mirror of
https://github.com/EQEmu/Server.git
synced 2025-12-13 10:31:29 +00:00
Add custom feature, cross-class skill trainer, fix up stuck detection and added a better solution to it.
This commit is contained in:
parent
1a4aa1692a
commit
ccdebf0116
@ -151,6 +151,7 @@ RULE_BOOL(Character, UseOldBindWound, false) // Uses the original bind wound beh
|
||||
RULE_BOOL(Character, GrantHoTTOnCreate, false) // Grant Health of Target's Target leadership AA on character creation
|
||||
RULE_BOOL(Character, UseOldConSystem, false) // Grant Health of Target's Target leadership AA on character creation
|
||||
RULE_BOOL(Character, OPClientUpdateVisualDebug, false) // Shows a pulse and forward directional particle each time the client sends its position to server
|
||||
RULE_BOOL(Character, AllowCrossClassTrainers, false)
|
||||
RULE_CATEGORY_END()
|
||||
|
||||
RULE_CATEGORY(Mercs)
|
||||
|
||||
@ -5750,10 +5750,10 @@ void Client::Handle_OP_FindPersonRequest(const EQApplicationPacket *app)
|
||||
glm::vec3 End(target->GetX(), target->GetY(), target->GetZ() + (target->GetSize() < 6.0 ? 6 : target->GetSize()) * HEAD_POSITION);
|
||||
|
||||
bool partial = false;
|
||||
bool error = false;
|
||||
auto pathlist = zone->pathing->FindRoute(Start, End, partial, error);
|
||||
bool stuck = false;
|
||||
auto pathlist = zone->pathing->FindRoute(Start, End, partial, stuck);
|
||||
|
||||
if (pathlist.empty() || error || partial)
|
||||
if (pathlist.empty() || partial)
|
||||
{
|
||||
EQApplicationPacket outapp(OP_FindPersonReply, 0);
|
||||
QueuePacket(&outapp);
|
||||
|
||||
@ -1527,9 +1527,11 @@ void Client::OPGMTraining(const EQApplicationPacket *app)
|
||||
return;
|
||||
|
||||
//you can only use your own trainer, client enforces this, but why trust it
|
||||
int trains_class = pTrainer->GetClass() - (WARRIORGM - WARRIOR);
|
||||
if(GetClass() != trains_class)
|
||||
return;
|
||||
if (!RuleB(Character, AllowCrossClassTrainers)) {
|
||||
int trains_class = pTrainer->GetClass() - (WARRIORGM - WARRIOR);
|
||||
if (GetClass() != trains_class)
|
||||
return;
|
||||
}
|
||||
|
||||
//you have to be somewhat close to a trainer to be properly using them
|
||||
if(DistanceSquared(m_Position,pTrainer->GetPosition()) > USE_NPC_RANGE2)
|
||||
@ -1580,9 +1582,11 @@ void Client::OPGMEndTraining(const EQApplicationPacket *app)
|
||||
return;
|
||||
|
||||
//you can only use your own trainer, client enforces this, but why trust it
|
||||
int trains_class = pTrainer->GetClass() - (WARRIORGM - WARRIOR);
|
||||
if(GetClass() != trains_class)
|
||||
return;
|
||||
if (!RuleB(Character, AllowCrossClassTrainers)) {
|
||||
int trains_class = pTrainer->GetClass() - (WARRIORGM - WARRIOR);
|
||||
if (GetClass() != trains_class)
|
||||
return;
|
||||
}
|
||||
|
||||
//you have to be somewhat close to a trainer to be properly using them
|
||||
if(DistanceSquared(m_Position, pTrainer->GetPosition()) > USE_NPC_RANGE2)
|
||||
@ -1609,9 +1613,11 @@ void Client::OPGMTrainSkill(const EQApplicationPacket *app)
|
||||
return;
|
||||
|
||||
//you can only use your own trainer, client enforces this, but why trust it
|
||||
int trains_class = pTrainer->GetClass() - (WARRIORGM - WARRIOR);
|
||||
if(GetClass() != trains_class)
|
||||
return;
|
||||
if (!RuleB(Character, AllowCrossClassTrainers)) {
|
||||
int trains_class = pTrainer->GetClass() - (WARRIORGM - WARRIOR);
|
||||
if (GetClass() != trains_class)
|
||||
return;
|
||||
}
|
||||
|
||||
