diff --git a/common/ruletypes.h b/common/ruletypes.h index 7e461071f..0bac4d6df 100644 --- a/common/ruletypes.h +++ b/common/ruletypes.h @@ -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() diff --git a/utils/sql/git/optional/2017_03_14_mercs_use_pathing_rule.sql b/utils/sql/git/optional/2017_03_14_mercs_use_pathing_rule.sql new file mode 100644 index 000000000..7393facdd --- /dev/null +++ b/utils/sql/git/optional/2017_03_14_mercs_use_pathing_rule.sql @@ -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'); diff --git a/zone/merc.cpp b/zone/merc.cpp index 155cb4841..5f8ea59ea 100644 --- a/zone/merc.cpp +++ b/zone/merc.cpp @@ -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(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); } } }