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Adjust constants
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@ -307,13 +307,11 @@ namespace EQEmu
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} // namespace bug
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namespace waypoints {
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enum WaypointStatus : int {
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wpsRoamBoxPauseInProgress = -3,
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wpsQuestControlNoGrid = -2,
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wpsQuestControlGrid = -1
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};
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} // waypoint_status behavior
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enum WaypointStatus : int {
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RoamBoxPauseInProgress = -3,
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QuestControlNoGrid = -2,
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QuestControlGrid = -1
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};
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} /*EQEmu*/
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@ -1572,14 +1572,12 @@ void NPC::AI_DoMovement() {
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/**
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* Roambox logic sets precedence
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*/
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using EQEmu::waypoints::WaypointStatus;
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if (roambox_distance > 0) {
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// Check if we're already moving to a WP
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// If so, if we're not moving we have arrived and need to set delay
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if (GetCWP() == WaypointStatus::wpsRoamBoxPauseInProgress && !IsMoving()) {
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if (GetCWP() == EQEmu::WaypointStatus::RoamBoxPauseInProgress && !IsMoving()) {
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// We have arrived
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time_until_can_move = Timer::GetCurrentTime() + RandomTimer(roambox_min_delay, roambox_delay);
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SetCurrentWP(0);
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@ -1657,7 +1655,7 @@ void NPC::AI_DoMovement() {
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roambox_destination_y);
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Log(Logs::Detail, Logs::NPCRoamBox, "Dest Z is (%f)", roambox_destination_z);
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SetCurrentWP(WaypointStatus::wpsRoamBoxPauseInProgress);
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SetCurrentWP(EQEmu::WaypointStatus::RoamBoxPauseInProgress);
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NavigateTo(roambox_destination_x, roambox_destination_y, roambox_destination_z);
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}
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@ -1671,7 +1669,7 @@ void NPC::AI_DoMovement() {
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int32 gridno = CastToNPC()->GetGrid();
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if (gridno > 0 || cur_wp == WaypointStatus::wpsQuestControlNoGrid) {
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if (gridno > 0 || cur_wp == EQEmu::WaypointStatus::QuestControlNoGrid) {
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if (pause_timer_complete == true) { // time to pause at wp is over
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AI_SetupNextWaypoint();
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} // endif (pause_timer_complete==true)
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@ -1703,7 +1701,7 @@ void NPC::AI_DoMovement() {
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// as that is where roamer is unset and we don't want
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// the next trip through to move again based on grid stuff.
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doMove = false;
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if (cur_wp == WaypointStatus::wpsQuestControlNoGrid) {
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if (cur_wp == EQEmu::WaypointStatus::QuestControlNoGrid) {
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AI_SetupNextWaypoint();
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}
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@ -1801,11 +1799,9 @@ void NPC::AI_SetupNextWaypoint() {
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else {
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pause_timer_complete = false;
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Log(Logs::Detail, Logs::Pathing, "We are departing waypoint %d.", cur_wp);
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using EQEmu::waypoints::WaypointStatus;
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//if we were under quest control (with no grid), we are done now..