//you have to be somewhat close to a trainer to be properly using them
|
||||
if(DistanceSquared(m_Position, pTrainer->GetPosition()) > USE_NPC_RANGE2)
|
||||
|
||||
@ -445,7 +445,7 @@ Mob::Mob(const char* in_name,
|
||||
AssistAggro = false;
|
||||
npc_assist_cap = 0;
|
||||
|
||||
PathRecalcTimer.reset(new Timer(1500));
|
||||
PathRecalcTimer.reset(new Timer(500));
|
||||
PathingLoopCount = 0;
|
||||
}
|
||||
|
||||
@ -1240,6 +1240,13 @@ void Mob::FillSpawnStruct(NewSpawn_Struct* ns, Mob* ForWho)
|
||||
|
||||
ns->spawn.flymode = 0;
|
||||
}
|
||||
|
||||
if (RuleB(Character, AllowCrossClassTrainers) && ForWho) {
|
||||
if (ns->spawn.class_ >= WARRIORGM && ns->spawn.class_ <= BERSERKERGM) {
|
||||
int trainer_class = WARRIORGM + (ForWho->GetClass() - 1);
|
||||
ns->spawn.class_ = trainer_class;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Mob::CreateDespawnPacket(EQApplicationPacket* app, bool Decay)
|
||||
|
||||
@ -29,7 +29,7 @@ public:
|
||||
IPathfinder() { }
|
||||
virtual ~IPathfinder() { }
|
||||
|
||||
virtual IPath FindRoute(const glm::vec3 &start, const glm::vec3 &end, bool &partial, bool &error) = 0;
|
||||
virtual IPath FindRoute(const glm::vec3 &start, const glm::vec3 &end, bool &partial, bool &stuck) = 0;
|
||||
virtual glm::vec3 GetRandomLocation() = 0;
|
||||
virtual void DebugCommand(Client *c, const Seperator *sep) = 0;
|
||||
|
||||
|
||||
@ -33,16 +33,12 @@ PathfinderNavmesh::~PathfinderNavmesh()
|
||||
Clear();
|
||||
}
|
||||
|
||||
IPathfinder::IPath PathfinderNavmesh::FindRoute(const glm::vec3 &start, const glm::vec3 &end, bool &partial, bool &error)
|
||||
IPathfinder::IPath PathfinderNavmesh::FindRoute(const glm::vec3 &start, const glm::vec3 &end, bool &partial, bool &stuck)
|
||||
{
|
||||
partial = false;
|
||||
error = false;
|
||||
|
||||
if (!m_impl->nav_mesh) {
|
||||
error = true;
|
||||
IPath Route;
|
||||
Route.push_back(end);
|
||||
return Route;
|
||||
return IPath();
|
||||
}
|
||||
|
||||
if (!m_impl->query) {
|
||||
@ -74,10 +70,7 @@ IPathfinder::IPath PathfinderNavmesh::FindRoute(const glm::vec3 &start, const gl
|
||||
m_impl->query->findNearestPoly(&dest_location[0], &ext[0], &filter, &end_ref, 0);
|
||||
|
||||
if (!start_ref || !end_ref) {
|
||||
error = true;
|
||||
IPath Route;
|
||||
Route.push_back(end);
|
||||
return Route;
|
||||
return IPath();
|
||||
}
|
||||
|
||||
int npoly = 0;
|
||||
@ -89,6 +82,11 @@ IPathfinder::IPath PathfinderNavmesh::FindRoute(const glm::vec3 &start, const gl
|
||||
if (path[npoly - 1] != end_ref) {
|
||||
m_impl->query->closestPointOnPoly(path[npoly - 1], &dest_location[0], &epos[0], 0);
|
||||
partial = true;
|
||||
|
||||
auto dist = DistanceSquared(epos, current_location);
|
||||
if (dist < 10.0f) {
|
||||
stuck = true;
|
||||
}
|
||||
}
|
||||
|
||||
float straight_path[2048 * 3];
|
||||
@ -102,10 +100,7 @@ IPathfinder::IPath PathfinderNavmesh::FindRoute(const glm::vec3 &start, const gl
|
||||
straight_path_polys, &n_straight_polys, 2048, DT_STRAIGHTPATH_AREA_CROSSINGS);
|
||||
|
||||
if (dtStatusFailed(status)) {
|
||||
error = true;
|
||||
IPath Route;
|
||||
Route.push_back(end);
|
||||
return Route;
|
||||
return IPath();
|
||||
}
|
||||
|
||||
if (n_straight_polys) {
|
||||
@ -292,11 +287,11 @@ void PathfinderNavmesh::Load(const std::string &path)
|
||||
void PathfinderNavmesh::ShowPath(Client * c, const glm::vec3 &start, const glm::vec3 &end)
|
||||
{
|
||||
bool partial = false;
|
||||
bool error = false;
