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[Bots] Enraged positioning (#4789)
- Non-taunting melee bots will now properly go behind their target when it is enraged. - Reduces how often taunting bots adjust their positioning by removing unnecessary rules. - Cleans up CombatPositioning a bit
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@ -863,8 +863,6 @@ RULE_REAL(Bots, UpperMeleeDistanceMultiplier, 0.55, "Furthest % of the hit box a
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RULE_REAL(Bots, UpperTauntingMeleeDistanceMultiplier, 0.45, "Furthest % of the hit box a taunting melee bot will get from the target. Default 0.45")
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RULE_REAL(Bots, UpperMaxMeleeRangeDistanceMultiplier, 0.95, "Furthest % of the hit box a max melee range melee bot will get from the target. Default 0.95")
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RULE_BOOL(Bots, DisableSpecialAbilitiesAtMaxMelee, true, "If true, when bots are at max melee distance, special abilities including taunt will be disabled. Default True.")
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RULE_BOOL(Bots, TauntingBotsFollowTopHate, true, "True Default. If true, bots that are taunting will attempt to stick with whoever currently is top hate.")
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RULE_INT(Bots, DistanceTauntingBotsStickMainHate, 10, "If TauntingBotsFollowTopHate is enabled, this is the distance bots will try to stick to whoever currently is Top Hate.")
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RULE_INT(Bots, MinJitterTimer, 500, "Minimum ms between bot movement jitter checks.")
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RULE_INT(Bots, MaxJitterTimer, 2500, "Maximum ms between bot movement jitter checks. Set to 0 to disable timer checks.")
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RULE_BOOL(Bots, PreventBotCampOnFD, true, "True Default. If true, players will not be able to camp bots while feign death.")
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108
zone/bot.cpp
108
zone/bot.cpp
@ -2287,7 +2287,7 @@ void Bot::AI_Process()
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// COMBAT RANGE CALCS
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bool front_mob = InFrontMob(tar, GetX(), GetY());
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bool behind_mob = BehindMob(tar, GetX(), GetY());
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uint8 stop_melee_level = GetStopMeleeLevel();
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bool stop_melee_level = GetLevel() >= GetStopMeleeLevel();
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tar_distance = sqrt(tar_distance); // sqrt this for future calculations
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// Item variables
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const EQ::ItemInstance* p_item = GetBotItem(EQ::invslot::slotPrimary);
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@ -2442,7 +2442,7 @@ void Bot::AI_Process()
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ranged_timer.Start();
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}
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else if (!IsBotRanged() && GetLevel() < stop_melee_level) {
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else if (!IsBotRanged() && !stop_melee_level) {
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if (
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IsTaunting() ||
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!GetMaxMeleeRange() ||
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@ -3128,7 +3128,6 @@ CombatRangeOutput Bot::EvaluateCombatRange(const CombatRangeInput& input) {
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bool is_two_hander = input.p_item && input.p_item->GetItem()->IsType2HWeapon();
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bool is_shield = input.s_item && input.s_item->GetItem()->IsTypeShield();
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bool is_backstab_weapon = input.p_item && input.p_item->GetItemBackstabDamage();
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bool is_stop_melee_level = GetLevel() >= input.stop_melee_level;
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if (IsTaunting()) { // Taunting bots
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o.melee_distance_min = o.melee_distance_max * RuleR(Bots, LowerTauntingMeleeDistanceMultiplier);
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@ -3143,7 +3142,7 @@ CombatRangeOutput Bot::EvaluateCombatRange(const CombatRangeInput& input) {
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o.melee_distance_min = std::max(min_distance, (desired_range / 2));
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o.melee_distance = std::min(max_distance, desired_range);
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}
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else if (is_stop_melee_level) { // Casters
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else if (input.stop_melee_level) { // Casters
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float desired_range = GetBotDistanceRanged();
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o.melee_distance_min = std::max(o.melee_distance_max, (desired_range / 2));
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@ -12020,74 +12019,53 @@ void Bot::DoCombatPositioning(
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bool behind_mob,
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bool front_mob
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) {
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if (HasTargetReflection()) {
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if (tar->IsRooted() && !IsTaunting()) { // Move non-taunters out of range
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if (tar_distance <= melee_distance_max) {
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if (PlotBotPositionAroundTarget(tar, Goal.x, Goal.y, Goal.z, (melee_distance_max + 1), (melee_distance_max * 1.25f), GetBehindMob(), false)) {
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RunToGoalWithJitter(Goal);
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if (!tar->IsFeared()) {
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bool is_too_close = tar_distance < melee_distance_min;
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bool los_adjust = !HasRequiredLoSForPositioning(tar);
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if (tar->IsRooted() && !IsTaunting()) { // Move non-taunting melee out of range
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bool rooted_adjust = tar_distance <= melee_distance_max && HasTargetReflection();
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if (rooted_adjust) {
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if (PlotBotPositionAroundTarget(tar, Goal.x, Goal.y, Goal.z, (melee_distance_max + 1), (melee_distance_max * 1.25f), GetBehindMob(), !GetBehindMob())) {
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RunToGoalWithJitter(Goal);
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return;
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}
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}
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}
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else if (
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tar_distance < melee_distance_min ||
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(!front_mob && IsTaunting())
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) { // Back up any bots that are too close or if they're taunting and not in front of the mob
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if (PlotBotPositionAroundTarget(tar, Goal.x, Goal.y, Goal.z, melee_distance_min, melee_distance, GetBehindMob(), (IsTaunting() || !GetBehindMob()))) {
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RunToGoalWithJitter(Goal);
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return;
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}
