai.nodes.actions.combat.MeleeRangeCheckNode;
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import electrosphere.server.ai.nodes.actions.combat.MeleeTargetingNode;
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import electrosphere.server.ai.nodes.actions.combat.MeleeRangeCheckNode.MeleeRangeCheckType;
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import electrosphere.server.ai.nodes.actions.move.FaceTargetNode;
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import electrosphere.server.ai.nodes.actions.move.WalkStartNode;
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import electrosphere.server.ai.nodes.actions.move.WalkStopNode;
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import electrosphere.server.ai.nodes.actions.move.MoveStartNode;
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import electrosphere.server.ai.nodes.actions.move.MoveStopNode;
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import electrosphere.server.ai.nodes.checks.IsMovingNode;
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import electrosphere.server.ai.nodes.checks.equip.HasWeaponNode;
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import electrosphere.server.ai.nodes.meta.collections.RandomizerNode;
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@ -56,7 +56,7 @@ public class MeleeAITree {
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//set state
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//stop walking now that we're in range
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new PublishStatusNode("Slowing down"),
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new WalkStopNode(),
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new MoveStopNode(),
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new UntilNode(AITreeNodeResult.FAILURE, new IsMovingNode()),
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//select action to perform
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@ -96,24 +96,24 @@ public class MeleeAITree {
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new SequenceNode(
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new PublishStatusNode("Strafing right"),
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new InverterNode(new OnFailureNode(
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new WalkStartNode(MovementRelativeFacing.RIGHT),
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new MoveStartNode(MovementRelativeFacing.RIGHT),
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new FailerNode(null)
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)),
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new FaceTargetNode(),
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new TimerNode(new SucceederNode(null), 600),
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new SucceederNode(new WalkStopNode())
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new SucceederNode(new MoveStopNode())
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),
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//strafe to the left
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new SequenceNode(
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new PublishStatusNode("Strafing left"),
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new InverterNode(new OnFailureNode(
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new WalkStartNode(MovementRelativeFacing.LEFT),
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new MoveStartNode(MovementRelativeFacing.LEFT),
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new FailerNode(null)
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)),
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new FaceTargetNode(),
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new TimerNode(new SucceederNode(null), 600),
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new SucceederNode(new WalkStopNode())
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new SucceederNode(new MoveStopNode())
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),
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//approach target
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@ -121,7 +121,7 @@ public class MeleeAITree {
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new SequenceNode(
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new PublishStatusNode("Move into attack range"),
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new FaceTargetNode(),
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new SucceederNode(new WalkStartNode(MovementRelativeFacing.FORWARD)),
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new SucceederNode(new MoveStartNode(MovementRelativeFacing.FORWARD)),
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new TimerNode(new SucceederNode(null), 600)
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)
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)
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