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https://github.com/EQEmu/Server.git
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Logs::AI to LogAI
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+9
-17
@@ -179,19 +179,14 @@ void NPC::MoveTo(const glm::vec4 &position, bool saveguardspot)
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if (IsNPC() && GetGrid() != 0) { // he is on a grid
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if (GetGrid() < 0) { // currently stopped by a quest command
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SetGrid(0 - GetGrid()); // get him moving again
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Log(Logs::Detail,
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Logs::AI,
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"MoveTo during quest wandering. Canceling quest wandering and going back to grid %d when MoveTo is done.",
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GetGrid());
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LogAI("MoveTo during quest wandering. Canceling quest wandering and going back to grid [{}] when MoveTo is done", GetGrid());
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}
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AI_walking_timer->Disable(); // disable timer in case he is paused at a wp
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if (cur_wp >= 0) { // we've not already done a MoveTo()
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save_wp = cur_wp; // save the current waypoint
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cur_wp = EQEmu::WaypointStatus::QuestControlGrid;
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}
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Log(Logs::Detail,
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Logs::AI,
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"MoveTo %s, pausing regular grid wandering. Grid %d, save_wp %d",
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LogAI("MoveTo [{}], pausing regular grid wandering. Grid [{}], save_wp [{}]",
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to_string(static_cast<glm::vec3>(position)).c_str(),
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-GetGrid(),
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save_wp);
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@@ -200,7 +195,7 @@ void NPC::MoveTo(const glm::vec4 &position, bool saveguardspot)
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roamer = true;
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save_wp = 0;
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cur_wp = EQEmu::WaypointStatus::QuestControlNoGrid;
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Log(Logs::Detail, Logs::AI, "MoveTo %s without a grid.", to_string(static_cast<glm::vec3>(position)).c_str());
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LogAI("MoveTo [{}] without a grid", to_string(static_cast<glm::vec3>(position)).c_str());
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}
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glm::vec3 dest(position);
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@@ -218,10 +213,7 @@ void NPC::MoveTo(const glm::vec4 &position, bool saveguardspot)
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if (m_GuardPoint.w == -1)
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m_GuardPoint.w = this->CalculateHeadingToTarget(position.x, position.y);
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Log(Logs::Detail,
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Logs::AI,
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"Setting guard position to %s",
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to_string(static_cast<glm::vec3>(m_GuardPoint)).c_str());
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LogAI("Setting guard position to [{}]", to_string(static_cast<glm::vec3>(m_GuardPoint)).c_str());
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}
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cur_wp_pause = 0;
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@@ -234,7 +226,7 @@ void NPC::MoveTo(const glm::vec4 &position, bool saveguardspot)
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void NPC::UpdateWaypoint(int wp_index)
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{
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if (wp_index >= static_cast<int>(Waypoints.size())) {
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Log(Logs::Detail, Logs::AI, "Update to waypoint %d failed. Not found.", wp_index);
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LogAI("Update to waypoint [{}] failed. Not found", wp_index);
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return;
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}
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std::vector<wplist>::iterator cur;
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@@ -243,7 +235,7 @@ void NPC::UpdateWaypoint(int wp_index)
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m_CurrentWayPoint = glm::vec4(cur->x, cur->y, cur->z, cur->heading);
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cur_wp_pause = cur->pause;
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Log(Logs::Detail, Logs::AI, "Next waypoint %d: (%.3f, %.3f, %.3f, %.3f)", wp_index, m_CurrentWayPoint.x, m_CurrentWayPoint.y, m_CurrentWayPoint.z, m_CurrentWayPoint.w);
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LogAI("Next waypoint [{}]: ({}, {}, {}, {})", wp_index, m_CurrentWayPoint.x, m_CurrentWayPoint.y, m_CurrentWayPoint.z, m_CurrentWayPoint.w);
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}
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@@ -431,7 +423,7 @@ void NPC::SaveGuardSpot(const glm::vec4 &pos)
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if (m_GuardPoint.w == 0)
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m_GuardPoint.w = 0.0001; //hack to make IsGuarding simpler
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LogF(Logs::Detail, Logs::AI, "Setting guard position to {0}", to_string(static_cast<glm::vec3>(m_GuardPoint)));
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LogAI("Setting guard position to {0}", to_string(static_cast<glm::vec3>(m_GuardPoint)));
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}
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void NPC::NextGuardPosition() {
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@@ -565,7 +557,7 @@ void Mob::SendTo(float new_x, float new_y, float new_z) {
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m_Position.x = new_x;
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m_Position.y = new_y;
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m_Position.z = new_z;
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Log(Logs::Detail, Logs::AI, "Sent To (%.3f, %.3f, %.3f)", new_x, new_y, new_z);
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LogAI("Sent To ({}, {}, {})", new_x, new_y, new_z);
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if (flymode == GravityBehavior::Flying)
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return;
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@@ -581,7 +573,7 @@ void Mob::SendTo(float new_x, float new_y, float new_z) {
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float newz = zone->zonemap->FindBestZ(dest, nullptr);
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Log(Logs::Detail, Logs::AI, "BestZ returned %4.3f at %4.3f, %4.3f, %4.3f", newz, m_Position.x, m_Position.y, m_Position.z);
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LogAI("BestZ returned {} at {}, {}, {}", newz, m_Position.x, m_Position.y, m_Position.z);
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if ((newz > -2000) && std::abs(newz - dest.z) < RuleR(Map, FixPathingZMaxDeltaSendTo)) // Sanity check.
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m_Position.z = newz + 1;
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