Fix, cleanup and simplify the roambox logic and cleanup a bunch of other related code

This commit is contained in:
Akkadius 2018-08-18 18:12:18 -05:00
parent 7cc5b143fc
commit 4b6ab34fd9
9 changed files with 479 additions and 396 deletions

View File

@ -90,6 +90,7 @@ enum LogCategory {
FixZ,
Food,
Traps,
NPCRoamBox,
MaxCategoryID /* Don't Remove this*/
};
@ -144,7 +145,8 @@ static const char* LogCategoryName[LogCategory::MaxCategoryID] = {
"HP Update",
"FixZ",
"Food",
"Traps"
"Traps",
"NPC Roam Box"
};
}

View File

@ -3425,52 +3425,54 @@ void EntityList::ProcessMove(Client *c, const glm::vec3& location)
}
}
void EntityList::ProcessMove(NPC *n, float x, float y, float z)
{
void EntityList::ProcessMove(NPC *n, float x, float y, float z) {
float last_x = n->GetX();
float last_y = n->GetY();
float last_z = n->GetZ();
std::list<quest_proximity_event> events;
for (auto iter = area_list.begin(); iter != area_list.end(); ++iter) {
Area& a = (*iter);
Area &a = (*iter);
bool old_in = true;
bool new_in = true;
if (last_x < a.min_x || last_x > a.max_x ||
last_y < a.min_y || last_y > a.max_y ||
last_z < a.min_z || last_z > a.max_z) {
last_y < a.min_y || last_y > a.max_y ||
last_z < a.min_z || last_z > a.max_z) {
old_in = false;
}
if (x < a.min_x || x > a.max_x ||
y < a.min_y || y > a.max_y ||
z < a.min_z || z > a.max_z) {
y < a.min_y || y > a.max_y ||
z < a.min_z || z > a.max_z) {
new_in = false;
}
if (old_in && !new_in) {
//were in but are no longer.
quest_proximity_event evt;
evt.event_id = EVENT_LEAVE_AREA;
evt.client = nullptr;
evt.npc = n;
evt.area_id = a.id;
evt.event_id = EVENT_LEAVE_AREA;
evt.client = nullptr;
evt.npc = n;
evt.area_id = a.id;
evt.area_type = a.type;
events.push_back(evt);
} else if (!old_in && new_in) {
}
else if (!old_in && new_in) {
//were not in but now are
quest_proximity_event evt;
evt.event_id = EVENT_ENTER_AREA;
evt.client = nullptr;
evt.npc = n;
evt.area_id = a.id;
evt.event_id = EVENT_ENTER_AREA;
evt.client = nullptr;
evt.npc = n;
evt.area_id = a.id;
evt.area_type = a.type;
events.push_back(evt);
}
}
for (auto iter = events.begin(); iter != events.end(); ++iter) {
quest_proximity_event& evt = (*iter);
quest_proximity_event &evt = (*iter);
std::vector<EQEmu::Any> args;
args.push_back(&evt.area_id);
args.push_back(&evt.area_type);

View File

@ -1481,8 +1481,14 @@ void Merc::AI_Process() {
if (RuleB(Mercs, MercsUsePathing) && zone->pathing) {
bool WaypointChanged, NodeReached;
glm::vec3 Goal = UpdatePath(GetTarget()->GetX(), GetTarget()->GetY(), GetTarget()->GetZ(),
GetRunspeed(), WaypointChanged, NodeReached);
glm::vec3 Goal = UpdatePath(
GetTarget()->GetX(),
GetTarget()->GetY(),
GetTarget()->GetZ(),
GetRunspeed(),
WaypointChanged,
NodeReached
);
if (WaypointChanged)
tar_ndx = 20;
@ -1588,7 +1594,7 @@ void Merc::AI_Process() {
}
}
if(IsMoving())
if (IsMoving())
SendPositionUpdate();
else
SendPosition();

View File

@ -981,7 +981,7 @@ public:
inline bool CheckAggro(Mob* other) {return hate_list.IsEntOnHateList(other);}
float CalculateHeadingToTarget(float in_x, float in_y) { return HeadingAngleToMob(in_x, in_y); }
virtual bool CalculateNewPosition(float x, float y, float z, int speed, bool checkZ = true, bool calcheading = true);
virtual bool CalculateNewPosition(float x, float y, float z, float speed, bool check_z = true, bool calculate_heading = true);
float CalculateDistance(float x, float y, float z);
float GetGroundZ(float new_x, float new_y, float z_offset=0.0);
void SendTo(float new_x, float new_y, float new_z);
@ -989,7 +989,7 @@ public:
float GetZOffset() const;
float GetDefaultRaceSize() const;
void FixZ(int32 z_find_offset = 5);
float GetFixedZ(glm::vec3 position, int32 z_find_offset = 5);
float GetFixedZ(glm::vec3 destination, int32 z_find_offset = 5);
void NPCSpecialAttacks(const char* parse, int permtag, bool reset = true, bool remove = false);
inline uint32 DontHealMeBefore() const { return pDontHealMeBefore; }
@ -1165,7 +1165,7 @@ protected:
int _GetWalkSpeed() const;
int _GetRunSpeed() const;
int _GetFearSpeed() const;
virtual bool MakeNewPositionAndSendUpdate(float x, float y, float z, int speed, bool checkZ = true, bool calcHeading = true);
virtual bool MakeNewPositionAndSendUpdate(float x, float y, float z, float speed, bool check_z = true, bool calculate_heading = true);
virtual bool AI_EngagedCastCheck() { return(false); }
virtual bool AI_PursueCastCheck() { return(false); }
@ -1443,7 +1443,7 @@ protected:
std::unique_ptr<Timer> AI_feign_remember_timer;
std::unique_ptr<Timer> AI_check_signal_timer;
std::unique_ptr<Timer> AI_scan_door_open_timer;
uint32 pLastFightingDelayMoving;
uint32 time_until_can_move;
HateList hate_list;
std::set<uint32> feign_memory_list;
// This is to keep track of mobs we cast faction mod spells on

