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Fix logic loop issue with NPC pathing in zones with .path files, this creates a new rule in place of the old and a new one will be automatically created in the database
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@ -290,7 +290,7 @@ RULE_BOOL(Pathing, AggroReturnToGrid, true) // Enable pathing for aggroed roamin
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RULE_BOOL(Pathing, Guard, true) // Enable pathing for mobs moving to their guard point.
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RULE_BOOL(Pathing, Find, true) // Enable pathing for FindPerson requests from the client.
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RULE_BOOL(Pathing, Fear, true) // Enable pathing for fear
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RULE_REAL(Pathing, ZDiffThreshold, 10) // If a mob las LOS to it's target, it will run to it if the Z difference is < this.
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RULE_REAL(Pathing, ZDiffThresholdNew, 80) // If a mob las LOS to it's target, it will run to it if the Z difference is < this.
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RULE_INT(Pathing, LOSCheckFrequency, 1000) // A mob will check for LOS to it's target this often (milliseconds).
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RULE_INT(Pathing, RouteUpdateFrequencyShort, 1000) // How often a new route will be calculated if the target has moved.
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RULE_INT(Pathing, RouteUpdateFrequencyLong, 5000) // How often a new route will be calculated if the target has moved.
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@ -759,7 +759,7 @@ glm::vec3 Mob::UpdatePath(float ToX, float ToY, float ToZ, float Speed, bool &Wa
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Log(Logs::Detail, Logs::None, " Distance between From and To (NoRoot) is %8.3f", Distance);
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if ((Distance <= RuleR(Pathing, MinDistanceForLOSCheckShort)) &&
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(std::abs(From.z - To.z) <= RuleR(Pathing, ZDiffThreshold))) {
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(std::abs(From.z - To.z) <= RuleR(Pathing, ZDiffThresholdNew))) {
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if(!zone->zonemap->LineIntersectsZone(HeadPosition, To, 1.0f, nullptr))
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PathingLOSState = HaveLOS;
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else
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@ -851,7 +851,7 @@ glm::vec3 Mob::UpdatePath(float ToX, float ToY, float ToZ, float Speed, bool &Wa
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Log(Logs::Detail, Logs::None, " Distance between From and To (NoRoot) is %8.3f", Distance);
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if ((Distance <= RuleR(Pathing, MinDistanceForLOSCheckShort)) &&
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(std::abs(From.z - To.z) <= RuleR(Pathing, ZDiffThreshold))) {
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(std::abs(From.z - To.z) <= RuleR(Pathing, ZDiffThresholdNew))) {
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if(!zone->zonemap->LineIntersectsZone(HeadPosition, To, 1.0f, nullptr))
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PathingLOSState = HaveLOS;
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else
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@ -888,7 +888,7 @@ glm::vec3 Mob::UpdatePath(float ToX, float ToY, float ToZ, float Speed, bool &Wa
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float Distance = VectorDistanceNoRoot(From, To);
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if ((Distance <= RuleR(Pathing, MinDistanceForLOSCheckShort)) &&
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(std::abs(From.z - To.z) <= RuleR(Pathing, ZDiffThreshold))) {
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(std::abs(From.z - To.z) <= RuleR(Pathing, ZDiffThresholdNew))) {
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Log(Logs::Detail, Logs::None, " Checking for short LOS at distance %8.3f.", Distance);
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if(!zone->zonemap->LineIntersectsZone(HeadPosition, To, 1.0f, nullptr))
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PathingLOSState = HaveLOS;
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@ -1039,7 +1039,7 @@ glm::vec3 Mob::UpdatePath(float ToX, float ToY, float ToZ, float Speed, bool &Wa
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float Distance = VectorDistanceNoRoot(From, To);
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if ((Distance <= RuleR(Pathing, MinDistanceForLOSCheckLong)) &&
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(std::abs(From.z - To.z) <= RuleR(Pathing, ZDiffThreshold))) {
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(std::abs(From.z - To.z) <= RuleR(Pathing, ZDiffThresholdNew))) {
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Log(Logs::Detail, Logs::None, " Checking for long LOS at distance %8.3f.", Distance);
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if(!zone->zonemap->LineIntersectsZone(HeadPosition, To, 1.0f, nullptr))
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@ -1143,7 +1143,7 @@ bool PathManager::NoHazards(glm::vec3 From, glm::vec3 To)
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float NewZ = zone->zonemap->FindBestZ(MidPoint, nullptr);
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if (std::abs(NewZ - From.z) > RuleR(Pathing, ZDiffThreshold)) {
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if (std::abs(NewZ - From.z) > RuleR(Pathing, ZDiffThresholdNew)) {
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Log(Logs::Detail, Logs::None, " HAZARD DETECTED moving from %8.3f, %8.3f, %8.3f to %8.3f, %8.3f, %8.3f. Z Change is %8.3f",
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From.x, From.y, From.z, MidPoint.x, MidPoint.y, MidPoint.z, NewZ - From.z);
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@ -1215,7 +1215,7 @@ bool PathManager::NoHazardsAccurate(glm::vec3 From, glm::vec3 To)
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}
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else
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{
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if (std::abs(NewZ - best_z2) > RuleR(Pathing, ZDiffThreshold)) {
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if (std::abs(NewZ - best_z2) > RuleR(Pathing, ZDiffThresholdNew)) {
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Log(Logs::Detail, Logs::None,
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" HAZARD DETECTED, water is fairly deep at %8.3f units deep",
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std::abs(NewZ - best_z2));
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