Remove floating logic, fix for some bestz logic

This commit is contained in:
KimLS 2018-11-21 22:10:51 -08:00
parent b55771ca7d
commit cfba613efd
5 changed files with 7 additions and 108 deletions

View File

@ -2723,7 +2723,7 @@ void Bot::AI_Process() {
// Fix Z when following during pull, not when engaged and stationary
if (IsMoving() && fix_z_timer_engaged.Check()) {
FixZ();
TryFixZ();
return;
}

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@ -648,7 +648,7 @@ void EntityList::AddNPC(NPC *npc, bool SendSpawnPacket, bool dontqueue)
parse->EventNPC(EVENT_SPAWN, npc, nullptr, "", 0);
npc->FixZ();
npc->TryFixZ();
uint16 emoteid = npc->GetEmoteID();
if (emoteid != 0)

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@ -782,7 +782,7 @@ void Client::AI_Process()
if (currently_fleeing) {
if (fix_z_timer.Check())
this->FixZ(5, true);
TryFixZ(5, true);
if (IsRooted()) {
//make sure everybody knows were not moving, for appearance sake
@ -992,7 +992,7 @@ void Mob::ProcessForcedMovement()
Teleport(m_Position + m_Delta);
m_Delta = glm::vec4();
SentPositionPacket(0.0f, 0.0f, 0.0f, 0.0f, 0, true);
FixZ(); // so we teleport to the ground locally, we want the client to interpolate falling etc
TryFixZ(); // so we teleport to the ground locally, we want the client to interpolate falling etc
} else if (--ForcedMovement) {
if (normal.z < -0.15f) // prevent too much wall climbing. ex. OMM's room in anguish
normal.z = 0.0f;
@ -1104,7 +1104,7 @@ void Mob::AI_Process() {
if (this->GetTarget()) {
/* If we are engaged, moving and following client, let's look for best Z more often */
float target_distance = DistanceNoZ(this->GetPosition(), this->GetTarget()->GetPosition());
FixZ();
TryFixZ();
if (target_distance <= 15 && !this->CheckLosFN(this->GetTarget())) {
Mob *target = this->GetTarget();

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@ -323,101 +323,6 @@ public:
}
};
//Just a swim to that can't travel in Z
class FloatToCommand : public MoveToCommand
{
public:
FloatToCommand(float x, float y, MobMovementMode mode) : MoveToCommand(x, y, 0.0f, mode) {
}
virtual bool Process(MobMovementManager *mgr, Mob *m)
{
if (!m->IsAIControlled()) {
return true;
}
//Send a movement packet when you start moving
double current_time = static_cast<double>(Timer::GetCurrentTime()) / 1000.0;
int current_speed = 0;
if (m_move_to_mode == MovementRunning) {
if (m->IsFeared()) {
current_speed = m->GetFearSpeed();
}
else {
current_speed = m->GetRunspeed();
}
}
else {
current_speed = m->GetWalkspeed();
}
if (!m_started) {
m_started = true;
//rotate to the point
m->SetMoving(true);
m->SetHeading(m->CalculateHeadingToTarget(m_move_to_x, m_move_to_y));
m_last_sent_speed = current_speed;
m_last_sent_time = current_time;
m_total_h_dist = DistanceNoZ(m->GetPosition(), glm::vec4(m_move_to_x, m_move_to_y, 0.0f, 0.0f));
mgr->SendCommandToClients(m, 0.0, 0.0, 0.0, 0.0, current_speed, ClientRangeCloseMedium);
}
//When speed changes
if (current_speed != m_last_sent_speed) {
m_last_sent_speed = current_speed;
m_last_sent_time = current_time;
mgr->SendCommandToClients(m, 0.0, 0.0, 0.0, 0.0, current_speed, ClientRangeCloseMedium);
}
//If x seconds have passed without sending an update.
if (current_time - m_last_sent_time >= 0.8) {
m_last_sent_speed = current_speed;
m_last_sent_time = current_time;
mgr->SendCommandToClients(m, 0.0, 0.0, 0.0, 0.0, current_speed, ClientRangeCloseMedium);
}
auto &p = m->GetPosition();
glm::vec2 tar(m_move_to_x, m_move_to_y);
glm::vec2 pos(p.x, p.y);
double len = glm::distance(pos, tar);
if (len == 0) {
return true;
}
m->SetMoved(true);
glm::vec2 dir = tar - pos;
glm::vec2 ndir = glm::normalize(dir);
double distance_moved = frame_time * current_speed * 0.4f * 1.45f;
if (distance_moved > len) {
if (m->IsNPC()) {
entity_list.ProcessMove(m->CastToNPC(), m_move_to_x, m_move_to_y, m_move_to_z);
}
m->SetPosition(m_move_to_x, m_move_to_y, m->GetZ());
return true;
}
else {
glm::vec2 npos = pos + (ndir * static_cast<float>(distance_moved));
len -= distance_moved;
double total_distance_traveled = m_total_h_dist - len;
if (m->IsNPC()) {
entity_list.ProcessMove(m->CastToNPC(), npos.x, npos.y, m->GetZ());
}
m->SetPosition(npos.x, npos.y, m->GetZ());
}
return false;
}
};
class TeleportToCommand : public IMovementCommand
{
public:
@ -840,7 +745,7 @@ void MobMovementManager::UpdatePath(Mob *who, float x, float y, float z, MobMove
PushStopMoving(ent.second);
return;
}
if (who->IsBoat()) {
UpdatePathBoat(who, x, y, z, mode);
} else if (who->IsUnderwaterOnly()) {
@ -1021,7 +926,7 @@ void MobMovementManager::UpdatePathBoat(Mob *who, float x, float y, float z, Mob
auto eiter = _impl->Entries.find(who);
auto &ent = (*eiter);
PushFloatTo(ent.second, x, y, mode);
PushSwimTo(ent.second, x, y, z, mode);
PushStopMoving(ent.second);
}
@ -1040,11 +945,6 @@ void MobMovementManager::PushSwimTo(MobMovementEntry &ent, float x, float y, flo
ent.Commands.push_back(std::unique_ptr<IMovementCommand>(new SwimToCommand(x, y, z, mode)));
}
void MobMovementManager::PushFloatTo(MobMovementEntry &ent, float x, float y, MobMovementMode mode)
{
ent.Commands.push_back(std::unique_ptr<IMovementCommand>(new FloatToCommand(x, y, mode)));
}
void MobMovementManager::PushRotateTo(MobMovementEntry &ent, Mob *who, float to, MobMovementMode mode)
{
auto from = FixHeading(who->GetHeading());

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@ -73,7 +73,6 @@ private:
void PushTeleportTo(MobMovementEntry &ent, float x, float y, float z, float heading);
void PushMoveTo(MobMovementEntry &ent, float x, float y, float z, MobMovementMode mode);
void PushSwimTo(MobMovementEntry &ent, float x, float y, float z, MobMovementMode mode);
void PushFloatTo(MobMovementEntry &ent, float x, float y, MobMovementMode mode);
void PushRotateTo(MobMovementEntry &ent, Mob *who, float to, MobMovementMode mode);
void PushStopMoving(MobMovementEntry &ent);
void PushEvadeCombat(MobMovementEntry &ent);