View File

@ -30,6 +30,7 @@
#include "string_ids.h"
#include "water_map.h"
#include "fastmath.h"
#include "../common/data_verification.h"
#include <glm/gtx/projection.hpp>
#include <algorithm>
@ -459,8 +460,8 @@ void NPC::AI_Init()
roambox_min_x = 0;
roambox_min_y = 0;
roambox_distance = 0;
roambox_movingto_x = 0;
roambox_movingto_y = 0;
roambox_destination_x = 0;
roambox_destination_y = 0;
roambox_min_delay = 2500;
roambox_delay = 2500;
}
@ -476,9 +477,9 @@ void Mob::AI_Start(uint32 iMoveDelay) {
return;
if (iMoveDelay)
pLastFightingDelayMoving = Timer::GetCurrentTime() + iMoveDelay;
time_until_can_move = Timer::GetCurrentTime() + iMoveDelay;
else
pLastFightingDelayMoving = 0;
time_until_can_move = 0;
pAIControlled = true;
AI_think_timer = std::unique_ptr<Timer>(new Timer(AIthink_duration));
@ -1053,7 +1054,7 @@ void Mob::AI_Process() {
if (IsCasting())
return;
bool engaged = IsEngaged();
bool engaged = IsEngaged();
bool doranged = false;
if (!zone->CanDoCombat() || IsPetStop() || IsPetRegroup()) {
@ -1063,7 +1064,7 @@ void Mob::AI_Process() {
if (moving) {
if (AI_scan_door_open_timer->Check()) {
auto &door_list = entity_list.GetDoorsList();
auto &door_list = entity_list.GetDoorsList();
for (auto itr : door_list) {
Doors *door = itr.second;
@ -1096,39 +1097,46 @@ void Mob::AI_Process() {
// Begin: Additions for Wiz Fear Code
//
if(RuleB(Combat, EnableFearPathing)){
if(currently_fleeing) {
if((IsRooted() || (IsBlind() && CombatRange(hate_list.GetClosestEntOnHateList(this)))) && !IsPetStop() && !IsPetRegroup()) {
if (RuleB(Combat, EnableFearPathing)) {
if (currently_fleeing) {
if ((IsRooted() || (IsBlind() && CombatRange(hate_list.GetClosestEntOnHateList(this)))) && !IsPetStop() &&
!IsPetRegroup()) {
//make sure everybody knows were not moving, for appearance sake
if(IsMoving())
{
if(target)
if (IsMoving()) {
if (target)
SetHeading(CalculateHeadingToTarget(target->GetX(), target->GetY()));
SetCurrentSpeed(0);
moved=false;
moved = false;
}
//continue on to attack code, ensuring that we execute the engaged code
engaged = true;
} else {
if(AI_movement_timer->Check()) {
}
else {
if (AI_movement_timer->Check()) {
// Check if we have reached the last fear point
if ((std::abs(GetX() - m_FearWalkTarget.x) < 0.1) &&
(std::abs(GetY() - m_FearWalkTarget.y) < 0.1)) {
(std::abs(GetY() - m_FearWalkTarget.y) < 0.1)) {
// Calculate a new point to run to
CalculateNewFearpoint();
}
if(!RuleB(Pathing, Fear) || !zone->pathing)
{
CalculateNewPosition(m_FearWalkTarget.x, m_FearWalkTarget.y, m_FearWalkTarget.z, GetFearSpeed(), true);
if (!RuleB(Pathing, Fear) || !zone->pathing) {
CalculateNewPosition(
m_FearWalkTarget.x,
m_FearWalkTarget.y,
m_FearWalkTarget.z,
GetFearSpeed(),
true
);
}
else
{
else {
bool WaypointChanged, NodeReached;
glm::vec3 Goal = UpdatePath(m_FearWalkTarget.x, m_FearWalkTarget.y, m_FearWalkTarget.z,
GetFearSpeed(), WaypointChanged, NodeReached);
glm::vec3 Goal = UpdatePath(
m_FearWalkTarget.x, m_FearWalkTarget.y, m_FearWalkTarget.z,
GetFearSpeed(), WaypointChanged, NodeReached
);
if(WaypointChanged)
if (WaypointChanged)
tar_ndx = 20;
CalculateNewPosition(Goal.x, Goal.y, Goal.z, GetFearSpeed());
@ -1154,7 +1162,7 @@ void Mob::AI_Process() {
this->FixZ();
if (target_distance <= 15 && !this->CheckLosFN(this->GetTarget())) {
Mob* target = this->GetTarget();
Mob *target = this->GetTarget();
m_Position.x = target->GetX();
m_Position.y = target->GetY();
@ -1183,10 +1191,8 @@ void Mob::AI_Process() {
// from above, so no extra blind checks needed
if ((IsRooted() && !GetSpecialAbility(IGNORE_ROOT_AGGRO_RULES)) || IsBlind())
SetTarget(hate_list.GetClosestEntOnHateList(this));
else
{
if (AI_target_check_timer->Check())
{
else {
if (AI_target_check_timer->Check()) {
if (IsFocused()) {
if (!target) {
SetTarget(hate_list.GetEntWithMostHateOnList(this));
@ -1248,21 +1254,16 @@ void Mob::AI_Process() {
bool is_combat_range = CombatRange(target);
if (is_combat_range)
{
if (AI_movement_timer->Check())
{
if (CalculateHeadingToTarget(GetTarget()->GetX(), GetTarget()->GetY()) != m_Position.w)
{
if (is_combat_range) {
if (AI_movement_timer->Check()) {
if (CalculateHeadingToTarget(GetTarget()->GetX(), GetTarget()->GetY()) != m_Position.w) {
SetHeading(CalculateHeadingToTarget(GetTarget()->GetX(), GetTarget()->GetY()));
SendPosition();
}
SetCurrentSpeed(0);
}
if (IsMoving())
{
if (CalculateHeadingToTarget(GetTarget()->GetX(), GetTarget()->GetY()) != m_Position.w)
{
if (IsMoving()) {
if (CalculateHeadingToTarget(GetTarget()->GetX(), GetTarget()->GetY()) != m_Position.w) {
SetHeading(CalculateHeadingToTarget(GetTarget()->GetX(), GetTarget()->GetY()));
SendPosition();
}
@ -1287,7 +1288,7 @@ void Mob::AI_Process() {
if (zone->random.Roll(flurry_chance)) {
ExtraAttackOptions opts;
int cur = GetSpecialAbilityParam(SPECATK_FLURRY, 2);
int cur = GetSpecialAbilityParam(SPECATK_FLURRY, 2);
if (cur > 0)
opts.damage_percent = cur / 100.0f;
@ -1322,7 +1323,7 @@ void Mob::AI_Process() {
if (owner) {
int16 flurry_chance = owner->aabonuses.PetFlurry +
owner->spellbonuses.PetFlurry + owner->itembonuses.PetFlurry;
owner->spellbonuses.PetFlurry + owner->itembonuses.PetFlurry;
if (flurry_chance && zone->random.Roll(flurry_chance))
Flurry(nullptr);
@ -1330,21 +1331,22 @@ void Mob::AI_Process() {
}
if ((IsPet() || IsTempPet()) && IsPetOwnerClient()) {
if (spellbonuses.PC_Pet_Rampage[0] || itembonuses.PC_Pet_Rampage[0] || aabonuses.PC_Pet_Rampage[0]) {
int chance = spellbonuses.PC_Pet_Rampage[0] + itembonuses.PC_Pet_Rampage[0] + aabonuses.PC_Pet_Rampage[0];
if (spellbonuses.PC_Pet_Rampage[0] || itembonuses.PC_Pet_Rampage[0] ||
aabonuses.PC_Pet_Rampage[0]) {
int chance = spellbonuses.PC_Pet_Rampage[0] + itembonuses.PC_Pet_Rampage[0] +
aabonuses.PC_Pet_Rampage[0];
if (zone->random.Roll(chance)) {
Rampage(nullptr);
}
}
}
