Merge remote-tracking branch 'refs/remotes/origin/master' into 2002_fixes

This commit is contained in:
E Spause 2017-03-15 06:15:04 -04:00
commit c3b7f6d0bf
5 changed files with 106 additions and 43 deletions

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@ -165,6 +165,7 @@ RULE_INT(Mercs, AggroRadius, 100) // Determines the distance from which a merc
RULE_INT(Mercs, AggroRadiusPuller, 25) // Determines the distance from which a merc will aggro group member's target, if they have the group role of puller (also used to determine the distance at which a healer merc will begin healing a group member, if they have the group role of puller)
RULE_INT(Mercs, ResurrectRadius, 50) // Determines the distance from which a healer merc will attempt to resurrect a group member's corpse
RULE_INT(Mercs, ScaleRate, 100)
RULE_BOOL(Mercs, MercsUsePathing, true) // Mercs will use node pathing when moving
RULE_BOOL(Mercs, AllowMercSuspendInCombat, true)
RULE_CATEGORY_END()

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@ -0,0 +1 @@
INSERT INTO `rule_values` (`ruleset_id`, `rule_name`, `rule_value`, `notes`) VALUES (1, 'Mercs:MercsUsePathing', 'false', 'Mercs will use node pathing when moving');

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@ -737,7 +737,7 @@ private:
bool _hasBeenSummoned;
glm::vec3 m_PreSummonLocation;
Timer evade_timer;
Timer evade_timer; // can be moved to pTimers at some point
BotCastingRoles m_CastingRoles;