|
||||
auto path = FindRoute(start, end, partial, error);
|
||||
bool stuck = false;
|
||||
auto path = FindRoute(start, end, partial, stuck);
|
||||
std::vector<FindPerson_Point> points;
|
||||
|
||||
if (!partial && !error) {
|
||||
if (!partial) {
|
||||
FindPerson_Point p;
|
||||
for (auto &node : path)
|
||||
{
|
||||
|
||||
@ -9,7 +9,7 @@ public:
|
||||
PathfinderNavmesh(const std::string &path);
|
||||
virtual ~PathfinderNavmesh();
|
||||
|
||||
virtual IPath FindRoute(const glm::vec3 &start, const glm::vec3 &end, bool &partial, bool &error);
|
||||
virtual IPath FindRoute(const glm::vec3 &start, const glm::vec3 &end, bool &partial, bool &stuck);
|
||||
virtual glm::vec3 GetRandomLocation();
|
||||
virtual void DebugCommand(Client *c, const Seperator *sep);
|
||||
|
||||
|
||||
@ -1,9 +1,9 @@
|
||||
#include "pathfinder_null.h"
|
||||
|
||||
IPathfinder::IPath PathfinderNull::FindRoute(const glm::vec3 &start, const glm::vec3 &end, bool &partial, bool &error)
|
||||
IPathfinder::IPath PathfinderNull::FindRoute(const glm::vec3 &start, const glm::vec3 &end, bool &partial, bool &stuck)
|
||||
{
|
||||
error = false;
|
||||
partial = false;
|
||||
stuck = false;
|
||||
IPath ret;
|
||||
ret.push_back(start);
|
||||
ret.push_back(end);
|
||||
|
||||
@ -8,7 +8,7 @@ public:
|
||||
PathfinderNull() { }
|
||||
virtual ~PathfinderNull() { }
|
||||
|
||||
virtual IPath FindRoute(const glm::vec3 &start, const glm::vec3 &end, bool &partial, bool &error);
|
||||
virtual IPath FindRoute(const glm::vec3 &start, const glm::vec3 &end, bool &partial, bool &stuck);
|
||||
virtual glm::vec3 GetRandomLocation();
|
||||
virtual void DebugCommand(Client *c, const Seperator *sep) { }
|
||||
};
|
||||
@ -114,21 +114,19 @@ PathfinderWaypoint::~PathfinderWaypoint()
|
||||
{
|
||||
}
|
||||
|
||||
IPathfinder::IPath PathfinderWaypoint::FindRoute(const glm::vec3 &start, const glm::vec3 &end, bool &partial, bool &error)
|
||||
IPathfinder::IPath PathfinderWaypoint::FindRoute(const glm::vec3 &start, const glm::vec3 &end, bool &partial, bool &stuck)
|
||||
{
|
||||
stuck = false;
|
||||
partial = false;
|
||||
error = false;
|
||||
std::vector<RTreeValue> result_start_n;
|
||||
m_impl->Tree.query(boost::geometry::index::nearest(Point(start.x, start.y, start.z), 1), std::back_inserter(result_start_n));
|
||||
if (result_start_n.size() == 0) {
|
||||
error = true;
|
||||
return IPath();
|
||||
}
|
||||
|
||||
std::vector<RTreeValue> result_end_n;
|
||||
m_impl->Tree.query(boost::geometry::index::nearest(Point(end.x, end.y, end.z), 1), std::back_inserter(result_end_n));
|
||||
if (result_end_n.size() == 0) {
|
||||
error = true;
|
||||
return IPath();
|
||||
}
|
||||
|
||||
@ -183,11 +181,7 @@ IPathfinder::IPath PathfinderWaypoint::FindRoute(const glm::vec3 &start, const g
|
||||
return Route;
|
||||
}
|
||||
|
||||
error = true;
|
||||
IPath Route;
|
||||
Route.push_front(start);
|
||||
Route.push_back(glm::vec3(nearest_start.first.get<0>(), nearest_start.first.get<1>(), nearest_start.first.get<2>()));
|
||||
return Route;
|
||||
return IPath();
|
||||
}
|
||||
|
||||
glm::vec3 PathfinderWaypoint::GetRandomLocation()
|
||||
@ -401,8 +395,8 @@ void PathfinderWaypoint::ShowNodes()
|
||||
void PathfinderWaypoint::ShowPath(Client *c, const glm::vec3 &start, const glm::vec3 &end)
|
||||
{
|
||||
bool partial = false;
|
||||
bool error = false;
|
||||
auto path = FindRoute(start, end, partial, error);
|
||||
bool stuck = false;
