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Merge remote-tracking branch 'upstream/master'
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9d01e832a8
@ -1,5 +1,16 @@
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EQEMu Changelog (Started on Sept 24, 2003 15:50)
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-------------------------------------------------------
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== 11/2/2015 ==
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Akkadius: Performance boost (exponential) - Adjusted default idle cast check timers in rules
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- Spells:AI_IdleNoSpellMinRecast 500 (Now 6000) 6 seconds
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- Spells:AI_IdleNoSpellMaxRecast 2000 (Now 60000) 60 seconds
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- Database version 9089 will take care of this update automatically only if you used the default values
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- The CPU cost of NPC's checking the entire entity list to cast beneficial spells (Heals/Buffs) becomes extremely high when higher NPC count zones exist (Based off of process profiling)
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- Distance checks for every single NPC to every single other NPC who are casting beneficial spells occur every .5 - 2 seconds unless npc_spells dictates other values, which most of the time it does not
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- Zones that once fluctuated from 1-8% CPU with no activity (Idle but players present) now idle at .5% based on my testings due
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to this change in conjunction with the past few performance commits, these are zones that have 600-800 NPC's in them
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- These values normally are overidden by the spells table (npc_spells), fields (idle_no_sp_recast_min, idle_no_sp_recast_max)
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== 11/1/2015 ==
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Akkadius: Made many performance optimizing oriented code changes in the source
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- Added Rate limit the rate in which signals are processed for NPC's (.5 seconds instead of .01 seconds)
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@ -349,8 +349,8 @@ RULE_INT(Spells, AI_EngagedDetrimentalChance, 20) // Chance during third AI Cast
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RULE_INT(Spells, AI_PursueNoSpellMinRecast, 500) // AI spell recast time(MS) check when no spell is cast while chasing target. (min time in random)
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RULE_INT(Spells, AI_PursueNoSpellMaxRecast, 2000) // AI spell recast time(MS) check when no spell is cast while chasing target. (max time in random)
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RULE_INT(Spells, AI_PursueDetrimentalChance, 90) // Chance while chasing target to cast a detrimental spell.
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RULE_INT(Spells, AI_IdleNoSpellMinRecast, 500) // AI spell recast time(MS) check when no spell is cast while idle. (min time in random)
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RULE_INT(Spells, AI_IdleNoSpellMaxRecast, 2000) // AI spell recast time(MS) check when no spell is cast while chasing target. (max time in random)
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RULE_INT(Spells, AI_IdleNoSpellMinRecast, 6000) // AI spell recast time(MS) check when no spell is cast while idle. (min time in random)
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RULE_INT(Spells, AI_IdleNoSpellMaxRecast, 60000) // AI spell recast time(MS) check when no spell is cast while chasing target. (max time in random)
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RULE_INT(Spells, AI_IdleBeneficialChance, 100) // Chance while idle to do a beneficial spell on self or others.
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RULE_BOOL(Spells, SHDProcIDOffByOne, true) // pre June 2009 SHD spell procs were off by 1, they stopped doing this in June 2009 (so UF+ spell files need this false)
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RULE_BOOL(Spells, Jun182014HundredHandsRevamp, false) // this should be true for if you import a spell file newer than June 18, 2014
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@ -30,7 +30,7 @@
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Manifest: https://github.com/EQEmu/Server/blob/master/utils/sql/db_update_manifest.txt
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*/
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#define CURRENT_BINARY_DATABASE_VERSION 9088
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#define CURRENT_BINARY_DATABASE_VERSION 9089
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#ifdef BOTS
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#define CURRENT_BINARY_BOTS_DATABASE_VERSION 9000
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#else
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@ -342,6 +342,7 @@
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9086|2015_07_02_aa_rework.sql|SHOW TABLES LIKE 'aa_ranks'|empty|
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9087|2015_09_25_inventory_snapshots.sql|SHOW TABLES LIKE 'inventory_snapshots'|empty|
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9088|2015_11_01_perl_event_export_settings.sql|SHOW TABLES LIKE 'perl_event_export_settings'|empty|
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9089|2015_11_02_ai_idle_no_spell_recast_default_changes.sql|SELECT * FROM `rule_values` WHERE `rule_name` LIKE '%Spells:AI_IdleNoSpellMinRecast%' AND `rule_value` = '500'|not_empty|
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# Upgrade conditions:
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# This won't be needed after this system is implemented, but it is used database that are not
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@ -0,0 +1,2 @@
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UPDATE `rule_values` SET `rule_value` = '6000' WHERE `rule_value` = '500' AND `rule_name` = 'Spells:AI_IdleNoSpellMinRecast';
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UPDATE `rule_values` SET `rule_value` = '60000' WHERE `rule_value` = '2000' AND `rule_name` = 'Spells:AI_IdleNoSpellMaxRecast';
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@ -2438,6 +2438,8 @@ void EntityList::Depop(bool StartSpawnTimer)
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if (pnpc->IsFindable())
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UpdateFindableNPCState(pnpc, true);
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pnpc->WipeHateList();
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pnpc->Depop(StartSpawnTimer);
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}
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}
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@ -1364,9 +1364,14 @@ void Mob::AI_Process() {
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*
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*/
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Mob* tmptar = entity_list.AICheckCloseAggro(this, GetAggroRange(), GetAssistRange());
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if (tmptar)
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AddToHateList(tmptar);
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Mob* temp_target = entity_list.AICheckCloseAggro(this, GetAggroRange(), GetAssistRange());
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if (temp_target){
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AddToHateList(temp_target);
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}
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AI_scan_area_timer->Disable();
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AI_scan_area_timer->Start(RandomTimer(RuleI(NPC, NPCToNPCAggroTimerMin), RuleI(NPC, NPCToNPCAggroTimerMax)), false);
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}
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else if (AI_movement_timer->Check() && !IsRooted())
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{
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@ -1867,6 +1872,9 @@ bool NPC::AI_IdleCastCheck() {
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//if we didnt cast any spells, our autocast timer just resets to the
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//last duration it was set to... try to put up a more reasonable timer...
