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[Performance] Reworked how client to NPC aggro checks are made
- Before when reverse aggro checks were done (client to NPC), checks would happen every 750 millseconds where a client would check an entire entity list with distance calcs and other checks for aggro, with many clients in a zone and many NPC's this would add a lot of unecessary overhead. A temporary adjustment on 3/25 was made and upped the check to 6 seconds. - Now, there is a new methodology to scanning. The client will build a cache list of NPC's within close range as defined in new rule: RULE_INT(Range, ClientNPCScan, 300) and will also get any NPC that has an aggro range beyond that defined range to use in the frequent checks for aggro, the result is far less overhead - Client scanning changes when moving versus not moving, the client will scan aggro every 500 milliseconds while moving, and 3000 millseconds aggro check when not moving, with a 6000ms re-fetch for close NPC's - A demo of these changes can be found here: https://youtu.be/aGroiwLSTVU
This commit is contained in:
parent
940f3b03e8
commit
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@ -1,8 +1,21 @@
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EQEMu Changelog (Started on Sept 24, 2003 15:50)
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-------------------------------------------------------
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== 03/27/2017 ==
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Akkadius: [Performance] Reworked how client to NPC aggro checks are made
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- Before when reverse aggro checks were done (client to NPC), checks would happen every 750 millseconds where a client would
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check an entire entity list with distance calcs and other checks for aggro, with many clients in a zone and many NPC's this would
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add a lot of unecessary overhead. A temporary adjustment on 3/25 was made and upped the check to 6 seconds.
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- Now, there is a new methodology to scanning. The client will build a cache list of NPC's within close range as defined in new rule:
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RULE_INT(Range, ClientNPCScan, 300) and will also get any NPC that has an aggro range beyond that defined range to use in
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the frequent checks for aggro, the result is far less overhead
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- Client scanning changes when moving versus not moving, the client will scan aggro every 500 milliseconds while moving, and
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3000 millseconds aggro check when not moving, with a 6000ms re-fetch for close NPC's
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- A demo of these changes can be found here:
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https://youtu.be/aGroiwLSTVU
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== 03/25/2017 ==
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Akkadius: Reduced CPU footprint in non-combat zones doing constant checks for combat related activities
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Akkadius: Reduced CPU footprint in cases where a client is checking for aggro excessively every 750 millseconds. This has
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Akkadius: [Performance] Reduced CPU footprint in non-combat zones doing constant checks for combat related activities
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Akkadius: [Performance] Reduced CPU footprint in cases where a client is checking for aggro excessively every 750 millseconds. This has
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been adjusted to 6 seconds per new rule RULE_INT(Aggro, ClientAggroCheckInterval)
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- When zones have many players, with many NPC's, this adds up quickly
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@ -559,6 +559,7 @@ RULE_INT(Range, SpellMessages, 75)
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RULE_INT(Range, SongMessages, 75)
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RULE_INT(Range, MobPositionUpdates, 600)
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RULE_INT(Range, CriticalDamage, 80)
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RULE_INT(Range, ClientNPCScan, 300)
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RULE_CATEGORY_END()
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@ -284,7 +284,7 @@ bool Mob::CheckWillAggro(Mob *mob) {
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if(( t1 > iAggroRange)
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|| ( t2 > iAggroRange)
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|| ( t3 > iAggroRange)
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||(mob->IsInvisible(this))
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|| (mob->IsInvisible(this))
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|| (mob->IsClient() &&
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(!mob->CastToClient()->Connected()
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|| mob->CastToClient()->IsLD()
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@ -135,7 +135,7 @@ Client::Client(EQStreamInterface* ieqs)
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forget_timer(0),
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autosave_timer(RuleI(Character, AutosaveIntervalS) * 1000),
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#ifdef REVERSE_AGGRO
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scanarea_timer(RuleI(Aggro, ClientAggroCheckInterval) * 1000),
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client_scan_npc_aggro_timer(RuleI(Aggro, ClientAggroCheckInterval) * 1000),
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#endif
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tribute_timer(Tribute_duration),
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proximity_timer(ClientProximity_interval),
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@ -160,7 +160,8 @@ Client::Client(EQStreamInterface* ieqs)
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m_AutoAttackPosition(0.0f, 0.0f, 0.0f, 0.0f),
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m_AutoAttackTargetLocation(0.0f, 0.0f, 0.0f),
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last_region_type(RegionTypeUnsupported),
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m_dirtyautohaters(false)
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m_dirtyautohaters(false),
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npc_close_scan_timer(6000)
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{
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for(int cf=0; cf < _FilterCount; cf++)
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ClientFilters[cf] = FilterShow;
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@ -358,6 +359,8 @@ Client::~Client() {
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m_tradeskill_object = nullptr;
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}
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close_npcs.clear();
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if(IsDueling() && GetDuelTarget() != 0) {
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Entity* entity = entity_list.GetID(GetDuelTarget());
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if(entity != nullptr && entity->IsClient()) {
