This commit is contained in:
Uleat 2017-03-26 13:41:23 -04:00
commit 8febc906a5
6 changed files with 69 additions and 53 deletions

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@ -1,5 +1,11 @@
EQEMu Changelog (Started on Sept 24, 2003 15:50)
-------------------------------------------------------
== 03/25/2017 ==
Akkadius: Reduced CPU footprint in non-combat zones doing constant checks for combat related activities
Akkadius: Reduced CPU footprint in cases where a client is checking for aggro excessively every 750 millseconds. This has
been adjusted to 6 seconds per new rule RULE_INT(Aggro, ClientAggroCheckInterval)
- When zones have many players, with many NPC's, this adds up quickly
== 03/12/2017 ==
Akkadius:
- Implemented range rules for packets and other functions

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@ -157,7 +157,7 @@ enum { //timer settings, all in milliseconds
AIscanarea_delay = 6000,
AIfeignremember_delay = 500,
AItarget_check_duration = 500,
AIClientScanarea_delay = 750, //used in REVERSE_AGGRO
// AIClientScanarea_delay = 750, //used in REVERSE_AGGRO
AIassistcheck_delay = 3000, //now often a fighting NPC will yell for help
AI_check_signal_timer_delay = 500, // How often EVENT_SIGNAL checks are processed
ClientProximity_interval = 150,

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@ -536,6 +536,7 @@ RULE_INT(Aggro, MaxScalingProcAggro, 400) // Set to -1 for no limit. Maxmimum am
RULE_INT(Aggro, IntAggroThreshold, 75) // Int <= this will aggro regardless of level difference.
RULE_BOOL(Aggro, AllowTickPulling, false) // tick pulling is an exploit in an NPC's call for help fixed sometime in 2006 on live
RULE_BOOL(Aggro, UseLevelAggro, true) // Level 18+ and Undead will aggro regardless of level difference. (this will disabled Rule:IntAggroThreshold if set to true)
RULE_INT(Aggro, ClientAggroCheckInterval, 6) // Interval in which clients actually check for aggro - in seconds
RULE_CATEGORY_END()
RULE_CATEGORY(TaskSystem)

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@ -133,9 +133,9 @@ Client::Client(EQStreamInterface* ieqs)
fishing_timer(8000),
endupkeep_timer(1000),
forget_timer(0),
autosave_timer(RuleI(Character, AutosaveIntervalS)*1000),
autosave_timer(RuleI(Character, AutosaveIntervalS) * 1000),
#ifdef REVERSE_AGGRO
scanarea_timer(AIClientScanarea_delay),
scanarea_timer(RuleI(Aggro, ClientAggroCheckInterval) * 1000),
#endif
tribute_timer(Tribute_duration),
proximity_timer(ClientProximity_interval),

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@ -616,7 +616,7 @@ bool Client::Process() {
//At this point, we are still connected, everything important has taken
//place, now check to see if anybody wants to aggro us.
// only if client is not feigned
if(ret && !GetFeigned() && scanarea_timer.Check()) {
if(zone->CanDoCombat() && ret && !GetFeigned() && scanarea_timer.Check()) {
entity_list.CheckClientAggro(this);
}
#endif

