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https://github.com/EQEmu/Server.git
synced 2025-12-17 18:41:29 +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
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RULE_BOOL(Character, GrantHoTTOnCreate, false) // Grant Health of Target's Target leadership AA on character creation
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RULE_BOOL(Character, GrantHoTTOnCreate, false) // Grant Health of Target's Target leadership AA on character creation
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RULE_BOOL(Character, UseOldConSystem, false) // Grant Health of Target's Target leadership AA on character creation
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RULE_BOOL(Character, UseOldConSystem, false) // Grant Health of Target's Target leadership AA on character creation
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RULE_BOOL(Character, OPClientUpdateVisualDebug, false) // Shows a pulse and forward directional particle each time the client sends its position to server
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RULE_BOOL(Character, OPClientUpdateVisualDebug, false) // Shows a pulse and forward directional particle each time the client sends its position to server
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RULE_BOOL(Character, AllowCrossClassTrainers, false)
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RULE_CATEGORY_END()
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RULE_CATEGORY_END()
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RULE_CATEGORY(Mercs)
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RULE_CATEGORY(Mercs)
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@ -5750,10 +5750,10 @@ void Client::Handle_OP_FindPersonRequest(const EQApplicationPacket *app)
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glm::vec3 End(target->GetX(), target->GetY(), target->GetZ() + (target->GetSize() < 6.0 ? 6 : target->GetSize()) * HEAD_POSITION);
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glm::vec3 End(target->GetX(), target->GetY(), target->GetZ() + (target->GetSize() < 6.0 ? 6 : target->GetSize()) * HEAD_POSITION);
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bool partial = false;
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bool partial = false;
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bool error = false;
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bool stuck = false;
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auto pathlist = zone->pathing->FindRoute(Start, End, partial, error);
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auto pathlist = zone->pathing->FindRoute(Start, End, partial, stuck);
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if (pathlist.empty() || error || partial)
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if (pathlist.empty() || partial)
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{
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{
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EQApplicationPacket outapp(OP_FindPersonReply, 0);
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EQApplicationPacket outapp(OP_FindPersonReply, 0);
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QueuePacket(&outapp);
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QueuePacket(&outapp);
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@ -1527,9 +1527,11 @@ void Client::OPGMTraining(const EQApplicationPacket *app)
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return;
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return;
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//you can only use your own trainer, client enforces this, but why trust it
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//you can only use your own trainer, client enforces this, but why trust it
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if (!RuleB(Character, AllowCrossClassTrainers)) {
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int trains_class = pTrainer->GetClass() - (WARRIORGM - WARRIOR);
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int trains_class = pTrainer->GetClass() - (WARRIORGM - WARRIOR);
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if (GetClass() != trains_class)
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if (GetClass() != trains_class)
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return;
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return;
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}
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//you have to be somewhat close to a trainer to be properly using them
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//you have to be somewhat close to a trainer to be properly using them
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if(DistanceSquared(m_Position,pTrainer->GetPosition()) > USE_NPC_RANGE2)
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if(DistanceSquared(m_Position,pTrainer->GetPosition()) > USE_NPC_RANGE2)
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@ -1580,9 +1582,11 @@ void Client::OPGMEndTraining(const EQApplicationPacket *app)
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return;
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return;
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//you can only use your own trainer, client enforces this, but why trust it
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//you can only use your own trainer, client enforces this, but why trust it
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if (!RuleB(Character, AllowCrossClassTrainers)) {
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int trains_class = pTrainer->GetClass() - (WARRIORGM - WARRIOR);
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int trains_class = pTrainer->GetClass() - (WARRIORGM - WARRIOR);
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if (GetClass() != trains_class)
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if (GetClass() != trains_class)
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return;
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return;
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}
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//you have to be somewhat close to a trainer to be properly using them
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//you have to be somewhat close to a trainer to be properly using them
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if(DistanceSquared(m_Position, pTrainer->GetPosition()) > USE_NPC_RANGE2)
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if(DistanceSquared(m_Position, pTrainer->GetPosition()) > USE_NPC_RANGE2)
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@ -1609,9 +1613,11 @@ void Client::OPGMTrainSkill(const EQApplicationPacket *app)
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return;
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return;
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//you can only use your own trainer, client enforces this, but why trust it
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//you can only use your own trainer, client enforces this, but why trust it
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if (!RuleB(Character, AllowCrossClassTrainers)) {
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int trains_class = pTrainer->GetClass() - (WARRIORGM - WARRIOR);
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int trains_class = pTrainer->GetClass() - (WARRIORGM - WARRIOR);
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if (GetClass() != trains_class)
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if (GetClass() != trains_class)
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return;
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return;
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}
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//you have to be somewhat close to a trainer to be properly using them
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//you have to be somewhat close to a trainer to be properly using them
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if(DistanceSquared(m_Position, pTrainer->GetPosition()) > USE_NPC_RANGE2)
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if(DistanceSquared(m_Position, pTrainer->GetPosition()) > USE_NPC_RANGE2)
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@ -445,7 +445,7 @@ Mob::Mob(const char* in_name,
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AssistAggro = false;
