ai reset walking on disable
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@ -1,3 +1,3 @@
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#maven.buildNumber.plugin properties file
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#Fri Aug 16 15:53:57 EDT 2024
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buildNumber=253
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#Fri Aug 16 16:06:50 EDT 2024
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buildNumber=254
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@ -19,13 +19,14 @@
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Ticketed randomizer node for BTs to more heavily weight attacking and waiting
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+ bug fixes
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Fix entities running to edge of map causing audio engine to break
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Fix broken rendering pipeline when creating new level
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Fix AI tracking deleted entity
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Fix AI components not resetting on turning off ai manager
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Fix being unable to jump sometimes (usually when pick up sword)
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Fix server ground movement tree playing animation over falling animation
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Fix ui alignment for item panels in inventory menus (ie dont have to place in corner)
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Fix F2 menu not regaining controls when Xing menu instead of hitting F2 to close
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Fix rotation not sending correctly on initialization of creatures on client
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Fix grass rendering distance
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+ unreproducible bugs
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Fix entities running to edge of map causing audio engine to break
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@ -595,6 +595,7 @@ Fix terrain editing hard crashing engine
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Fix attack animation mayyybe caching on non-local clients ??
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Fix sword double-swing
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Fix physics freakout for vertically aligned entities
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Fix AI components not resetting on turning off ai manager
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# TODO
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@ -5,6 +5,7 @@ import java.util.List;
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import electrosphere.entity.Entity;
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import electrosphere.entity.EntityDataStrings;
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import electrosphere.entity.state.movement.groundmove.ServerGroundMovementTree;
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import electrosphere.entity.types.creature.CreatureUtils;
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import electrosphere.game.data.creature.type.ai.AITreeData;
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import electrosphere.game.data.creature.type.ai.AttackerTreeData;
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@ -154,5 +155,14 @@ public class AI {
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public String getStatus(){
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return this.status;
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}
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/**
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* Resets key components
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*/
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protected void resetComponents(){
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if(ServerGroundMovementTree.getServerGroundMovementTree(this.parent) != null){
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ServerGroundMovementTree.getServerGroundMovementTree(this.parent).slowdown();
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}
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}
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}
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@ -73,6 +73,13 @@ public class AIManager {
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* @param isActive true to simulate ai each frame, false otherwise
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*/
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public void setActive(boolean isActive){
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//turn off ai components if deactivating ai
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if(this.active && !isActive){
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for(AI ai : aiList){
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ai.resetComponents();
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}
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}
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//actually set
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this.active = isActive;
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}
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