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Fix for bots disappearing while idle (update)
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parent
444acb7c70
commit
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28
zone/bot.cpp
28
zone/bot.cpp
@ -2013,12 +2013,20 @@ bool Bot::Process() {
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if(GetAppearance() == eaDead && GetHP() > 0)
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SetAppearance(eaStanding);
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if (IsMoving()) {
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ping_timer.Disable();
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}
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else {
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if (!ping_timer.Enabled())
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ping_timer.Start(BOT_KEEP_ALIVE_INTERVAL);
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if (ping_timer.Check())
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SentPositionPacket(0.0f, 0.0f, 0.0f, 0.0f, 0);
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}
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if (IsStunned() || IsMezzed())
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return true;
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if (!IsMoving() && ping_timer.Check())
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SentPositionPacket(0.0f, 0.0f, 0.0f, 0.0f, 0);
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// Bot AI
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AI_Process();
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return true;
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@ -9082,18 +9090,4 @@ std::string Bot::CreateSayLink(Client* c, const char* message, const char* name)
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return saylink;
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}
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void Bot::StopMoving() {
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if (!ping_timer.Enabled())
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ping_timer.Start(8000);
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Mob::StopMoving();
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}
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void Bot::StopMoving(float new_heading) {
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if (!ping_timer.Enabled())
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ping_timer.Start(8000);
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Mob::StopMoving(new_heading);
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}
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#endif
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@ -44,6 +44,8 @@
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#define BOT_LEASH_DISTANCE 250000 // as DSq value (500 units)
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#define BOT_KEEP_ALIVE_INTERVAL 5000 // 5 seconds
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extern WorldServer worldserver;
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const int BotAISpellRange = 100; // TODO: Write a method that calcs what the bot's spell range is based on spell, equipment, AA, whatever and replace this
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@ -341,8 +343,6 @@ public:
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virtual int GetRunspeed() const { return (int)((float)_GetRunSpeed() * 1.785714f); }
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virtual void WalkTo(float x, float y, float z);
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virtual void RunTo(float x, float y, float z);
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virtual void StopMoving();
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virtual void StopMoving(float new_heading);
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bool UseDiscipline(uint32 spell_id, uint32 target);
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uint8 GetNumberNeedingHealedInGroup(uint8 hpr, bool includePets);
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bool GetNeedsCured(Mob *tar);
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@ -589,8 +589,8 @@ public:
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void MakeSpawnUpdateNoDelta(PlayerPositionUpdateServer_Struct* spu);
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void MakeSpawnUpdate(PlayerPositionUpdateServer_Struct* spu);
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void SentPositionPacket(float dx, float dy, float dz, float dh, int anim, bool send_to_self = false);
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virtual void StopMoving();
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virtual void StopMoving(float new_heading);
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void StopMoving();
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void StopMoving(float new_heading);
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void SetSpawned() { spawned = true; };
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bool Spawned() { return spawned; };
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virtual bool ShouldISpawnFor(Client *c) { return true; }
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@ -1075,9 +1075,6 @@ void Bot::WalkTo(float x, float y, float z)
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if (IsSitting())
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Stand();
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if (ping_timer.Enabled())
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ping_timer.Disable();
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Mob::WalkTo(x, y, z);
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}
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@ -1086,9 +1083,6 @@ void Bot::RunTo(float x, float y, float z)
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if (IsSitting())
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Stand();
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if (ping_timer.Enabled())
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ping_timer.Disable();
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Mob::RunTo(x, y, z);
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}
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#endif
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