mirror of
https://github.com/EQEmu/Server.git
synced 2026-01-05 20:53:52 +00:00
Merge branch 'master' of https://github.com/EQEmu/Server
This commit is contained in:
commit
8febc906a5
@ -1,5 +1,11 @@
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EQEMu Changelog (Started on Sept 24, 2003 15:50)
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-------------------------------------------------------
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== 03/25/2017 ==
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Akkadius: Reduced CPU footprint in non-combat zones doing constant checks for combat related activities
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Akkadius: Reduced CPU footprint in cases where a client is checking for aggro excessively every 750 millseconds. This has
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been adjusted to 6 seconds per new rule RULE_INT(Aggro, ClientAggroCheckInterval)
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- When zones have many players, with many NPC's, this adds up quickly
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== 03/12/2017 ==
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Akkadius:
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- Implemented range rules for packets and other functions
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@ -157,7 +157,7 @@ enum { //timer settings, all in milliseconds
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AIscanarea_delay = 6000,
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AIfeignremember_delay = 500,
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AItarget_check_duration = 500,
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AIClientScanarea_delay = 750, //used in REVERSE_AGGRO
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// AIClientScanarea_delay = 750, //used in REVERSE_AGGRO
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AIassistcheck_delay = 3000, //now often a fighting NPC will yell for help
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AI_check_signal_timer_delay = 500, // How often EVENT_SIGNAL checks are processed
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ClientProximity_interval = 150,
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@ -536,6 +536,7 @@ RULE_INT(Aggro, MaxScalingProcAggro, 400) // Set to -1 for no limit. Maxmimum am
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RULE_INT(Aggro, IntAggroThreshold, 75) // Int <= this will aggro regardless of level difference.
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RULE_BOOL(Aggro, AllowTickPulling, false) // tick pulling is an exploit in an NPC's call for help fixed sometime in 2006 on live
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RULE_BOOL(Aggro, UseLevelAggro, true) // Level 18+ and Undead will aggro regardless of level difference. (this will disabled Rule:IntAggroThreshold if set to true)
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RULE_INT(Aggro, ClientAggroCheckInterval, 6) // Interval in which clients actually check for aggro - in seconds
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RULE_CATEGORY_END()
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RULE_CATEGORY(TaskSystem)
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@ -133,9 +133,9 @@ Client::Client(EQStreamInterface* ieqs)
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fishing_timer(8000),
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endupkeep_timer(1000),
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forget_timer(0),
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autosave_timer(RuleI(Character, AutosaveIntervalS)*1000),
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autosave_timer(RuleI(Character, AutosaveIntervalS) * 1000),
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#ifdef REVERSE_AGGRO
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scanarea_timer(AIClientScanarea_delay),
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scanarea_timer(RuleI(Aggro, ClientAggroCheckInterval) * 1000),
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#endif
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tribute_timer(Tribute_duration),
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proximity_timer(ClientProximity_interval),
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@ -616,7 +616,7 @@ bool Client::Process() {
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//At this point, we are still connected, everything important has taken
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//place, now check to see if anybody wants to aggro us.
