Fixed issues with Z correctness when NPCs are pathing on normal grids

Fixed issues with Z correctness when NPCs are engaged with players following
NPC corpses should fall into the ground far less
This commit is contained in:
Akkadius 2017-06-28 02:38:20 -05:00
parent 592bbd3180
commit 539fa8b262
7 changed files with 85 additions and 119 deletions

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@ -1,5 +1,16 @@
EQEMu Changelog (Started on Sept 24, 2003 15:50) EQEMu Changelog (Started on Sept 24, 2003 15:50)
------------------------------------------------------- -------------------------------------------------------
== 6/28/2017 ==
Akkadius: Fixed issues with Z correctness when NPCs are pathing on normal grids
Akkadius: Fixed issues with Z correctness when NPCs are engaged with players following
Akkadius: NPC corpses should fall into the ground far less
== 6/25/2017 ==
Akkadius: New rules made by developers are now automatically created when world boots up, this keeps
from having to issue schema SQL updates every time rules are added.
- Whenever a rule isn't present in the database, it will be automatically created
Akkadius: Sped up saylink retrieval x1000 helpful for dialogues, plugins with many saylinks
== 4/16/2017 == == 4/16/2017 ==
KLS: Merge eqstream branch KLS: Merge eqstream branch
- UDP client stack completely rewritten should both have better throughput and recover better (peq has had far fewer reports of desyncs). - UDP client stack completely rewritten should both have better throughput and recover better (peq has had far fewer reports of desyncs).

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@ -274,6 +274,7 @@ RULE_BOOL(Map, FixPathingZWhenLoading, true) //increases zone boot times a bit
RULE_BOOL(Map, FixPathingZAtWaypoints, false) //alternative to `WhenLoading`, accomplishes the same thing but does it at each waypoint instead of once at boot time. RULE_BOOL(Map, FixPathingZAtWaypoints, false) //alternative to `WhenLoading`, accomplishes the same thing but does it at each waypoint instead of once at boot time.
RULE_BOOL(Map, FixPathingZWhenMoving, false) //very CPU intensive, but helps hopping with widely spaced waypoints. RULE_BOOL(Map, FixPathingZWhenMoving, false) //very CPU intensive, but helps hopping with widely spaced waypoints.
RULE_BOOL(Map, FixPathingZOnSendTo, false) //try to repair Z coords in the SendTo routine as well. RULE_BOOL(Map, FixPathingZOnSendTo, false) //try to repair Z coords in the SendTo routine as well.
RULE_BOOL(Map, FixZWhenMoving, true) // Automatically fix NPC Z coordinates when moving/pathing/engaged (Far less CPU intensive than its predecessor)
RULE_REAL(Map, FixPathingZMaxDeltaMoving, 20) //at runtime while pathing: max change in Z to allow the BestZ code to apply. RULE_REAL(Map, FixPathingZMaxDeltaMoving, 20) //at runtime while pathing: max change in Z to allow the BestZ code to apply.
RULE_REAL(Map, FixPathingZMaxDeltaWaypoint, 20) //at runtime at each waypoint: max change in Z to allow the BestZ code to apply. RULE_REAL(Map, FixPathingZMaxDeltaWaypoint, 20) //at runtime at each waypoint: max change in Z to allow the BestZ code to apply.
RULE_REAL(Map, FixPathingZMaxDeltaSendTo, 20) //at runtime in SendTo: max change in Z to allow the BestZ code to apply. RULE_REAL(Map, FixPathingZMaxDeltaSendTo, 20) //at runtime in SendTo: max change in Z to allow the BestZ code to apply.

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@ -2388,6 +2388,13 @@ bool NPC::Death(Mob* killer_mob, int32 damage, uint16 spell, EQEmu::skills::Skil
entity_list.UnMarkNPC(GetID()); entity_list.UnMarkNPC(GetID());
entity_list.RemoveNPC(GetID()); entity_list.RemoveNPC(GetID());
/* Fix Z on Corpse Creation */
glm::vec3 dest(m_Position.x, m_Position.y, m_Position.z);
float new_z = zone->zonemap->FindBestZ(dest, nullptr);
corpse->SetFlyMode(1);
corpse->GMMove(m_Position.x, m_Position.y, new_z + 5, m_Position.w);
this->SetID(0); this->SetID(0);
if (killer != 0 && emoteid != 0) if (killer != 0 && emoteid != 0)

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@ -112,7 +112,9 @@ Mob::Mob(const char* in_name,
m_Position(position), m_Position(position),
tmHidden(-1), tmHidden(-1),
mitigation_ac(0), mitigation_ac(0),
m_specialattacks(eSpecialAttacks::None) m_specialattacks(eSpecialAttacks::None),
fix_z_timer(1000),
fix_z_timer_engaged(100)
{ {
targeted = 0; targeted = 0;
tar_ndx=0; tar_ndx=0;

