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Merge fix
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db210ba70e
@ -163,6 +163,8 @@ RULE_INT(Mercs, AggroRadius, 100) // Determines the distance from which a merc
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RULE_INT(Mercs, AggroRadiusPuller, 25) // Determines the distance from which a merc will aggro group member's target, if they have the group role of puller (also used to determine the distance at which a healer merc will begin healing a group member, if they have the group role of puller)
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RULE_INT(Mercs, ResurrectRadius, 50) // Determines the distance from which a healer merc will attempt to resurrect a group member's corpse
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RULE_INT(Mercs, ScaleRate, 100)
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RULE_BOOL(Mercs, MercsUsePathing, true) // Mercs will use node pathing when moving
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RULE_BOOL(Mercs, AllowMercSuspendInCombat, true)
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RULE_CATEGORY_END()
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RULE_CATEGORY(Guild)
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@ -225,6 +227,7 @@ RULE_INT(World, PVPSettings, 0) // Sets the PVP settings for the server, 1 = Ral
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RULE_BOOL (World, IsGMPetitionWindowEnabled, false)
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RULE_INT (World, FVNoDropFlag, 0) // Sets the Firiona Vie settings on the client. If set to 2, the flag will be set for GMs only, allowing trading of no-drop items.
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RULE_BOOL (World, IPLimitDisconnectAll, false)
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RULE_BOOL(World, MaxClientsSimplifiedLogic, false) // New logic that only uses ExemptMaxClientsStatus and MaxClientsPerIP. Done on the loginserver. This mimics the P99-style special IP rules.
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RULE_INT (World, TellQueueSize, 20)
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RULE_BOOL(World, StartZoneSameAsBindOnCreation, true) //Should the start zone ALWAYS be the same location as your bind?
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RULE_CATEGORY_END()
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@ -655,6 +655,7 @@ struct UsertoWorldRequest_Struct {
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uint32 worldid;
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uint32 FromID;
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uint32 ToID;
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char IPAddr[64];
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};
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struct UsertoWorldResponse_Struct {
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@ -940,7 +940,7 @@ bool IsRegularSingleTargetHealSpell(uint16 spell_id)
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{
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if(spells[spell_id].effectid[0] == 0 && spells[spell_id].base[0] > 0 &&
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spells[spell_id].targettype == ST_Target && spells[spell_id].buffduration == 0 &&
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!IsFastHealSpell(spell_id) && !IsCompleteHealSpell(spell_id) &&
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!IsCompleteHealSpell(spell_id) &&
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!IsHealOverTimeSpell(spell_id) && !IsGroupSpell(spell_id))
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return true;
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@ -0,0 +1 @@
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INSERT INTO `rule_values` (`ruleset_id`, `rule_name`, `rule_value`, `notes`) VALUES (1, 'Mercs:MercsUsePathing', 'false', 'Mercs will use node pathing when moving');
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@ -1017,6 +1017,12 @@ bool Client::HandlePacket(const EQApplicationPacket *app) {
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eqs->Close();
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return true;
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}
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case OP_WorldLogout:
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{
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eqs->Close();
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cle->SetOnline(CLE_Status_Offline); //allows this player to log in again without an ip restriction.
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return false;
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}
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case OP_ZoneChange:
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{
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// HoT sends this to world while zoning and wants it echoed back.
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@ -219,6 +219,24 @@ void ClientList::GetCLEIP(uint32 iIP) {
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}
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}
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uint32 ClientList::GetCLEIPCount(uint32 iIP) {
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ClientListEntry* countCLEIPs = 0;
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LinkedListIterator<ClientListEntry*> iterator(clientlist);
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int IPInstances = 0;
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iterator.Reset();
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while (iterator.MoreElements()) {
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countCLEIPs = iterator.GetData();
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if ((countCLEIPs->GetIP() == iIP) && ((countCLEIPs->Admin() < (RuleI(World, ExemptMaxClientsStatus))) || (RuleI(World, ExemptMaxClientsStatus) < 0)) && countCLEIPs->Online() >= CLE_Status_Online) { // If the IP matches, and the connection admin status is below the exempt status, or exempt status is less than 0 (no-one is exempt)
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IPInstances++; // Increment the occurences of this IP address
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}
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iterator.Advance();
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}
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return IPInstances;
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}
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void ClientList::DisconnectByIP(uint32 iIP) {
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ClientListEntry* countCLEIPs = 0;
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LinkedListIterator<ClientListEntry*> iterator(clientlist);
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@ -257,7 +275,6 @@ ClientListEntry* ClientList::FindCharacter(const char* name) {
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return 0;
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}
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ClientListEntry* ClientList::FindCLEByAccountID(uint32 iAccID) {
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LinkedListIterator<ClientListEntry*> iterator(clientlist);
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@ -57,6 +57,7 @@ public:
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ClientListEntry* FindCLEByCharacterID(uint32 iCharID);
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ClientListEntry* GetCLE(uint32 iID);
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void GetCLEIP(uint32 iIP);
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uint32 GetCLEIPCount(uint32 iLSAccountID);
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void DisconnectByIP(uint32 iIP);
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void EnforceSessionLimit(uint32 iLSAccountID);
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void CLCheckStale();
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@ -737,7 +737,7 @@ private:
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bool _hasBeenSummoned;
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glm::vec3 m_PreSummonLocation;
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Timer evade_timer;
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Timer evade_timer; // can be moved to pTimers at some point
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BotCastingRoles m_CastingRoles;
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154
zone/merc.cpp
154
zone/merc.cpp
@ -69,6 +69,9 @@ Merc::Merc(const NPCType* d, float x, float y, float z, float heading)
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SetStance(MercStanceBalanced);
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rest_timer.Disable();
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if (GetClass() == ROGUE)
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evade_timer.Start();
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int r;
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for (r = 0; r <= EQEmu::skills::HIGHEST_SKILL; r++) {
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skills[r] = database.GetSkillCap(GetClass(), (EQEmu::skills::SkillType)r, GetLevel());
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@ -1459,7 +1462,7 @@ void Merc::AI_Process() {
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// Let's check if we have a los with our target.