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// only if client is not feigned
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if(ret && !GetFeigned() && scanarea_timer.Check()) {
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if(zone->CanDoCombat() && ret && !GetFeigned() && scanarea_timer.Check()) {
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entity_list.CheckClientAggro(this);
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}
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#endif
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107
zone/mob_ai.cpp
107
zone/mob_ai.cpp
@ -726,6 +726,7 @@ void Client::AI_SpellCast()
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void Client::AI_Process()
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{
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if (!IsAIControlled())
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return;
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@ -956,6 +957,10 @@ void Mob::AI_Process() {
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bool engaged = IsEngaged();
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bool doranged = false;
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if (!zone->CanDoCombat()) {
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engaged = false;
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}
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// Begin: Additions for Wiz Fear Code
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//
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if(RuleB(Combat, EnableFearPathing)){
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@ -1016,13 +1021,14 @@ void Mob::AI_Process() {
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SetTarget(hate_list.GetClosestEntOnHateList(this));
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else
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{
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if(AI_target_check_timer->Check())
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if (AI_target_check_timer->Check())
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{
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if (IsFocused()) {
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if (!target) {
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SetTarget(hate_list.GetEntWithMostHateOnList(this));
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}
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} else {
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}
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else {
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if (!ImprovedTaunt())
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SetTarget(hate_list.GetEntWithMostHateOnList(this));
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}
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@ -1042,28 +1048,29 @@ void Mob::AI_Process() {
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#ifdef BOTS
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if (IsPet() && GetOwner() && GetOwner()->IsBot() && target == GetOwner())
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{
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// this blocks all pet attacks against owner..bot pet test (copied above check)
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RemoveFromHateList(this);
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return;
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// this blocks all pet attacks against owner..bot pet test (copied above check)
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RemoveFromHateList(this);
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return;
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}
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#endif //BOTS
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if(DivineAura())
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if (DivineAura())
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return;
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auto npcSpawnPoint = CastToNPC()->GetSpawnPoint();
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if(GetSpecialAbility(TETHER)) {
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auto npcSpawnPoint = CastToNPC()->GetSpawnPoint();
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if (GetSpecialAbility(TETHER)) {
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float tether_range = static_cast<float>(GetSpecialAbilityParam(TETHER, 0));
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tether_range = tether_range > 0.0f ? tether_range * tether_range : pAggroRange * pAggroRange;
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if(DistanceSquaredNoZ(m_Position, npcSpawnPoint) > tether_range) {
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if (DistanceSquaredNoZ(m_Position, npcSpawnPoint) > tether_range) {
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GMMove(npcSpawnPoint.x, npcSpawnPoint.y, npcSpawnPoint.z, npcSpawnPoint.w);
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}
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} else if(GetSpecialAbility(LEASH)) {
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}
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else if (GetSpecialAbility(LEASH)) {
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float leash_range = static_cast<float>(GetSpecialAbilityParam(LEASH, 0));
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leash_range = leash_range > 0.0f ? leash_range * leash_range : pAggroRange * pAggroRange;
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if(DistanceSquaredNoZ(m_Position, npcSpawnPoint) > leash_range) {
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if (DistanceSquaredNoZ(m_Position, npcSpawnPoint) > leash_range) {
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GMMove(npcSpawnPoint.x, npcSpawnPoint.y, npcSpawnPoint.z, npcSpawnPoint.w);
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SetHP(GetMaxHP());
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BuffFadeAll();
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@ -1080,16 +1087,16 @@ void Mob::AI_Process() {
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{
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if (AI_movement_timer->Check())
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{
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if(CalculateHeadingToTarget(GetTarget()->GetX(), GetTarget()->GetY()) != m_Position.w)
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if (CalculateHeadingToTarget(GetTarget()->GetX(), GetTarget()->GetY()) != m_Position.w)
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{
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SetHeading(CalculateHeadingToTarget(GetTarget()->GetX(), GetTarget()->GetY()));
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SendPosition();
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}
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SetCurrentSpeed(0);
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}
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if(IsMoving())
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if (IsMoving())
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{
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if(CalculateHeadingToTarget(GetTarget()->GetX(), GetTarget()->GetY()) != m_Position.w)
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if (CalculateHeadingToTarget(GetTarget()->GetX(), GetTarget()->GetY()) != m_Position.w)
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{
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SetHeading(CalculateHeadingToTarget(GetTarget()->GetX(), GetTarget()->GetY()));
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SendPosition();
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@ -1098,13 +1105,13 @@ void Mob::AI_Process() {
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}
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//casting checked above...
