Add GetCloseMobList into other calls

This commit is contained in:
Akkadius 2019-12-29 03:15:42 -06:00
parent ec5faea9b1
commit 233f26996b
5 changed files with 15 additions and 19 deletions

View File

@ -5032,6 +5032,9 @@ void EntityList::ReloadMerchants() {
}
/**
* If we have a distance requested that is greater than our scanning distance
* then we return the full list
*
* @param mob
* @param distance
* @return

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@ -512,7 +512,7 @@ public:
inline const std::unordered_map<uint16, Object *> &GetObjectList() { return object_list; }
inline const std::unordered_map<uint16, Doors *> &GetDoorsList() { return door_list; }
std::unordered_map<uint16, Mob *> &GetCloseMobList(Mob *mob, float distance);
std::unordered_map<uint16, Mob *> &GetCloseMobList(Mob *mob, float distance = 0);
void DepopAll(int NPCTypeID, bool StartSpawnTimer = true);

View File

@ -171,7 +171,6 @@ public:
void DisplayInfo(Mob *mob);
std::unordered_map<uint16, Mob *> close_mobs;
std::unordered_map<uint16, Mob *>& GetSmartMobList(float distance = 0);
Timer mob_scan_close;
Timer mob_check_moving_timer;

View File

@ -3019,14 +3019,14 @@ void NPC::SetSimpleRoamBox(float box_size, float move_distance, int move_delay)
/**
* @param caster
* @param chance
* @param in_cast_range
* @param cast_range
* @param spell_types
* @return
*/
bool NPC::AICheckCloseBeneficialSpells(
NPC *caster,
uint8 chance,
float in_cast_range,
float cast_range,
uint32 spell_types
)
{
@ -3061,24 +3061,18 @@ bool NPC::AICheckCloseBeneficialSpells(
return false;
}
/**
* Cast range
*/
in_cast_range = (in_cast_range * in_cast_range);
/**
* Check through close range mobs
*/
for (auto & close_mob : close_mobs) {
for (auto & close_mob : entity_list.GetCloseMobList(caster, cast_range)) {
Mob *mob = close_mob.second;
if (mob->IsClient()) {
continue;
}
float distance = DistanceSquared(mob->GetPosition(), GetPosition());
if (distance > in_cast_range) {
float distance = Distance(mob->GetPosition(), caster->GetPosition());
if (distance > cast_range) {
continue;
}
@ -3086,7 +3080,7 @@ bool NPC::AICheckCloseBeneficialSpells(
"NPC [{}] Distance [{}] Cast Range [{}] Caster [{}]",
mob->GetCleanName(),
distance,
in_cast_range,
cast_range,
caster->GetCleanName()
);
@ -3134,7 +3128,7 @@ void NPC::AIYellForHelp(Mob *sender, Mob *attacker)
GetID()
);
for (auto &close_mob : close_mobs) {
for (auto &close_mob : entity_list.GetCloseMobList(sender)) {
Mob *mob = close_mob.second;
float distance = DistanceSquared(m_Position, mob->GetPosition());
@ -3143,18 +3137,18 @@ void NPC::AIYellForHelp(Mob *sender, Mob *attacker)
}
float assist_range = (mob->GetAssistRange() * mob->GetAssistRange());
if (distance > assist_range) {
continue;
}
LogAIYellForHelpDetail(
"NPC [{}] ID [{}] is scanning - checking against NPC [{}] range [{}] dist [{}]",
"NPC [{}] ID [{}] is scanning - checking against NPC [{}] range [{}] dist [{}] in_range [{}]",
GetCleanName(),
GetID(),
mob->GetCleanName(),
assist_range,
distance
distance,
(distance < assist_range)
);
if (mob->CheckAggro(attacker)) {

View File

@ -143,7 +143,7 @@ public:
virtual bool AI_IdleCastCheck();
virtual void AI_Event_SpellCastFinished(bool iCastSucceeded, uint16 slot);
bool AICheckCloseBeneficialSpells(NPC* caster, uint8 chance, float in_cast_range, uint32 spell_types);
bool AICheckCloseBeneficialSpells(NPC* caster, uint8 chance, float cast_range, uint32 spell_types);
void AIYellForHelp(Mob* sender, Mob* attacker);
void LevelScale();