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author | Michieru <Michieru@users.noreply.github.com> | 2014-10-18 17:52:17 +0200 |
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committer | Michieru <Michieru@users.noreply.github.com> | 2014-10-18 17:52:17 +0200 |
commit | 6a6e3bb8e69890ee69981467f1e5e3591c0f9356 (patch) | |
tree | 552347425d9575b423617326ab3cbdf257479728 | |
parent | 4ac673941714032ada6d26fb60936ec510bbe496 (diff) | |
download | hercules-6a6e3bb8e69890ee69981467f1e5e3591c0f9356.tar.gz hercules-6a6e3bb8e69890ee69981467f1e5e3591c0f9356.tar.bz2 hercules-6a6e3bb8e69890ee69981467f1e5e3591c0f9356.tar.xz hercules-6a6e3bb8e69890ee69981467f1e5e3591c0f9356.zip |
Fix bug:7454
* Official Icewall implementation and other fixes
- Reverted all the icewall-related changes done in SVN r15777 and following as testing shows they aren't official and are actually pretty exploitable (bugreport:7412)
- Instead implemented the official icewall characteristic that monsters can only leave an icewall cell to the west or south, the changes include:
* The "sight" path check no longer checks for the current cell so standing on an icewall allows you to see/attack into any direction
* The path finding will still ignore the current cell as before but the walk routine will not allow to walk east or north while standing on an icewall cell
* This leads monsters in the situation where they go through an AI loop not allowing them to escape the icewall (if their target is north or east of them)
* Monster in this situation will use idle skills and if they get attacked will use their rudeattacked skills if available, similar to traps like Spiderweb
* Added a configuration icewall_walk_block that allows to configure how long a monster should go through the AI loop before the server allows it any movement, this "safety" system is official and seems to equal about 75 AI loops; if you want to disable the whole icewall system so that monsters don't get stuck in icewall at all, just set this to 0
* Here are videos from jRO showing how this system works: http://ragdo.blog56.fc2.com/blog-entry-763.html
- Implemented the official calculation for "direction"; now you will be considered horizontal/vertical/diagonally aligned with a target cell in the exact same way as on official servers, this is for example used to determine whether an icewall or a firewall should be horizontal, vertical or diagonal; the only thing that is still unofficial is the default direction (officially always "west"); effectively now there are more situations considered diagonal than before
- Further cleanups on the idle skill use code for immobile monsters and monsters near a player but without a target (now skill using will always go via mob_unlocktarget)
* This also fixes that monsters switched to idle mode and start to use idle skills one second too late
Mega thanks to Playtester (rathena 5540d89cb0e)
-rw-r--r-- | conf/battle/skill.conf | 17 | ||||
-rw-r--r-- | src/map/battle.c | 3 | ||||
-rw-r--r-- | src/map/battle.h | 1 | ||||
-rw-r--r-- | src/map/map.c | 25 | ||||
-rw-r--r-- | src/map/map.h | 8 | ||||
-rw-r--r-- | src/map/mob.c | 27 | ||||
-rw-r--r-- | src/map/mob.h | 1 | ||||
-rw-r--r-- | src/map/path.c | 7 | ||||
-rw-r--r-- | src/map/skill.c | 28 | ||||
-rw-r--r-- | src/map/skill.h | 1 | ||||
-rw-r--r-- | src/map/unit.c | 20 |
11 files changed, 59 insertions, 79 deletions