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// If we don't, our hate_list is wiped.
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// Else, it was causing the merc to aggro behind wall etc... causing massive trains.
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if(!CheckLosFN(GetTarget()) || GetTarget()->IsMezzed() || !IsAttackAllowed(GetTarget())) {
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if(GetTarget()->IsMezzed() || !IsAttackAllowed(GetTarget())) {
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WipeHateList();
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if(IsMoving()) {
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@ -1474,6 +1477,26 @@ void Merc::AI_Process() {
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return;
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}
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else if (!CheckLosFN(GetTarget())) {
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if (RuleB(Mercs, MercsUsePathing) && zone->pathing) {
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bool WaypointChanged, NodeReached;
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glm::vec3 Goal = UpdatePath(GetTarget()->GetX(), GetTarget()->GetY(), GetTarget()->GetZ(),
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GetRunspeed(), WaypointChanged, NodeReached);
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if (WaypointChanged)
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tar_ndx = 20;
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CalculateNewPosition2(Goal.x, Goal.y, Goal.z, GetRunspeed());
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}
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else {
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Mob* follow = entity_list.GetMob(GetFollowID());
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if (follow)
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CalculateNewPosition2(follow->GetX(), follow->GetY(), follow->GetZ(), GetRunspeed());
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}
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return;
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}
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if (!(m_PlayerState & static_cast<uint32>(PlayerState::Aggressive)))
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SendAddPlayerState(PlayerState::Aggressive);
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@ -1508,32 +1531,60 @@ void Merc::AI_Process() {
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}
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}
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if(AI_movement_timer->Check())
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{
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if(!IsMoving() && GetClass() == ROGUE && !BehindMob(GetTarget(), GetX(), GetY()))
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{
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// Move the rogue to behind the mob
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float newX = 0;
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float newY = 0;
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float newZ = 0;
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if(AI_movement_timer->Check()) {
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if (!IsMoving()) {
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if (GetClass() == ROGUE) {
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if (HasTargetReflection() && !GetTarget()->IsFeared() && !GetTarget()->IsStunned()) {
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// Hate redux actions
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if (evade_timer.Check(false)) {
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// Attempt to evade
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int timer_duration = (HideReuseTime - GetSkillReuseTime(EQEmu::skills::SkillHide)) * 1000;
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if (timer_duration < 0)
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timer_duration = 0;
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evade_timer.Start(timer_duration);
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if(PlotPositionAroundTarget(GetTarget(), newX, newY, newZ))
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{
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CalculateNewPosition2(newX, newY, newZ, GetRunspeed());
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return;
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if (zone->random.Int(0, 260) < (int)GetSkill(EQEmu::skills::SkillHide))
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RogueEvade(GetTarget());
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return;
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}
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else if (GetTarget()->IsRooted()) {
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// Move rogue back from rooted mob - out of combat range, if necessary
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float melee_distance = GetMaxMeleeRangeToTarget(GetTarget());
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float current_distance = DistanceSquared(static_cast<glm::vec3>(m_Position), static_cast<glm::vec3>(GetTarget()->GetPosition()));
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if (current_distance <= melee_distance) {
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float newX = 0;
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float newY = 0;
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float newZ = 0;
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FaceTarget(GetTarget());
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if (PlotPositionAroundTarget(this, newX, newY, newZ)) {
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CalculateNewPosition2(newX, newY, newZ, GetRunspeed());
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return;
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}
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}
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}
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}
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else if (!BehindMob(GetTarget(), GetX(), GetY())) {
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// Move the rogue to behind the mob
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float newX = 0;
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float newY = 0;
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float newZ = 0;
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if (PlotPositionAroundTarget(GetTarget(), newX, newY, newZ)) {
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CalculateNewPosition2(newX, newY, newZ, GetRunspeed());
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return;
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}
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}
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}
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}
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else if(!IsMoving() && GetClass() != ROGUE && (DistanceSquaredNoZ(m_Position, GetTarget()->GetPosition()) < GetTarget()->GetSize()))
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{
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// If we are not a rogue trying to backstab, let's try to adjust our melee range so we don't appear to be bunched up
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float newX = 0;
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float newY = 0;
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float newZ = 0;
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if(PlotPositionAroundTarget(GetTarget(), newX, newY, newZ, false) && GetArchetype() != ARCHETYPE_CASTER)
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{
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CalculateNewPosition2(newX, newY, newZ, GetRunspeed());
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return;
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else if (GetClass() != ROGUE && (DistanceSquaredNoZ(m_Position, GetTarget()->GetPosition()) < GetTarget()->GetSize())) {
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// If we are not a rogue trying to backstab, let's try to adjust our melee range so we don't appear to be bunched up
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float newX = 0;
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float newY = 0;
