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Rework of some existing spell AI code
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@ -21,6 +21,14 @@
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#include "bot.h"
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#include "../common/string_util.h"
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#if EQDEBUG >= 12
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#define BotAI_DEBUG_Spells 25
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#elif EQDEBUG >= 9
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#define BotAI_DEBUG_Spells 10
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#else
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#define BotAI_DEBUG_Spells -1
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#endif
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bool Bot::AICastSpell(Mob* tar, uint8 iChance, uint16 iSpellTypes) {
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if (!tar) {
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@ -995,8 +1003,8 @@ bool Bot::AI_IdleCastCheck() {
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bool result = false;
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if (AIautocastspell_timer->Check(false)) {
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#if MobAI_DEBUG_Spells >= 25
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std::cout << "Non-Engaged autocast check triggered: " << this->GetCleanName() << std::endl; // cout undefine [CODEBUG]
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#if BotAI_DEBUG_Spells >= 25
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Log.Out(Logs::Detail, Logs::AI, "Bot Non-Engaged autocast check triggered: %s", this->GetCleanName());
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#endif
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AIautocastspell_timer->Disable(); //prevent the timer from going off AGAIN while we are casting.
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@ -1320,6 +1328,11 @@ bool Bot::AIHealRotation(Mob* tar, bool useFastHeals) {
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}
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}
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#if BotAI_DEBUG_Spells >= 10
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Log.Out(Logs::Detail, Logs::AI, "Bot::AIHealRotation: heal spellid = %u, fastheals = %c, casterlevel = %u",
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botSpell.SpellId, ((useFastHeals) ? ('T') : ('F')), GetLevel());
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#endif
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// If there is still no spell id, then there isn't going to be one so we are done
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if (botSpell.SpellId == 0)
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return false;
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@ -20,6 +20,14 @@
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extern volatile bool is_zone_loaded;
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#if EQDEBUG >= 12
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#define MercAI_DEBUG_Spells 25
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#elif EQDEBUG >= 9
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#define MercAI_DEBUG_Spells 10
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#else
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#define MercAI_DEBUG_Spells -1
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#endif
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Merc::Merc(const NPCType* d, float x, float y, float z, float heading)
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: NPC(d, nullptr, glm::vec4(x, y, z, heading), 0, false), endupkeep_timer(1000), rest_timer(1), confidence_timer(6000), check_target_timer(2000)
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{
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@ -1768,7 +1776,7 @@ bool Merc::AI_EngagedCastCheck() {
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{
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AIautocastspell_timer->Disable(); //prevent the timer from going off AGAIN while we are casting.
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Log.Out(Logs::Detail, Logs::AI, "Engaged autocast check triggered (MERCS).");
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Log.Out(Logs::Detail, Logs::AI, "Merc Engaged autocast check triggered");
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int8 mercClass = GetClass();
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@ -1822,8 +1830,8 @@ bool Merc::AI_IdleCastCheck() {
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bool failedToCast = false;
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if (AIautocastspell_timer->Check(false)) {
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#if MobAI_DEBUG_Spells >= 25
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std::cout << "Non-Engaged autocast check triggered: " << this->GetCleanName() << std::endl;
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#if MercAI_DEBUG_Spells >= 25
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Log.Out(Logs::Detail, Logs::AI, "Merc Non-Engaged autocast check triggered: %s", this->GetCleanName());
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#endif
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AIautocastspell_timer->Disable(); //prevent the timer from going off AGAIN while we are casting.
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@ -38,8 +38,10 @@ extern EntityList entity_list;
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extern Zone *zone;
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#ifdef _EQDEBUG
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#define MobAI_DEBUG_Spells -1
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#if EQDEBUG >= 12
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#define MobAI_DEBUG_Spells 25
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#elif EQDEBUG >= 9
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#define MobAI_DEBUG_Spells 10
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#else
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#define MobAI_DEBUG_Spells -1
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#endif
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@ -97,12 +99,8 @@ bool NPC::AICastSpell(Mob* tar, uint8 iChance, uint16 iSpellTypes) {
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) {
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#if MobAI_DEBUG_Spells >= 21
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std::cout << "Mob::AICastSpell: Casting: spellid=" << AIspells[i].spellid
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<< ", tar=" << tar->GetName()
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<< ", dist2[" << dist2 << "]<=" << spells[AIspells[i].spellid].range *spells[AIspells[i].spellid].range
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<< ", mana_cost[" << mana_cost << "]<=" << GetMana()
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<< ", cancast[" << AIspells[i].time_cancast << "]<=" << Timer::GetCurrentTime()
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<< ", type=" << AIspells[i].type << std::endl;
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Log.Out(Logs::Detail, Logs::AI, "Mob::AICastSpell: Casting: spellid=%u, tar=%s, dist2[%f]<=%f, mana_cost[%i]<=%i, cancast[%u]<=%u, type=%u",
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AIspells[i].spellid, tar->GetName(), dist2, (spells[AIspells[i].spellid].range * spells[AIspells[i].spellid].range), mana_cost, GetMana(), AIspells[i].time_cancast, Timer::GetCurrentTime(), AIspells[i].type);