diff --git a/conf/battle/skill.conf b/conf/battle/skill.conf index 10cca4af7..1bb58211a 100644 --- a/conf/battle/skill.conf +++ b/conf/battle/skill.conf @@ -69,9 +69,9 @@ skill_out_range_consume: no skillrange_by_distance: 14 // Should the equipped weapon's range override the skill's range defined in the skill_db for most weapon-based skills? (Note 3) -// NOTE: Skills affected by this option are those whose range in the skill_db are negative. Note that unless monster_ai&0x400 is -// set, the range of all skills is 9 for monsters. -skillrange_from_weapon: 30 +// NOTE: Skills affected by this option are those whose range in the skill_db are negative. By default always the skill range is used. +// Note that if you want all monster skills to have a range of 9 you need to set monster_ai&0x400. +skillrange_from_weapon: 0 // Should a check on the caster's status be performed in all skill attacks? // When set to yes, meteors, storm gust and any other ground skills will have @@ -293,4 +293,13 @@ mob_max_skilllvl: 100 // 1: Gutter line system without demi gutter bug // 2-20: Area around caster (2 = 5x5, 3 = 7x7, 4 = 9x9, ..., 20 = 41x41) // Note: If you knock the target out of the area it will only be hit once and won't do splash damage -bowling_bash_area: 0
\ No newline at end of file +bowling_bash_area: 0 + +// How many attempts should a monster need until it can escape from an icewall casted directly on it? +// On official servers, monsters can only leave an icewall to the west and south. If their target is north or east of them +// they will continously try to chase it but fail doing so. This brings them into a loop during which they will cast idle +// and rudeattacked skills (if attacked). Official servers have a safety system that eventually allows monsters to escape +// when their walk routine failed many times in row so they won't stay on the loop endlessly. The time for this seems to be +// around 15 seconds for fast monsters and 35 seconds for slow monsters, this equals about 75 attempts. +// Set this to 0 if you don't want monsters to be stuck in icewalls at all. +icewall_walk_block: 75
\ No newline at end of file diff --git a/src/map/battle.c b/src/map/battle.c index 3b50d3507..6844d8bda 100644 --- a/src/map/battle.c +++ b/src/map/battle.c @@ -6830,7 +6830,8 @@ static const struct battle_data { { "guild_castle_expulsion", &battle_config.guild_castle_expulsion, 0, 0, 1, }, { "song_timer_reset", &battle_config.song_timer_reset, 0, 0, 1, }, { "snap_dodge", &battle_config.snap_dodge, 0, 0, 1, }, - { "monster_chase_refresh", &battle_config.mob_chase_refresh, 1, 0, 30, } + { "monster_chase_refresh", &battle_config.mob_chase_refresh, 1, 0, 30, }, + { "icewall_walk_block", &battle_config.icewall_walk_block, 75, 0, 255, } }; #ifndef STATS_OPT_OUT /** diff --git a/src/map/battle.h b/src/map/battle.h index 966fa073e..6ac2df391 100644 --- a/src/map/battle.h +++ b/src/map/battle.h @@ -452,6 +452,7 @@ struct Battle_Config { int mob_size_influence; // Enable modifications on earned experience, drop rates and monster status depending on monster size. [mkbu95] int bowling_bash_area; int mob_chase_refresh; //How often a monster should refresh its chase [Playtester] + int icewall_walk_block; //How long a monster should stay trapped in icewall [Playtester] /** Hercules **/ int skill_trap_type; diff --git a/src/map/map.c b/src/map/map.c index 14af392b7..5fa8779eb 100644 --- a/src/map/map.c +++ b/src/map/map.c @@ -2420,28 +2420,27 @@ uint8 map_calc_dir(struct block_list* src, int16 x, int16 y) } else if( dx >= 0 && dy >=0 ) { // upper-right - if( dx*2 <= dy ) dir = 0; // up - else if( dx > dy*2 ) dir = 6; // right - else dir = 7; // up-right + if( dx*2 < dy || dx == 0 ) dir = 0; // up + else if( dx > dy*2+1 || dy == 0 ) dir = 6; // right + else dir = 7; // up-right } else