* Clean up for fear related bonus variables
SPA 181 FearResistChance (% chance to outright resist fear) and SPA 102 Fearless (on live used only on pets for full fear immunity if presents)
The way were calculating the bonuses was mixing the variables we used for each together in a way that could cause conflicts when combined with negate spell effect.
While doing some live testing was able to confirm SPA102 when cast on pets will terminate the fear on the next tick which is consistent with how we have the mechanic coded.
* Update spells.cpp
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Co-authored-by: Akkadius <akkadius1@gmail.com>
* [Bots] Positioning rewrite
- Fixes positioning issues where bots could run back and forth or stay at the target's feet.
- Adds checks to ensure bots don't spam positioning updates and complete their initial positioning.
- Cleans up logic and makes it easier to read.
* Cleanup
* [Bots] Add valid state checks to ^clickitem
- Bots previously weren't checking if they were in a valid state or not before trying to click an item when told (in a death state, held, feared, silenced, in group/raid, etc.)
* Add error output on no bots selected.=
- [#4756](https://github.com/EQEmu/Server/pull/4756) changed the way overwriting worked for buffs. It allowed stronger spells to overwrite lesser spells if they were already on the target.
- However, this is a positive change but has its drawbacks with spells of similar value. It could cause an endless buff loop where they constantly replaced one another.
Overall, the con of endless buffing outweighs the benefit of automatic overwriting lesser spells and the control should be left to only spell lists via `^spells` for bot owners as it was before to determine which buffs bots will cast.
- Certain resist spells have a DS bonus on them and can be casted as a resist rather than a damage shield. This forces anything with a damage shield as a damage shield buff.
* SPA180 bypassed by field no_resist (field209)
SPA 180 SE_ResistSpellChance provides chance to resist spells outright. This should not be checked to resist a spell if spell has (field209 / no_resist) set to 1.
* Update spells.cpp
confirmed on live unresistable spells are not blocked by sanctification disc or related AA's
* SPA 378 update
Update to SPA 378
SE_SpellEffectResistChance provides chance to resist specific spell effects.
This updates allows support for multiple resistance checks against different effects in same spell.
Example. If a spell has a silence and a blind effect and the target has an AA that gives 10% chance to resist silence and 5% chance to resist blind. It will roll against effect respectively each giving a chance to resist the spell.
* Update spells.cpp
Unresistable spells (resisttype = 0) do not ever resist a spell even with SPA378
Example: Pheonix Charm in Plane of Fire, or Storm Comet in Bastion of Thunder. Parsed both and never got a resist despite having the AA that has effect specific resists which both those spells match.
* [Zone] Zone State Automated Testing and Improvements
* Spawn condition
* Update zone.cpp
* Remove redundant logic
* Update zone_state.cpp
* TestZLocationDrift
* Protect NPC resumed NPC's from being able to die
* [Bots] Line of Sight and Mez optimizations and cleanup
- Renames `Map:CheckForLoSCheat` to `Map:CheckForDoorLoSCheat` to better reflect what it does.
- Renames `Map:RangeCheckForLoSCheat` to `Map:RangeCheckForDoorLoSCheat` to better reflect what it does.
- Adds the rule `Pets:PetsRequireLoS` to determine whether or not commanded pet attacks require an addition layer of LoS checks for edge-cases.
- Adds the rule `Bots:BotsRequireLoS` to determine whether or not bots require LoS to `^attack`, `^pull` and `^precombat`.
- Adds the rule `Map:ZonesToCheckDoorCheat` to control what if any zones will be checked..
- Corrects, removes and adds LoS checks where necessary.
- Improves door checking logic for locked or triggered doors that could be blocking LoS.
- Cleans up false positives for door cheat checks.
- Adds `drawbox` option to `#door` command. This will spawn points at the center and each corner of the door's "box". It will also spawn points at your and your target's location.
- Improves Mez and AE Mez logic
- Adds more details to the rule `Bots:EpicPetSpellName`
* Remove leftover debugging
* Change return to continue for GetFirstIncomingMobToMez checks
* Move mez chance fail to beginning of cast process
- 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