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@ -726,6 +726,7 @@ void Client::AI_SpellCast()
void Client::AI_Process()
{
if (!IsAIControlled())
return;
@ -956,6 +957,10 @@ void Mob::AI_Process() {
bool engaged = IsEngaged();
bool doranged = false;
if (!zone->CanDoCombat()) {
engaged = false;
}
// Begin: Additions for Wiz Fear Code
//
if(RuleB(Combat, EnableFearPathing)){
@ -1016,13 +1021,14 @@ void Mob::AI_Process() {
SetTarget(hate_list.GetClosestEntOnHateList(this));
else
{
if(AI_target_check_timer->Check())
if (AI_target_check_timer->Check())
{
if (IsFocused()) {
if (!target) {
SetTarget(hate_list.GetEntWithMostHateOnList(this));
}
} else {
}
else {
if (!ImprovedTaunt())
SetTarget(hate_list.GetEntWithMostHateOnList(this));
}
@ -1042,28 +1048,29 @@ void Mob::AI_Process() {
#ifdef BOTS
if (IsPet() && GetOwner() && GetOwner()->IsBot() && target == GetOwner())
{
// this blocks all pet attacks against owner..bot pet test (copied above check)
RemoveFromHateList(this);
return;
// this blocks all pet attacks against owner..bot pet test (copied above check)
RemoveFromHateList(this);
return;
}
#endif //BOTS
if(DivineAura())
if (DivineAura())
return;
auto npcSpawnPoint = CastToNPC()->GetSpawnPoint();
if(GetSpecialAbility(TETHER)) {
auto npcSpawnPoint = CastToNPC()->GetSpawnPoint();
if (GetSpecialAbility(TETHER)) {
float tether_range = static_cast<float>(GetSpecialAbilityParam(TETHER, 0));
tether_range = tether_range > 0.0f ? tether_range * tether_range : pAggroRange * pAggroRange;
if(DistanceSquaredNoZ(m_Position, npcSpawnPoint) > tether_range) {
if (DistanceSquaredNoZ(m_Position, npcSpawnPoint) > tether_range) {
GMMove(npcSpawnPoint.x, npcSpawnPoint.y, npcSpawnPoint.z, npcSpawnPoint.w);
}
} else if(GetSpecialAbility(LEASH)) {
}
else if (GetSpecialAbility(LEASH)) {
float leash_range = static_cast<float>(GetSpecialAbilityParam(LEASH, 0));
leash_range = leash_range > 0.0f ? leash_range * leash_range : pAggroRange * pAggroRange;
if(DistanceSquaredNoZ(m_Position, npcSpawnPoint) > leash_range) {
if (DistanceSquaredNoZ(m_Position, npcSpawnPoint) > leash_range) {
GMMove(npcSpawnPoint.x, npcSpawnPoint.y, npcSpawnPoint.z, npcSpawnPoint.w);
SetHP(GetMaxHP());
BuffFadeAll();
@ -1080,16 +1087,16 @@ void Mob::AI_Process() {
{
if (AI_movement_timer->Check())
{
if(CalculateHeadingToTarget(GetTarget()->GetX(), GetTarget()->GetY()) != m_Position.w)
if (CalculateHeadingToTarget(GetTarget()->GetX(), GetTarget()->GetY()) != m_Position.w)
{
SetHeading(CalculateHeadingToTarget(GetTarget()->GetX(), GetTarget()->GetY()));
SendPosition();
}
SetCurrentSpeed(0);
}
if(IsMoving())
if (IsMoving())
{
if(CalculateHeadingToTarget(GetTarget()->GetX(), GetTarget()->GetY()) != m_Position.w)
if (CalculateHeadingToTarget(GetTarget()->GetX(), GetTarget()->GetY()) != m_Position.w)
{
SetHeading(CalculateHeadingToTarget(GetTarget()->GetX(), GetTarget()->GetY()));
SendPosition();
@ -1098,13 +1105,13 @@ void Mob::AI_Process() {
}
//casting checked above...
if(target && !IsStunned() && !IsMezzed() && GetAppearance() != eaDead && !IsMeleeDisabled()) {
if (target && !IsStunned() && !IsMezzed() && GetAppearance() != eaDead && !IsMeleeDisabled()) {
//we should check to see if they die mid-attacks, previous
//crap of checking target for null was not gunna cut it
//try main hand first
if(attack_timer.Check()) {
if (attack_timer.Check()) {
DoMainHandAttackRounds(target);
TriggerDefensiveProcs(target, EQEmu::inventory::slotPrimary, false);
@ -1150,17 +1157,17 @@ void Mob::AI_Process() {
if (owner) {
int16 flurry_chance = owner->aabonuses.PetFlurry +
owner->spellbonuses.PetFlurry + owner->itembonuses.PetFlurry;
owner->spellbonuses.PetFlurry + owner->itembonuses.PetFlurry;
if (flurry_chance && zone->random.Roll(flurry_chance))
Flurry(nullptr);
}
}
if ((IsPet() || IsTempPet()) && IsPetOwnerClient()){
if (spellbonuses.PC_Pet_Rampage[0] || itembonuses.PC_Pet_Rampage[0] || aabonuses.PC_Pet_Rampage[0]){
if ((IsPet() || IsTempPet()) && IsPetOwnerClient()) {
if (spellbonuses.PC_Pet_Rampage[0] || itembonuses.PC_Pet_Rampage[0] || aabonuses.PC_Pet_Rampage[0]) {
int chance = spellbonuses.PC_Pet_Rampage[0] + itembonuses.PC_Pet_Rampage[0] + aabonuses.PC_Pet_Rampage[0];
if(zone->random.Roll(chance)) {
if (zone->random.Roll(chance)) {
Rampage(nullptr);
}
}
@ -1170,30 +1177,30 @@ void Mob::AI_Process() {
{
int rampage_chance = GetSpecialAbilityParam(SPECATK_RAMPAGE, 0);
rampage_chance = rampage_chance > 0 ? rampage_chance : 20;