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if (cur_wp == WaypointStatus::wpsQuestControlNoGrid) {
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if (cur_wp == EQEmu::WaypointStatus::QuestControlNoGrid) {
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Log(Logs::Detail, Logs::Pathing, "Non-grid quest mob has reached its quest ordered waypoint. Leaving pathing mode.");
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roamer = false;
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cur_wp = 0;
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@ -108,7 +108,7 @@ void NPC::ResumeWandering()
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{ // we were paused by a quest
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AI_walking_timer->Disable();
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SetGrid(0 - GetGrid());
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if (cur_wp == EQEmu::waypoints::WaypointStatus::wpsQuestControlGrid)
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if (cur_wp == EQEmu::WaypointStatus::QuestControlGrid)
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{ // got here by a MoveTo()
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cur_wp = save_wp;
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UpdateWaypoint(cur_wp); // have him head to last destination from here
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@ -164,31 +164,32 @@ void NPC::PauseWandering(int pausetime)
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return;
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}
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void NPC::MoveTo(const glm::vec4& position, bool saveguardspot)
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{ // makes mob walk to specified location
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using EQEmu::waypoints::WaypointStatus;
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if (IsNPC() && GetGrid() != 0)
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{ // he is on a grid
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if (GetGrid() < 0)
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{ // currently stopped by a quest command
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SetGrid(0 - GetGrid()); // get him moving again
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Log(Logs::Detail, Logs::AI, "MoveTo during quest wandering. Canceling quest wandering and going back to grid %d when MoveTo is done.", GetGrid());
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void NPC::MoveTo(const glm::vec4 &position, bool saveguardspot)
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{ // makes mob walk to specified location
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if (IsNPC() && GetGrid() != 0) { // he is on a grid
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if (GetGrid() < 0) { // currently stopped by a quest command
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SetGrid(0 - GetGrid()); // get him moving again
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Log(Logs::Detail,
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Logs::AI,
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"MoveTo during quest wandering. Canceling quest wandering and going back to grid %d when MoveTo is done.",
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GetGrid());
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}
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AI_walking_timer->Disable(); // disable timer in case he is paused at a wp
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if (cur_wp >= 0)
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{ // we've not already done a MoveTo()
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save_wp = cur_wp; // save the current waypoint
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cur_wp = WaypointStatus::wpsQuestControlGrid;
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AI_walking_timer->Disable(); // disable timer in case he is paused at a wp
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if (cur_wp >= 0) { // we've not already done a MoveTo()
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save_wp = cur_wp; // save the current waypoint
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cur_wp = EQEmu::WaypointStatus::QuestControlGrid;
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}
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Log(Logs::Detail, Logs::AI, "MoveTo %s, pausing regular grid wandering. Grid %d, save_wp %d", to_string(static_cast<glm::vec3>(position)).c_str(), -GetGrid(), save_wp);
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Log(Logs::Detail,
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Logs::AI,
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"MoveTo %s, pausing regular grid wandering. Grid %d, save_wp %d",
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to_string(static_cast<glm::vec3>(position)).c_str(),
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-GetGrid(),
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save_wp);
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}
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else
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{ // not on a grid
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roamer = true;
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else { // not on a grid
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roamer = true;
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save_wp = 0;
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cur_wp = WaypointStatus::wpsQuestControlNoGrid;
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cur_wp = EQEmu::WaypointStatus::QuestControlNoGrid;
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Log(Logs::Detail, Logs::AI, "MoveTo %s without a grid.", to_string(static_cast<glm::vec3>(position)).c_str());
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}
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@ -197,23 +198,27 @@ void NPC::MoveTo(const glm::vec4& position, bool saveguardspot)
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m_CurrentWayPoint = position;
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m_CurrentWayPoint.z = GetFixedZ(dest);
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if (saveguardspot)
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{
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if (saveguardspot) {
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m_GuardPoint = m_CurrentWayPoint;
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if (m_GuardPoint.w == 0)
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m_GuardPoint.w = 0.0001; //hack to make IsGuarding simpler
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if (m_GuardPoint.w == 0) {
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m_GuardPoint.w = 0.0001;
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} //hack to make IsGuarding simpler
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if (m_GuardPoint.w == -1)
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m_GuardPoint.w = this->CalculateHeadingToTarget(position.x, position.y);
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Log(Logs::Detail, Logs::AI, "Setting guard position to %s", to_string(static_cast<glm::vec3>(m_GuardPoint)).c_str());
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Log(Logs::Detail,
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Logs::AI,
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"Setting guard position to %s",
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to_string(static_cast<glm::vec3>(m_GuardPoint)).c_str());
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}
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cur_wp_pause = 0;
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cur_wp_pause = 0;
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time_until_can_move = 0;
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if (AI_walking_timer->Enabled())
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if (AI_walking_timer->Enabled()) {
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AI_walking_timer->Start(100);
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}
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}
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void NPC::UpdateWaypoint(int wp_index)
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