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https://github.com/EQEmu/Server.git
synced 2026-05-19 13:28:25 +00:00
Added node pathing to the bot movement dilemma...
This commit is contained in:
+64
-28
@@ -77,7 +77,7 @@ Bot::Bot(NPCType npcTypeData, Client* botOwner) : NPC(&npcTypeData, nullptr, glm
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SetShowHelm(true);
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SetPauseAI(false);
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rest_timer.Disable();
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SetFollowDistance(BOT_DEFAULT_FOLLOW_DISTANCE);
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SetFollowDistance(BOT_FOLLOW_DISTANCE_DEFAULT);
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// Do this once and only in this constructor
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GenerateAppearance();
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GenerateBaseStats();
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@@ -151,7 +151,7 @@ Bot::Bot(uint32 botID, uint32 botOwnerCharacterID, uint32 botSpellsID, double to
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SetPauseAI(false);
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rest_timer.Disable();
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SetFollowDistance(BOT_DEFAULT_FOLLOW_DISTANCE);
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SetFollowDistance(BOT_FOLLOW_DISTANCE_DEFAULT);
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strcpy(this->name, this->GetCleanName());
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memset(&_botInspectMessage, 0, sizeof(InspectMessage_Struct));
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@@ -2065,6 +2065,8 @@ float Bot::GetMaxMeleeRangeToTarget(Mob* target) {
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// AI Processing for the Bot object
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void Bot::AI_Process() {
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// TODO: Need to add root checks to all movement code
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if (!IsAIControlled())
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return;
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if (GetPauseAI())
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@@ -2229,13 +2231,23 @@ void Bot::AI_Process() {
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return;
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}
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else if (!CheckLosFN(GetTarget())) {
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if (!IsRooted()) {
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if (RuleB(Bots, UsePathing) && zone->pathing) {
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bool WaypointChanged, NodeReached;
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glm::vec3 Goal = UpdatePath(GetTarget()->GetX(), GetTarget()->GetY(), GetTarget()->GetZ(),
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GetRunspeed(), WaypointChanged, NodeReached);
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if (WaypointChanged)
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tar_ndx = 20;
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CalculateNewPosition2(Goal.x, Goal.y, Goal.z, GetRunspeed());
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}
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else {
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Mob* follow = entity_list.GetMob(GetFollowID());
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if (follow)
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CalculateNewPosition2(follow->GetX(), follow->GetY(), follow->GetZ(), GetRunspeed());
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return;
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}
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return;
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}
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@@ -2516,33 +2528,52 @@ void Bot::AI_Process() {
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}
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}
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else if(AI_movement_timer->Check()) {
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// something is wrong with bot movement spell bonuses - based on logging..
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// ..this code won't need to be so complex once fixed...
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int speed = GetRunspeed();
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if (cur_dist < GetFollowDistance() + 2000) {
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speed = GetWalkspeed();
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}
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else if (cur_dist >= GetFollowDistance() + 10000) { // 100
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if (cur_dist >= 22500) { // 150
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auto leader = follow;
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while (leader->GetFollowID()) {
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leader = entity_list.GetMob(leader->GetFollowID());
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if (!leader || leader == this)
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break;
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if (leader->GetRunspeed() > speed)
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speed = leader->GetRunspeed();
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if (leader->IsClient())
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break;
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// Something is still wrong with bot following...
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// Shows up really bad over long distances when movement bonuses are involved
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if (cur_dist > GetFollowDistance()) {
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if (RuleB(Bots, UsePathing) && zone->pathing) {
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if (cur_dist <= GetFollowDistance() + BOT_FOLLOW_DISTANCE_WALK) {
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bool WaypointChanged, NodeReached;
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glm::vec3 Goal = UpdatePath(follow->GetX(), follow->GetY(), follow->GetZ(),
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GetWalkspeed(), WaypointChanged, NodeReached);
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if (WaypointChanged)
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tar_ndx = 20;
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CalculateNewPosition2(Goal.x, Goal.y, Goal.z, GetWalkspeed());
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}
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else {
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int speed = GetRunspeed();
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if (cur_dist > GetFollowDistance() + BOT_FOLLOW_DISTANCE_CRITICAL)
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speed = ((float)speed * 1.25f); // sprint mod (1/4 boost)
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bool WaypointChanged, NodeReached;
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glm::vec3 Goal = UpdatePath(follow->GetX(), follow->GetY(), follow->GetZ(),
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speed, WaypointChanged, NodeReached);
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if (WaypointChanged)
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tar_ndx = 20;
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CalculateNewPosition2(Goal.x, Goal.y, Goal.z, speed);
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}
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}
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speed = (float)speed * (1.0f + ((float)speed * 0.03125f)); // 1/32 - special bot sprint mod
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}
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else {
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if (cur_dist <= GetFollowDistance() + BOT_FOLLOW_DISTANCE_WALK) {
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CalculateNewPosition2(follow->GetX(), follow->GetY(), follow->GetZ(), GetWalkspeed());
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}
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else {
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int speed = GetRunspeed();
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if (cur_dist > GetFollowDistance() + BOT_FOLLOW_DISTANCE_CRITICAL)
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speed = ((float)speed * 1.25f); // sprint mod (1/4 boost)
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if (cur_dist > GetFollowDistance()) {
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CalculateNewPosition2(follow->GetX(), follow->GetY(), follow->GetZ(), speed);
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CalculateNewPosition2(follow->GetX(), follow->GetY(), follow->GetZ(), speed);
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}
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}
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if (rest_timer.Enabled())
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rest_timer.Disable();
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return;
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}
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else {
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if (moved) {
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@@ -2550,9 +2581,14 @@ void Bot::AI_Process() {
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SetCurrentSpeed(0);
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}
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}
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if (GetClass() == BARD && GetBotStance() != BotStancePassive && !spellend_timer.Enabled() && AI_think_timer->Check())
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AI_IdleCastCheck();
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return;
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}
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else if (IsMoving()) {
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if (GetBotStance() != BotStancePassive && GetClass() == BARD && !spellend_timer.Enabled() && AI_think_timer->Check()) {
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if (GetClass() == BARD && GetBotStance() != BotStancePassive && !spellend_timer.Enabled() && AI_think_timer->Check()) {
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AI_IdleCastCheck();
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}
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}
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