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float newZ = 0;
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if (PlotPositionAroundTarget(GetTarget(), newX, newY, newZ, false) && GetArchetype() != ARCHETYPE_CASTER) {
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CalculateNewPosition2(newX, newY, newZ, GetRunspeed());
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return;
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}
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}
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}
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@ -1707,34 +1758,42 @@ void Merc::AI_Process() {
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}
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}
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if(AI_movement_timer->Check())
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{
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if(GetFollowID())
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{
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if(AI_movement_timer->Check()) {
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if(GetFollowID()) {
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Mob* follow = entity_list.GetMob(GetFollowID());
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if(follow)
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{
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if (follow) {
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float dist = DistanceSquared(m_Position, follow->GetPosition());
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int speed = GetRunspeed();
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if(dist < GetFollowDistance() + 1000)
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if (dist < GetFollowDistance() + 1000)
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speed = GetWalkspeed();
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SetRunAnimSpeed(0);
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if(dist > GetFollowDistance()) {
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CalculateNewPosition2(follow->GetX(), follow->GetY(), follow->GetZ(), speed);
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if(rest_timer.Enabled())
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if (dist > GetFollowDistance()) {
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if (RuleB(Mercs, MercsUsePathing) && zone->pathing) {
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bool WaypointChanged, NodeReached;
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glm::vec3 Goal = UpdatePath(follow->GetX(), follow->GetY(), follow->GetZ(),
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speed, WaypointChanged, NodeReached);
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if (WaypointChanged)
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tar_ndx = 20;
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CalculateNewPosition2(Goal.x, Goal.y, Goal.z, speed);
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}
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else {
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CalculateNewPosition2(follow->GetX(), follow->GetY(), follow->GetZ(), speed);
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}
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if (rest_timer.Enabled())
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rest_timer.Disable();
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return;
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}
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else
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{
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if(moved)
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{
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SetCurrentSpeed(0);
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moved = false;
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else {
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if (moved) {
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moved = false;
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SetCurrentSpeed(0);
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}
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}
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}
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@ -5468,7 +5527,7 @@ void Client::SuspendMercCommand() {
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Merc* merc = Merc::LoadMerc(this, &zone->merc_templates[GetMercInfo().MercTemplateID], 0, true);
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if(merc)
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{
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SpawnMerc(merc, true);
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SpawnMerc(merc, false);
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Log.Out(Logs::General, Logs::Mercenaries, "SuspendMercCommand Successful Unsuspend for %s.", GetName());
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}
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else
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@ -5482,6 +5541,15 @@ void Client::SuspendMercCommand() {
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{
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Merc* CurrentMerc = GetMerc();
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if (!RuleB(Mercs, AllowMercSuspendInCombat))
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{
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if (!CheckCanSpawnMerc(GetMercInfo().MercTemplateID))
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{
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return;
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}
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}
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if(CurrentMerc && GetMercID())
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{
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CurrentMerc->Suspend();
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@ -250,7 +250,7 @@ public:
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inline virtual int32 GetStringMod() const { return itembonuses.stringedMod; }
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inline virtual int32 GetWindMod() const { return itembonuses.windMod; }
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inline virtual int32 GetDelayDeath() const { return aabonuses.DelayDeath + spellbonuses.DelayDeath + itembonuses.DelayDeath + 11; }
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inline virtual int32 GetDelayDeath() const { return aabonuses.DelayDeath + spellbonuses.DelayDeath + itembonuses.DelayDeath; }
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// "SET" Class Methods
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void SetMercData (uint32 templateID );
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@ -290,6 +290,8 @@ protected:
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std::vector<MercSpell> merc_spells;
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std::map<uint32,MercTimer> timers;
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Timer evade_timer; // can be moved to pTimers at some point
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uint16 skills[EQEmu::skills::HIGHEST_SKILL + 1];
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uint32 equipment[EQEmu::legacy::EQUIPMENT_SIZE]; //this is an array of item IDs
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uint16 d_melee_texture1; //this is an item Material value
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@ -1793,8 +1793,8 @@ void Client::DoClassAttacks(Mob *ca_target, uint16 skill, bool IsRiposte)
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}
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while(AtkRounds > 0) {
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if (GetTarget())
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DoSpecialAttackDamage(GetTarget(), EQEmu::skills::SkillFrenzy, dmg, 0, dmg, ReuseTime);
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if (ca_target!=this)
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DoSpecialAttackDamage(ca_target, EQEmu::skills::SkillFrenzy, dmg, 0, dmg, ReuseTime);
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AtkRounds--;
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}
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