Adjust constants

This commit is contained in:
Akkadius
2019-03-25 18:24:16 -05:00
parent 03458b88a4
commit 850b32f2ca
3 changed files with 44 additions and 45 deletions
+34 -29
View File
@@ -108,7 +108,7 @@ void NPC::ResumeWandering()
{ // we were paused by a quest
AI_walking_timer->Disable();
SetGrid(0 - GetGrid());
if (cur_wp == EQEmu::waypoints::WaypointStatus::wpsQuestControlGrid)
if (cur_wp == EQEmu::WaypointStatus::QuestControlGrid)
{ // got here by a MoveTo()
cur_wp = save_wp;
UpdateWaypoint(cur_wp); // have him head to last destination from here
@@ -164,31 +164,32 @@ void NPC::PauseWandering(int pausetime)
return;
}
void NPC::MoveTo(const glm::vec4& position, bool saveguardspot)
{ // makes mob walk to specified location
using EQEmu::waypoints::WaypointStatus;
if (IsNPC() && GetGrid() != 0)
{ // he is on a grid
if (GetGrid() < 0)
{ // currently stopped by a quest command
SetGrid(0 - GetGrid()); // get him moving again
Log(Logs::Detail, Logs::AI, "MoveTo during quest wandering. Canceling quest wandering and going back to grid %d when MoveTo is done.", GetGrid());
void NPC::MoveTo(const glm::vec4 &position, bool saveguardspot)
{ // makes mob walk to specified location
if (IsNPC() && GetGrid() != 0) { // he is on a grid
if (GetGrid() < 0) { // currently stopped by a quest command
SetGrid(0 - GetGrid()); // get him moving again
Log(Logs::Detail,
Logs::AI,
"MoveTo during quest wandering. Canceling quest wandering and going back to grid %d when MoveTo is done.",
GetGrid());
}
AI_walking_timer->Disable(); // disable timer in case he is paused at a wp
if (cur_wp >= 0)
{ // we've not already done a MoveTo()
save_wp = cur_wp; // save the current waypoint
cur_wp = WaypointStatus::wpsQuestControlGrid;
AI_walking_timer->Disable(); // disable timer in case he is paused at a wp
if (cur_wp >= 0) { // we've not already done a MoveTo()
save_wp = cur_wp; // save the current waypoint
cur_wp = EQEmu::WaypointStatus::QuestControlGrid;
}
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);
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);
}
else
{ // not on a grid
roamer = true;
else { // not on a grid
roamer = true;
save_wp = 0;
cur_wp = WaypointStatus::wpsQuestControlNoGrid;
cur_wp = EQEmu::WaypointStatus::QuestControlNoGrid;
Log(Logs::Detail, Logs::AI, "MoveTo %s without a grid.", to_string(static_cast<glm::vec3>(position)).c_str());
}
@@ -197,23 +198,27 @@ void NPC::MoveTo(const glm::vec4& position, bool saveguardspot)
m_CurrentWayPoint = position;
m_CurrentWayPoint.z = GetFixedZ(dest);
if (saveguardspot)
{
if (saveguardspot) {
m_GuardPoint = m_CurrentWayPoint;
if (m_GuardPoint.w == 0)
m_GuardPoint.w = 0.0001; //hack to make IsGuarding simpler
if (m_GuardPoint.w == 0) {
m_GuardPoint.w = 0.0001;
} //hack to make IsGuarding simpler
if (m_GuardPoint.w == -1)
m_GuardPoint.w = this->CalculateHeadingToTarget(position.x, position.y);
Log(Logs::Detail, Logs::AI, "Setting guard position to %s", to_string(static_cast<glm::vec3>(m_GuardPoint)).c_str());
Log(Logs::Detail,
Logs::AI,
"Setting guard position to %s",
to_string(static_cast<glm::vec3>(m_GuardPoint)).c_str());
}
cur_wp_pause = 0;
cur_wp_pause = 0;
time_until_can_move = 0;
if (AI_walking_timer->Enabled())
if (AI_walking_timer->Enabled()) {
AI_walking_timer->Start(100);
}
}
void NPC::UpdateWaypoint(int wp_index)