diff --git a/source/core/src/main/com/csse3200/game/components/tasks/human/EngineerCombatTask.java b/source/core/src/main/com/csse3200/game/components/tasks/human/EngineerCombatTask.java index 34b0b1157..428b21f40 100644 --- a/source/core/src/main/com/csse3200/game/components/tasks/human/EngineerCombatTask.java +++ b/source/core/src/main/com/csse3200/game/components/tasks/human/EngineerCombatTask.java @@ -27,9 +27,7 @@ public class EngineerCombatTask extends DefaultTask implements PriorityTask { // Animation event names for the Engineer's state machine. private static final String FIRING = "firingSingleStart"; - private static final String IDLE_LEFT = "idleLeft"; private static final String IDLE_RIGHT = "idleRight"; - private static final String DYING = "deathStart"; // The Engineer's attributes. private final float maxRange; // The maximum range of the Engineer's weapon. @@ -50,7 +48,7 @@ public class EngineerCombatTask extends DefaultTask implements PriorityTask { /** The Engineer's states. */ private enum STATE { - IDLE_LEFT, IDLE_RIGHT, DEPLOY, FIRING, STOW + IDLE_RIGHT, FIRING } private STATE engineerState = STATE.IDLE_RIGHT; @@ -96,15 +94,6 @@ public void update() { public void updateEngineerState() { // configure engineer state depending on target visibility switch (engineerState) { - case IDLE_LEFT -> { - // targets detected in idle mode - start deployment - if (isTargetVisible()) { - owner.getEntity().getEvents().trigger(FIRING); - engineerState = STATE.FIRING; - } else { - - } - } case IDLE_RIGHT -> { // targets detected in idle mode - start deployment if (isTargetVisible()) {