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@ -221,6 +221,9 @@ public:
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Client(EQStreamInterface * ieqs);
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~Client();
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std::unordered_map<NPC *, float> close_npcs;
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bool is_client_moving;
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//abstract virtual function implementations required by base abstract class
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virtual bool Death(Mob* killerMob, int32 damage, uint16 spell_id, EQEmu::skills::SkillType attack_skill);
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virtual void Damage(Mob* from, int32 damage, uint16 spell_id, EQEmu::skills::SkillType attack_skill, bool avoidable = true, int8 buffslot = -1, bool iBuffTic = false, eSpecialAttacks special = eSpecialAttacks::None);
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@ -1458,7 +1461,7 @@ private:
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Timer forget_timer; // our 2 min everybody forgets you timer
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Timer autosave_timer;
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#ifdef REVERSE_AGGRO
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Timer scanarea_timer;
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Timer client_scan_npc_aggro_timer;
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#endif
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Timer tribute_timer;
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@ -1477,6 +1480,7 @@ private:
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Timer helm_toggle_timer;
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Timer light_update_timer;
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Timer aggro_meter_timer;
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Timer npc_close_scan_timer;
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glm::vec3 m_Proximity;
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@ -4580,6 +4580,34 @@ void Client::Handle_OP_ClientUpdate(const EQApplicationPacket *app)
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rewind_timer.Start(30000, true);
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}
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/* Handle client aggro scanning timers NPCs */
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is_client_moving = (ppu->y_pos == m_Position.y && ppu->x_pos == m_Position.x) ? false : true;
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if (is_client_moving) {
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Log.Out(Logs::Detail, Logs::Normal, "ClientUpdate: Client is moving - scan timer is: %u", client_scan_npc_aggro_timer.GetDuration());
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if (client_scan_npc_aggro_timer.GetDuration() > 1000) {
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npc_close_scan_timer.Disable();
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npc_close_scan_timer.Start(500);
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client_scan_npc_aggro_timer.Disable();
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client_scan_npc_aggro_timer.Start(500);
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}
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}
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else {
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Log.Out(Logs::Detail, Logs::Normal, "ClientUpdate: Client is NOT moving - scan timer is: %u", client_scan_npc_aggro_timer.GetDuration());
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if (client_scan_npc_aggro_timer.GetDuration() < 1000) {
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npc_close_scan_timer.Disable();
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npc_close_scan_timer.Start(6000);
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client_scan_npc_aggro_timer.Disable();
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client_scan_npc_aggro_timer.Start(3000);
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}
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}
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// Outgoing client packet
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float tmpheading = EQ19toFloat(ppu->heading);
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/* The clients send an update at best every 1.3 seconds
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@ -63,7 +63,7 @@ extern EntityList entity_list;
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bool Client::Process() {
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bool ret = true;
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if(Connected() || IsLD())
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if (Connected() || IsLD())
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{
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// try to send all packets that weren't sent before
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if (!IsLD() && zoneinpacket_timer.Check())
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@ -71,58 +71,58 @@ bool Client::Process() {
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SendAllPackets();
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}
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if(adventure_request_timer)
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if (adventure_request_timer)
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{
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if(adventure_request_timer->Check())
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if (adventure_request_timer->Check())
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{
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safe_delete(adventure_request_timer);
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}
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}
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if(adventure_create_timer)
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if (adventure_create_timer)
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{
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if(adventure_create_timer->Check())
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if (adventure_create_timer->Check())
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{
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safe_delete(adventure_create_timer);
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}
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}
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if(adventure_leave_timer)
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if (adventure_leave_timer)
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{
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if(adventure_leave_timer->Check())
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if (adventure_leave_timer->Check())
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{
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safe_delete(adventure_leave_timer);
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}
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}
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if(adventure_door_timer)
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if (adventure_door_timer)
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{
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if(adventure_door_timer->Check())