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AssistAggro = false;
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npc_assist_cap = 0;
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npc_assist_cap = 0;
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PathRecalcTimer.reset(new Timer(1500));
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PathRecalcTimer.reset(new Timer(500));
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PathingLoopCount = 0;
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PathingLoopCount = 0;
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}
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}
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@ -1240,6 +1240,13 @@ void Mob::FillSpawnStruct(NewSpawn_Struct* ns, Mob* ForWho)
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ns->spawn.flymode = 0;
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ns->spawn.flymode = 0;
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}
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}
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if (RuleB(Character, AllowCrossClassTrainers) && ForWho) {
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if (ns->spawn.class_ >= WARRIORGM && ns->spawn.class_ <= BERSERKERGM) {
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int trainer_class = WARRIORGM + (ForWho->GetClass() - 1);
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ns->spawn.class_ = trainer_class;
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}
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}
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}
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}
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void Mob::CreateDespawnPacket(EQApplicationPacket* app, bool Decay)
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void Mob::CreateDespawnPacket(EQApplicationPacket* app, bool Decay)
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@ -29,7 +29,7 @@ public:
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IPathfinder() { }
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IPathfinder() { }
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virtual ~IPathfinder() { }
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virtual ~IPathfinder() { }
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virtual IPath FindRoute(const glm::vec3 &start, const glm::vec3 &end, bool &partial, bool &error) = 0;
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virtual IPath FindRoute(const glm::vec3 &start, const glm::vec3 &end, bool &partial, bool &stuck) = 0;
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virtual glm::vec3 GetRandomLocation() = 0;
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virtual glm::vec3 GetRandomLocation() = 0;
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virtual void DebugCommand(Client *c, const Seperator *sep) = 0;
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virtual void DebugCommand(Client *c, const Seperator *sep) = 0;
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@ -33,16 +33,12 @@ PathfinderNavmesh::~PathfinderNavmesh()
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Clear();
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Clear();
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}
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}
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IPathfinder::IPath PathfinderNavmesh::FindRoute(const glm::vec3 &start, const glm::vec3 &end, bool &partial, bool &error)
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IPathfinder::IPath PathfinderNavmesh::FindRoute(const glm::vec3 &start, const glm::vec3 &end, bool &partial, bool &stuck)
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{
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{
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partial = false;
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partial = false;
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error = false;
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if (!m_impl->nav_mesh) {
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if (!m_impl->nav_mesh) {
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error = true;
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return IPath();
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IPath Route;
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Route.push_back(end);
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return Route;
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}
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}
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if (!m_impl->query) {
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if (!m_impl->query) {
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@ -74,10 +70,7 @@ IPathfinder::IPath PathfinderNavmesh::FindRoute(const glm::vec3 &start, const gl
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m_impl->query->findNearestPoly(&dest_location[0], &ext[0], &filter, &end_ref, 0);
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m_impl->query->findNearestPoly(&dest_location[0], &ext[0], &filter, &end_ref, 0);
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if (!start_ref || !end_ref) {
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if (!start_ref || !end_ref) {
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error = true;
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return IPath();
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IPath Route;
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Route.push_back(end);
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return Route;
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}
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}
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int npoly = 0;
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int npoly = 0;
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@ -89,6 +82,11 @@ IPathfinder::IPath PathfinderNavmesh::FindRoute(const glm::vec3 &start, const gl
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if (path[npoly - 1] != end_ref) {
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if (path[npoly - 1] != end_ref) {
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m_impl->query->closestPointOnPoly(path[npoly - 1], &dest_location[0], &epos[0], 0);
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m_impl->query->closestPointOnPoly(path[npoly - 1], &dest_location[0], &epos[0], 0);
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partial = true;
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partial = true;
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auto dist = DistanceSquared(epos, current_location);
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if (dist < 10.0f) {
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stuck = true;
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}
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}
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}
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float straight_path[2048 * 3];
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float straight_path[2048 * 3];
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@ -102,10 +100,7 @@ IPathfinder::IPath PathfinderNavmesh::FindRoute(const glm::vec3 &start, const gl
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straight_path_polys, &n_straight_polys, 2048, DT_STRAIGHTPATH_AREA_CROSSINGS);
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straight_path_polys, &n_straight_polys, 2048, DT_STRAIGHTPATH_AREA_CROSSINGS);
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if (dtStatusFailed(status)) {
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if (dtStatusFailed(status)) {
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error = true;
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return IPath();
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IPath Route;
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Route.push_back(end);
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return Route;
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}
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}
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if (n_straight_polys) {
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if (n_straight_polys) {
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@ -292,11 +287,11 @@ void PathfinderNavmesh::Load(const std::string &path)