if( dx >= 0 && dy <= 0 ) { // lower-right - if( dx*2 <= -dy ) dir = 4; // down - else if( dx > -dy*2 ) dir = 6; // right - else dir = 5; // down-right + if( dx*2 < -dy || dx == 0 ) dir = 4; // down + else if( dx > -dy*2+1 || dy == 0 ) dir = 6; // right + else dir = 5; // down-right } else if( dx <= 0 && dy <= 0 ) { // lower-left - if( dx*2 >= dy ) dir = 4; // down - else if( dx < dy*2 ) dir = 2; // left - else dir = 3; // down-left + if( dx*2 > dy || dx == 0 ) dir = 4; // down + else if( dx < dy*2-1 || dy == 0 ) dir = 2; // left + else dir = 3; // down-left } else { // upper-left - if( -dx*2 <= dy ) dir = 0; // up - else if( -dx > dy*2 ) dir = 2; // left - else dir = 1; // up-left - + if( -dx*2 < dy || dx == 0 ) dir = 0; // up + else if( -dx > dy*2+1 || dy == 0) dir = 2; // left + else dir = 1; // up-left } return dir; } diff --git a/src/map/map.h b/src/map/map.h index dba565cc0..751fef67e 100644 --- a/src/map/map.h +++ b/src/map/map.h @@ -658,13 +658,7 @@ struct map_data { int jexp; // map experience multiplicator int bexp; // map experience multiplicator int nocommand; //Blocks @/# commands for non-gms. [Skotlex] - /** - * Ice wall reference counter for bugreport:3574 - * - since there are a thousand mobs out there in a lot of maps checking on, - * - every targeting for icewall on attack path would just be a waste, so, - * - this counter allows icewall checking be only run when there is a actual ice wall on the map - **/ - int icewall_num; + // Instance Variables int instance_id; int instance_src_map; diff --git a/src/map/mob.c b/src/map/mob.c index 122cc91aa..d0a65315a 100644 --- a/src/map/mob.c +++ b/src/map/mob.c @@ -1076,15 +1076,6 @@ int mob_ai_sub_hard_activesearch(struct block_list *bl,va_list ap) ((*target) == NULL || !check_distance_bl(&md->bl, *target, dist)) && battle->check_range(&md->bl,bl,md->db->range2) ) { //Pick closest target? - - if( map->list[bl->m].icewall_num && - !path->search_long(NULL,bl->m,md->bl.x,md->bl.y,bl->x,bl->y,CELL_CHKICEWALL) ) { - - if( !check_distance_bl(&md->bl, bl, status_get_range(&md->bl) ) ) - return 0; - - } - (*target) = bl; md->target_id=bl->id; md->min_chase= dist + md->db->range3; @@ -1288,8 +1279,7 @@ int mob_unlocktarget(struct mob_data *md, int64 tick) { md->state.skillstate = MSS_IDLE; case MSS_IDLE: // Idle skill. - if ((md->target_id || !(++md->ud.walk_count%IDLE_SKILL_INTERVAL)) && - mob->skill_use(md, tick, -1)) + if (!(++md->ud.walk_count%IDLE_SKILL_INTERVAL) && mob->skill_use(md, tick, -1)) break; //Random walk. if (!md->master_id && @@ -1457,6 +1447,7 @@ bool mob_ai_sub_hard(struct mob_data *md, int64 tick) { || md->sc.data[SC_WUGBITE] || md->sc.data[SC_VACUUM_EXTREME] || md->sc.data[SC_THORNS_TRAP] || md->sc.data[SC__MANHOLE])) // Not yet confirmed if boss will teleport once it can't reach target. || !mob->can_reach(md, tbl, md->min_chase, MSS_RUSH) + || md->walktoxy_fail_count > 0 ) && md->state.attacked_count++ >= RUDE_ATTACKED_COUNT && !mob->skill_use(md, tick, MSC_RUDEATTACKED) // If can't rude Attack @@ -1479,6 +1470,7 @@ bool mob_ai_sub_hard(struct mob_data *md, int64 tick) { || md->sc.data[SC_WUGBITE] || md->sc.data[SC_VACUUM_EXTREME] || md->sc.data[SC_THORNS_TRAP] || md->sc.data[SC__MANHOLE])) // Not yet confirmed if boss will teleport once it can't reach target. || !mob->can_reach(md, abl, dist+md->db->range3, MSS_RUSH) + || md->walktoxy_fail_count > 0 ) ) ) { @@ -1551,7 +1543,7 @@ bool mob_ai_sub_hard(struct mob_data *md, int64 tick) { } } - //This handles triggering idle walk/skill. + //This handles triggering idle/walk skill. mob->unlocktarget(md, tick); return true; } @@ -1634,12 +1626,11 @@ bool mob_ai_sub_hard(struct mob_data *md, int64 tick) { //Out of range... if (!