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if(target && !IsStunned() && !IsMezzed() && GetAppearance() != eaDead && !IsMeleeDisabled()) {
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if (target && !IsStunned() && !IsMezzed() && GetAppearance() != eaDead && !IsMeleeDisabled()) {
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//we should check to see if they die mid-attacks, previous
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//crap of checking target for null was not gunna cut it
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//try main hand first
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if(attack_timer.Check()) {
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if (attack_timer.Check()) {
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DoMainHandAttackRounds(target);
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TriggerDefensiveProcs(target, EQEmu::inventory::slotPrimary, false);
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@ -1150,17 +1157,17 @@ void Mob::AI_Process() {
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if (owner) {
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int16 flurry_chance = owner->aabonuses.PetFlurry +
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owner->spellbonuses.PetFlurry + owner->itembonuses.PetFlurry;
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owner->spellbonuses.PetFlurry + owner->itembonuses.PetFlurry;
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if (flurry_chance && zone->random.Roll(flurry_chance))
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Flurry(nullptr);
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}
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}
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if ((IsPet() || IsTempPet()) && IsPetOwnerClient()){
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if (spellbonuses.PC_Pet_Rampage[0] || itembonuses.PC_Pet_Rampage[0] || aabonuses.PC_Pet_Rampage[0]){
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if ((IsPet() || IsTempPet()) && IsPetOwnerClient()) {
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if (spellbonuses.PC_Pet_Rampage[0] || itembonuses.PC_Pet_Rampage[0] || aabonuses.PC_Pet_Rampage[0]) {
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int chance = spellbonuses.PC_Pet_Rampage[0] + itembonuses.PC_Pet_Rampage[0] + aabonuses.PC_Pet_Rampage[0];
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if(zone->random.Roll(chance)) {
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if (zone->random.Roll(chance)) {
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Rampage(nullptr);
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}
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}
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@ -1170,30 +1177,30 @@ void Mob::AI_Process() {
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{
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int rampage_chance = GetSpecialAbilityParam(SPECATK_RAMPAGE, 0);
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rampage_chance = rampage_chance > 0 ? rampage_chance : 20;
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if(zone->random.Roll(rampage_chance)) {
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if (zone->random.Roll(rampage_chance)) {
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ExtraAttackOptions opts;
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int cur = GetSpecialAbilityParam(SPECATK_RAMPAGE, 3);
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if(cur > 0) {
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if (cur > 0) {
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opts.damage_flat = cur;
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}
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cur = GetSpecialAbilityParam(SPECATK_RAMPAGE, 4);
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if(cur > 0) {
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if (cur > 0) {
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opts.armor_pen_percent = cur / 100.0f;
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}
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cur = GetSpecialAbilityParam(SPECATK_RAMPAGE, 5);
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if(cur > 0) {
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if (cur > 0) {
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opts.armor_pen_flat = cur;
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}
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cur = GetSpecialAbilityParam(SPECATK_RAMPAGE, 6);
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if(cur > 0) {
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if (cur > 0) {
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opts.crit_percent = cur / 100.0f;
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}
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cur = GetSpecialAbilityParam(SPECATK_RAMPAGE, 7);
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if(cur > 0) {
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if (cur > 0) {
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opts.crit_flat = cur;
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}
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Rampage(&opts);
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@ -1205,30 +1212,30 @@ void Mob::AI_Process() {
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{
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int rampage_chance = GetSpecialAbilityParam(SPECATK_AREA_RAMPAGE, 0);
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rampage_chance = rampage_chance > 0 ? rampage_chance : 20;
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if(zone->random.Roll(rampage_chance)) {
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if (zone->random.Roll(rampage_chance)) {
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ExtraAttackOptions opts;
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int cur = GetSpecialAbilityParam(SPECATK_AREA_RAMPAGE, 3);
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if(cur > 0) {
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if (cur > 0) {
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opts.damage_flat = cur;
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}
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cur = GetSpecialAbilityParam(SPECATK_AREA_RAMPAGE, 4);
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if(cur > 0) {
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if (cur > 0) {
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opts.armor_pen_percent = cur / 100.0f;
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}
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cur = GetSpecialAbilityParam(SPECATK_AREA_RAMPAGE, 5);
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if(cur > 0) {
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if (cur > 0) {
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opts.armor_pen_flat = cur;
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}
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cur = GetSpecialAbilityParam(SPECATK_AREA_RAMPAGE, 6);
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if(cur > 0) {
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if (cur > 0) {
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opts.crit_percent = cur / 100.0f;
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}
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cur = GetSpecialAbilityParam(SPECATK_AREA_RAMPAGE, 7);
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if(cur > 0) {
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if (cur > 0) {
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opts.crit_flat = cur;
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}
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@ -1243,7 +1250,7 @@ void Mob::AI_Process() {
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DoOffHandAttackRounds(target);
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//now special attacks (kick, etc)
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if(IsNPC())
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if (IsNPC())
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CastToNPC()->DoClassAttacks(target);
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}
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@ -1252,18 +1259,19 @@ void Mob::AI_Process() {
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else {
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//we cannot reach our target...