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@ -913,6 +913,7 @@ public:
float GetGroundZ(float new_x, float new_y, float z_offset=0.0); float GetGroundZ(float new_x, float new_y, float z_offset=0.0);
void SendTo(float new_x, float new_y, float new_z); void SendTo(float new_x, float new_y, float new_z);
void SendToFixZ(float new_x, float new_y, float new_z); void SendToFixZ(float new_x, float new_y, float new_z);
void FixZ();
void NPCSpecialAttacks(const char* parse, int permtag, bool reset = true, bool remove = false); void NPCSpecialAttacks(const char* parse, int permtag, bool reset = true, bool remove = false);
inline uint32 DontHealMeBefore() const { return pDontHealMeBefore; } inline uint32 DontHealMeBefore() const { return pDontHealMeBefore; }
inline uint32 DontBuffMeBefore() const { return pDontBuffMeBefore; } inline uint32 DontBuffMeBefore() const { return pDontBuffMeBefore; }
@ -1373,6 +1374,8 @@ protected:
bool flee_mode; bool flee_mode;
Timer flee_timer; Timer flee_timer;
Timer fix_z_timer;
Timer fix_z_timer_engaged;
bool pAIControlled; bool pAIControlled;
bool roamer; bool roamer;

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@ -991,6 +991,9 @@ void Mob::AI_Process() {
if (engaged) { if (engaged) {
if (moving && fix_z_timer_engaged.Check())
this->FixZ();
if (!(m_PlayerState & static_cast<uint32>(PlayerState::Aggressive))) if (!(m_PlayerState & static_cast<uint32>(PlayerState::Aggressive)))
SendAddPlayerState(PlayerState::Aggressive); SendAddPlayerState(PlayerState::Aggressive);
// we are prevented from getting here if we are blind and don't have a target in range // we are prevented from getting here if we are blind and don't have a target in range

