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- Modified a bit the hard/lazy ai triggers to match aegis:
- Mobs go into active AI when they are 2 cells from entering a player's view (ACTIVE_AI_RANGE)
- Mobs in passive AI no longer use skills.
- Mobs in passive AI do not random walk UNLESS they have entered active AI before (random walk frequency is not lost during passive AI).
- Added an additional check to prevent support skills from being blocked if the target has an armor element that blocks it.


git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@11294 54d463be-8e91-2dee-dedb-b68131a5f0ec

skotlex 17 anos atrás
pai
commit
dbfa221083
5 arquivos alterados com 23 adições e 6 exclusões
  1. 9 0
      Changelog-Trunk.txt
  2. 1 0
      src/map/map.h
  3. 10 6
      src/map/mob.c
  4. 2 0
      src/map/pc.c
  5. 1 0
      src/map/skill.c

+ 9 - 0
Changelog-Trunk.txt

@@ -4,6 +4,15 @@ 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.
 
 2007/09/25
+	* Modified a bit the hard/lazy ai triggers to match aegis (you can alter
+	  these changing the defines near the beginning of mob.c):
+	- Mobs go into active AI when they are 2 cells from entering a player's
+	  view (ACTIVE_AI_RANGE)
+	- Mobs in passive AI no longer use skills.
+	- Mobs in passive AI do not random walk UNLESS they have entered active AI
+	  before (random walk frequency is not lost during passive AI).
+	* Added an additional check to prevent support skills from being blocked if
+	  the target has an armor element that blocks it. [Skotlex]
 	* Fixed the double free's caused by r11290 (wrong option in the database 
 	  constructors). [FlavioJS]
 	* Corrected being able to cast multiple Gravitation Fields before the

+ 1 - 0
src/map/map.h

@@ -919,6 +919,7 @@ struct mob_data {
 		unsigned alchemist: 1;
 		unsigned no_random_walk: 1;
 		unsigned killer: 1;
+		unsigned spotted: 1;
 		unsigned char attacked_count; //For rude attacked.
 		int provoke_flag; // Celest
 	} state;

+ 10 - 6
src/map/mob.c

@@ -36,17 +36,18 @@
 #include <string.h>
 #include <math.h>
 
+#define ACTIVE_AI_RANGE 2	//Distance added on top of 'AREA_SIZE' at which mobs enter active AI mode.
 
 #define IDLE_SKILL_INTERVAL 10	//Active idle skills should be triggered every 1 second (1000/MIN_MOBTHINKTIME)
 
-#define MOB_LAZYSKILLPERC 10	// Probability for mobs far from players from doing their IDLE skill. (rate of 1000 minute)
-#define MOB_LAZYMOVEPERC 50	// Move probability in the negligent mode MOB (rate of 1000 minute)
+#define MOB_LAZYSKILLPERC 0	// Probability for mobs far from players from doing their IDLE skill. (rate of 1000 minute)
+// Move probability for mobs away from players (rate of 1000 minute)
+// in Aegis, this is 100% for mobs that have been activated by players and none otherwise.
+#define MOB_LAZYMOVEPERC(md) (md->state.spotted?1000:0)
 #define MOB_LAZYWARPPERC 20	// Warp probability in the negligent mode MOB (rate of 1000 minute)
 
 #define MAX_MINCHASE 30	//Max minimum chase value to use for mobs.
-
 #define RUDE_ATTACKED_COUNT 2	//After how many rude-attacks should the skill be used?
-
 //Used to determine default enemy type of mobs (for use in eachinrange calls)
 #define DEFAULT_ENEMY_TYPE(md) (md->special_state.ai?BL_CHAR:BL_PC|BL_HOM)
 
@@ -1129,6 +1130,9 @@ static int mob_ai_sub_hard(struct block_list *bl,va_list ap)
 	if(md->bl.prev == NULL || md->status.hp <= 0)
 		return 1;
 		
+	if(!md->state.spotted) //Hard AI triggered.
+		md->state.spotted = 1;
+
 	if (DIFF_TICK(tick, md->last_thinktime) < MIN_MOBTHINKTIME)
 		return 0;
 	md->last_thinktime = tick;
@@ -1367,7 +1371,7 @@ static int mob_ai_sub_foreachclient(struct map_session_data *sd,va_list ap)
 {
 	unsigned int tick;
 	tick=va_arg(ap,unsigned int);
-	map_foreachinrange(mob_ai_sub_hard,&sd->bl, AREA_SIZE*2, BL_MOB,tick);
+	map_foreachinrange(mob_ai_sub_hard,&sd->bl, AREA_SIZE+ACTIVE_AI_RANGE, BL_MOB,tick);
 
 	return 0;
 }
@@ -1413,7 +1417,7 @@ static int mob_ai_sub_lazy(DBKey key,void * data,va_list ap)
 			// Since PC is in the same map, somewhat better negligent processing is carried out.
 
 			// It sometimes moves.
-			if(rand()%1000<MOB_LAZYMOVEPERC)
+			if(rand()%1000<MOB_LAZYMOVEPERC(md))
 				mob_randomwalk(md,tick);
 			else if(rand()%1000<MOB_LAZYSKILLPERC) //Chance to do a mob's idle skill.
 				mobskill_use(md, tick, -1);

+ 2 - 0
src/map/pc.c

@@ -1753,6 +1753,8 @@ int pc_bonus(struct map_session_data *sd,int type,int val)
 	case SP_NO_GEMSTONE:
 		if(sd->state.lr_flag != 2)
 			sd->special_state.no_gemstone = 1;
+		ShowDebug("Rate: %d\n", sd->special_state.no_gemstone);
+
 		break;
 	case SP_INTRAVISION: // Maya Purple Card effect allowing to see Hiding/Cloaking people [DracoRPG]
 		if(sd->state.lr_flag != 2) {

+ 1 - 0
src/map/skill.c

@@ -3485,6 +3485,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
 
 	if (src!=bl && type > -1 &&
 		(i = skill_get_pl(skillid, skilllv)) > ELE_NEUTRAL &&
+		skill_get_inf(skillid) != INF_SUPPORT_SKILL &&
 		battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
 		return 1; //Skills that cause an status should be blocked if the target element blocks its element.