if (GetSpecialAbility(SPECATK_RAMPAGE) && !specialed)
{
if (GetSpecialAbility(SPECATK_RAMPAGE) && !specialed) {
int rampage_chance = GetSpecialAbilityParam(SPECATK_RAMPAGE, 0);
rampage_chance = rampage_chance > 0 ? rampage_chance : 20;
if (zone->random.Roll(rampage_chance)) {
ExtraAttackOptions opts;
int cur = GetSpecialAbilityParam(SPECATK_RAMPAGE, 3);
int cur = GetSpecialAbilityParam(SPECATK_RAMPAGE, 3);
if (cur > 0) {
opts.damage_flat = cur;
}
@ -1373,13 +1375,12 @@ void Mob::AI_Process() {
}
}
if (GetSpecialAbility(SPECATK_AREA_RAMPAGE) && !specialed)
{
if (GetSpecialAbility(SPECATK_AREA_RAMPAGE) && !specialed) {
int rampage_chance = GetSpecialAbilityParam(SPECATK_AREA_RAMPAGE, 0);
rampage_chance = rampage_chance > 0 ? rampage_chance : 20;
if (zone->random.Roll(rampage_chance)) {
ExtraAttackOptions opts;
int cur = GetSpecialAbilityParam(SPECATK_AREA_RAMPAGE, 3);
int cur = GetSpecialAbilityParam(SPECATK_AREA_RAMPAGE, 3);
if (cur > 0) {
opts.damage_flat = cur;
}
@ -1421,7 +1422,7 @@ void Mob::AI_Process() {
}
AI_EngagedCastCheck();
} //end is within combat rangepet
} //end is within combat rangepet
else {
//we cannot reach our target...
//underwater stuff only works with water maps in the zone!
@ -1434,7 +1435,7 @@ void Mob::AI_Process() {
Heal();
BuffFadeAll();
AI_walking_timer->Start(100);
pLastFightingDelayMoving = Timer::GetCurrentTime();
time_until_can_move = Timer::GetCurrentTime();
return;
}
else if (tar != nullptr) {
@ -1445,8 +1446,7 @@ void Mob::AI_Process() {
}
// See if we can summon the mob to us
if (!HateSummon())
{
if (!HateSummon()) {
//could not summon them, check ranged...
if (GetSpecialAbility(SPECATK_RANGED_ATK))
doranged = true;
@ -1456,18 +1456,18 @@ void Mob::AI_Process() {
if (AI_PursueCastCheck()) {
//we did something, so do not process movement.
}
else if (AI_movement_timer->Check() && target)
{
else if (AI_movement_timer->Check() && target) {
if (!IsRooted()) {
Log(Logs::Detail, Logs::AI, "Pursuing %s while engaged.", target->GetName());
if (!RuleB(Pathing, Aggro) || !zone->pathing)
CalculateNewPosition(target->GetX(), target->GetY(), target->GetZ(), GetRunspeed());
else
{
else {
bool WaypointChanged, NodeReached;
glm::vec3 Goal = UpdatePath(target->GetX(), target->GetY(), target->GetZ(),
GetRunspeed(), WaypointChanged, NodeReached);
glm::vec3 Goal = UpdatePath(
target->GetX(), target->GetY(), target->GetZ(),
GetRunspeed(), WaypointChanged, NodeReached
);
if (WaypointChanged)
tar_ndx = 20;
@ -1492,69 +1492,64 @@ void Mob::AI_Process() {
if (IsPetStop()) // pet stop won't be engaged, so we will always get here and we want the above branch to execute
return;
if(zone->CanDoCombat() && AI_feign_remember_timer->Check()) {
if (zone->CanDoCombat() && AI_feign_remember_timer->Check()) {
// 6/14/06
// Improved Feign Death Memory
// check to see if any of our previous feigned targets have gotten up.
std::set<uint32>::iterator RememberedCharID;
RememberedCharID = feign_memory_list.begin();
while (RememberedCharID != feign_memory_list.end()) {
Client* remember_client = entity_list.GetClientByCharID(*RememberedCharID);
Client *remember_client = entity_list.GetClientByCharID(*RememberedCharID);
if (remember_client == nullptr) {
//they are gone now...
RememberedCharID = feign_memory_list.erase(RememberedCharID);
} else if (!remember_client->GetFeigned()) {
AddToHateList(remember_client->CastToMob(),1);
}
else if (!remember_client->GetFeigned()) {
AddToHateList(remember_client->CastToMob(), 1);
RememberedCharID = feign_memory_list.erase(RememberedCharID);
break;
} else {
}
else {
//they are still feigned, carry on...
++RememberedCharID;
}
}
}
if (AI_IdleCastCheck())
{
if (AI_IdleCastCheck()) {
//we processed a spell action, so do nothing else.
}
else if (zone->CanDoCombat() && CastToNPC()->WillAggroNPCs() && AI_scan_area_timer->Check())
{
else if (zone->CanDoCombat() && CastToNPC()->WillAggroNPCs() && AI_scan_area_timer->Check()) {
/*
* NPC to NPC aggro checking, npc needs npc_aggro flag
*/
Mob* temp_target = entity_list.AICheckNPCtoNPCAggro(this, GetAggroRange(), GetAssistRange());
if (temp_target){
Mob *temp_target = entity_list.AICheckNPCtoNPCAggro(this, GetAggroRange(), GetAssistRange());
if (temp_target) {
AddToHateList(temp_target);
}
AI_scan_area_timer->Disable();
AI_scan_area_timer->Start(RandomTimer(RuleI(NPC, NPCToNPCAggroTimerMin), RuleI(NPC, NPCToNPCAggroTimerMax)), false);
AI_scan_area_timer->Start(
RandomTimer(RuleI(NPC, NPCToNPCAggroTimerMin), RuleI(NPC, NPCToNPCAggroTimerMax)),
false
);
}
else if (AI_movement_timer->Check() && !IsRooted())
{
if (IsPet())
{
else if (AI_movement_timer->Check() && !IsRooted()) {
if (IsPet()) {
// we're a pet, do as we're told
switch (pStandingPetOrder)
{
case SPO_Follow:
{
switch (pStandingPetOrder) {
case SPO_Follow: {
Mob* owner = GetOwner();
if(owner == nullptr)
Mob *owner = GetOwner();
if (owner == nullptr)
break;
//if(owner->IsClient())
// printf("Pet start pos: (%f, %f, %f)\n", GetX(), GetY(), GetZ());
glm::vec4 ownerPos = owner->GetPosition();
float dist = DistanceSquared(m_Position, ownerPos);
float distz = ownerPos.z - m_Position.z;
float dist = DistanceSquared(m_Position, ownerPos);
float distz = ownerPos.z - m_Position.z;
if (dist >= 400 || distz > 100)
{
if (dist >= 400 || distz > 100) {
int speed = GetWalkspeed();
if (dist >= 1225) // 35
speed = GetRunspeed();
@ -1565,46 +1560,27 @@ void Mob::AI_Process() {
SendPositionUpdate();
moved = true;
}
else
{
CalculateNewPosition(owner->GetX(), owner->GetY(), owner->GetZ(), speed);
else {
CalculateNewPosition(owner->GetX(), owner->GetY(), owner->GetZ(), speed);
}
}
else
{
if(moved)
{
else {
if (moved) {
this->FixZ();
SetCurrentSpeed(0);
moved = false;
}
}
/*
//fix up Z
float zdiff = GetZ() - owner->GetZ();
if(zdiff < 0)
zdiff = 0 - zdiff;
if(zdiff > 2.0f) {