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@ -513,39 +513,8 @@ bool Mob::MakeNewPositionAndSendUpdate(float x, float y, float z, int speed, boo
m_Position.y = new_y; m_Position.y = new_y;
m_Position.z = new_z; m_Position.z = new_z;
uint8 NPCFlyMode = 0; if(fix_z_timer.Check())
this->FixZ();
if (IsNPC()) {
if (CastToNPC()->GetFlyMode() == 1 || CastToNPC()->GetFlyMode() == 2)
NPCFlyMode = 1;
}
//fix up pathing Z
if (!NPCFlyMode && checkZ && zone->HasMap() && RuleB(Map, FixPathingZWhenMoving))
{
if (!RuleB(Watermap, CheckForWaterWhenMoving) || !zone->HasWaterMap() ||
(zone->HasWaterMap() && !zone->watermap->InWater(glm::vec3(m_Position))))
{
glm::vec3 dest(m_Position.x, m_Position.y, m_Position.z);
float newz = zone->zonemap->FindBestZ(dest, nullptr) + 2.0f;
if ((newz > -2000) &&
std::abs(newz - dest.z) < RuleR(Map, FixPathingZMaxDeltaMoving)) // Sanity check.
{
if ((std::abs(x - m_Position.x) < 0.5) &&
(std::abs(y - m_Position.y) < 0.5)) {
if (std::abs(z - m_Position.z) <=
RuleR(Map, FixPathingZMaxDeltaMoving))
m_Position.z = z;
else
m_Position.z = newz + 1;
}
else
m_Position.z = newz + 1;
}
}
}
tar_ndx++; tar_ndx++;
return true; return true;
@ -651,37 +620,8 @@ bool Mob::MakeNewPositionAndSendUpdate(float x, float y, float z, int speed, boo
m_Position.w = CalculateHeadingToTarget(x, y); m_Position.w = CalculateHeadingToTarget(x, y);
} }
uint8 NPCFlyMode = 0; if (fix_z_timer.Check())
this->FixZ();
if (IsNPC()) {
if (CastToNPC()->GetFlyMode() == 1 || CastToNPC()->GetFlyMode() == 2)
NPCFlyMode = 1;
}
//fix up pathing Z
if (!NPCFlyMode && checkZ && zone->HasMap() && RuleB(Map, FixPathingZWhenMoving)) {
if (!RuleB(Watermap, CheckForWaterWhenMoving) || !zone->HasWaterMap() ||
(zone->HasWaterMap() && !zone->watermap->InWater(glm::vec3(m_Position))))
{
glm::vec3 dest(m_Position.x, m_Position.y, m_Position.z);
float newz = zone->zonemap->FindBestZ(dest, nullptr);
if ((newz > -2000) &&
std::abs(newz - dest.z) < RuleR(Map, FixPathingZMaxDeltaMoving)) // Sanity check.
{
if (std::abs(x - m_Position.x) < 0.5 && std::abs(y - m_Position.y) < 0.5) {
if (std::abs(z - m_Position.z) <= RuleR(Map, FixPathingZMaxDeltaMoving))
m_Position.z = z;
else
m_Position.z = newz + 1;
}
else
m_Position.z = newz + 1;
}
}
}
SetMoving(true); SetMoving(true);
moved = true; moved = true;
@ -769,39 +709,8 @@ bool Mob::CalculateNewPosition(float x, float y, float z, int speed, bool checkZ
Log(Logs::Detail, Logs::AI, "Next position (%.3f, %.3f, %.3f)", m_Position.x, m_Position.y, m_Position.z); Log(Logs::Detail, Logs::AI, "Next position (%.3f, %.3f, %.3f)", m_Position.x, m_Position.y, m_Position.z);
} }
uint8 NPCFlyMode = 0; if (fix_z_timer.Check())
this->FixZ();
if (IsNPC()) {
if (CastToNPC()->GetFlyMode() == 1 || CastToNPC()->GetFlyMode() == 2)
NPCFlyMode = 1;
}
//fix up pathing Z
if (!NPCFlyMode && checkZ && zone->HasMap() && RuleB(Map, FixPathingZWhenMoving))
{
if (!RuleB(Watermap, CheckForWaterWhenMoving) || !zone->HasWaterMap() ||
(zone->HasWaterMap() && !zone->watermap->InWater(glm::vec3(m_Position))))
{
glm::vec3 dest(m_Position.x, m_Position.y, m_Position.z);
float newz = zone->zonemap->FindBestZ(dest, nullptr) + 2.0f;
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);
if ((newz > -2000) &&
std::abs(newz - dest.z) < RuleR(Map, FixPathingZMaxDeltaMoving)) // Sanity check.
{
if (std::abs(x - m_Position.x) < 0.5 && std::abs(y - m_Position.y) < 0.5) {
if (std::abs(z - m_Position.z) <= RuleR(Map, FixPathingZMaxDeltaMoving))
m_Position.z = z;
else
m_Position.z = newz + 1;
}
else
m_Position.z = newz + 1;
}
}
}
//OP_MobUpdate //OP_MobUpdate
if ((old_test_vector != test_vector) || tar_ndx>20) { //send update if ((old_test_vector != test_vector) || tar_ndx>20) { //send update
@ -943,9 +852,6 @@ void Mob::SendToFixZ(float new_x, float new_y, float new_z) {
m_Position.y = new_y; m_Position.y = new_y;
m_Position.z = new_z + 0.1; m_Position.z = new_z + 0.1;
//fix up pathing Z, this shouldent be needed IF our waypoints
//are corrected instead
if (zone->HasMap() && RuleB(Map, FixPathingZOnSendTo)) if (zone->HasMap() && RuleB(Map, FixPathingZOnSendTo))
{ {
if (!RuleB(Watermap, CheckForWaterOnSendTo) || !zone->HasWaterMap() || if (!RuleB(Watermap, CheckForWaterOnSendTo) || !zone->HasWaterMap() ||
@ -955,7 +861,7 @@ void Mob::SendToFixZ(float new_x, float new_y, float new_z) {
float newz = zone->zonemap->FindBestZ(dest, nullptr); float newz = zone->zonemap->FindBestZ(dest, nullptr);
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); Log(Logs::Moderate, Logs::Pathing, "BestZ returned %4.3f at %4.3f, %4.3f, %4.3f", newz, m_Position.x, m_Position.y, m_Position.z);
if ((newz > -2000) && std::abs(newz - dest.z) < RuleR(Map, FixPathingZMaxDeltaSendTo)) // Sanity check. if ((newz > -2000) && std::abs(newz - dest.z) < RuleR(Map, FixPathingZMaxDeltaSendTo)) // Sanity check.
m_Position.z = newz + 1; m_Position.z = newz + 1;
@ -963,6 +869,39 @@ void Mob::SendToFixZ(float new_x, float new_y, float new_z) {
} }
} }
void Mob::FixZ() {
BenchTimer timer;
timer.reset();
if (zone->HasMap() && RuleB(Map, FixZWhenMoving) && (flymode != 1 && flymode != 2))
{
if (!RuleB(Watermap, CheckForWaterWhenMoving) || !zone->HasWaterMap() ||
(zone->HasWaterMap() && !zone->watermap->InWater(glm::vec3(m_Position))))
{
glm::vec3 dest(m_Position.x, m_Position.y, m_Position.z);
float new_z = zone->zonemap->FindBestZ(dest, nullptr);
auto duration = timer.elapsed();
Log(
Logs::Moderate,
Logs::Pathing,
"Mob::FixZ() (%s) returned %4.3f at %4.3f, %4.3f, %4.3f - Took %lf",
this->GetCleanName(),
new_z,
m_Position.x,
m_Position.y,
m_Position.z,
duration
);
if ((new_z > -2000) && std::abs(new_z - dest.z) < RuleR(Map, FixPathingZMaxDeltaMoving))
m_Position.z = new_z + 1;
}
}
}
int ZoneDatabase::GetHighestGrid(uint32 zoneid) { int ZoneDatabase::GetHighestGrid(uint32 zoneid) {
std::string query = StringFormat("SELECT COALESCE(MAX(id), 0) FROM grid WHERE zoneid = %i", zoneid); std::string query = StringFormat("SELECT COALESCE(MAX(id), 0) FROM grid WHERE zoneid = %i", zoneid);