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if (adventure_door_timer->Check())
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{
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safe_delete(adventure_door_timer);
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}
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}
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if(adventure_stats_timer)
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if (adventure_stats_timer)
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{
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if(adventure_stats_timer->Check())
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if (adventure_stats_timer->Check())
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{
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safe_delete(adventure_stats_timer);
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}
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}
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if(adventure_leaderboard_timer)
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if (adventure_leaderboard_timer)
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{
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if(adventure_leaderboard_timer->Check())
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if (adventure_leaderboard_timer->Check())
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{
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safe_delete(adventure_leaderboard_timer);
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}
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}
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if(dead)
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if (dead)
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{
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SetHP(-100);
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if(RespawnFromHoverTimer.Check())
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if (RespawnFromHoverTimer.Check())
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HandleRespawnFromHover(0);
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}
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@ -131,13 +131,13 @@ bool Client::Process() {
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// SendHPUpdate calls hpupdate_timer.Start so it can delay this timer, so lets not reset with the check
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// since the function will anyways
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if(hpupdate_timer.Check(false))
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if (hpupdate_timer.Check(false))
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SendHPUpdate();
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if(mana_timer.Check())
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if (mana_timer.Check())
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SendManaUpdatePacket();
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if(dead && dead_timer.Check()) {
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if (dead && dead_timer.Check()) {
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database.MoveCharacterToZone(GetName(), database.GetZoneName(m_pp.binds[0].zoneId));
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m_pp.zone_id = m_pp.binds[0].zoneId;
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@ -150,7 +150,7 @@ bool Client::Process() {
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Group *mygroup = GetGroup();
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if (mygroup)
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{
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entity_list.MessageGroup(this,true,15,"%s died.", GetName());
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entity_list.MessageGroup(this, true, 15, "%s died.", GetName());
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mygroup->MemberZoned(this);
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}
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Raid *myraid = entity_list.GetRaidByClient(this);
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@ -161,34 +161,29 @@ bool Client::Process() {
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return(false);
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}
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if(charm_update_timer.Check())
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{
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if (charm_update_timer.Check()) {
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CalcItemScale();
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}
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if(TaskPeriodic_Timer.Check() && taskstate)
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if (TaskPeriodic_Timer.Check() && taskstate)
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taskstate->TaskPeriodicChecks(this);
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if(linkdead_timer.Check())
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{
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if (linkdead_timer.Check()) {
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LeaveGroup();
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Save();
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if (GetMerc())
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{
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if (GetMerc()) {
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GetMerc()->Save();
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GetMerc()->Depop();
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}
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Raid *myraid = entity_list.GetRaidByClient(this);
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if (myraid)
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{
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if (myraid) {
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myraid->MemberZoned(this);
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}
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return false; //delete client
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}
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if (camp_timer.Check())
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{
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if (camp_timer.Check()) {
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LeaveGroup();
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Save();
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if (GetMerc())
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@ -202,8 +197,7 @@ bool Client::Process() {
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if (IsStunned() && stunned_timer.Check())
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Mob::UnStun();
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if(!m_CheatDetectMoved)
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{
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if (!m_CheatDetectMoved) {
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m_TimeSinceLastPositionCheck = Timer::GetCurrentTime();
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}
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@ -211,32 +205,32 @@ bool Client::Process() {
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//NOTE: this is kinda a heavy-handed check to make sure the mob still exists before
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//doing the next pulse on them...