SendTo(GetX(), GetY(), owner->GetZ());
SendPosition();
}
if(owner->IsClient())
printf("Pet pos: (%f, %f, %f)\n", GetX(), GetY(), GetZ());
*/
break;
}
case SPO_Sit:
{
case SPO_Sit: {
SetAppearance(eaSitting, false);
break;
}
case SPO_Guard:
{
case SPO_Guard: {
//only NPCs can guard stuff. (forced by where the guard movement code is in the AI)
if(IsNPC()) {
if (IsNPC()) {
CastToNPC()->NextGuardPosition();
}
break;
@ -1613,25 +1589,23 @@ void Mob::AI_Process() {
if (IsPetRegroup())
return;
}
/* Entity has been assigned another entity to follow */
else if (GetFollowID())
{
Mob* follow = entity_list.GetMob(GetFollowID());
if (!follow) SetFollowID(0);
else
{
float dist2 = DistanceSquared(m_Position, follow->GetPosition());
int followdist = GetFollowDistance();
/* Entity has been assigned another entity to follow */
else if (GetFollowID()) {
Mob *follow = entity_list.GetMob(GetFollowID());
if (!follow) { SetFollowID(0); }
else {
float dist2 = DistanceSquared(m_Position, follow->GetPosition());
int followdist = GetFollowDistance();
if (dist2 >= followdist) // Default follow distance is 100
if (dist2 >= followdist) // Default follow distance is 100
{
int speed = GetWalkspeed();
if (dist2 >= followdist + 150)
if (dist2 >= followdist + 150) {
speed = GetRunspeed();
}
CalculateNewPosition(follow->GetX(), follow->GetY(), follow->GetZ(), speed);
}
else
{
else {
moved = false;
SetCurrentSpeed(0);
}
@ -1640,20 +1614,21 @@ void Mob::AI_Process() {
else //not a pet, and not following somebody...
{
// dont move till a bit after you last fought
if (pLastFightingDelayMoving < Timer::GetCurrentTime())
{
if (this->IsClient())
{
// LD timer expired, drop out of world
if (this->CastToClient()->IsLD())
if (time_until_can_move < Timer::GetCurrentTime()) {
if (this->IsClient()) {
/**
* LD timer expired, drop out of world
*/
if (this->CastToClient()->IsLD()) {
this->CastToClient()->Disconnect();
}
return;
}
if(IsNPC())
{
if(RuleB(NPC, SmartLastFightingDelayMoving) && !feign_memory_list.empty())
{
if (IsNPC()) {
if (RuleB(NPC, SmartLastFightingDelayMoving) && !feign_memory_list.empty()) {
minLastFightingDelayMoving = 0;
maxLastFightingDelayMoving = 0;
}
@ -1661,93 +1636,84 @@ void Mob::AI_Process() {
CastToNPC()->AI_DoMovement();
}
}
}
} // else if (AImovement_timer->Check())
}
}
//Do Ranged attack here
if(doranged)
{
if (doranged) {
RangedAttack(target);
}
}
void NPC::AI_DoMovement() {
float walksp = GetMovespeed();
if(walksp <= 0.0f)
return; //this is idle movement at walk speed, and we are unable to walk right now.
if (roambox_distance > 0) {
if (
roambox_movingto_x > roambox_max_x
|| roambox_movingto_x < roambox_min_x
|| roambox_movingto_y > roambox_max_y
|| roambox_movingto_y < roambox_min_y
)
{
float movedist = roambox_distance*roambox_distance;
float movex = zone->random.Real(0, movedist);
float movey = movedist - movex;
movex = sqrtf(movex);
movey = sqrtf(movey);
movex *= zone->random.Int(0, 1) ? 1 : -1;
movey *= zone->random.Int(0, 1) ? 1 : -1;
roambox_movingto_x = GetX() + movex;
roambox_movingto_y = GetY() + movey;
//Try to calculate new coord using distance.
if (roambox_movingto_x > roambox_max_x || roambox_movingto_x < roambox_min_x)
roambox_movingto_x -= movex * 2;
if (roambox_movingto_y > roambox_max_y || roambox_movingto_y < roambox_min_y)
roambox_movingto_y -= movey * 2;
//New coord is still invalid, ignore distance and just pick a new random coord.
//If we're here we may have a roambox where one side is shorter than the specified distance. Commons, Wkarana, etc.
if (roambox_movingto_x > roambox_max_x || roambox_movingto_x < roambox_min_x)
roambox_movingto_x = zone->random.Real(roambox_min_x+1,roambox_max_x-1);
if (roambox_movingto_y > roambox_max_y || roambox_movingto_y < roambox_min_y)
roambox_movingto_y = zone->random.Real(roambox_min_y+1,roambox_max_y-1);
Log(Logs::Detail, Logs::AI,
"Roam Box: d=%.3f (%.3f->%.3f,%.3f->%.3f): Go To (%.3f,%.3f)",
roambox_distance, roambox_min_x, roambox_max_x, roambox_min_y,
roambox_max_y, roambox_movingto_x, roambox_movingto_y);
}
Log(Logs::Detail, Logs::AI, "Roam Box: d=%.3f (%.3f->%.3f,%.3f->%.3f): Go To (%.3f,%.3f)",
roambox_distance, roambox_min_x, roambox_max_x, roambox_min_y, roambox_max_y, roambox_movingto_x, roambox_movingto_y);
float move_speed = GetMovespeed();
float new_z = this->FindGroundZ(m_Position.x, m_Position.y, 5) + GetZOffset();
if (!CalculateNewPosition(roambox_movingto_x, roambox_movingto_y, new_z, walksp, true))
{
this->FixZ(); // FixZ on final arrival point.
roambox_movingto_x = roambox_max_x + 1; // force update
pLastFightingDelayMoving = Timer::GetCurrentTime() + RandomTimer(roambox_min_delay, roambox_delay);
SetMoving(false);
SendPosition(); // makes mobs stop clientside
}
if (move_speed <= 0.0f) {
return;
}
else if (roamer)
{
if (AI_walking_timer->Check())
{
movetimercompleted=true;
/**
* Roambox logic sets precedence
*/
if (roambox_distance > 0) {
if (!IsMoving()) {
auto move_x = static_cast<float>(zone->random.Real(-roambox_distance, roambox_distance));
auto move_y = static_cast<float>(zone->random.Real(-roambox_distance, roambox_distance));
roambox_destination_x = EQEmu::Clamp((GetX() + move_x), roambox_min_x, roambox_min_y);
roambox_destination_y = EQEmu::Clamp((GetY() + move_y), roambox_min_y, roambox_max_y);
this->FixZ();
Log(Logs::Detail,
Logs::NPCRoamBox,
"Calculate | NPC: %s distance %.3f | min_x %.3f | max_x %.3f | final_x %.3f | min_y %.3f | max_y %.3f | final_y %.3f",
this->GetCleanName(),
roambox_distance,
roambox_min_x,
roambox_max_x,
roambox_destination_x,
roambox_min_y,
roambox_max_y,
roambox_destination_y);
}
if (!CalculateNewPosition(roambox_destination_x, roambox_destination_y, GetFixedZ(m_Position), move_speed, true)) {
time_until_can_move = Timer::GetCurrentTime() + RandomTimer(roambox_min_delay, roambox_delay);