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AIautocastspell_timer->Start(RandomTimer(AISpellVar.idle_no_sp_recast_min, AISpellVar.idle_no_sp_recast_max), false);
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Log.Out(Logs::Moderate, Logs::Spells, "Triggering AI_IdleCastCheck :: Mob %s - Min : %u Max : %u", this->GetCleanName(), AISpellVar.idle_no_sp_recast_min, AISpellVar.idle_no_sp_recast_max);
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} //else, spell casting finishing will reset the timer.
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} //else, spell casting finishing will reset the timer.
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return(true);
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@ -283,9 +283,13 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial, int level_ove
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//do any AAs apply to these spells?
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if(dmg < 0) {
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if (!PassCastRestriction(false, spells[spell_id].base2[i], true))
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break;
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dmg = -dmg;
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Damage(caster, dmg, spell_id, spell.skill, false, buffslot, false);
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} else {
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if (!PassCastRestriction(false, spells[spell_id].base2[i], false))
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break;
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HealDamage(dmg, caster);
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}
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break;
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@ -3429,6 +3433,8 @@ void Mob::DoBuffTic(const Buffs_Struct &buff, int slot, Mob *caster)
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switch (effect) {
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case SE_CurrentHP: {
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if (!PassCastRestriction(false, spells[buff.spellid].base2[i], true))
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break;
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effect_value = CalcSpellEffectValue(buff.spellid, i, buff.casterlevel, buff.instrument_mod,
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caster, buff.ticsremaining);
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// Handle client cast DOTs here.
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@ -6224,16 +6230,17 @@ bool Mob::PassCastRestriction(bool UseCastRestriction, int16 value, bool IsDama
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Range 410 - 411 : UNKOWN
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Range 500 - 599 : Heal if HP less than a specified value
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Range 600 - 699 : Limit to Body Type [base2 - 600 = Body]
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Range 700 : UNKNOWN
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Range 700 : UNKNOWN -- Was added to higher HTs in Oct 21 2015 live patch
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Range 701 : NOT PET
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Range 800 : UKNOWN
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Range 818 - 819 : If Undead/If Not Undead
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Range 820 - 822 : UKNOWN
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Range 835 : Unknown *not implemented
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Range 836 - 837 : Progression Server / Live Server *not implemented
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Range 839 : Unknown *not implemented
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Range 836 - 837 : Progression Server / Live Server *not fully implemented
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Range 839 : Progression Server and GoD released -- broken until Oct 21 2015 on live *not fully implemented
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Range 842 - 844 : Humaniod lv MAX ((842 - 800) * 2)
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Range 845 - 847 : UNKNOWN
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Range 860 - 871 : Humanoid lv MAX 860 = 90, 871 = 104 *not implemented
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Range 10000 - 11000 : Limit to Race [base2 - 10000 = Race] (*Not on live: Too useful a function to not implement)
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THIS IS A WORK IN PROGRESS
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*/
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@ -6402,6 +6409,15 @@ bool Mob::PassCastRestriction(bool UseCastRestriction, int16 value, bool IsDama
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return true;
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break;
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case 836:
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return true; // todo implement progression flag assume not progression for now
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case 837:
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return false; // todo implement progression flag assume not progression for now
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case 839:
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return true; // todo implement progression flag assume not progression for now, this one is a check if GoD is live
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case 842:
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if (GetBodyType() == BT_Humanoid && GetLevel() <= 84)
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return true;
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@ -6789,4 +6805,4 @@ void Client::BreakFeignDeathWhenCastOn(bool IsResisted)
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SetFeigned(false);
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Message_StringID(MT_SpellFailure,FD_CAST_ON);
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}
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}
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}
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@ -2267,7 +2267,9 @@ bool Mob::SpellFinished(uint16 spell_id, Mob *spell_target, uint16 slot, uint16
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}
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}
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// one may want to check if this is a disc or not, but we actually don't, there are non disc stuff that have end cost
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if (spells[spell_id].EndurCost) {
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// lets not consume end for custom items that have disc procs.
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// One might also want to filter out USE_ITEM_SPELL_SLOT, but DISCIPLINE_SPELL_SLOT are both #defined to the same thing ...
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if (spells[spell_id].EndurCost && !isproc) {
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auto end_cost = spells[spell_id].EndurCost;
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if (mgb)
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end_cost *= 2;
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