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Mob *song_target = nullptr;
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if(bardsong_target_id == GetID()) {
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if (bardsong_target_id == GetID()) {
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song_target = this;
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} else {
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}
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else {
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song_target = entity_list.GetMob(bardsong_target_id);
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}
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if (song_target == nullptr) {
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InterruptSpell(SONG_ENDS_ABRUPTLY, 0x121, bardsong);
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} else {
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if(!ApplyNextBardPulse(bardsong, song_target, bardsong_slot))
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}
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else {
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if (!ApplyNextBardPulse(bardsong, song_target, bardsong_slot))
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InterruptSpell(SONG_ENDS_ABRUPTLY, 0x121, bardsong);
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//SpellFinished(bardsong, bardsong_target, bardsong_slot, spells[bardsong].mana);
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}
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}
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if(GetMerc())
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{
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if (GetMerc()) {
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UpdateMercTimer();
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}
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if(GetMercInfo().MercTemplateID != 0 && GetMercInfo().IsSuspended)
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{
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if (GetMercInfo().MercTemplateID != 0 && GetMercInfo().IsSuspended) {
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CheckMercSuspendTimer();
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}
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if(IsAIControlled())
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if (IsAIControlled())
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AI_Process();
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// Don't reset the bindwound timer so we can check it in BindWound as well.
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@ -244,31 +238,49 @@ bool Client::Process() {
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BindWound(bindwound_target, false);
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}
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if(KarmaUpdateTimer)
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{
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if(KarmaUpdateTimer->Check(false))
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{
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if (KarmaUpdateTimer) {
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if (KarmaUpdateTimer->Check(false)) {
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KarmaUpdateTimer->Start(RuleI(Chat, KarmaUpdateIntervalMS));
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database.UpdateKarma(AccountID(), ++TotalKarma);
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}
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}
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if(qGlobals)
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{
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if(qglobal_purge_timer.Check())
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{
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if (qGlobals) {
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if (qglobal_purge_timer.Check()) {
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qGlobals->PurgeExpiredGlobals();
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}
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}
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if(light_update_timer.Check()) {
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if (light_update_timer.Check()) {
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UpdateEquipmentLight();
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if(UpdateActiveLight()) {
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if (UpdateActiveLight()) {
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SendAppearancePacket(AT_Light, GetActiveLightType());
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}
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}
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/* Build a close range list of NPC's */
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if (npc_close_scan_timer.Check()) {
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close_npcs.clear();
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std::list<NPC*> npc_list;
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entity_list.GetNPCList(npc_list);
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float scan_range = RuleI(Range, ClientNPCScan);
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for (auto itr = npc_list.begin(); itr != npc_list.end(); ++itr) {
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NPC* npc = *itr;
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float distance = DistanceNoZ(m_Position, npc->GetPosition());
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if(distance <= scan_range) {
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close_npcs.insert(std::pair<NPC *, float>(npc, distance));
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}
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else if (npc->GetAggroRange() > scan_range) {
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close_npcs.insert(std::pair<NPC *, float>(npc, distance));
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}
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}
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}
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bool may_use_attacks = false;
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/*
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Things which prevent us from attacking:
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@ -279,35 +291,35 @@ bool Client::Process() {
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- being stunned or mezzed
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- having used a ranged weapon recently
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*/
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if(auto_attack) {
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if(!IsAIControlled() && !dead
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if (auto_attack) {
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if (!IsAIControlled() && !dead
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&& !(spellend_timer.Enabled() && casting_spell_id && !IsBardSong(casting_spell_id))
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&& !IsStunned() && !IsFeared() && !IsMezzed() && GetAppearance() != eaDead && !IsMeleeDisabled()
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)
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may_use_attacks = true;
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if(may_use_attacks && ranged_timer.Enabled()) {
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if (may_use_attacks && ranged_timer.Enabled()) {
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//if the range timer is enabled, we need to consider it
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if(!ranged_timer.Check(false)) {
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if (!ranged_timer.Check(false)) {
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//the ranged timer has not elapsed, cannot attack.
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may_use_attacks = false;
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}
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}
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}
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if(AutoFireEnabled()){
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if (AutoFireEnabled()) {
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EQEmu::ItemInstance *ranged = GetInv().GetItem(EQEmu::inventory::slotRange);
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if(ranged)
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if (ranged)
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{
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if (ranged->GetItem() && ranged->GetItem()->ItemType == EQEmu::item::ItemTypeBow){
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if(ranged_timer.Check(false)){
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if(GetTarget() && (GetTarget()->IsNPC() || GetTarget()->IsClient())){
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if(GetTarget()->InFrontMob(this, GetTarget()->GetX(), GetTarget()->GetY())){
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if(CheckLosFN(GetTarget())){
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if (ranged->GetItem() && ranged->GetItem()->ItemType == EQEmu::item::ItemTypeBow) {
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if (ranged_timer.Check(false)) {
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if (GetTarget() && (GetTarget()->IsNPC() || GetTarget()->IsClient())) {
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if (GetTarget()->InFrontMob(this, GetTarget()->GetX(), GetTarget()->GetY())) {
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if (CheckLosFN(GetTarget())) {
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//client has built in los check, but auto fire does not.. done last.