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void PathfinderNavmesh::ShowPath(Client * c, const glm::vec3 &start, const glm::vec3 &end)
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void PathfinderNavmesh::ShowPath(Client * c, const glm::vec3 &start, const glm::vec3 &end)
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{
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{
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bool partial = false;
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bool partial = false;
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bool error = false;
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bool stuck = false;
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auto path = FindRoute(start, end, partial, error);
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auto path = FindRoute(start, end, partial, stuck);
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std::vector<FindPerson_Point> points;
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std::vector<FindPerson_Point> points;
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if (!partial && !error) {
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if (!partial) {
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FindPerson_Point p;
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FindPerson_Point p;
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for (auto &node : path)
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for (auto &node : path)
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{
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{
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@ -9,7 +9,7 @@ public:
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PathfinderNavmesh(const std::string &path);
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PathfinderNavmesh(const std::string &path);
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virtual ~PathfinderNavmesh();
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virtual ~PathfinderNavmesh();
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virtual IPath FindRoute(const glm::vec3 &start, const glm::vec3 &end, bool &partial, bool &error);
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virtual IPath FindRoute(const glm::vec3 &start, const glm::vec3 &end, bool &partial, bool &stuck);
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virtual glm::vec3 GetRandomLocation();
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virtual glm::vec3 GetRandomLocation();
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virtual void DebugCommand(Client *c, const Seperator *sep);
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virtual void DebugCommand(Client *c, const Seperator *sep);
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@ -1,9 +1,9 @@
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#include "pathfinder_null.h"
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#include "pathfinder_null.h"
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IPathfinder::IPath PathfinderNull::FindRoute(const glm::vec3 &start, const glm::vec3 &end, bool &partial, bool &error)
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IPathfinder::IPath PathfinderNull::FindRoute(const glm::vec3 &start, const glm::vec3 &end, bool &partial, bool &stuck)
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{
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{
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error = false;
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partial = false;
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partial = false;
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stuck = false;
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IPath ret;
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IPath ret;
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ret.push_back(start);
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ret.push_back(start);
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ret.push_back(end);
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ret.push_back(end);
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@ -8,7 +8,7 @@ public:
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PathfinderNull() { }
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PathfinderNull() { }
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virtual ~PathfinderNull() { }
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virtual ~PathfinderNull() { }
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virtual IPath FindRoute(const glm::vec3 &start, const glm::vec3 &end, bool &partial, bool &error);
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virtual IPath FindRoute(const glm::vec3 &start, const glm::vec3 &end, bool &partial, bool &stuck);
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virtual glm::vec3 GetRandomLocation();
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virtual glm::vec3 GetRandomLocation();
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virtual void DebugCommand(Client *c, const Seperator *sep) { }
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virtual void DebugCommand(Client *c, const Seperator *sep) { }
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};
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};
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@ -114,21 +114,19 @@ PathfinderWaypoint::~PathfinderWaypoint()
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{
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{
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}
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}
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IPathfinder::IPath PathfinderWaypoint::FindRoute(const glm::vec3 &start, const glm::vec3 &end, bool &partial, bool &error)
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IPathfinder::IPath PathfinderWaypoint::FindRoute(const glm::vec3 &start, const glm::vec3 &end, bool &partial, bool &stuck)
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{
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{
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stuck = false;
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partial = false;
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partial = false;
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error = false;
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std::vector<RTreeValue> result_start_n;
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std::vector<RTreeValue> result_start_n;
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m_impl->Tree.query(boost::geometry::index::nearest(Point(start.x, start.y, start.z), 1), std::back_inserter(result_start_n));
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m_impl->Tree.query(boost::geometry::index::nearest(Point(start.x, start.y, start.z), 1), std::back_inserter(result_start_n));
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if (result_start_n.size() == 0) {
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if (result_start_n.size() == 0) {
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error = true;
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return IPath();
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return IPath();
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}
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}
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std::vector<RTreeValue> result_end_n;
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std::vector<RTreeValue> result_end_n;
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m_impl->Tree.query(boost::geometry::index::nearest(Point(end.x, end.y, end.z), 1), std::back_inserter(result_end_n));
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m_impl->Tree.query(boost::geometry::index::nearest(Point(end.x, end.y, end.z), 1), std::back_inserter(result_end_n));
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if (result_end_n.size() == 0) {
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if (result_end_n.size() == 0) {
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error = true;
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return IPath();
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return IPath();
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}
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}
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@ -183,11 +181,7 @@ IPathfinder::IPath PathfinderWaypoint::FindRoute(const glm::vec3 &start, const g