SetMoving(false);
this->FixZ();
SendPosition();
}
return;
}
else if (roamer) {
if (AI_walking_timer->Check()) {
movetimercompleted = true;
AI_walking_timer->Disable();
}
int32 gridno = CastToNPC()->GetGrid();
if (gridno > 0 || cur_wp==-2) {
if (movetimercompleted==true) { // time to pause at wp is over
if (gridno > 0 || cur_wp == -2) {
if (movetimercompleted == true) { // time to pause at wp is over
AI_SetupNextWaypoint();
} // endif (movetimercompleted==true)
else if (!(AI_walking_timer->Enabled()))
{ // currently moving
} // endif (movetimercompleted==true)
else if (!(AI_walking_timer->Enabled())) { // currently moving
bool doMove = true;
if (m_CurrentWayPoint.x == GetX() && m_CurrentWayPoint.y == GetY())
{ // are we there yet? then stop
Log(Logs::Detail, Logs::AI, "We have reached waypoint %d (%.3f,%.3f,%.3f) on grid %d", cur_wp, GetX(), GetY(), GetZ(), GetGrid());
if (m_CurrentWayPoint.x == GetX() && m_CurrentWayPoint.y == GetY()) { // are we there yet? then stop
Log(Logs::Detail,
Logs::AI,
"We have reached waypoint %d (%.3f,%.3f,%.3f) on grid %d",
cur_wp,
GetX(),
GetY(),
GetZ(),
GetGrid());
SetWaypointPause();
SetAppearance(eaStanding, false);
SetMoving(false);
@ -1773,36 +1739,45 @@ void NPC::AI_DoMovement() {
}
// wipe feign memory since we reached our first waypoint
if(cur_wp == 1)
if (cur_wp == 1)
ClearFeignMemory();
}
if (doMove)
{ // not at waypoint yet or at 0 pause WP, so keep moving
if(!RuleB(Pathing, AggroReturnToGrid) || !zone->pathing || (DistractedFromGrid == 0))
CalculateNewPosition(m_CurrentWayPoint.x, m_CurrentWayPoint.y, m_CurrentWayPoint.z, walksp, true);
else
{
bool WaypointChanged;
bool NodeReached;
glm::vec3 Goal = UpdatePath(m_CurrentWayPoint.x, m_CurrentWayPoint.y, m_CurrentWayPoint.z, walksp, WaypointChanged, NodeReached);
if(WaypointChanged)
if (doMove) { // not at waypoint yet or at 0 pause WP, so keep moving
if (!RuleB(Pathing, AggroReturnToGrid) || !zone->pathing || (DistractedFromGrid == 0))
CalculateNewPosition(
m_CurrentWayPoint.x,
m_CurrentWayPoint.y,
m_CurrentWayPoint.z,
move_speed,
true
);
else {
bool WaypointChanged;
bool NodeReached;
glm::vec3 Goal = UpdatePath(
m_CurrentWayPoint.x,
m_CurrentWayPoint.y,
m_CurrentWayPoint.z,
move_speed,
WaypointChanged,
NodeReached
);
if (WaypointChanged)
tar_ndx = 20;
if(NodeReached)
if (NodeReached)
entity_list.OpenDoorsNear(CastToNPC());
CalculateNewPosition(Goal.x, Goal.y, Goal.z, walksp, true);
CalculateNewPosition(Goal.x, Goal.y, Goal.z, move_speed, true);
}
}
}
} // endif (gridno > 0)
// handle new quest grid command processing
else if (gridno < 0)
{ // this mob is under quest control
if (movetimercompleted==true)
{ // time to pause has ended
SetGrid( 0 - GetGrid()); // revert to AI control
} // endif (gridno > 0)
// handle new quest grid command processing
else if (gridno < 0) { // this mob is under quest control
if (movetimercompleted == true) { // time to pause has ended
SetGrid(0 - GetGrid()); // revert to AI control
Log(Logs::Detail, Logs::Pathing, "Quest pathing is finished. Resuming on grid %d", GetGrid());
SetAppearance(eaStanding, false);
@ -1812,39 +1787,55 @@ void NPC::AI_DoMovement() {
}
}
else if (IsGuarding())
{
else if (IsGuarding()) {
bool CP2Moved;
if(!RuleB(Pathing, Guard) || !zone->pathing)
CP2Moved = CalculateNewPosition(m_GuardPoint.x, m_GuardPoint.y, m_GuardPoint.z, walksp);
else
{
if(!((m_Position.x == m_GuardPoint.x) && (m_Position.y == m_GuardPoint.y) && (m_Position.z == m_GuardPoint.z)))
{
if (!RuleB(Pathing, Guard) || !zone->pathing) {
CP2Moved = CalculateNewPosition(m_GuardPoint.x, m_GuardPoint.y, m_GuardPoint.z, move_speed);
}
else {
if (!((m_Position.x == m_GuardPoint.x) && (m_Position.y == m_GuardPoint.y) &&
(m_Position.z == m_GuardPoint.z))) {
bool WaypointChanged, NodeReached;
glm::vec3 Goal = UpdatePath(m_GuardPoint.x, m_GuardPoint.y, m_GuardPoint.z, walksp, WaypointChanged, NodeReached);
if(WaypointChanged)
glm::vec3 Goal = UpdatePath(
m_GuardPoint.x,
m_GuardPoint.y,
m_GuardPoint.z,
move_speed,
WaypointChanged,
NodeReached
);
if (WaypointChanged) {
tar_ndx = 20;
}
if(NodeReached)
if (NodeReached) {
entity_list.OpenDoorsNear(CastToNPC());
}
CP2Moved = CalculateNewPosition(Goal.x, Goal.y, Goal.z, walksp);
CP2Moved = CalculateNewPosition(Goal.x, Goal.y, Goal.z, move_speed);
}
else
else {
CP2Moved = false;
}
}
if (!CP2Moved)
{
if(moved) {
Log(Logs::Detail, Logs::AI, "Reached guard point (%.3f,%.3f,%.3f)", m_GuardPoint.x, m_GuardPoint.y, m_GuardPoint.z);
if (!CP2Moved) {
if (moved) {
Log(Logs::Detail,
Logs::AI,
"Reached guard point (%.3f,%.3f,%.3f)",
m_GuardPoint.x,
m_GuardPoint.y,
m_GuardPoint.z);
ClearFeignMemory();
moved=false;
if (GetTarget() == nullptr || DistanceSquared(m_Position, GetTarget()->GetPosition()) >= 5*5 )
{
moved = false;
if (GetTarget() == nullptr || DistanceSquared(m_Position, GetTarget()->GetPosition()) >= 5 * 5) {
SetHeading(m_GuardPoint.w);
} else {
}
else {
FaceTarget(GetTarget());
}
SetCurrentSpeed(0);
@ -1968,11 +1959,11 @@ void Mob::AI_Event_NoLongerEngaged() {
if (!IsAIControlled())
return;
this->AI_walking_timer->Start(RandomTimer(3000,20000));
pLastFightingDelayMoving = Timer::GetCurrentTime();
time_until_can_move = Timer::GetCurrentTime();
if (minLastFightingDelayMoving == maxLastFightingDelayMoving)
pLastFightingDelayMoving += minLastFightingDelayMoving;
time_until_can_move += minLastFightingDelayMoving;
else
pLastFightingDelayMoving += zone->random.Int(minLastFightingDelayMoving, maxLastFightingDelayMoving);
time_until_can_move += zone->random.Int(minLastFightingDelayMoving, maxLastFightingDelayMoving);
// So mobs don't keep running as a ghost until AIwalking_timer fires
// if they were moving prior to losing all hate
// except if we're a pet, then we might run into some issues with pets backing off when they should immediately be moving