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RangedAttack(GetTarget());
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if (CheckDoubleRangedAttack())
|
||||
RangedAttack(GetTarget(), true);
|
||||
if (CheckDoubleRangedAttack())
|
||||
RangedAttack(GetTarget(), true);
|
||||
}
|
||||
else
|
||||
ranged_timer.Start();
|
||||
@ -319,11 +331,11 @@ bool Client::Process() {
|
||||
ranged_timer.Start();
|
||||
}
|
||||
}
|
||||
else if (ranged->GetItem() && (ranged->GetItem()->ItemType == EQEmu::item::ItemTypeLargeThrowing || ranged->GetItem()->ItemType == EQEmu::item::ItemTypeSmallThrowing)){
|
||||
if(ranged_timer.Check(false)){
|
||||
if(GetTarget() && (GetTarget()->IsNPC() || GetTarget()->IsClient())){
|
||||
if(GetTarget()->InFrontMob(this, GetTarget()->GetX(), GetTarget()->GetY())){
|
||||
if(CheckLosFN(GetTarget())){
|
||||
else if (ranged->GetItem() && (ranged->GetItem()->ItemType == EQEmu::item::ItemTypeLargeThrowing || ranged->GetItem()->ItemType == EQEmu::item::ItemTypeSmallThrowing)) {
|
||||
if (ranged_timer.Check(false)) {
|
||||
if (GetTarget() && (GetTarget()->IsNPC() || GetTarget()->IsClient())) {
|
||||
if (GetTarget()->InFrontMob(this, GetTarget()->GetX(), GetTarget()->GetY())) {
|
||||
if (CheckLosFN(GetTarget())) {
|
||||
//client has built in los check, but auto fire does not.. done last.
|
||||
ThrowingAttack(GetTarget());
|
||||
}
|
||||
@ -345,9 +357,9 @@ bool Client::Process() {
|
||||
{
|
||||
//check if change
|
||||
//only check on primary attack.. sorry offhand you gotta wait!
|
||||
if(aa_los_them_mob)
|
||||
if (aa_los_them_mob)
|
||||
{
|
||||
if(auto_attack_target != aa_los_them_mob ||
|
||||
if (auto_attack_target != aa_los_them_mob ||
|
||||
m_AutoAttackPosition.x != GetX() ||
|
||||
m_AutoAttackPosition.y != GetY() ||
|
||||
m_AutoAttackPosition.z != GetZ() ||
|
||||
@ -379,11 +391,11 @@ bool Client::Process() {
|
||||
|
||||
if (!CombatRange(auto_attack_target))
|
||||
{
|
||||
Message_StringID(MT_TooFarAway,TARGET_TOO_FAR);
|
||||
Message_StringID(MT_TooFarAway, TARGET_TOO_FAR);
|
||||
}
|
||||
else if (auto_attack_target == this)
|
||||
{
|
||||
Message_StringID(MT_TooFarAway,TRY_ATTACKING_SOMEONE);
|
||||
Message_StringID(MT_TooFarAway, TRY_ATTACKING_SOMEONE);
|
||||
}
|
||||
else if (!los_status || !los_status_facing)
|
||||
{
|
||||
@ -412,23 +424,23 @@ bool Client::Process() {
|
||||
}
|
||||
}
|
||||
|
||||
if(auto_attack && may_use_attacks && auto_attack_target != nullptr
|
||||
if (auto_attack && may_use_attacks && auto_attack_target != nullptr
|
||||
&& CanThisClassDualWield() && attack_dw_timer.Check())
|
||||
{
|
||||
// Range check
|
||||
if(!CombatRange(auto_attack_target)) {
|
||||
if (!CombatRange(auto_attack_target)) {
|
||||
// this is a duplicate message don't use it.
