Sync Tactical Chance with Stubborn Combat Policy

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Kam committed 2024-02-03 03:51:09 -05:00
1 parent cda79db659
commit aab5a9ca04
2 files changed
+14 -1

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@@ -535,7 +535,7 @@ public abstract class EntityNPCInterface extends EntityCreature implements IEnti
}
break;
case Stubborn:
if (closerTargetFound && combatHandler.shouldChangeTarget(5.0)) {
if (closerTargetFound && combatHandler.shouldChangeTarget((double) ai.tacticalChance / 100)) {
setAttackTarget(attackingEntity);
}
break;
@@ -719,6 +719,7 @@ public abstract class EntityNPCInterface extends EntityCreature implements IEnti
case HitNRun : this.tasks.addTask(this.taskCount++, aiResponse = new EntityAIAvoidTarget(this)); break;
case Ambush : this.tasks.addTask(this.taskCount++, aiResponse = new EntityAIAmbushTarget(this, 1.2D, this.ai.tacticalRadius, false)); break;
case Stalk : this.tasks.addTask(this.taskCount++, aiResponse = new EntityAIStalkTarget(this, this.ai.tacticalRadius)); break;
// case Twist: this.tasks.addTask(this.taskCount++, aiResponse = new EntityAITwistTarget(this, 1.3D, this.ai.tacticalRadius)); break;
default :
}
}