Add another layer of randomization to roam box logic, npc's who weren't originally spawned in water won't roambox into water

This commit is contained in:
Akkadius 2018-08-18 22:01:46 -05:00
parent 4b6ab34fd9
commit 834062fbf9
7 changed files with 61 additions and 8 deletions

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@ -5455,3 +5455,11 @@ void Mob::DoOffHandAttackRounds(Mob *target, ExtraAttackOptions *opts)
}
}
}
bool Mob::GetWasSpawnedInWater() const {
return spawned_in_water;
}
void Mob::SetSpawnedInWater(bool spawned_in_water) {
Mob::spawned_in_water = spawned_in_water;
}

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@ -39,6 +39,7 @@
#include "raids.h"
#include "string_ids.h"
#include "worldserver.h"
#include "water_map.h"
#ifdef _WINDOWS
#define snprintf _snprintf
@ -686,6 +687,15 @@ void EntityList::AddNPC(NPC *npc, bool SendSpawnPacket, bool dontqueue)
}
}
/**
* Set whether NPC was spawned in or out of water
*/
if (zone->HasMap() && zone->HasWaterMap()) {
npc->SetSpawnedInWater(false);
if (zone->watermap->InLiquid(npc->GetPosition())) {
npc->SetSpawnedInWater(true);
}
}
}
void EntityList::AddMerc(Merc *merc, bool SendSpawnPacket, bool dontqueue)

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@ -1414,6 +1414,13 @@ protected:
bool pseudo_rooted;
bool endur_upkeep;
bool degenerating_effects; // true if we have a buff that needs to be recalced every tick
bool spawned_in_water;
public:
bool GetWasSpawnedInWater() const;
void SetSpawnedInWater(bool spawned_in_water);
protected:
// Bind wound
Timer bindwound_timer;

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@ -1663,9 +1663,35 @@ void NPC::AI_DoMovement() {
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_x = EQEmu::Clamp((GetX() + move_x), roambox_min_x, roambox_max_x);
roambox_destination_y = EQEmu::Clamp((GetY() + move_y), roambox_min_y, roambox_max_y);
if (roambox_destination_x == roambox_min_x || roambox_destination_x == roambox_max_x) {
roambox_destination_x = static_cast<float>(zone->random.Real(roambox_min_x, roambox_max_y));
}
if (roambox_destination_y == roambox_min_y || roambox_destination_y == roambox_max_y) {
roambox_destination_y = static_cast<float>(zone->random.Real(roambox_min_y, roambox_max_y));
}
/**
* If mob was not spawned in water, let's not randomly roam them into water
* if the roam box was sloppily configured
*/
if (!this->GetWasSpawnedInWater()) {
if (zone->zonemap != nullptr && zone->watermap != nullptr) {
auto position = glm::vec3(
roambox_destination_x,
roambox_destination_y,
this->FindGroundZ(roambox_destination_x, roambox_destination_y, 5)
);
if (zone->watermap->InLiquid(position)) {
return;
}
}
}
this->FixZ();
Log(Logs::Detail,
@ -1681,7 +1707,9 @@ void NPC::AI_DoMovement() {
roambox_destination_y);
}
if (!CalculateNewPosition(roambox_destination_x, roambox_destination_y, GetFixedZ(m_Position), move_speed, true)) {
float new_z = this->FindGroundZ(m_Position.x, m_Position.y, 5) + GetZOffset();
if (!CalculateNewPosition(roambox_destination_x, roambox_destination_y, new_z, move_speed, true)) {
time_until_can_move = Timer::GetCurrentTime() + RandomTimer(roambox_min_delay, roambox_delay);
SetMoving(false);
this->FixZ();

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@ -30,7 +30,7 @@ bool WaterMapV2::InLava(const glm::vec3& location) const {
}
bool WaterMapV2::InLiquid(const glm::vec3& location) const {
return InWater(location) || InLava(location);
return InWater(location) || InLava(location) || InVWater(location);
}
bool WaterMapV2::InPvP(const glm::vec3& location) const {

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@ -455,7 +455,7 @@ bool Mob::MakeNewPositionAndSendUpdate(float x, float y, float z, float speed, b
return true;
}
if ((m_Position.x - x == 0) && (m_Position.y - y == 0)) {//spawn is at target coords
if ((m_Position.x - x == 0) && (m_Position.y - y == 0)) { //spawn is at target coords
return false;
}
else if ((std::abs(m_Position.x - x) < 0.1) && (std::abs(m_Position.y - y) < 0.1)) {

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@ -212,10 +212,10 @@ public:
void ReloadWorld(uint32 Option);
void ReloadMerchants();
Map* zonemap;
WaterMap* watermap;
IPathfinder *pathing;
NewZone_Struct newzone_data;
Map *zonemap;
WaterMap *watermap;
IPathfinder *pathing;
NewZone_Struct newzone_data;
SpawnConditionManager spawn_conditions;