(mode&MD_CANMOVE) || (!can_move && DIFF_TICK(tick, md->ud.canmove_tick) > 0)) - { //Can't chase. Immobile and trapped mobs should unlock target and use an idle skill on next interval. - if ((md->ud.target != tbl->id || md->ud.attacktimer == INVALID_TIMER)) - { //Only unlock target to use idle skill if no more attack left - md->ud.walk_count = (md->ud.walk_count+1)%250; - if (!(md->ud.walk_count%IDLE_SKILL_INTERVAL)) - mob_unlocktarget(md,tick); + { //Can't chase. Immobile and trapped mobs should unlock target and use an idle skill. + if (md->ud.attacktimer == INVALID_TIMER) + { //Only unlock target if no more attack delay left + //This handles triggering idle/walk skill. + mob->unlocktarget(md,tick); } return true; } diff --git a/src/map/mob.h b/src/map/mob.h index 4df96d7f8..848bfbb2f 100644 --- a/src/map/mob.h +++ b/src/map/mob.h @@ -171,6 +171,7 @@ struct mob_data { short move_fail_count; short lootitem_count; short min_chase; + unsigned char walktoxy_fail_count; //Pathfinding succeeds but the actual walking failed (e.g. Icewall lock) int deletetimer; int master_id,master_dist; diff --git a/src/map/path.c b/src/map/path.c index 681dfcb06..d8096ad43 100644 --- a/src/map/path.c +++ b/src/map/path.c @@ -129,9 +129,6 @@ bool path_search_long(struct shootpath_data *spd,int16 m,int16 x0,int16 y0,int16 spd->x[0] = x0; spd->y[0] = y0; - if (md->getcellp(md,x1,y1,cell)) - return false; - if (dx > abs(dy)) { weight = dx; spd->ry = 1; @@ -142,8 +139,6 @@ bool path_search_long(struct shootpath_data *spd,int16 m,int16 x0,int16 y0,int16 while (x0 != x1 || y0 != y1) { - if (md->getcellp(md,x0,y0,cell)) - return false; wx += dx; wy += dy; if (wx >= weight) { @@ -163,6 +158,8 @@ bool path_search_long(struct shootpath_data *spd,int16 m,int16 x0,int16 y0,int16 spd->y[spd->len] = y0; spd->len++; } + if (md->getcellp(md,x0,y0,cell)) + return false; } return true; diff --git a/src/map/skill.c b/src/map/skill.c index 51e266559..414ca74d3 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -10782,28 +10782,6 @@ bool skill_dance_switch(struct skill_unit* su, int flag) { return true; } -/** - * Upon Ice Wall cast it checks all nearby mobs to find any who may be blocked by the IW - **/ -int skill_icewall_block(struct block_list *bl,va_list ap) { - struct block_list *target = NULL; - struct mob_data *md = ((TBL_MOB*)bl); - - nullpo_ret(bl); - nullpo_ret(md); - if( !md->target_id || ( target = map->id2bl(md->target_id) ) == NULL ) - return 0; - - if( path->search_long(NULL,bl->m,bl->x,bl->y,target->x,target->y,CELL_CHKICEWALL) ) - return 0; - - if( !check_distance_bl(bl, target, status_get_range(bl) ) ) { - mob->unlocktarget(md,timer->gettick()); - mob_stop_walking(md,1); - } - - return 0; -} /*========================================== * Initializes and sets a ground skill. * flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active) @@ -11303,9 +11281,6 @@ struct skill_unit_group* skill_unitsetting(struct block_list *src, uint16 skill_ //success, unit created. switch( skill_id ) { - case WZ_ICEWALL: - map->foreachinrange(skill->icewall_block, src, AREA_SIZE, BL_MOB); - break; case NJ_TATAMIGAESHI: //Store number of tiles. group->val1 = group->alive_count; break; @@ -15599,7 +15574,6 @@ struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int map->setgatcell(su->bl.m,su->bl.x,su->bl.y,5); clif->changemapcell(0,su->bl.m,su->bl.x,su->bl.y,5,AREA); skill->unitsetmapcell(su,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true); - map->list[su->bl.m].icewall_num++; break; case