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#endif
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switch (AIspells[i].type) {
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@ -323,7 +321,8 @@ bool NPC::AICastSpell(Mob* tar, uint8 iChance, uint16 iSpellTypes) {
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}
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#if MobAI_DEBUG_Spells >= 21
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else {
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std::cout << "Mob::AICastSpell: NotCasting: spellid=" << AIspells[i].spellid << ", tar=" << tar->GetName() << ", dist2[" << dist2 << "]<=" << spells[AIspells[i].spellid].range*spells[AIspells[i].spellid].range << ", mana_cost[" << mana_cost << "]<=" << GetMana() << ", cancast[" << AIspells[i].time_cancast << "]<=" << Timer::GetCurrentTime() << std::endl;
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Log.Out(Logs::Detail, Logs::AI, "Mob::AICastSpell: NotCasting: spellid=%u, tar=%s, dist2[%f]<=%f, mana_cost[%i]<=%i, cancast[%u]<=%u, type=%u",
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AIspells[i].spellid, tar->GetName(), dist2, (spells[AIspells[i].spellid].range * spells[AIspells[i].spellid].range), mana_cost, GetMana(), AIspells[i].time_cancast, Timer::GetCurrentTime(), AIspells[i].type);
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}
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#endif
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}
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@ -333,7 +332,7 @@ bool NPC::AICastSpell(Mob* tar, uint8 iChance, uint16 iSpellTypes) {
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bool NPC::AIDoSpellCast(uint8 i, Mob* tar, int32 mana_cost, uint32* oDontDoAgainBefore) {
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#if MobAI_DEBUG_Spells >= 1
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std::cout << "Mob::AIDoSpellCast: spellid=" << AIspells[i].spellid << ", tar=" << tar->GetName() << ", mana=" << mana_cost << ", Name: " << spells[AIspells[i].spellid].name << std::endl;
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Log.Out(Logs::Detail, Logs::AI, "Mob::AIDoSpellCast: spellid = %u, tar = %s, mana = %i, Name: '%s'", AIspells[i].spellid, tar->GetName(), mana_cost, spells[AIspells[i].spellid].name);
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#endif
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casting_spell_AIindex = i;
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@ -2252,20 +2251,20 @@ bool NPC::AI_AddNPCSpells(uint32 iDBSpellsID) {
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DBnpcspells_Struct* parentlist = database.GetNPCSpells(spell_list->parent_list);
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uint32 i;
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#if MobAI_DEBUG_Spells >= 10
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std::cout << "Loading NPCSpells onto " << this->GetName() << ": dbspellsid=" << iDBSpellsID;
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std::string debug_msg = StringFormat("Loading NPCSpells onto %s: dbspellsid=%u", this->GetName(), iDBSpellsID);
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if (spell_list) {
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std::cout << " (found, " << spell_list->numentries << "), parentlist=" << spell_list->parent_list;
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debug_msg.append(StringFormat(" (found, %u), parentlist=%u", spell_list->numentries, spell_list->parent_list));
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if (spell_list->parent_list) {
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if (parentlist) {
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std::cout << " (found, " << parentlist->numentries << ")";
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}
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if (parentlist)
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debug_msg.append(StringFormat(" (found, %u)", parentlist->numentries));
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else
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std::cout << " (not found)";
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debug_msg.append(" (not found)");
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}
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}
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else
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std::cout << " (not found)";
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std::cout << std::endl;
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else {
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debug_msg.append(" (not found)");
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}
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Log.Out(Logs::Detail, Logs::AI, "%s", debug_msg.c_str());
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#endif
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uint16 attack_proc_spell = -1;
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int8 proc_chance = 3;
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@ -2412,20 +2411,20 @@ bool NPC::AI_AddNPCSpellsEffects(uint32 iDBSpellsEffectsID) {
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uint32 i;
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#if MobAI_DEBUG_Spells >= 10
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std::cout << "Loading NPCSpellsEffects onto " << this->GetName() << ": dbspellseffectsid=" << iDBSpellsEffectsID;
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std::string debug_msg = StringFormat("Loading NPCSpellsEffects onto %s: dbspellseffectid=%u", this->GetName(), iDBSpellsEffectsID);
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if (spell_effects_list) {
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std::cout << " (found, " << spell_effects_list->numentries << "), parentlist=" << spell_effects)list->parent_list;
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debug_msg.append(StringFormat(" (found, %u), parentlist=%u", spell_effects_list->numentries, spell_effects_list->parent_list));
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if (spell_effects_list->parent_list) {
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if (parentlist) {
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std::cout << " (found, " << parentlist->numentries << ")";
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}
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if (parentlist)
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debug_msg.append(StringFormat(" (found, %u)", parentlist->numentries));
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else
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std::cout << " (not found)";
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debug_msg.append(" (not found)");
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}
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}
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else
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std::cout << " (not found)";
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std::cout << std::endl;
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else {
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debug_msg.append(" (not found)");
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}
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Log.Out(Logs::Detail, Logs::AI, "%s", debug_msg.c_str());
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#endif
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if (parentlist) {
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