|
||||
//Message_StringID(MT_TooFarAway,TARGET_TOO_FAR);
|
||||
}
|
||||
// Don't attack yourself
|
||||
else if(auto_attack_target == this) {
|
||||
else if (auto_attack_target == this) {
|
||||
//Message_StringID(MT_TooFarAway,TRY_ATTACKING_SOMEONE);
|
||||
}
|
||||
else if (!los_status || !los_status_facing)
|
||||
{
|
||||
//you can't see your target
|
||||
}
|
||||
else if(auto_attack_target->GetHP() > -10) {
|
||||
else if (auto_attack_target->GetHP() > -10) {
|
||||
CheckIncreaseSkill(EQEmu::skills::SkillDualWield, auto_attack_target, -10);
|
||||
if (CheckDualWield()) {
|
||||
EQEmu::ItemInstance *wpn = GetInv().GetItem(EQEmu::inventory::slotSecondary);
|
||||
@ -442,7 +454,7 @@ bool Client::Process() {
|
||||
if (position_timer.Check()) {
|
||||
if (IsAIControlled())
|
||||
{
|
||||
if(!IsMoving())
|
||||
if (!IsMoving())
|
||||
{
|
||||
animation = 0;
|
||||
m_Delta = glm::vec4(0.0f, 0.0f, 0.0f, m_Delta.w);
|
||||
@ -464,25 +476,25 @@ bool Client::Process() {
|
||||
}
|
||||
}
|
||||
|
||||
if(HasVirus()) {
|
||||
if(viral_timer.Check()) {
|
||||
if (HasVirus()) {
|
||||
if (viral_timer.Check()) {
|
||||
viral_timer_counter++;
|
||||
for(int i = 0; i < MAX_SPELL_TRIGGER*2; i+=2) {
|
||||
if(viral_spells[i]) {
|
||||
if(viral_timer_counter % spells[viral_spells[i]].viral_timer == 0) {
|
||||
SpreadVirus(viral_spells[i], viral_spells[i+1]);
|
||||
for (int i = 0; i < MAX_SPELL_TRIGGER * 2; i += 2) {
|
||||
if (viral_spells[i]) {
|
||||
if (viral_timer_counter % spells[viral_spells[i]].viral_timer == 0) {
|
||||
SpreadVirus(viral_spells[i], viral_spells[i + 1]);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if(viral_timer_counter > 999)
|
||||
if (viral_timer_counter > 999)
|
||||
viral_timer_counter = 0;
|
||||
}
|
||||
|
||||
ProjectileAttack();
|
||||
|
||||
if(spellbonuses.GravityEffect == 1) {
|
||||
if(gravity_timer.Check())
|
||||
if (spellbonuses.GravityEffect == 1) {
|
||||
if (gravity_timer.Check())
|
||||
DoGravityEffect();
|
||||
}
|
||||
|
||||
@ -514,7 +526,7 @@ bool Client::Process() {
|
||||
}
|
||||
|
||||
SpellProcess();
|
||||
if (endupkeep_timer.Check() && !dead){
|
||||
if (endupkeep_timer.Check() && !dead) {
|
||||
DoEnduranceUpkeep();
|
||||
}
|
||||
|
||||
@ -530,7 +542,7 @@ bool Client::Process() {
|
||||
BuffProcess();
|
||||
DoStaminaUpdate();
|
||||
|
||||
if(tribute_timer.Check()) {
|
||||
if (tribute_timer.Check()) {
|
||||
ToggleTribute(true); //re-activate the tribute.