View File

@ -242,8 +242,8 @@ NPC::NPC(const NPCType* d, Spawn2* in_respawn, const glm::vec4& position, int if
roambox_max_y = -2;
roambox_min_x = -2;
roambox_min_y = -2;
roambox_movingto_x = -2;
roambox_movingto_y = -2;
roambox_destination_x = -2;
roambox_destination_y = -2;
roambox_min_delay = 1000;
roambox_delay = 1000;
p_depop = false;

View File

@ -311,9 +311,17 @@ public:
void SaveGuardSpot(bool iClearGuardSpot = false);
inline bool IsGuarding() const { return(m_GuardPoint.w != 0); }
void SaveGuardSpotCharm();
void RestoreGuardSpotCharm();
void AI_SetRoambox(float iDist, float iRoamDist, uint32 iDelay = 2500, uint32 iMinDelay = 2500);
void AI_SetRoambox(float iDist, float iMaxX, float iMinX, float iMaxY, float iMinY, uint32 iDelay = 2500, uint32 iMinDelay = 2500);
void RestoreGuardSpotCharm();
void AI_SetRoambox(
float max_distance,
float roam_distance_variance,
uint32 delay = 2500,
uint32 min_delay = 2500
);
void AI_SetRoambox(float distance, float max_x, float min_x, float max_y, float min_y, uint32 delay = 2500, uint32 min_delay = 2500);
//mercenary stuff
void LoadMercTypes();
@ -530,8 +538,8 @@ protected:
float roambox_min_x;
float roambox_min_y;
float roambox_distance;
float roambox_movingto_x;
float roambox_movingto_y;
float roambox_destination_x;
float roambox_destination_y;
uint32 roambox_delay;
uint32 roambox_min_delay;

View File

@ -141,118 +141,181 @@ uint32 Spawn2::despawnTimer(uint32 despawn_timer)
bool Spawn2::Process() {
IsDespawned = false;
if(!Enabled())
if (!Enabled())
return true;
//grab our spawn group
SpawnGroup* sg = zone->spawn_group_list.GetSpawnGroup(spawngroup_id_);
SpawnGroup *spawn_group = zone->spawn_group_list.GetSpawnGroup(spawngroup_id_);
if(NPCPointerValid() && (sg->despawn == 0 || condition_id != 0))
if (NPCPointerValid() && (spawn_group->despawn == 0 || condition_id != 0)) {
return true;
}
if (timer.Check()) {
if (timer.Check()) {
timer.Disable();
Log(Logs::Detail, Logs::Spawns, "Spawn2 %d: Timer has triggered", spawn2_id);
//first check our spawn condition, if this isnt active
//then we reset the timer and try again next time.
if(condition_id != SC_AlwaysEnabled
if (condition_id != SC_AlwaysEnabled
&& !zone->spawn_conditions.Check(condition_id, condition_min_value)) {
Log(Logs::Detail, Logs::Spawns, "Spawn2 %d: spawning prevented by spawn condition %d", spawn2_id, condition_id);
Log(Logs::Detail,
Logs::Spawns,
"Spawn2 %d: spawning prevented by spawn condition %d",
spawn2_id,
condition_id);
Reset();
return(true);
return (true);
}
if (sg == nullptr) {
database.LoadSpawnGroupsByID(spawngroup_id_,&zone->spawn_group_list);
sg = zone->spawn_group_list.GetSpawnGroup(spawngroup_id_);
if (spawn_group == nullptr) {
database.LoadSpawnGroupsByID(spawngroup_id_, &zone->spawn_group_list);
spawn_group = zone->spawn_group_list.GetSpawnGroup(spawngroup_id_);
}
if (sg == nullptr) {
Log(Logs::Detail, Logs::Spawns, "Spawn2 %d: Unable to locate spawn group %d. Disabling.", spawn2_id, spawngroup_id_);
if (spawn_group == nullptr) {
Log(Logs::Detail,
Logs::Spawns,
"Spawn2 %d: Unable to locate spawn group %d. Disabling.",
spawn2_id,
spawngroup_id_);
return false;
}
//have the spawn group pick an NPC for us
uint32 npcid = sg->GetNPCType();
uint32 npcid = spawn_group->GetNPCType();
if (npcid == 0) {
Log(Logs::Detail, Logs::Spawns, "Spawn2 %d: Spawn group %d did not yeild an NPC! not spawning.", spawn2_id, spawngroup_id_);
Reset(); //try again later (why?)
return(true);
Log(Logs::Detail,
Logs::Spawns,
"Spawn2 %d: Spawn group %d did not yeild an NPC! not spawning.",
spawn2_id,
spawngroup_id_);
Reset(); //try again later (why?)
return (true);
}
//try to find our NPC type.
const NPCType* tmp = database.LoadNPCTypesData(npcid);
const NPCType *tmp = database.LoadNPCTypesData(npcid);
if (tmp == nullptr) {
Log(Logs::Detail, Logs::Spawns, "Spawn2 %d: Spawn group %d yeilded an invalid NPC type %d", spawn2_id, spawngroup_id_, npcid);
Reset(); //try again later
return(true);
Log(Logs::Detail,
Logs::Spawns,
"Spawn2 %d: Spawn group %d yeilded an invalid NPC type %d",
spawn2_id,
spawngroup_id_,
npcid);
Reset(); //try again later
return (true);
}
if(tmp->unique_spawn_by_name)
