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- Mobs will now always chase players using hard-path seeks.
- monster_ai&1 now only signals whether mobs should update their target cell while chasing more frequently (rather than being state-driven like Aegis)
- Changed the defaults of view_range_rate and chase_range_rate to 120 to aproximate better Aegis's view ranges (which are square areas and not circles)


git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@8536 54d463be-8e91-2dee-dedb-b68131a5f0ec

skotlex 18 年之前
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共有 4 个文件被更改,包括 32 次插入13 次删除
  1. 7 0
      Changelog-Trunk.txt
  2. 10 0
      conf-tmpl/Changelog.txt
  3. 7 6
      conf-tmpl/battle/monster.conf
  4. 8 7
      src/map/mob.c

+ 7 - 0
Changelog-Trunk.txt

@@ -4,6 +4,13 @@ AS OF SVN REV. 5091, WE ARE NOW USING TRUNK.  ALL UNTESTED BUGFIXES/FEATURES GO
 IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
 
 2006/08/29
+	* Mobs will now always chase players using hard-path seeks. [Skotlex]
+	* monster_ai&1 now only signals whether mobs should update their target
+	  cell while chasing more frequently (rather than being state-driven like
+	  Aegis) [Skotlex]
+	* Changed the defaults of view_range_rate and chase_range_rate to 120 to
+	  aproximate better Aegis's view ranges (which are square areas and not
+	  circles) [Skotlex]
 	* Applied Mpeg's work on GS [Toms]
 	  ( http://gpegon.free.fr/ea/gunslinger_08-29-06_mpeg.txt )
 	* Fixed a syntax error in @showmobs [Toms]

+ 10 - 0
conf-tmpl/Changelog.txt

@@ -1,5 +1,15 @@
 Date	Added
 
+2006/08/29
+	* monster_ai&1 now only signals whether mobs should update their target
+	  cell while chasing more frequently (rather than being state-driven like
+	  Aegis) [Skotlex]
+	* Changed the defaults of view_range_rate and chase_range_rate to 120 to
+	  aproximate better Aegis's view ranges (which are square areas and not
+	  circles), so eA's default of 100 leads to a circular area contained
+	  within a 21x21 square zone (what Aegis uses), by using 20%, the circular
+	  area increases range to 12, which better approximates Aegis's 21x21 area.
+	  [Skotlex]
 2006/08/24
 	* Changed the default of clear_skills_on_death to 0 [Skotlex]
 	* Added setting clear_skills_on_warp to specify when a character's

+ 7 - 6
conf-tmpl/battle/monster.conf

@@ -37,10 +37,9 @@ monster_hp_rate: 100
 monster_max_aspd: 199
 
 // Defines various mob AI related settings. The mask bits are (add to include multiple settings)
-// 1: If disabled, mobs use Aegis-type path searching, that is, they only move on straight
-//    lines, and will only change their destination tile after arriving to the previous one.
-//    When enabled mobs use more dynamic and complex path searching to chase a player 
-//    (they still must be within line of sight to start chasing)
+// 1: When enabled mobs will update their target cell every few iterations
+//    (normally they never update their target cell until they reach it while
+//    chasing)
 // 2: Makes mob use their "rude attack" skill (usually warping away) if they are attacked and they
 //    can't attack back regardless of how they were attacked (eg: GrimTooth), otherwise, their 
 //    rude attack" is only activated if they can't melee reach the target (eg: sniping)
@@ -68,12 +67,14 @@ monster_ai: 0
 mob_warp: 0
 
 // Mobs and Pets view-range adjustment (range2 column in the mob_db) (Note 2)
-view_range_rate: 100
+// NOTE: 100 is not used by default since in Aegis the view range is 21x21
+// (square with half side of 10) while eAthena uses circular areas with radio 10
+view_range_rate: 120
 
 // Chase Range is the base minimum-chase that a mob gives before giving up
 // (as long as the target is outside their field of view). This is the range3
 // column in the mob_db. (Note 2)
-chase_range_rate: 100
+chase_range_rate: 120
 
 // Allow monsters to be aggresive and attack first? (Note 1)
 monster_active_enable: yes

+ 8 - 7
src/map/mob.c

@@ -525,8 +525,8 @@ int mob_spawn_guardian(struct map_session_data *sd,char *mapname,
  * Reachability to a Specification ID existence place
  * state indicates type of 'seek' mob should do:
  * - MSS_LOOT: Looking for item, path must be easy.
- * - MSS_RUSH: Chasing attacking player, path is determined by mob_ai&1
- * - MSS_FOLLOW: Initiative/support seek, path must be easy.
+ * - MSS_RUSH: Chasing attacking player, path is complex
+ * - MSS_FOLLOW: Initiative/support seek, path is complex
  *------------------------------------------
  */
 int mob_can_reach(struct mob_data *md,struct block_list *bl,int range, int state)
@@ -537,10 +537,10 @@ int mob_can_reach(struct mob_data *md,struct block_list *bl,int range, int state
 	nullpo_retr(0, bl);
 	switch (state) {
 		case MSS_RUSH:
-			easy = (battle_config.mob_ai&1?0:1);
+		case MSS_FOLLOW:
+			easy = 0; //(battle_config.mob_ai&1?0:1);
 			break;
 		case MSS_LOOT:
-		case MSS_FOLLOW:
 		default:
 			easy = 1;
 			break;
@@ -785,7 +785,8 @@ static int mob_ai_sub_hard_activesearch(struct block_list *bl,va_list ap)
 		if (!(battle_config.mob_ai&128) && (*target) && (*target)->type == BL_HOM && bl->type != BL_HOM)
 			return 0; //For some reason Homun targets are never overriden.
 
-		if((dist=distance_bl(&md->bl, bl)) < md->db->range2 &&
+		dist = distance_bl(&md->bl, bl);
+		if(dist < md->db->range2 &&
 			((*target) == NULL || !check_distance_bl(&md->bl, *target, dist)) &&
 			battle_check_range(&md->bl,bl,md->db->range2)
 		) { //Pick closest target?
@@ -1215,14 +1216,14 @@ static int mob_ai_sub_hard(struct block_list *bl,va_list ap)
 				md->state.skillstate = md->state.aggressive?MSS_FOLLOW:MSS_RUSH;
 				if (md->ud.walktimer != -1 && md->ud.target == tbl->id &&
 					(
-						!battle_config.mob_ai&1 ||
+						!(battle_config.mob_ai&1) ||
 						check_distance_blxy(tbl, md->ud.to_x, md->ud.to_y, md->status.rhw.range)
 				)) //Current target tile is still within attack range.
 					return 0;
 
 				//Follow up
 				if (!mob_can_reach(md, tbl, md->min_chase, MSS_RUSH) ||
-					!unit_walktobl(&md->bl, tbl, md->status.rhw.range, 2|(!battle_config.mob_ai&1)))
+					!unit_walktobl(&md->bl, tbl, md->status.rhw.range, 2))
 					//Give up.
 					mob_unlocktarget(md,tick);
 				return 0;