|
||||
auto path = FindRoute(start, end, partial, stuck);
|
||||
std::vector<FindPerson_Point> points;
|
||||
|
||||
FindPerson_Point p;
|
||||
|
||||
@ -11,7 +11,7 @@ public:
|
||||
PathfinderWaypoint(const std::string &path);
|
||||
virtual ~PathfinderWaypoint();
|
||||
|
||||
virtual IPath FindRoute(const glm::vec3 &start, const glm::vec3 &end, bool &partial, bool &error);
|
||||
virtual IPath FindRoute(const glm::vec3 &start, const glm::vec3 &end, bool &partial, bool &stuck);
|
||||
virtual glm::vec3 GetRandomLocation();
|
||||
virtual void DebugCommand(Client *c, const Seperator *sep);
|
||||
|
||||
|
||||
@ -40,13 +40,25 @@ glm::vec3 Mob::UpdatePath(float ToX, float ToY, float ToZ, float Speed, bool &Wa
|
||||
|
||||
if (Route.empty()) {
|
||||
bool partial = false;
|
||||
bool error = false;
|
||||
Route = zone->pathing->FindRoute(From, To, partial, error);
|
||||
bool stuck = false;
|
||||
Route = zone->pathing->FindRoute(From, To, partial, stuck);
|
||||
AdjustRoute(Route, flymode, GetModelOffset());
|
||||
|
||||
PathingDestination = To;
|
||||
WaypointChanged = true;
|
||||
NodeReached = false;
|
||||
if (stuck) {
|
||||
bool partial = false;
|
||||
bool stuck = false;
|
||||
auto r = zone->pathing->FindRoute(To, From, partial, stuck);
|
||||
Route.clear();
|
||||
|
||||
auto final_node = r.back();
|
||||
Route.push_back(final_node);
|
||||
AdjustRoute(Route, flymode, GetModelOffset());
|
||||
return (*Route.begin()).pos;
|
||||
}
|
||||
|
||||
if (Route.empty()) {
|
||||
return To;
|
||||
}
|
||||
@ -60,14 +72,26 @@ glm::vec3 Mob::UpdatePath(float ToX, float ToY, float ToZ, float Speed, bool &Wa
|
||||
if (!SameDestination) {
|
||||
//We had a route but our target position moved too much
|
||||
bool partial = false;
|
||||
bool error = false;
|
||||
Route = zone->pathing->FindRoute(From, To, partial, error);
|
||||
bool stuck = false;
|
||||
Route = zone->pathing->FindRoute(From, To, partial, stuck);
|
||||
AdjustRoute(Route, flymode, GetModelOffset());
|
||||
|
||||
PathingDestination = To;
|
||||
WaypointChanged = true;
|
||||
NodeReached = false;
|
||||
|
||||
if (stuck) {
|
||||
bool partial = false;
|
||||
bool stuck = false;
|
||||
auto r = zone->pathing->FindRoute(To, From, partial, stuck);
|
||||
Route.clear();
|
||||
|
||||
auto final_node = r.back();
|
||||
Route.push_back(final_node);
|
||||
AdjustRoute(Route, flymode, GetModelOffset());
|
||||
return (*Route.begin()).pos;
|
||||
}
|
||||
|
||||
if (Route.empty()) {
|
||||
return To;
|
||||
}
|
||||
@ -123,12 +147,24 @@ glm::vec3 Mob::UpdatePath(float ToX, float ToY, float ToZ, float Speed, bool &Wa
|
||||
|
||||
if (Route.empty()) {
|
||||
bool partial = false;
|
||||
bool error = false;
|
||||
Route = zone->pathing->FindRoute(From, To, partial, error);
|
||||
bool stuck = false;
|
||||
Route = zone->pathing->FindRoute(From, To, partial, stuck);
|
||||
AdjustRoute(Route, flymode, GetModelOffset());
|
||||
PathingDestination = To;
|
||||
WaypointChanged = true;
|
||||
|
||||
if (stuck) {
|
||||
bool partial = false;
|
||||
bool stuck = false;
|
||||
auto r = zone->pathing->FindRoute(To, From, partial, stuck);
|
||||
Route.clear();
|
||||
|
||||
auto final_node = r.back();
|
||||
Route.push_back(final_node);
|
||||
AdjustRoute(Route, flymode, GetModelOffset());
|
||||
return (*Route.begin()).pos;
|
||||
}
|
||||
|
||||
if(Route.empty()) {
|
||||
return To;
|
||||
}
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user