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[Bots] Adjust Bot Movement Speed (#3615)
# Notes - Bots were having a hard time keeping up with players. - Part of this was due to using walk until a certain distance. - Another part was their ctor only having `0.7f` run speed versus our Mob sanity check of `1.25f`. - We check movement stuff now before idle checks so bots are more likely to start moving earlier.
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20
zone/bot.cpp
20
zone/bot.cpp
@ -651,7 +651,7 @@ NPCType *Bot::FillNPCTypeStruct(
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n->current_hp = hp;
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n->max_hp = hp;
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n->size = size;
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n->runspeed = 0.7f;
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n->runspeed = 1.25f;
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n->gender = gender;
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n->race = botRace;
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n->class_ = botClass;
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@ -2227,10 +2227,10 @@ void Bot::AI_Process()
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// OK TO IDLE
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// Ok to idle
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if (TryIdleChecks(fm_distance)) {
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if (TryNonCombatMovementChecks(bot_owner, follow_mob, Goal)) {
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return;
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}
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if (TryNonCombatMovementChecks(bot_owner, follow_mob, Goal)) {
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if (TryIdleChecks(fm_distance)) {
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return;
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}
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if (TryBardMovementCasts()) {
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@ -2263,23 +2263,11 @@ bool Bot::TryNonCombatMovementChecks(Client* bot_owner, const Mob* follow_mob, g
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if ((!bot_owner->GetBotPulling() || PULLING_BOT) && (destination_distance > GetFollowDistance())) {
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if (!IsRooted()) {
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if (rest_timer.Enabled()) {
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rest_timer.Disable();
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}
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bool running = true;
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if (destination_distance < GetFollowDistance() + BOT_FOLLOW_DISTANCE_WALK) {
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running = false;
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}
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if (running) {
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RunTo(Goal.x, Goal.y, Goal.z);
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}
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else {
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WalkTo(Goal.x, Goal.y, Goal.z);
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}
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RunTo(Goal.x, Goal.y, Goal.z);
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return true;
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}
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@ -39,7 +39,6 @@
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constexpr uint32 BOT_FOLLOW_DISTANCE_DEFAULT = 184; // as DSq value (~13.565 units)
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constexpr uint32 BOT_FOLLOW_DISTANCE_DEFAULT_MAX = 2500; // as DSq value (50 units)
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constexpr uint32 BOT_FOLLOW_DISTANCE_WALK = 1000; // as DSq value (~31.623 units)
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constexpr uint32 BOT_KEEP_ALIVE_INTERVAL = 5000; // 5 seconds
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