{
if(!entity_list.LimitCheckName(tmp->name))
{
Log(Logs::Detail, Logs::Spawns, "Spawn2 %d: Spawn group %d yeilded NPC type %d, which is unique and one already exists.", spawn2_id, spawngroup_id_, npcid);
timer.Start(5000); //try again in five seconds.
return(true);
if (tmp->unique_spawn_by_name) {
if (!entity_list.LimitCheckName(tmp->name)) {
Log(Logs::Detail,
Logs::Spawns,
"Spawn2 %d: Spawn group %d yeilded NPC type %d, which is unique and one already exists.",
spawn2_id,
spawngroup_id_,
npcid);
timer.Start(5000); //try again in five seconds.
return (true);
}
}
if(tmp->spawn_limit > 0) {
if(!entity_list.LimitCheckType(npcid, tmp->spawn_limit)) {
Log(Logs::Detail, Logs::Spawns, "Spawn2 %d: Spawn group %d yeilded NPC type %d, which is over its spawn limit (%d)", spawn2_id, spawngroup_id_, npcid, tmp->spawn_limit);
timer.Start(5000); //try again in five seconds.
return(true);
if (tmp->spawn_limit > 0) {
if (!entity_list.LimitCheckType(npcid, tmp->spawn_limit)) {
Log(Logs::Detail,
Logs::Spawns,
"Spawn2 %d: Spawn group %d yeilded NPC type %d, which is over its spawn limit (%d)",
spawn2_id,
spawngroup_id_,
npcid,
tmp->spawn_limit);
timer.Start(5000); //try again in five seconds.
return (true);
}
}
bool ignore_despawn = false;
if (npcthis)
{
if (npcthis) {
ignore_despawn = npcthis->IgnoreDespawn();
}
if (ignore_despawn)
{
if (ignore_despawn) {
return true;
}
if (sg->despawn != 0 && condition_id == 0 && !ignore_despawn)
{
if (spawn_group->despawn != 0 && condition_id == 0 && !ignore_despawn) {
zone->Despawn(spawn2_id);
}
if (IsDespawned)
{
if (IsDespawned) {
return true;
}
currentnpcid = npcid;
NPC* npc = new NPC(tmp, this, glm::vec4(x, y, z, heading), FlyMode3);
NPC *npc = new NPC(tmp, this, glm::vec4(x, y, z, heading), FlyMode3);
npc->mod_prespawn(this);
npcthis = npc;
npc->AddLootTable();
if (npc->DropsGlobalLoot())
if (npc->DropsGlobalLoot()) {
npc->CheckGlobalLootTables();
}
npc->SetSp2(spawngroup_id_);
npc->SaveGuardPointAnim(anim);
npc->SetAppearance((EmuAppearance)anim);
npc->SetAppearance((EmuAppearance) anim);
entity_list.AddNPC(npc);
//this limit add must be done after the AddNPC since we need the entity ID.
entity_list.LimitAddNPC(npc);
if(sg->roamdist && sg->roambox[0] && sg->roambox[1] && sg->roambox[2] && sg->roambox[3] && sg->delay && sg->min_delay)
npc->AI_SetRoambox(sg->roamdist,sg->roambox[0],sg->roambox[1],sg->roambox[2],sg->roambox[3],sg->delay,sg->min_delay);
if(zone->InstantGrids()) {
Log(Logs::Detail, Logs::Spawns, "Spawn2 %d: Group %d spawned %s (%d) at (%.3f, %.3f, %.3f).", spawn2_id, spawngroup_id_, npc->GetName(), npcid, x, y, z);
/**
* Roambox init
*/
if (spawn_group->roamdist && spawn_group->roambox[0] && spawn_group->roambox[1] && spawn_group->roambox[2] &&
spawn_group->roambox[3] && spawn_group->delay && spawn_group->min_delay) {
npc->AI_SetRoambox(
spawn_group->roamdist,
spawn_group->roambox[0],
spawn_group->roambox[1],
spawn_group->roambox[2],
spawn_group->roambox[3],
spawn_group->delay,
spawn_group->min_delay
);
}
if (zone->InstantGrids()) {
Log(Logs::Detail,
Logs::Spawns,
"Spawn2 %d: Group %d spawned %s (%d) at (%.3f, %.3f, %.3f).",
spawn2_id,
spawngroup_id_,
npc->GetName(),
npcid,
x,
y,
z);
LoadGrid();
} else {
Log(Logs::Detail, Logs::Spawns, "Spawn2 %d: Group %d spawned %s (%d) at (%.3f, %.3f, %.3f). Grid loading delayed.", spawn2_id, spawngroup_id_, tmp->name, npcid, x, y, z);
}
else {
Log(Logs::Detail,
Logs::Spawns,
"Spawn2 %d: Group %d spawned %s (%d) at (%.3f, %.3f, %.3f). Grid loading delayed.",
spawn2_id,
spawngroup_id_,
tmp->name,
npcid,
x,
y,
z);
}
}
return true;
}
@ -266,11 +329,11 @@ void Spawn2::Disable()
}
void Spawn2::LoadGrid() {
if(!npcthis)
if (!npcthis)
return;
if(grid_ < 1)
if (grid_ < 1)
return;
if(!entity_list.IsMobInZone(npcthis))
if (!entity_list.IsMobInZone(npcthis))
return;
//dont set an NPC's grid until its loaded for them.
npcthis->SetGrid(grid_);
@ -278,7 +341,6 @@ void Spawn2::LoadGrid() {
Log(Logs::Detail, Logs::Spawns, "Spawn2 %d: Loading grid %d for %s", spawn2_id, grid_, npcthis->GetName());
}
/*
All three of these actions basically say that the mob which was
associated with this spawn point is no longer relavent.

