Added los movement logic to combat and follow code (los is rule-based and can by disabled by applying the optional 2017_03_14_mercs_use_pathing_rule.sql)

This commit is contained in:
Uleat 2017-03-14 23:23:42 -04:00
parent 750e65f847
commit 2d24237aac
3 changed files with 48 additions and 18 deletions

View File

@ -163,6 +163,7 @@ RULE_INT(Mercs, AggroRadius, 100) // Determines the distance from which a merc
RULE_INT(Mercs, AggroRadiusPuller, 25) // Determines the distance from which a merc will aggro group member's target, if they have the group role of puller (also used to determine the distance at which a healer merc will begin healing a group member, if they have the group role of puller)
RULE_INT(Mercs, ResurrectRadius, 50) // Determines the distance from which a healer merc will attempt to resurrect a group member's corpse
RULE_INT(Mercs, ScaleRate, 100)
RULE_BOOL(Mercs, MercsUsePathing, true) // Mercs will use node pathing when moving
RULE_BOOL(Mercs, AllowMercSuspendInCombat, true)
RULE_CATEGORY_END()

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@ -0,0 +1 @@
INSERT INTO `rule_values` (`ruleset_id`, `rule_name`, `rule_value`, `notes`) VALUES (1, 'Mercs:MercsUsePathing', 'false', 'Mercs will use node pathing when moving');

View File

@ -1462,7 +1462,7 @@ void Merc::AI_Process() {
// Let's check if we have a los with our target.
// If we don't, our hate_list is wiped.
// Else, it was causing the merc to aggro behind wall etc... causing massive trains.
if(!CheckLosFN(GetTarget()) || GetTarget()->IsMezzed() || !IsAttackAllowed(GetTarget())) {
if(GetTarget()->IsMezzed() || !IsAttackAllowed(GetTarget())) {
WipeHateList();
if(IsMoving()) {
@ -1477,6 +1477,26 @@ void Merc::AI_Process() {
return;
}
else if (!CheckLosFN(GetTarget())) {
if (RuleB(Mercs, MercsUsePathing) && zone->pathing) {
bool WaypointChanged, NodeReached;
glm::vec3 Goal = UpdatePath(GetTarget()->GetX(), GetTarget()->GetY(), GetTarget()->GetZ(),
GetRunspeed(), WaypointChanged, NodeReached);
if (WaypointChanged)
tar_ndx = 20;
CalculateNewPosition2(Goal.x, Goal.y, Goal.z, GetRunspeed());
}
else {
Mob* follow = entity_list.GetMob(GetFollowID());
if (follow)
CalculateNewPosition2(follow->GetX(), follow->GetY(), follow->GetZ(), GetRunspeed());
}
return;
}
if (!(m_PlayerState & static_cast<uint32>(PlayerState::Aggressive)))
SendAddPlayerState(PlayerState::Aggressive);
@ -1738,34 +1758,42 @@ void Merc::AI_Process() {
}
}
if(AI_movement_timer->Check())
{
if(GetFollowID())
{
if(AI_movement_timer->Check()) {
if(GetFollowID()) {
Mob* follow = entity_list.GetMob(GetFollowID());
if(follow)
{
if (follow) {
float dist = DistanceSquared(m_Position, follow->GetPosition());
int speed = GetRunspeed();
if(dist < GetFollowDistance() + 1000)
if (dist < GetFollowDistance() + 1000)
speed = GetWalkspeed();
SetRunAnimSpeed(0);
if(dist > GetFollowDistance()) {
CalculateNewPosition2(follow->GetX(), follow->GetY(), follow->GetZ(), speed);
if(rest_timer.Enabled())
if (dist > GetFollowDistance()) {
if (RuleB(Mercs, MercsUsePathing) && zone->pathing) {
bool WaypointChanged, NodeReached;
glm::vec3 Goal = UpdatePath(follow->GetX(), follow->GetY(), follow->GetZ(),
speed, WaypointChanged, NodeReached);
if (WaypointChanged)
tar_ndx = 20;
CalculateNewPosition2(Goal.x, Goal.y, Goal.z, speed);
}
else {
CalculateNewPosition2(follow->GetX(), follow->GetY(), follow->GetZ(), speed);
}
if (rest_timer.Enabled())
rest_timer.Disable();
return;
}
else
{
if(moved)
{
SetCurrentSpeed(0);
moved = false;
else {
if (moved) {
moved = false;
SetCurrentSpeed(0);
}
}
}