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//underwater stuff only works with water maps in the zone!
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if(IsNPC() && CastToNPC()->IsUnderwaterOnly() && zone->HasWaterMap()) {
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auto targetPosition = glm::vec3(target->GetX(), target->GetY(), target->GetZ());
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if(!zone->watermap->InLiquid(targetPosition)) {
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if (IsNPC() && CastToNPC()->IsUnderwaterOnly() && zone->HasWaterMap()) {
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auto targetPosition = glm::vec3(target->GetX(), target->GetY(), target->GetZ());
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if (!zone->watermap->InLiquid(targetPosition)) {
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Mob *tar = hate_list.GetEntWithMostHateOnList(this);
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if(tar == target) {
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if (tar == target) {
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WipeHateList();
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Heal();
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BuffFadeAll();
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AI_walking_timer->Start(100);
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pLastFightingDelayMoving = Timer::GetCurrentTime();
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return;
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} else if(tar != nullptr) {
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}
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else if (tar != nullptr) {
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SetTarget(tar);
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return;
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}
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@ -1274,35 +1282,35 @@ void Mob::AI_Process() {
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if (!HateSummon())
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{
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//could not summon them, check ranged...
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if(GetSpecialAbility(SPECATK_RANGED_ATK))
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if (GetSpecialAbility(SPECATK_RANGED_ATK))
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doranged = true;
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// Now pursue
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// TODO: Check here for another person on hate list with close hate value
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if(AI_PursueCastCheck()){
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if (AI_PursueCastCheck()) {
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//we did something, so do not process movement.
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}
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else if (AI_movement_timer->Check())
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{
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if(!IsRooted()) {
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if (!IsRooted()) {
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Log.Out(Logs::Detail, Logs::AI, "Pursuing %s while engaged.", target->GetName());
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if(!RuleB(Pathing, Aggro) || !zone->pathing)
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if (!RuleB(Pathing, Aggro) || !zone->pathing)
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CalculateNewPosition2(target->GetX(), target->GetY(), target->GetZ(), GetRunspeed());
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else
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{
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bool WaypointChanged, NodeReached;
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glm::vec3 Goal = UpdatePath(target->GetX(), target->GetY(), target->GetZ(),
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GetRunspeed(), WaypointChanged, NodeReached);
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GetRunspeed(), WaypointChanged, NodeReached);
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if(WaypointChanged)
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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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}
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else if(IsMoving()) {
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else if (IsMoving()) {
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SetHeading(CalculateHeadingToTarget(target->GetX(), target->GetY()));
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SetCurrentSpeed(0);
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@ -1311,11 +1319,12 @@ void Mob::AI_Process() {
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}
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}
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}
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else
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{
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else {
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if (m_PlayerState & static_cast<uint32>(PlayerState::Aggressive))
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SendRemovePlayerState(PlayerState::Aggressive);
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if(AI_feign_remember_timer->Check()) {
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if(!zone->CanDoCombat() && AI_feign_remember_timer->Check()) {
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// 6/14/06
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// Improved Feign Death Memory
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// check to see if any of our previous feigned targets have gotten up.
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@ -1340,7 +1349,7 @@ void Mob::AI_Process() {
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{
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||||
//we processed a spell action, so do nothing else.
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}
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||||
else if (AI_scan_area_timer->Check())
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||||
else if (!zone->CanDoCombat() && AI_scan_area_timer->Check())
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||||
{
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||||
/*
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||||
* This is where NPCs look around to see if they want to attack anybody.
|
||||
|
||||
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