View File

@ -42,19 +42,27 @@ struct wp_distance
int index;
};
void NPC::AI_SetRoambox(float iDist, float iRoamDist, uint32 iDelay, uint32 iMinDelay) {
AI_SetRoambox(iDist, GetX() + iRoamDist, GetX() - iRoamDist, GetY() + iRoamDist, GetY() - iRoamDist, iDelay, iMinDelay);
void NPC::AI_SetRoambox(float max_distance, float roam_distance_variance, uint32 delay, uint32 min_delay) {
AI_SetRoambox(
max_distance,
GetX() + roam_distance_variance,
GetX() - roam_distance_variance,
GetY() + roam_distance_variance,
GetY() - roam_distance_variance,
delay,
min_delay
);
}
void NPC::AI_SetRoambox(float iDist, float iMaxX, float iMinX, float iMaxY, float iMinY, uint32 iDelay, uint32 iMinDelay) {
roambox_distance = iDist;
roambox_max_x = iMaxX;
roambox_min_x = iMinX;
roambox_max_y = iMaxY;
roambox_min_y = iMinY;
roambox_movingto_x = roambox_max_x + 1; // this will trigger a recalc
roambox_delay = iDelay;
roambox_min_delay = iMinDelay;
void NPC::AI_SetRoambox(float distance, float max_x, float min_x, float max_y, float min_y, uint32 delay, uint32 min_delay) {
roambox_distance = distance;
roambox_max_x = max_x;
roambox_min_x = min_x;
roambox_max_y = max_y;
roambox_min_y = min_y;
roambox_destination_x = roambox_max_x + 1; // this will trigger a recalc
roambox_delay = delay;
roambox_min_delay = min_delay;
}
void NPC::DisplayWaypointInfo(Client *c) {
@ -199,7 +207,7 @@ void NPC::MoveTo(const glm::vec4& position, bool saveguardspot)
}
cur_wp_pause = 0;
pLastFightingDelayMoving = 0;
time_until_can_move = 0;
if (AI_walking_timer->Enabled())
AI_walking_timer->Start(100);
}
@ -438,22 +446,16 @@ float Mob::CalculateDistance(float x, float y, float z) {
return (float)sqrtf(((m_Position.x - x)*(m_Position.x - x)) + ((m_Position.y - y)*(m_Position.y - y)) + ((m_Position.z - z)*(m_Position.z - z)));
}
bool Mob::MakeNewPositionAndSendUpdate(float x, float y, float z, int speed, bool checkZ, bool calcHeading) {
bool Mob::MakeNewPositionAndSendUpdate(float x, float y, float z, float speed, bool check_z, bool calculate_heading) {
if (GetID() == 0)
return true;
if (speed <= 0)
{
if (speed <= 0) {
SetCurrentSpeed(0);
return true;
}
if ((m_Position.x - x == 0) && (m_Position.y - y == 0)) {//spawn is at target coords
if (m_Position.z - z != 0) {
m_Position.z = z;
Log(Logs::Detail, Logs::AI, "Calc Position2 (%.3f, %.3f, %.3f): Jumping pure Z.", x, y, z);
return true;
}
return false;
}
else if ((std::abs(m_Position.x - x) < 0.1) && (std::abs(m_Position.y - y) < 0.1)) {
@ -464,16 +466,17 @@ bool Mob::MakeNewPositionAndSendUpdate(float x, float y, float z, int speed, boo
m_Position.x = x;
m_Position.y = y;
m_Position.z = z;
return true;
}
bool send_update = false;
int compare_steps = 20;
if (tar_ndx < compare_steps && m_TargetLocation.x == x && m_TargetLocation.y == y) {
float new_x = m_Position.x + m_TargetV.x*tar_vector;
float new_y = m_Position.y + m_TargetV.y*tar_vector;
float new_z = m_Position.z + m_TargetV.z*tar_vector;
float new_x = m_Position.x + m_TargetV.x * tar_vector;
float new_y = m_Position.y + m_TargetV.y * tar_vector;
float new_z = m_Position.z + m_TargetV.z * tar_vector;
if (IsNPC()) {
entity_list.ProcessMove(CastToNPC(), new_x, new_y, new_z);
}
@ -482,21 +485,22 @@ bool Mob::MakeNewPositionAndSendUpdate(float x, float y, float z, int speed, boo
m_Position.y = new_y;
m_Position.z = new_z;
if(checkZ && fix_z_timer.Check() &&
(!this->IsEngaged() || flee_mode || currently_fleeing))
if (check_z && fix_z_timer.Check() && (!this->IsEngaged() || flee_mode || currently_fleeing)) {
this->FixZ();
}
tar_ndx++;
return true;
}
if (tar_ndx>50) {
if (tar_ndx > 50) {
tar_ndx--;
}
else {
tar_ndx = 0;
}
m_TargetLocation = glm::vec3(x, y, z);
float nx = this->m_Position.x;
@ -530,14 +534,12 @@ bool Mob::MakeNewPositionAndSendUpdate(float x, float y, float z, int speed, boo
// mob move fix
if (numsteps<20)
{
if (numsteps>1)
{
if (numsteps < 20) {
if (numsteps > 1) {
tar_vector = 1.0f;
m_TargetV.x = m_TargetV.x / (float)numsteps;
m_TargetV.y = m_TargetV.y / (float)numsteps;
m_TargetV.z = m_TargetV.z / (float)numsteps;
m_TargetV.x = m_TargetV.x / (float) numsteps;
m_TargetV.y = m_TargetV.y / (float) numsteps;
m_TargetV.z = m_TargetV.z / (float) numsteps;
float new_x = m_Position.x + m_TargetV.x;
float new_y = m_Position.y + m_TargetV.y;
@ -549,12 +551,12 @@ bool Mob::MakeNewPositionAndSendUpdate(float x, float y, float z, int speed, boo
m_Position.x = new_x;
m_Position.y = new_y;
m_Position.z = new_z;
if (calcHeading)
if (calculate_heading) {
m_Position.w = CalculateHeadingToTarget(x, y);
}
tar_ndx = 20 - numsteps;
}
else
{
else {
if (IsNPC()) {
entity_list.ProcessMove(CastToNPC(), x, y, z);
}
@ -578,9 +580,10 @@ bool Mob::MakeNewPositionAndSendUpdate(float x, float y, float z, int speed, boo
tar_vector *= (dur / 100.0f);
float new_x = m_Position.x + m_TargetV.x*tar_vector;
float new_y = m_Position.y + m_TargetV.y*tar_vector;
float new_z = m_Position.z + m_TargetV.z*tar_vector;
float new_x = m_Position.x + m_TargetV.x * tar_vector;
float new_y = m_Position.y + m_TargetV.y * tar_vector;
float new_z = m_Position.z + m_TargetV.z * tar_vector;
if (IsNPC()) {
entity_list.ProcessMove(CastToNPC(), new_x, new_y, new_z);
}
@ -588,11 +591,12 @@ bool Mob::MakeNewPositionAndSendUpdate(float x, float y, float z, int speed, boo
m_Position.x = new_x;
m_Position.y = new_y;
m_Position.z = new_z;
if (calcHeading)
if (calculate_heading) {
m_Position.w = CalculateHeadingToTarget(x, y);
}
}
if (checkZ && fix_z_timer.Check() && !this->IsEngaged())
if (check_z && fix_z_timer.Check() && !this->IsEngaged())
this->FixZ();
SetMoving(true);
@ -600,13 +604,11 @@ bool Mob::MakeNewPositionAndSendUpdate(float x, float y, float z, int speed, boo
m_Delta = glm::vec4(m_Position.x - nx, m_Position.y - ny, m_Position.z - nz, 0.0f);
if (IsClient())
{
if (IsClient()) {
SendPositionUpdate(1);
CastToClient()->ResetPositionTimer();
}
else
{
else {
SendPositionUpdate();
SetAppearance(eaStanding, false);
}
@ -615,8 +617,8 @@ bool Mob::MakeNewPositionAndSendUpdate(float x, float y, float z, int speed, boo
return true;
}
bool Mob::CalculateNewPosition(float x, float y, float z, int speed, bool checkZ, bool calcHeading) {
return MakeNewPositionAndSendUpdate(x, y, z, speed);
bool Mob::CalculateNewPosition(float x, float y, float z, float speed, bool check_z, bool calculate_heading) {
return MakeNewPositionAndSendUpdate(x, y, z, speed, check_z);
}
void NPC::AssignWaypoints(int32 grid)
@ -746,10 +748,11 @@ void Mob::SendToFixZ(float new_x, float new_y, float new_z) {
}
}
float Mob::GetFixedZ(glm::vec3 dest, int32 z_find_offset) {
float Mob::GetFixedZ(glm::vec3 destination, int32 z_find_offset) {
BenchTimer timer;
timer.reset();
float new_z = dest.z;
float new_z = destination.z;
if (zone->HasMap() && RuleB(Map, FixZWhenMoving)) {
@ -765,7 +768,7 @@ float Mob::GetFixedZ(glm::vec3 dest, int32 z_find_offset) {
/*
* Any more than 5 in the offset makes NPC's hop/snap to ceiling in small corridors
*/
new_z = this->FindDestGroundZ(dest, z_find_offset);
new_z = this->FindDestGroundZ(destination, z_find_offset);
if (new_z != BEST_Z_INVALID) {
new_z += this->GetZOffset();
@ -776,9 +779,15 @@ float Mob::GetFixedZ(glm::vec3 dest, int32 z_find_offset) {
auto duration = timer.elapsed();
Log(Logs::Moderate, Logs::FixZ,
"Mob::GetFixedZ() (%s) returned %4.3f at %4.3f, %4.3f, %4.3f - Took %lf",
this->GetCleanName(), new_z, dest.x, dest.y, dest.z, duration);
Log(Logs::Moderate,
Logs::FixZ,
"Mob::GetFixedZ() (%s) returned %4.3f at %4.3f, %4.3f, %4.3f - Took %lf",
this->GetCleanName(),
new_z,
destination.x,
destination.y,
destination.z,
duration);
}
return new_z;
@ -790,16 +799,19 @@ void Mob::FixZ(int32 z_find_offset /*= 5*/) {
if (!IsClient() && new_z != m_Position.z) {
if ((new_z > -2000) && new_z != BEST_Z_INVALID) {
if (RuleB(Map, MobZVisualDebug))
if (RuleB(Map, MobZVisualDebug)) {
this->SendAppearanceEffect(78, 0, 0, 0, 0);
}
m_Position.z = new_z;
} else {
if (RuleB(Map, MobZVisualDebug))
}
else {
if (RuleB(Map, MobZVisualDebug)) {
this->SendAppearanceEffect(103, 0, 0, 0, 0);
}
Log(Logs::General, Logs::FixZ, "%s is failing to find Z %f",
this->GetCleanName(), std::abs(m_Position.z - new_z));
this->GetCleanName(), std::abs(m_Position.z - new_z));
}
}
}