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}
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}
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else {
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if (!tar->IsFeared()) {
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if (
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tar_distance < melee_distance_min ||
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(GetBehindMob() && !behind_mob) ||
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(IsTaunting() && !front_mob) ||
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!HasRequiredLoSForPositioning(tar)
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) { // Regular adjustment
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if (PlotBotPositionAroundTarget(tar, Goal.x, Goal.y, Goal.z, melee_distance_min, melee_distance, GetBehindMob(), (IsTaunting() || !GetBehindMob()))) {
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RunToGoalWithJitter(Goal);
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return;
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}
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}
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else if (
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tar->IsEnraged() &&
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!IsTaunting() &&
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!stop_melee_level &&
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!behind_mob
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) { // Move non-taunting melee bots behind target during enrage
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if (PlotBotPositionAroundTarget(tar, Goal.x, Goal.y, Goal.z, melee_distance_min, melee_distance, true)) {
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RunToGoalWithJitter(Goal);
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return;
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}
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}
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else {
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if (IsTaunting()) { // Taunting adjustments
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Mob* mob_tar = tar->GetTarget();
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bool taunting_adjust = (!front_mob || is_too_close || los_adjust);
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if (mob_tar) {
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if (
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RuleB(Bots, TauntingBotsFollowTopHate) &&
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(Distance(m_Position, mob_tar->GetPosition()) > RuleI(Bots, DistanceTauntingBotsStickMainHate))
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) { // If enabled, taunting bots will stick to top hate
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Goal = mob_tar->GetPosition();
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if (taunting_adjust) {
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if (PlotBotPositionAroundTarget(tar, Goal.x, Goal.y, Goal.z, melee_distance_min, melee_distance, false, true)) {
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RunToGoalWithJitter(Goal);
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return;
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}
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else { // Otherwise, stick to any other bots that are taunting
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if (
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mob_tar->IsBot() &&
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mob_tar->CastToBot()->IsTaunting() &&
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(Distance(m_Position, mob_tar->GetPosition()) > RuleI(Bots, DistanceTauntingBotsStickMainHate))
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) {
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Goal = mob_tar->GetPosition();
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}
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}
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else {
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if (tar->IsEnraged() && !stop_melee_level && !IsBotRanged()) { // Move non-taunting melee bots behind target during enrage
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bool enraged_adjust = !behind_mob || is_too_close || los_adjust;
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if (enraged_adjust) {
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if (PlotBotPositionAroundTarget(tar, Goal.x, Goal.y, Goal.z, melee_distance_min, melee_distance, true)) {
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RunToGoalWithJitter(Goal);
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return;
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}
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}
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}
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else { // Regular adjustments
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bool regular_adjust =
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is_too_close ||
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los_adjust ||
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(!GetBehindMob() && !front_mob) ||
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(GetBehindMob() && !behind_mob);
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if (regular_adjust) {
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if (PlotBotPositionAroundTarget(tar, Goal.x, Goal.y, Goal.z, melee_distance_min, melee_distance, GetBehindMob(), !GetBehindMob())) {
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RunToGoalWithJitter(Goal);
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return;
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@ -12099,8 +12077,6 @@ void Bot::DoCombatPositioning(
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}
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DoFaceCheckNoJitter(tar);
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return;
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}
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bool Bot::PlotBotPositionAroundTarget(Mob* target, float& x_dest, float& y_dest, float& z_dest, float min_distance, float max_distance, bool behind_only, bool front_only, bool bypass_los) {
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@ -12197,7 +12173,11 @@ bool Bot::RequiresLoSForPositioning() {
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}
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for (uint16 i = BotSpellTypes::START; i <= BotSpellTypes::END; ++i) {
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if (IsBotSpellTypeDetrimental(i) && !GetSpellTypeHold(i)) {
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if (IsHealBotSpellType(i) || i == BotSpellTypes::PBAENuke) {
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continue;
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}
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if (!GetSpellTypeHold(i)) {
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return true;
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}
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}
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@ -235,7 +235,7 @@ static std::map<uint16, std::string> botSubType_names = {
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struct CombatRangeInput {
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Mob* target;
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float target_distance;
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uint8 stop_melee_level;
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bool stop_melee_level;
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const EQ::ItemInstance* p_item;
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const EQ::ItemInstance* s_item;
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};
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