mirror of
https://github.com/EQEmu/Server.git
synced 2026-06-11 15:58:36 +00:00
Renaming of some timers
This commit is contained in:
+41
-41
@@ -423,12 +423,12 @@ bool EntityList::AICheckCloseBeneficialSpells(NPC* caster, uint8 iChance, float
|
||||
void Mob::AI_Init()
|
||||
{
|
||||
pAIControlled = false;
|
||||
AIthink_timer.reset(nullptr);
|
||||
AIwalking_timer.reset(nullptr);
|
||||
AImovement_timer.reset(nullptr);
|
||||
AItarget_check_timer.reset(nullptr);
|
||||
AIfeignremember_timer.reset(nullptr);
|
||||
AIscanarea_timer.reset(nullptr);
|
||||
AI_think_timer.reset(nullptr);
|
||||
AI_walking_timer.reset(nullptr);
|
||||
AI_movement_timer.reset(nullptr);
|
||||
AI_target_check_timer.reset(nullptr);
|
||||
AI_feign_remember_timer.reset(nullptr);
|
||||
AI_scan_area_timer.reset(nullptr);
|
||||
AI_check_signal_timer.reset(nullptr);
|
||||
|
||||
minLastFightingDelayMoving = RuleI(NPC, LastFightingDelayMovingMin);
|
||||
@@ -474,18 +474,18 @@ void Mob::AI_Start(uint32 iMoveDelay) {
|
||||
pLastFightingDelayMoving = 0;
|
||||
|
||||
pAIControlled = true;
|
||||
AIthink_timer = std::unique_ptr<Timer>(new Timer(AIthink_duration));
|
||||
AIthink_timer->Trigger();
|
||||
AIwalking_timer = std::unique_ptr<Timer>(new Timer(0));
|
||||
AImovement_timer = std::unique_ptr<Timer>(new Timer(AImovement_duration));
|
||||
AItarget_check_timer = std::unique_ptr<Timer>(new Timer(AItarget_check_duration));
|
||||
AIfeignremember_timer = std::unique_ptr<Timer>(new Timer(AIfeignremember_delay));
|
||||
AIscanarea_timer = std::unique_ptr<Timer>(new Timer(AIscanarea_delay));
|
||||
AI_think_timer = std::unique_ptr<Timer>(new Timer(AIthink_duration));
|
||||
AI_think_timer->Trigger();
|
||||
AI_walking_timer = std::unique_ptr<Timer>(new Timer(0));
|
||||
AI_movement_timer = std::unique_ptr<Timer>(new Timer(AImovement_duration));
|
||||
AI_target_check_timer = std::unique_ptr<Timer>(new Timer(AItarget_check_duration));
|
||||
AI_feign_remember_timer = std::unique_ptr<Timer>(new Timer(AIfeignremember_delay));
|
||||
AI_scan_area_timer = std::unique_ptr<Timer>(new Timer(AIscanarea_delay));
|
||||
AI_check_signal_timer = std::unique_ptr<Timer>(new Timer(AI_check_signal_timer_delay));
|
||||
|
||||
#ifdef REVERSE_AGGRO
|
||||
if(IsNPC() && !CastToNPC()->WillAggroNPCs())
|
||||
AIscanarea_timer->Disable();
|
||||
AI_scan_area_timer->Disable();
|
||||
#endif
|
||||
|
||||
if (GetAggroRange() == 0)
|
||||
@@ -542,12 +542,12 @@ void Mob::AI_Stop() {
|
||||
|
||||
pAIControlled = false;
|
||||
|
||||
AIthink_timer.reset(nullptr);
|
||||
AIwalking_timer.reset(nullptr);
|
||||
AImovement_timer.reset(nullptr);
|
||||
AItarget_check_timer.reset(nullptr);
|
||||
AIscanarea_timer.reset(nullptr);
|
||||
AIfeignremember_timer.reset(nullptr);
|
||||
AI_think_timer.reset(nullptr);
|
||||
AI_walking_timer.reset(nullptr);
|
||||
AI_movement_timer.reset(nullptr);
|
||||
AI_target_check_timer.reset(nullptr);
|
||||
AI_scan_area_timer.reset(nullptr);
|
||||
AI_feign_remember_timer.reset(nullptr);
|
||||
AI_check_signal_timer.reset(nullptr);
|
||||
|
||||
hate_list.WipeHateList();
|
||||
@@ -730,7 +730,7 @@ void Client::AI_Process()
|
||||
if (!IsAIControlled())
|
||||
return;
|
||||
|
||||
if (!(AIthink_timer->Check() || attack_timer.Check(false)))
|
||||
if (!(AI_think_timer->Check() || attack_timer.Check(false)))
|
||||
return;
|
||||
|
||||
if (IsCasting())
|
||||
@@ -776,7 +776,7 @@ void Client::AI_Process()
|
||||
//continue on to attack code, ensuring that we execute the engaged code