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return Route;
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return Route;
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}
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}
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error = true;
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return IPath();
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IPath Route;
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Route.push_front(start);
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Route.push_back(glm::vec3(nearest_start.first.get<0>(), nearest_start.first.get<1>(), nearest_start.first.get<2>()));
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return Route;
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}
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}
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glm::vec3 PathfinderWaypoint::GetRandomLocation()
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glm::vec3 PathfinderWaypoint::GetRandomLocation()
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@ -401,8 +395,8 @@ void PathfinderWaypoint::ShowNodes()
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void PathfinderWaypoint::ShowPath(Client *c, const glm::vec3 &start, const glm::vec3 &end)
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void PathfinderWaypoint::ShowPath(Client *c, const glm::vec3 &start, const glm::vec3 &end)
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{
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{
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bool partial = false;
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bool partial = false;
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bool error = false;
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bool stuck = false;
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auto path = FindRoute(start, end, partial, error);
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auto path = FindRoute(start, end, partial, stuck);
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std::vector<FindPerson_Point> points;
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std::vector<FindPerson_Point> points;
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FindPerson_Point p;
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FindPerson_Point p;
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@ -11,7 +11,7 @@ public:
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PathfinderWaypoint(const std::string &path);
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PathfinderWaypoint(const std::string &path);
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virtual ~PathfinderWaypoint();
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virtual ~PathfinderWaypoint();
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virtual IPath FindRoute(const glm::vec3 &start, const glm::vec3 &end, bool &partial, bool &error);
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virtual IPath FindRoute(const glm::vec3 &start, const glm::vec3 &end, bool &partial, bool &stuck);
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virtual glm::vec3 GetRandomLocation();
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virtual glm::vec3 GetRandomLocation();
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virtual void DebugCommand(Client *c, const Seperator *sep);
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virtual void DebugCommand(Client *c, const Seperator *sep);
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@ -40,13 +40,25 @@ glm::vec3 Mob::UpdatePath(float ToX, float ToY, float ToZ, float Speed, bool &Wa
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if (Route.empty()) {
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if (Route.empty()) {
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bool partial = false;
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bool partial = false;
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bool error = false;
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bool stuck = false;
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Route = zone->pathing->FindRoute(From, To, partial, error);
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Route = zone->pathing->FindRoute(From, To, partial, stuck);
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AdjustRoute(Route, flymode, GetModelOffset());
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AdjustRoute(Route, flymode, GetModelOffset());
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PathingDestination = To;
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PathingDestination = To;
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WaypointChanged = true;
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WaypointChanged = true;
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NodeReached = false;
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NodeReached = false;
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if (stuck) {
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bool partial = false;
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bool stuck = false;
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auto r = zone->pathing->FindRoute(To, From, partial, stuck);
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Route.clear();
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auto final_node = r.back();
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Route.push_back(final_node);
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AdjustRoute(Route, flymode, GetModelOffset());
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return (*Route.begin()).pos;
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}
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if (Route.empty()) {
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if (Route.empty()) {
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return To;
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return To;
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}
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}
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@ -60,14 +72,26 @@ glm::vec3 Mob::UpdatePath(float ToX, float ToY, float ToZ, float Speed, bool &Wa
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if (!SameDestination) {
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if (!SameDestination) {
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//We had a route but our target position moved too much
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//We had a route but our target position moved too much
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bool partial = false;
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bool partial = false;
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bool error = false;
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bool stuck = false;
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Route = zone->pathing->FindRoute(From, To, partial, error);
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Route = zone->pathing->FindRoute(From, To, partial, stuck);
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AdjustRoute(Route, flymode, GetModelOffset());
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AdjustRoute(Route, flymode, GetModelOffset());
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||||||
PathingDestination = To;
|
PathingDestination = To;
|
||||||
WaypointChanged = true;
|
WaypointChanged = true;
|
||||||
NodeReached = false;
|
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()) {
|
if (Route.empty()) {
|
||||||
return To;
|
return To;
|
||||||
}
|
}
|
||||||
@ -123,12 +147,24 @@ glm::vec3 Mob::UpdatePath(float ToX, float ToY, float ToZ, float Speed, bool &Wa
|
|||||||
|
|
||||||
if (Route.empty()) {
|
if (Route.empty()) {
|
||||||
bool partial = false;
|
bool partial = false;
|
||||||
bool error = false;
|
bool stuck = false;
|
||||||
Route = zone->pathing->FindRoute(From, To, partial, error);
|
Route = zone->pathing->FindRoute(From, To, partial, stuck);
|
||||||
AdjustRoute(Route, flymode, GetModelOffset());
|
AdjustRoute(Route, flymode, GetModelOffset());
|
||||||
PathingDestination = To;
|
PathingDestination = To;
|
||||||
WaypointChanged = true;
|
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()) {
|
if(Route.empty()) {
|
||||||
return To;
|
return To;
|
||||||
}
|
}
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user