View File

@ -69,6 +69,9 @@ Merc::Merc(const NPCType* d, float x, float y, float z, float heading)
SetStance(MercStanceBalanced);
rest_timer.Disable();
if (GetClass() == ROGUE)
evade_timer.Start();
int r;
for (r = 0; r <= EQEmu::skills::HIGHEST_SKILL; r++) {
skills[r] = database.GetSkillCap(GetClass(), (EQEmu::skills::SkillType)r, GetLevel());
@ -1459,7 +1462,7 @@ void Merc::AI_Process() {
// Let's check if we have a los with our target.
// If we don't, our hate_list is wiped.
// Else, it was causing the merc to aggro behind wall etc... causing massive trains.
if(!CheckLosFN(GetTarget()) || GetTarget()->IsMezzed() || !IsAttackAllowed(GetTarget())) {
if(GetTarget()->IsMezzed() || !IsAttackAllowed(GetTarget())) {
WipeHateList();
if(IsMoving()) {
@ -1474,6 +1477,26 @@ void Merc::AI_Process() {
return;
}
else if (!CheckLosFN(GetTarget())) {
if (RuleB(Mercs, MercsUsePathing) && zone->pathing) {
bool WaypointChanged, NodeReached;
glm::vec3 Goal = UpdatePath(GetTarget()->GetX(), GetTarget()->GetY(), GetTarget()->GetZ(),
GetRunspeed(), WaypointChanged, NodeReached);
if (WaypointChanged)
tar_ndx = 20;
CalculateNewPosition2(Goal.x, Goal.y, Goal.z, GetRunspeed());
}
else {
Mob* follow = entity_list.GetMob(GetFollowID());
if (follow)
CalculateNewPosition2(follow->GetX(), follow->GetY(), follow->GetZ(), GetRunspeed());
}
return;
}
if (!(m_PlayerState & static_cast<uint32>(PlayerState::Aggressive)))
SendAddPlayerState(PlayerState::Aggressive);
@ -1508,32 +1531,60 @@ void Merc::AI_Process() {
}
}
if(AI_movement_timer->Check())
{
if(!IsMoving() && GetClass() == ROGUE && !BehindMob(GetTarget(), GetX(), GetY()))
{
// Move the rogue to behind the mob
float newX = 0;
float newY = 0;
float newZ = 0;
if(AI_movement_timer->Check()) {
if (!IsMoving()) {
if (GetClass() == ROGUE) {
if (HasTargetReflection() && !GetTarget()->IsFeared() && !GetTarget()->IsStunned()) {
// Hate redux actions
if (evade_timer.Check(false)) {
// Attempt to evade
int timer_duration = (HideReuseTime - GetSkillReuseTime(EQEmu::skills::SkillHide)) * 1000;
if (timer_duration < 0)
timer_duration = 0;
evade_timer.Start(timer_duration);
if(PlotPositionAroundTarget(GetTarget(), newX, newY, newZ))
{
CalculateNewPosition2(newX, newY, newZ, GetRunspeed());
return;
if (zone->random.Int(0, 260) < (int)GetSkill(EQEmu::skills::SkillHide))
RogueEvade(GetTarget());
return;
}
else if (GetTarget()->IsRooted()) {
// Move rogue back from rooted mob - out of combat range, if necessary
float melee_distance = GetMaxMeleeRangeToTarget(GetTarget());
float current_distance = DistanceSquared(static_cast<glm::vec3>(m_Position), static_cast<glm::vec3>(GetTarget()->GetPosition()));
if (current_distance <= melee_distance) {
float newX = 0;
float newY = 0;
float newZ = 0;
FaceTarget(GetTarget());
if (PlotPositionAroundTarget(this, newX, newY, newZ)) {
CalculateNewPosition2(newX, newY, newZ, GetRunspeed());
return;
}
}
}
}
else if (!BehindMob(GetTarget(), GetX(), GetY())) {
// Move the rogue to behind the mob
float newX = 0;
float newY = 0;
float newZ = 0;
if (PlotPositionAroundTarget(GetTarget(), newX, newY, newZ)) {
CalculateNewPosition2(newX, newY, newZ, GetRunspeed());
return;
}
}
}
}
else if(!IsMoving() && GetClass() != ROGUE && (DistanceSquaredNoZ(m_Position, GetTarget()->GetPosition()) < GetTarget()->GetSize()))
{
// If we are not a rogue trying to backstab, let's try to adjust our melee range so we don't appear to be bunched up
float newX = 0;
float newY = 0;
float newZ = 0;
if(PlotPositionAroundTarget(GetTarget(), newX, newY, newZ, false) && GetArchetype() != ARCHETYPE_CASTER)
{
CalculateNewPosition2(newX, newY, newZ, GetRunspeed());
return;
else if (GetClass() != ROGUE && (DistanceSquaredNoZ(m_Position, GetTarget()->GetPosition()) < GetTarget()->GetSize())) {
// If we are not a rogue trying to backstab, let's try to adjust our melee range so we don't appear to be bunched up
float newX = 0;
float newY = 0;
float newZ = 0;
if (PlotPositionAroundTarget(GetTarget(), newX, newY, newZ, false) && GetArchetype() != ARCHETYPE_CASTER) {
CalculateNewPosition2(newX, newY, newZ, GetRunspeed());
return;
}
}
}
@ -1707,34 +1758,42 @@ void Merc::AI_Process() {
}
}
if(AI_movement_timer->Check())
{
if(GetFollowID())
{
if(AI_movement_timer->Check()) {
if(GetFollowID()) {
Mob* follow = entity_list.GetMob(GetFollowID());
if(follow)
{
if (follow) {
float dist = DistanceSquared(m_Position, follow->GetPosition());
int speed = GetRunspeed();
if(dist < GetFollowDistance() + 1000)
if (dist < GetFollowDistance() + 1000)
speed = GetWalkspeed();
SetRunAnimSpeed(0);
if(dist > GetFollowDistance()) {
CalculateNewPosition2(follow->GetX(), follow->GetY(), follow->GetZ(), speed);
if(rest_timer.Enabled())
if (dist > GetFollowDistance()) {
if (RuleB(Mercs, MercsUsePathing) && zone->pathing) {
bool WaypointChanged, NodeReached;
glm::vec3 Goal = UpdatePath(follow->GetX(), follow->GetY(), follow->GetZ(),
speed, WaypointChanged, NodeReached);
if (WaypointChanged)
tar_ndx = 20;
CalculateNewPosition2(Goal.x, Goal.y, Goal.z, speed);
}
else {
CalculateNewPosition2(follow->GetX(), follow->GetY(), follow->GetZ(), speed);
}
if (rest_timer.Enabled())
rest_timer.Disable();
return;
}
else
{
if(moved)
{
SetCurrentSpeed(0);
moved = false;
else {
if (moved) {
moved = false;
SetCurrentSpeed(0);
}
}
}

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@ -290,6 +290,8 @@ protected:
std::vector<MercSpell> merc_spells;
std::map<uint32,MercTimer> timers;
Timer evade_timer; // can be moved to pTimers at some point
uint16 skills[EQEmu::skills::HIGHEST_SKILL + 1];
uint32 equipment[EQEmu::legacy::EQUIPMENT_SIZE]; //this is an array of item IDs
uint16 d_melee_texture1; //this is an item Material value