diff --git a/zone/bot.h b/zone/bot.h index ca5a7e9ad..6c1dfc53f 100644 --- a/zone/bot.h +++ b/zone/bot.h @@ -737,7 +737,7 @@ private: bool _hasBeenSummoned; glm::vec3 m_PreSummonLocation; - Timer evade_timer; + Timer evade_timer; // can be moved to pTimers at some point BotCastingRoles m_CastingRoles; diff --git a/zone/merc.cpp b/zone/merc.cpp index 3e3dfae93..6a8e8af40 100644 --- a/zone/merc.cpp +++ b/zone/merc.cpp @@ -69,6 +69,9 @@ Merc::Merc(const NPCType* d, float x, float y, float z, float heading) SetStance(MercStanceBalanced); rest_timer.Disable(); + if (GetClass() == ROGUE) + evade_timer.Start(); + int r; for (r = 0; r <= EQEmu::skills::HIGHEST_SKILL; r++) { skills[r] = database.GetSkillCap(GetClass(), (EQEmu::skills::SkillType)r, GetLevel()); @@ -1508,32 +1511,60 @@ void Merc::AI_Process() { } } - if(AI_movement_timer->Check()) - { - if(!IsMoving() && GetClass() == ROGUE && !BehindMob(GetTarget(), GetX(), GetY())) - { - // Move the rogue to behind the mob - float newX = 0; - float newY = 0; - float newZ = 0; + if(AI_movement_timer->Check()) { + if (!IsMoving()) { + if (GetClass() == ROGUE) { + if (HasTargetReflection() && !GetTarget()->IsFeared() && !GetTarget()->IsStunned()) { + // Hate redux actions + if (evade_timer.Check(false)) { + // Attempt to evade + int timer_duration = (HideReuseTime - GetSkillReuseTime(EQEmu::skills::SkillHide)) * 1000; + if (timer_duration < 0) + timer_duration = 0; + evade_timer.Start(timer_duration); - if(PlotPositionAroundTarget(GetTarget(), newX, newY, newZ)) - { - CalculateNewPosition2(newX, newY, newZ, GetRunspeed()); - return; + if (zone->random.Int(0, 260) < (int)GetSkill(EQEmu::skills::SkillHide)) + RogueEvade(GetTarget()); + + return; + } + else if (GetTarget()->IsRooted()) { + // Move rogue back from rooted mob - out of combat range, if necessary + float melee_distance = GetMaxMeleeRangeToTarget(GetTarget()); + float current_distance = DistanceSquared(static_cast(m_Position), static_cast(GetTarget()->GetPosition())); + + if (current_distance <= melee_distance) { + float newX = 0; + float newY = 0; + float newZ = 0; + FaceTarget(GetTarget()); + if (PlotPositionAroundTarget(this, newX, newY, newZ)) { + CalculateNewPosition2(newX, newY, newZ, GetRunspeed()); + return; + } + } + } + } + else if (!BehindMob(GetTarget(), GetX(), GetY())) { + // Move the rogue to behind the mob + float newX = 0; + float newY = 0; + float newZ = 0; + if (PlotPositionAroundTarget(GetTarget(), newX, newY, newZ)) { + CalculateNewPosition2(newX, newY, newZ, GetRunspeed()); + return; + } + } } - } - else if(!IsMoving() && GetClass() != ROGUE && (DistanceSquaredNoZ(m_Position, GetTarget()->GetPosition()) < GetTarget()->GetSize())) - { - // If we are not a rogue trying to backstab, let's try to adjust our melee range so we don't appear to be bunched up - float newX = 0; - float newY = 0; - float newZ = 0; - - if(PlotPositionAroundTarget(GetTarget(), newX, newY, newZ, false) && GetArchetype() != ARCHETYPE_CASTER) - { - CalculateNewPosition2(newX, newY, newZ, GetRunspeed()); - return; + else if (GetClass() != ROGUE && (DistanceSquaredNoZ(m_Position, GetTarget()->GetPosition()) < GetTarget()->GetSize())) { + // If we are not a rogue trying to backstab, let's try to adjust our melee range so we don't appear to be bunched up + float newX = 0; + float newY = 0; + float newZ = 0; + if (PlotPositionAroundTarget(GetTarget(), newX, newY, newZ, false) && GetArchetype() != ARCHETYPE_CASTER) { + CalculateNewPosition2(newX, newY, newZ, GetRunspeed()); + return; + } } } diff --git a/zone/merc.h b/zone/merc.h index e3eb6c029..23e4b2f03 100644 --- a/zone/merc.h +++ b/zone/merc.h @@ -290,6 +290,8 @@ protected: std::vector merc_spells; std::map timers; + Timer evade_timer; // can be moved to pTimers at some point + uint16 skills[EQEmu::skills::HIGHEST_SKILL + 1]; uint32 equipment[EQEmu::legacy::EQUIPMENT_SIZE]; //this is an array of item IDs uint16 d_melee_texture1; //this is an item Material value