Fix for bots disappearing while idle

This commit is contained in:
Uleat 2019-01-27 09:14:47 -05:00
parent 5b371ad054
commit 036e4739ae
4 changed files with 33 additions and 4 deletions

View File

@ -29,7 +29,7 @@
extern volatile bool is_zone_loaded;
// This constructor is used during the bot create command
Bot::Bot(NPCType *npcTypeData, Client* botOwner) : NPC(npcTypeData, nullptr, glm::vec4(), Ground, false), rest_timer(1) {
Bot::Bot(NPCType *npcTypeData, Client* botOwner) : NPC(npcTypeData, nullptr, glm::vec4(), Ground, false), rest_timer(1), ping_timer(1) {
if(botOwner) {
this->SetBotOwner(botOwner);
this->_botOwnerCharacterID = botOwner->CharacterID();
@ -80,6 +80,7 @@ Bot::Bot(NPCType *npcTypeData, Client* botOwner) : NPC(npcTypeData, nullptr, glm
SetShowHelm(true);
SetPauseAI(false);
rest_timer.Disable();
ping_timer.Disable();
SetFollowDistance(BOT_FOLLOW_DISTANCE_DEFAULT);
if (IsCasterClass(GetClass()))
SetStopMeleeLevel((uint8)RuleI(Bots, CasterStopMeleeLevel));
@ -105,7 +106,7 @@ Bot::Bot(NPCType *npcTypeData, Client* botOwner) : NPC(npcTypeData, nullptr, glm
// This constructor is used when the bot is loaded out of the database
Bot::Bot(uint32 botID, uint32 botOwnerCharacterID, uint32 botSpellsID, double totalPlayTime, uint32 lastZoneId, NPCType *npcTypeData)
: NPC(npcTypeData, nullptr, glm::vec4(), Ground, false), rest_timer(1)
: NPC(npcTypeData, nullptr, glm::vec4(), Ground, false), rest_timer(1), ping_timer(1)
{
this->_botOwnerCharacterID = botOwnerCharacterID;
if(this->_botOwnerCharacterID > 0)
@ -162,6 +163,7 @@ Bot::Bot(uint32 botID, uint32 botOwnerCharacterID, uint32 botSpellsID, double to
SetPauseAI(false);
rest_timer.Disable();
ping_timer.Disable();
SetFollowDistance(BOT_FOLLOW_DISTANCE_DEFAULT);
if (IsCasterClass(GetClass()))
SetStopMeleeLevel((uint8)RuleI(Bots, CasterStopMeleeLevel));
@ -2010,6 +2012,9 @@ bool Bot::Process() {
if (IsStunned() || IsMezzed())
return true;
if (!IsMoving() && ping_timer.Check())
SentPositionPacket(0.0f, 0.0f, 0.0f, 0.0f, 0);
// Bot AI
AI_Process();
return true;
@ -3251,6 +3256,7 @@ bool Bot::Spawn(Client* botCharacterOwner) {
// Load pet
LoadPet();
SentPositionPacket(0.0f, 0.0f, 0.0f, 0.0f, 0);
ping_timer.Start(8000);
// there is something askew with spawn struct appearance fields...
// I re-enabled this until I can sort it out
uint32 itemID = 0;
@ -9072,4 +9078,18 @@ std::string Bot::CreateSayLink(Client* c, const char* message, const char* name)
return saylink;
}
void Bot::StopMoving() {
if (!ping_timer.Enabled())
ping_timer.Start(8000);
Mob::StopMoving();
}
void Bot::StopMoving(float new_heading) {
if (!ping_timer.Enabled())
ping_timer.Start(8000);
Mob::StopMoving(new_heading);
}
#endif

View File

@ -341,6 +341,8 @@ public:
virtual int GetRunspeed() const { return (int)((float)_GetRunSpeed() * 1.785714f); }
virtual void WalkTo(float x, float y, float z);
virtual void RunTo(float x, float y, float z);
virtual void StopMoving();
virtual void StopMoving(float new_heading);
bool UseDiscipline(uint32 spell_id, uint32 target);
uint8 GetNumberNeedingHealedInGroup(uint8 hpr, bool includePets);
bool GetNeedsCured(Mob *tar);
@ -731,6 +733,7 @@ private:
unsigned int RestRegenMana;
unsigned int RestRegenEndurance;
Timer rest_timer;
Timer ping_timer;
int32 base_end;
int32 cur_end;
int32 max_end;

View File

@ -589,8 +589,8 @@ public:
void MakeSpawnUpdateNoDelta(PlayerPositionUpdateServer_Struct* spu);
void MakeSpawnUpdate(PlayerPositionUpdateServer_Struct* spu);
void SentPositionPacket(float dx, float dy, float dz, float dh, int anim, bool send_to_self = false);
void StopMoving();
void StopMoving(float new_heading);
virtual void StopMoving();
virtual void StopMoving(float new_heading);
void SetSpawned() { spawned = true; };
bool Spawned() { return spawned; };
virtual bool ShouldISpawnFor(Client *c) { return true; }

View File

@ -1075,6 +1075,9 @@ void Bot::WalkTo(float x, float y, float z)
if (IsSitting())
Stand();
if (ping_timer.Enabled())
ping_timer.Disable();
Mob::WalkTo(x, y, z);
}
@ -1083,6 +1086,9 @@ void Bot::RunTo(float x, float y, float z)
if (IsSitting())
Stand();
if (ping_timer.Enabled())
ping_timer.Disable();
Mob::RunTo(x, y, z);
}
#endif