SA_LANDPROTECTOR: skill->unitsetmapcell(su,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true); @@ -15651,7 +15625,6 @@ int skill_delunit (struct skill_unit* su) { map->setgatcell(su->bl.m,su->bl.x,su->bl.y,su->val2); clif->changemapcell(0,su->bl.m,su->bl.x,su->bl.y,su->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug skill->unitsetmapcell(su,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false); - map->list[su->bl.m].icewall_num--; // AS_CLOAKING in low levels requires a wall to be cast, thus it needs to be // checked again when a wall disapears! issue:8182 [Panikon] map->foreachinarea(skill->check_cloaking_end, su->bl.m, @@ -18803,7 +18776,6 @@ void skill_defaults(void) { skill->frostjoke_scream = skill_frostjoke_scream; skill->greed = skill_greed; skill->destroy_trap = skill_destroy_trap; - skill->icewall_block = skill_icewall_block; skill->unitgrouptickset_search = skill_unitgrouptickset_search; skill->dance_switch = skill_dance_switch; skill->check_condition_char_sub = skill_check_condition_char_sub; diff --git a/src/map/skill.h b/src/map/skill.h index 6373d9275..4ec742bd0 100644 --- a/src/map/skill.h +++ b/src/map/skill.h @@ -1984,7 +1984,6 @@ struct skill_interface { int (*frostjoke_scream) (struct block_list *bl, va_list ap); int (*greed) (struct block_list *bl, va_list ap); int (*destroy_trap) ( struct block_list *bl, va_list ap ); - int (*icewall_block) (struct block_list *bl,va_list ap); struct skill_unit_group_tickset *(*unitgrouptickset_search) (struct block_list *bl, struct skill_unit_group *group, int64 tick); bool (*dance_switch) (struct skill_unit* su, int flag); int (*check_condition_char_sub) (struct block_list *bl, va_list ap); diff --git a/src/map/unit.c b/src/map/unit.c index f823a3fed..2d8fd530d 100644 --- a/src/map/unit.c +++ b/src/map/unit.c @@ -250,6 +250,19 @@ int unit_walktoxy_timer(int tid, int64 tick, int id, intptr_t data) { if(map->getcell(bl->m,x+dx,y+dy,CELL_CHKNOPASS)) return unit->walktoxy_sub(bl); + //Monsters can only leave icewalls to the west and south + //But if movement fails more than icewall_walk_block times, they can ignore this rule + if(md && md->walktoxy_fail_count < battle_config.icewall_walk_block && map->getcell(bl->m,x,y,CELL_CHKICEWALL) && (dx > 0 || dy > 0)) { + //Needs to be done here so that rudeattack skills are invoked + md->walktoxy_fail_count++; + clif->fixpos(bl); + mob->unlocktarget(md, tick); + //Use idle skill at this point + if (!(++ud->walk_count%WALK_SKILL_INTERVAL)) + mob->skill_use(md, tick, -1); + return 0; + } + //Refresh view for all those we lose sight map->foreachinmovearea(clif->outsight, bl, AREA_SIZE, dx, dy, sd?BL_ALL:BL_PC, bl); @@ -300,6 +313,8 @@ int unit_walktoxy_timer(int tid, int64 tick, int id, intptr_t data) { sd->hd->masterteleport_timer = 0; } } else if (md) { + //Movement was successful, reset walktoxy_fail_count + md->walktoxy_fail_count = 0; if( map->getcell(bl->m,x,y,CELL_CHKNPC) ) { if( npc->touch_areanpc2(md) ) return 0; // Warped } else @@ -2010,8 +2025,9 @@ int unit_attack_timer_sub(struct block_list* src, int tid, int64 tick) { sstatus = status->get_status_data(src); range = sstatus->rhw.range; - if( unit->is_walking(target) ) - range++; //Extra range when chasing + if( unit->is_walking(target) && (target->type == BL_PC || !map->getcell(target->m,target->x,target->y,CELL_CHKICEWALL)) ) + range++; // Extra range when chasing (does not apply to mobs locked in an icewall) + if(sd && !check_distance_client_bl(src,target,range)) { // Player tries to attack but target is too far, notify client clif->movetoattack(sd,target); |