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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@ -135,7 +135,7 @@ Client::Client(EQStreamInterface* ieqs)
forget_timer(0),
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)){
@ -1022,7 +1027,8 @@ void Mob::AI_Process() {
if (!target) {
SetTarget(hate_list.GetEntWithMostHateOnList(this));
}
} else {
}
else {
if (!ImprovedTaunt())
SetTarget(hate_list.GetEntWithMostHateOnList(this));
}
@ -1059,7 +1065,8 @@ void Mob::AI_Process() {
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;
@ -1263,7 +1270,8 @@ void Mob::AI_Process() {
AI_walking_timer->Start(100);
pLastFightingDelayMoving = Timer::GetCurrentTime();
return;
} else if(tar != nullptr) {
}
else if (tar != nullptr) {
SetTarget(tar);
return;
}
@ -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.