if(zone->random.Roll(rampage_chance)) {
if (zone->random.Roll(rampage_chance)) {
ExtraAttackOptions opts;
int cur = GetSpecialAbilityParam(SPECATK_RAMPAGE, 3);
if(cur > 0) {
if (cur > 0) {
opts.damage_flat = cur;
}
cur = GetSpecialAbilityParam(SPECATK_RAMPAGE, 4);
if(cur > 0) {
if (cur > 0) {
opts.armor_pen_percent = cur / 100.0f;
}
cur = GetSpecialAbilityParam(SPECATK_RAMPAGE, 5);
if(cur > 0) {
if (cur > 0) {
opts.armor_pen_flat = cur;
}
cur = GetSpecialAbilityParam(SPECATK_RAMPAGE, 6);
if(cur > 0) {
if (cur > 0) {
opts.crit_percent = cur / 100.0f;
}
cur = GetSpecialAbilityParam(SPECATK_RAMPAGE, 7);
if(cur > 0) {
if (cur > 0) {
opts.crit_flat = cur;
}
Rampage(&opts);
@ -1205,30 +1212,30 @@ void Mob::AI_Process() {
{
int rampage_chance = GetSpecialAbilityParam(SPECATK_AREA_RAMPAGE, 0);
rampage_chance = rampage_chance > 0 ? rampage_chance : 20;
if(zone->random.Roll(rampage_chance)) {
if (zone->random.Roll(rampage_chance)) {
ExtraAttackOptions opts;
int cur = GetSpecialAbilityParam(SPECATK_AREA_RAMPAGE, 3);
if(cur > 0) {
if (cur > 0) {
opts.damage_flat = cur;
}
cur = GetSpecialAbilityParam(SPECATK_AREA_RAMPAGE, 4);
if(cur > 0) {
if (cur > 0) {
opts.armor_pen_percent = cur / 100.0f;
}
cur = GetSpecialAbilityParam(SPECATK_AREA_RAMPAGE, 5);
if(cur > 0) {
if (cur > 0) {
opts.armor_pen_flat = cur;
}
cur = GetSpecialAbilityParam(SPECATK_AREA_RAMPAGE, 6);
if(cur > 0) {
if (cur > 0) {
opts.crit_percent = cur / 100.0f;
}
cur = GetSpecialAbilityParam(SPECATK_AREA_RAMPAGE, 7);
if(cur > 0) {
if (cur > 0) {
opts.crit_flat = cur;
}
@ -1243,7 +1250,7 @@ void Mob::AI_Process() {
DoOffHandAttackRounds(target);
//now special attacks (kick, etc)
if(IsNPC())
if (IsNPC())
CastToNPC()->DoClassAttacks(target);
}
@ -1252,18 +1259,19 @@ void Mob::AI_Process() {
else {
//we cannot reach our target...
//underwater stuff only works with water maps in the zone!
if(IsNPC() && CastToNPC()->IsUnderwaterOnly() && zone->HasWaterMap()) {
auto targetPosition = glm::vec3(target->GetX(), target->GetY(), target->GetZ());
if(!zone->watermap->InLiquid(targetPosition)) {
if (IsNPC() && CastToNPC()->IsUnderwaterOnly() && zone->HasWaterMap()) {
auto targetPosition = glm::vec3(target->GetX(), target->GetY(), target->GetZ());
if (!zone->watermap->InLiquid(targetPosition)) {
Mob *tar = hate_list.GetEntWithMostHateOnList(this);
if(tar == target) {
if (tar == target) {
WipeHateList();
Heal();
BuffFadeAll();
AI_walking_timer->Start(100);
pLastFightingDelayMoving = Timer::GetCurrentTime();
return;
} else if(tar != nullptr) {
}
else if (tar != nullptr) {
SetTarget(tar);
return;
}
@ -1274,35 +1282,35 @@ void Mob::AI_Process() {
if (!HateSummon())
{
//could not summon them, check ranged...
if(GetSpecialAbility(SPECATK_RANGED_ATK))
if (GetSpecialAbility(SPECATK_RANGED_ATK))
doranged = true;
// Now pursue
// TODO: Check here for another person on hate list with close hate value
if(AI_PursueCastCheck()){
if (AI_PursueCastCheck()) {
//we did something, so do not process movement.
}
else if (AI_movement_timer->Check())
{
if(!IsRooted()) {
if (!IsRooted()) {
Log.Out(Logs::Detail, Logs::AI, "Pursuing %s while engaged.", target->GetName());
if(!RuleB(Pathing, Aggro) || !zone->pathing)
if (!RuleB(Pathing, Aggro) || !zone->pathing)
CalculateNewPosition2(target->GetX(), target->GetY(), target->GetZ(), GetRunspeed());
else
{
bool WaypointChanged, NodeReached;
glm::vec3 Goal = UpdatePath(target->GetX(), target->GetY(), target->GetZ(),
GetRunspeed(), WaypointChanged, NodeReached);
GetRunspeed(), WaypointChanged, NodeReached);
if(WaypointChanged)
if (WaypointChanged)
tar_ndx = 20;
CalculateNewPosition2(Goal.x, Goal.y, Goal.z, GetRunspeed());
}
}
else if(IsMoving()) {
else if (IsMoving()) {
SetHeading(CalculateHeadingToTarget(target->GetX(), target->GetY()));
SetCurrentSpeed(0);
@ -1311,11 +1319,12 @@ void Mob::AI_Process() {
}
}
}
else
{
else {
if (m_PlayerState & static_cast<uint32>(PlayerState::Aggressive))
SendRemovePlayerState(PlayerState::Aggressive);
if(AI_feign_remember_timer->Check()) {
if(!zone->CanDoCombat() && AI_feign_remember_timer->Check()) {
// 6/14/06
// Improved Feign Death Memory
// check to see if any of our previous feigned targets have gotten up.
@ -1340,7 +1349,7 @@ void Mob::AI_Process() {
{
//we processed a spell action, so do nothing else.
}
else if (AI_scan_area_timer->Check())
else if (!zone->CanDoCombat() && AI_scan_area_timer->Check())
{
/*
* This is where NPCs look around to see if they want to attack anybody.