286 Commits

Author SHA1 Message Date
Akkadius
57354579aa Unify chat constants usage 2019-08-11 00:00:55 -05:00
Uleat
c9d4bb178f Added level to NPC spell list logging .. and some additional debug logging for same 2019-06-22 19:05:41 -04:00
Noudess
762de03be7 Merge 2019-04-12 10:50:11 -04:00
Akkadius
850b32f2ca Adjust constants 2019-03-25 18:24:16 -05:00
Noudess
3d1dda888d Use constants for waypoint values that are not actual waypoints 2019-03-25 14:58:26 -04:00
Noudess
a4c171cb1d Fix issue with roambox wait time after switch to navmesh. 2019-03-15 10:28:23 -04:00
Uleat
bef849b5c1 Definition clean-up 2019-02-09 05:58:49 -05:00
Uleat
585c6322bf Added 'spells' entry to EQDictionary 2019-01-20 08:24:21 -05:00
KimLS
dacbce1c5f Some changes to fixz while pathing 2018-11-29 23:11:39 -08:00
KimLS
a26cf5f1de Some changes to fix various issues 2018-11-24 15:46:50 -08:00
KimLS
cfba613efd Remove floating logic, fix for some bestz logic 2018-11-21 22:10:51 -08:00
KimLS
b772518901 Selective commit of secrets somewhat broken pr 2018-11-18 20:29:21 -08:00
KimLS
ef32940be2 Merge fix 2018-11-11 01:05:44 -08:00
KimLS
8f0051db8d Changes to various path finding behavior 2018-11-09 00:54:51 -08:00
KimLS
c0ebe05d5d Prelim swimming support 2018-11-07 21:55:12 -08:00
Michael Cook (mackal)
cc920e60d9 Reset all follow variables when follow target is gone 2018-11-03 18:14:54 -04:00
Michael Cook (mackal)
dbb368865c Add some Follow stuff to lua
You can also disallow following code from allowing the NPC to run if
they're far enough away
2018-11-03 17:44:19 -04:00
KimLS
cd59916e67 Merge branch 'movement_manager' of github.com:EQEmu/Server into movement_manager 2018-10-28 13:39:43 -07:00
KimLS
8ebcd6b6c5 Some fixes to grid pathing at 0 wp pause plus command changes 2018-10-28 13:39:24 -07:00
E Spause
fb645e276c Update zone/mob_ai.cpp 2018-10-20 18:43:53 -04:00
E Spause
e466f9b3f9 Fear pathing fixups, random path rewrite, and nektulos / general roambox fixups where best Z axis is below the ground 2018-10-19 22:35:38 -04:00
KimLS
973abef1b0 Water work and work with grids (still not perfect but i think its the ai code) 2018-10-18 20:44:46 -07:00
KimLS
f76fffe622 A bunch of send position changes, rename navigateto 2018-10-15 22:02:16 -07:00
KimLS
cd6fd2d2dc Merge master to movement_manager, fix for merge failure 2018-10-14 17:23:11 -07:00
KimLS
d0685556e8 Bunch of bug fixes, guard behavior works again 2018-10-13 23:53:16 -07:00
KimLS
1785120796 Bunch of refactoring and walking, AI needs a ton of tweaking to use the new logic 2018-10-12 00:03:58 -07:00
Michael Cook (mackal)
df899bb2df Tweak NPC AI Heal logic a bit
New rule: Spells:AI_HealHPPct defaults to 50
This is the default maximum HP and NPC will start a heal

The spell AI fields min_hp and max_hp are now used to override the HP
percentages they will heal at
2018-10-09 14:18:24 -04:00
Akkadius
9fcafbef62 Remove navmesh from roambox logic until stuck issues are sorted with movement overhaul 2018-10-01 21:15:30 -05:00
KimLS
29ea65a71e Redoing movement to introduce proper rotation 2018-09-24 22:41:53 -07:00
KimLS
1aa97957d8 Renamed function, need to fix bots, some combat bug fixes. 2018-09-21 23:54:07 -07:00
KimLS
7278c6294d Movement will now be handled by the movement manager instead of mob 2018-09-20 16:14:47 -07:00
KimLS
f754cb1307 Move update path to movement manager so all movement will use paths 2018-09-18 23:06:56 -07:00
KimLS
c677169edd Removed existing movement code, started replacing 2018-09-15 19:20:47 -07:00
Michael Cook (mackal)
7836d020ce Add NPC Max Aggro Distance to zone table 2018-09-08 00:22:16 -04:00
Akkadius
7c298a249f Pets now use navmesh 2018-09-04 20:27:43 -05:00
Akkadius
3eee699a89 Calculate roambox destination z once and let navmesh pathfinding calculate it the rest of the time 2018-09-03 04:07:13 -05:00
Akkadius
4a4668b36a Remove an unecessary costly z calc 2018-09-03 03:54:15 -05:00
Akkadius
395cf2e8ce Roambox logic now uses navmesh 2018-09-03 03:46:48 -05:00
Akkadius
8a28e8500d Make fear and fleeing respect navmesh for both clients and NPCs 2018-09-03 03:06:23 -05:00
Akkadius
6fc20939e8 Fix for edge case with roambox water logic 2018-09-03 02:11:39 -05:00
Akkadius
b92e83a465 Fix client pathing Z while feared 2018-09-03 01:51:40 -05:00
Akkadius
d4e0e8aea2 Revert LOS check code until further refinement 2018-08-28 00:55:06 -05:00
Trust
62f9816aa8 Returned Logic from PR #766 2018-08-25 19:46:37 -04:00
Trust
4c8018e4ca Prevent Gate if near bind location (Rule) and Heal on Gate (Rule)
RULE_INT(NPC, NPCGatePercent, 5) // % at which the NPC Will attempt to gate at.
RULE_BOOL(NPC, NPCGateNearBind, false) // Will NPC attempt to gate when near bind location?
RULE_INT(NPC, NPCGateDistanceBind, 75) // Distance from bind before NPC will attempt to gate
RULE_BOOL(NPC, NPCHealOnGate, true) // Will the NPC Heal on Gate.
RULE_REAL(NPC, NPCHealOnGateAmount, 25) // How much the npc will heal on gate if enabled.
2018-08-24 23:04:29 -04:00
Akkadius
86f1cedf91 Add LOS checks into roambox logic to prevent scaling mountains and going over buildings, cpu cycle saves and logging added. Things are looking really good now 2018-08-18 23:18:55 -05:00
Akkadius
3a7d18f32a Throttle Z calculations in roambox code, fix typo on fallback logic range 2018-08-18 22:48:12 -05:00
Akkadius
834062fbf9 Add another layer of randomization to roam box logic, npc's who weren't originally spawned in water won't roambox into water 2018-08-18 22:01:46 -05:00
Akkadius
4b6ab34fd9 Fix, cleanup and simplify the roambox logic and cleanup a bunch of other related code 2018-08-18 18:12:18 -05:00
Michael Cook (mackal)
ace81215a1 Correct when tanks can be hit by AE Rampage
Tanks will only be hit by AE Rampage if they're the only one on the
NPC's hate list. Others on hate list out ranging AE Rampage will also
prevent the tank from being hit by AE Rampage.
2018-08-16 17:13:34 -04:00
Michael Cook (mackal)
54abeba1ce
Merge pull request #766 from noudess/master
Change spell logic to use min_hp from spell list.
2018-08-12 15:55:59 -04:00