[Improvement] Flee Overhaul (#4407)

* Lots of flee updates primarily based on TAKPs source

* Update Values to EQEmu values.

* Add rule

* Adjustments to fear pathing

* Flee/Pathing adjustments (More TAKP code adjusted)

* updates

* Updates (Massaged functions from TAKP source)

---------

Co-authored-by: Kinglykrab <kinglykrab@gmail.com>
This commit is contained in:
Fryguy
2024-07-30 18:27:47 -04:00
committed by GitHub
parent e49ab924cc
commit 2ef959c5ed
23 changed files with 543 additions and 77 deletions
+3 -1
View File
@@ -116,6 +116,7 @@ public:
inline const time_t& GetSpawnTimeStamp() const { return spawn_timestamp; }
virtual const char* GetName() { return ""; }
bool CheckCoordLosNoZLeaps(float cur_x, float cur_y, float cur_z, float trg_x, float trg_y, float trg_z, float perwalk=1);
Bot* CastToBot();
const Bot* CastToBot() const;
@@ -503,9 +504,10 @@ public:
Mob* GetTargetForMez(Mob* caster);
uint32 CheckNPCsClose(Mob *center);
int FleeAllyCount(Mob* attacker, Mob* skipped);
Corpse* GetClosestCorpse(Mob* sender, const char *Name);
void TryWakeTheDead(Mob* sender, Mob* target, int32 spell_id, uint32 max_distance, uint32 duration, uint32 amount_pets);
NPC* GetClosestBanker(Mob* sender, uint32 &distance);
NPC* GetClosestBanker(Mob* sender, uint32 &distance);
void CameraEffect(uint32 duration, float intensity);
Mob* GetClosestMobByBodyType(Mob* sender, uint8 BodyType, bool skip_client_pets=false);
void ForceGroupUpdate(uint32 gid);