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authorskotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-08-29 18:29:37 +0000
committerskotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-08-29 18:29:37 +0000
commit928b5aba634a04f25299dcbd1e355fbc39e28b60 (patch)
tree5460485fc5ccf3109121592e96cbfdf691d20dd2
parent54e34e48a57a5b6e056e3f15d78794940a0a05d7 (diff)
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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://rathena.svn.sourceforge.net/svnroot/rathena/trunk@8536 54d463be-8e91-2dee-dedb-b68131a5f0ec
-rw-r--r--Changelog-Trunk.txt7
-rw-r--r--conf-tmpl/Changelog.txt10
-rw-r--r--conf-tmpl/battle/monster.conf13
-rw-r--r--src/map/mob.c15
4 files changed, 32 insertions, 13 deletions
diff --git a/Changelog-Trunk.txt b/Changelog-Trunk.txt
index e6a96886e..4eb4cdb95 100644
--- a/Changelog-Trunk.txt
+++ b/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]
diff --git a/conf-tmpl/Changelog.txt b/conf-tmpl/Changelog.txt
index 0db3445ae..cab691f63 100644
--- a/conf-tmpl/Changelog.txt
+++ b/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
diff --git a/conf-tmpl/battle/monster.conf b/conf-tmpl/battle/monster.conf
index 5b81d5d2a..80a39d2e1 100644
--- a/conf-tmpl/battle/monster.conf
+++ b/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
diff --git a/src/map/mob.c b/src/map/mob.c
index e7232a0f9..d217dcf69 100644
--- a/src/map/mob.c
+++ b/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;