|
||||
}
|
||||
|
||||
@ -542,18 +554,18 @@ bool Client::Process() {
|
||||
Save(0);
|
||||
}
|
||||
|
||||
if(m_pp.intoxication > 0)
|
||||
if (m_pp.intoxication > 0)
|
||||
{
|
||||
--m_pp.intoxication;
|
||||
CalcBonuses();
|
||||
}
|
||||
|
||||
if(ItemTickTimer.Check())
|
||||
if (ItemTickTimer.Check())
|
||||
{
|
||||
TickItemCheck();
|
||||
}
|
||||
|
||||
if(ItemQuestTimer.Check())
|
||||
if (ItemQuestTimer.Check())
|
||||
{
|
||||
ItemTimerCheck();
|
||||
}
|
||||
@ -592,8 +604,8 @@ bool Client::Process() {
|
||||
}
|
||||
return false;
|
||||
}
|
||||
else if(!linkdead_timer.Enabled()){
|
||||
linkdead_timer.Start(RuleI(Zone,ClientLinkdeadMS));
|
||||
else if (!linkdead_timer.Enabled()) {
|
||||
linkdead_timer.Start(RuleI(Zone, ClientLinkdeadMS));
|
||||
client_state = CLIENT_LINKDEAD;
|
||||
AI_Start(CLIENT_LD_TIMEOUT);
|
||||
SendAppearancePacket(AT_Linkdead, 1);
|
||||
@ -603,10 +615,10 @@ bool Client::Process() {
|
||||
|
||||
/************ Get all packets from packet manager out queue and process them ************/
|
||||
EQApplicationPacket *app = nullptr;
|
||||
if(!eqs->CheckState(CLOSING))
|
||||
if (!eqs->CheckState(CLOSING))
|
||||
{
|
||||
while(ret && (app = (EQApplicationPacket *)eqs->PopPacket())) {
|
||||
if(app)
|
||||
while (ret && (app = (EQApplicationPacket *)eqs->PopPacket())) {
|
||||
if (app)
|
||||
ret = HandlePacket(app);
|
||||
safe_delete(app);
|
||||
}
|
||||
@ -616,8 +628,17 @@ bool Client::Process() {
|
||||
//At this point, we are still connected, everything important has taken
|
||||
//place, now check to see if anybody wants to aggro us.
|
||||
// only if client is not feigned
|
||||
if(zone->CanDoCombat() && ret && !GetFeigned() && scanarea_timer.Check()) {
|
||||
entity_list.CheckClientAggro(this);
|
||||
if (zone->CanDoCombat() && ret && !GetFeigned() && client_scan_npc_aggro_timer.Check()) {
|
||||
int npc_scan_count = 0;
|
||||
for (auto it = close_npcs.begin(); it != close_npcs.end(); ++it) {
|
||||
NPC *npc = it->first;
|
||||
|
||||
if (npc->CheckWillAggro(this) && !npc->CheckAggro(this)) {
|
||||
npc->AddToHateList(this, 25);
|
||||
}
|
||||
npc_scan_count++;
|
||||
}
|
||||
Log.Out(Logs::General, Logs::Aggro, "Checking Reverse Aggro (client->npc) scanned_npcs (%i)", npc_scan_count);
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
@ -2288,10 +2288,15 @@ bool EntityList::RemoveNPC(uint16 delete_id)
|
||||
{
|
||||
auto it = npc_list.find(delete_id);
|
||||
if (it != npc_list.end()) {
|
||||
NPC *npc = it->second;
|
||||
// make sure its proximity is removed
|
||||
RemoveProximity(delete_id);
|
||||
// remove from client close lists
|
||||
RemoveNPCFromClientCloseLists(npc);
|
||||
// remove from the list
|
||||
npc_list.erase(it);
|
||||
|
||||
|
||||
// remove from limit list if needed
|
||||
if (npc_limit_list.count(delete_id))
|
||||
npc_limit_list.erase(delete_id);
|
||||
@ -2300,6 +2305,16 @@ bool EntityList::RemoveNPC(uint16 delete_id)
|
||||
return false;
|
||||
}
|
||||
|
||||
bool EntityList::RemoveNPCFromClientCloseLists(NPC *npc)
|
||||
{
|
||||
auto it = client_list.begin();
|
||||
while (it != client_list.end()) {
|
||||
it->second->close_npcs.erase(npc);
|
||||
++it;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool EntityList::RemoveMerc(uint16 delete_id)
|
||||
{
|
||||
auto it = merc_list.find(delete_id);
|
||||
|
||||
@ -279,6 +279,7 @@ public:
|
||||
bool RemoveTrap(uint16 delete_id);
|
||||
bool RemoveObject(uint16 delete_id);
|
||||
bool RemoveProximity(uint16 delete_npc_id);
|
||||
bool RemoveNPCFromClientCloseLists(NPC *npc);
|
||||
void RemoveAllMobs();
|
||||
void RemoveAllClients();
|
||||
void RemoveAllNPCs();
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user