|
||||
engaged = true;
|
||||
} else {
|
||||
if(AImovement_timer->Check()) {
|
||||
if(AI_movement_timer->Check()) {
|
||||
int speed = GetFearSpeed();
|
||||
animation = speed;
|
||||
speed *= 2;
|
||||
@@ -813,7 +813,7 @@ void Client::AI_Process()
|
||||
SetTarget(hate_list.GetClosestEntOnHateList(this));
|
||||
else
|
||||
{
|
||||
if(AItarget_check_timer->Check())
|
||||
if(AI_target_check_timer->Check())
|
||||
{
|
||||
SetTarget(hate_list.GetEntWithMostHateOnList(this));
|
||||
}
|
||||
@@ -837,7 +837,7 @@ void Client::AI_Process()
|
||||
DoClassAttacks(GetTarget());
|
||||
}
|
||||
|
||||
if (AImovement_timer->Check()) {
|
||||
if (AI_movement_timer->Check()) {
|
||||
if (CalculateHeadingToTarget(GetTarget()->GetX(), GetTarget()->GetY()) !=
|
||||
m_Position.w) {
|
||||
SetHeading(CalculateHeadingToTarget(GetTarget()->GetX(), GetTarget()->GetY()));
|
||||
@@ -863,7 +863,7 @@ void Client::AI_Process()
|
||||
} else {
|
||||
if(!IsRooted())
|
||||
{
|
||||
if(AImovement_timer->Check())
|
||||
if(AI_movement_timer->Check())
|
||||
{
|
||||
int newspeed = GetRunspeed();
|
||||
animation = newspeed;
|
||||
@@ -894,7 +894,7 @@ void Client::AI_Process()
|
||||
}
|
||||
else
|
||||
{
|
||||
if(AIfeignremember_timer->Check()) {
|
||||
if(AI_feign_remember_timer->Check()) {
|
||||
std::set<uint32>::iterator RememberedCharID;
|
||||
RememberedCharID = feign_memory_list.begin();
|
||||
while (RememberedCharID != feign_memory_list.end()) {
|
||||
@@ -922,7 +922,7 @@ void Client::AI_Process()
|
||||
float dist = DistanceSquared(m_Position, owner->GetPosition());
|
||||
if (dist >= 400)
|
||||
{
|
||||
if(AImovement_timer->Check())
|
||||
if(AI_movement_timer->Check())
|
||||
{
|
||||
int nspeed = (dist >= 5625 ? GetRunspeed() : GetWalkspeed());
|
||||
animation = nspeed;
|
||||
@@ -948,7 +948,7 @@ void Mob::AI_Process() {
|
||||
if (!IsAIControlled())
|
||||
return;
|
||||
|
||||
if (!(AIthink_timer->Check() || attack_timer.Check(false)))
|
||||
if (!(AI_think_timer->Check() || attack_timer.Check(false)))
|
||||
return;
|
||||
|
||||
if (IsCasting())
|
||||
@@ -973,7 +973,7 @@ void Mob::AI_Process() {
|
||||
//continue on to attack code, ensuring that we execute the engaged code
|
||||
engaged = true;
|
||||
} else {
|
||||
if(AImovement_timer->Check()) {
|
||||
if(AI_movement_timer->Check()) {
|
||||
// Check if we have reached the last fear point
|
||||
if ((std::abs(GetX() - m_FearWalkTarget.x) < 0.1) &&
|
||||
(std::abs(GetY() - m_FearWalkTarget.y) < 0.1)) {
|
||||
@@ -1017,7 +1017,7 @@ void Mob::AI_Process() {
|
||||
SetTarget(hate_list.GetClosestEntOnHateList(this));
|
||||
else
|
||||
{
|
||||
if(AItarget_check_timer->Check())
|
||||
if(AI_target_check_timer->Check())
|
||||
{
|
||||
if (IsFocused()) {
|
||||
if (!target) {
|
||||
@@ -1079,7 +1079,7 @@ void Mob::AI_Process() {
|
||||
|
||||
if (is_combat_range)
|
||||
{
|
||||
if (AImovement_timer->Check())
|
||||
if (AI_movement_timer->Check())
|
||||
{
|
||||
if(CalculateHeadingToTarget(GetTarget()->GetX(), GetTarget()->GetY()) != m_Position.w)
|
||||
{
|
||||
@@ -1273,7 +1273,7 @@ void Mob::AI_Process() {
|
||||
WipeHateList();
|
||||
Heal();
|
||||
BuffFadeAll();
|
||||
AIwalking_timer->Start(100);
|
||||
AI_walking_timer->Start(100);
|
||||
pLastFightingDelayMoving = Timer::GetCurrentTime();
|
||||
return;
|
||||
} else if(tar != nullptr) {
|
||||
@@ -1295,7 +1295,7 @@ void Mob::AI_Process() {
|
||||
if(AI_PursueCastCheck()){
|
||||
//we did something, so do not process movement.
|
||||
}
|
||||
else if (AImovement_timer->Check())
|
||||
else if (AI_movement_timer->Check())
|
||||
{
|
||||
if(!IsRooted()) {
|
||||
Log.Out(Logs::Detail, Logs::AI, "Pursuing %s while engaged.", target->GetName());
|
||||
@@ -1328,7 +1328,7 @@ void Mob::AI_Process() {
|
||||
{
|
||||
if (m_PlayerState & static_cast<uint32>(PlayerState::Aggressive))
|
||||
SendRemovePlayerState(PlayerState::Aggressive);
|
||||
if(AIfeignremember_timer->Check()) {
|
||||
if(AI_feign_remember_timer->Check()) {
|
||||
// 6/14/06
|
||||
// Improved Feign Death Memory
|
||||
// check to see if any of our previous feigned targets have gotten up.
|
||||
@@ -1353,7 +1353,7 @@ void Mob::AI_Process() {
|
||||
{
|
||||
//we processed a spell action, so do nothing else.
|
||||
}
|
||||
else if (AIscanarea_timer->Check())
|
||||
else if (AI_scan_area_timer->Check())
|
||||
{
|
||||
/*
|
||||
* This is where NPCs look around to see if they want to attack anybody.
|
||||
@@ -1368,7 +1368,7 @@ void Mob::AI_Process() {
|
||||
if (tmptar)
|
||||
AddToHateList(tmptar);
|
||||
}
|
||||
else if (AImovement_timer->Check() && !IsRooted())
|
||||
else if (AI_movement_timer->Check() && !IsRooted())
|
||||
{
|
||||
if (IsPet())
|
||||
{
|
||||
@@ -1539,10 +1539,10 @@ void NPC::AI_DoMovement() {
|
||||
}
|
||||
else if (roamer)
|
||||
{
|
||||
if (AIwalking_timer->Check())
|
||||
if (AI_walking_timer->Check())
|
||||
{
|
||||
movetimercompleted=true;
|
||||
AIwalking_timer->Disable();
|
||||
AI_walking_timer->Disable();
|
||||
}
|
||||
|
||||
|
||||
@@ -1552,7 +1552,7 @@ void NPC::AI_DoMovement() {
|
||||
if (movetimercompleted==true) { // time to pause at wp is over
|
||||
AI_SetupNextWaypoint();
|
||||
} // endif (movetimercompleted==true)
|
||||
else if (!(AIwalking_timer->Enabled()))
|
||||
else if (!(AI_walking_timer->Enabled()))
|
||||
{ // currently moving
|
||||
bool doMove = true;
|
||||
if (m_CurrentWayPoint.x == GetX() && m_CurrentWayPoint.y == GetY())
|
||||
@@ -1573,7 +1573,7 @@ void NPC::AI_DoMovement() {
|
||||
sprintf(temp, "%d", cur_wp);
|
||||
parse->EventNPC(EVENT_WAYPOINT_ARRIVE, CastToNPC(), nullptr, temp, 0);
|
||||
// start moving directly to next waypoint if we're at a 0 pause waypoint and we didn't get quest halted.
|
||||
if (!AIwalking_timer->Enabled())
|
||||
if (!AI_walking_timer->Enabled())
|
||||
AI_SetupNextWaypoint();
|
||||
else
|
||||
doMove = false;
|
||||
@@ -1764,7 +1764,7 @@ void Mob::AI_Event_Engaged(Mob* attacker, bool iYellForHelp) {
|
||||
void Mob::AI_Event_NoLongerEngaged() {
|
||||
if (!IsAIControlled())
|
||||
return;
|
||||
this->AIwalking_timer->Start(RandomTimer(3000,20000));
|
||||
this->AI_walking_timer->Start(RandomTimer(3000,20000));
|
||||
pLastFightingDelayMoving = Timer::GetCurrentTime();
|
||||
if (minLastFightingDelayMoving == maxLastFightingDelayMoving)
|
||||
pLastFightingDelayMoving += minLastFightingDelayMoving;
|
||||
|
||||
Reference in New Issue
Block a user