Modified the lazy mob AI code to fix some very annoying behavior (bugreport:2258)

- mobs will no longer get scattered across the whole map as soon as the last player leaves
- mobs will now random-walk indefinitely even if there are no players on the map (might have a performance impact)

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@13664 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
ultramage 2009-04-06 19:53:48 +00:00
parent 097bb3ab3d
commit eda5e6104c

View File

@ -1560,7 +1560,6 @@ static int mob_ai_sub_foreachclient(struct map_session_data *sd,va_list ap)
static int mob_ai_sub_lazy(struct mob_data *md, va_list args)
{
unsigned int tick;
int mode;
nullpo_retr(0, md);
@ -1605,35 +1604,21 @@ static int mob_ai_sub_lazy(struct mob_data *md, va_list args)
return 0;
}
mode = status_get_mode(&md->bl);
if(DIFF_TICK(md->next_walktime,tick)<0 &&
(mode&MD_CANMOVE) && unit_can_move(&md->bl) ){
if( map[md->bl.m].users>0 ){
// Since PC is in the same map, somewhat better negligent processing is carried out.
// It sometimes moves.
if(rand()%1000<MOB_LAZYMOVEPERC(md))
mob_randomwalk(md,tick);
else if(rand()%1000<MOB_LAZYSKILLPERC) //Chance to do a mob's idle skill.
if( DIFF_TICK(md->next_walktime,tick) < 0 && (status_get_mode(&md->bl)&MD_CANMOVE) && unit_can_move(&md->bl) )
{
if( map[md->bl.m].users > 0 )
{
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);
// MOB which is not not the summons MOB but BOSS, either sometimes reboils.
// People don't want this, it seems custom, noone can prove it....
// else if( rand()%1000<MOB_LAZYWARPPERC
// && (md->spawn && !md->spawn->x && !md->spawn->y)
// && !md->target_id && !(mode&MD_BOSS))
// unit_warp(&md->bl,-1,-1,-1,0);
}else{
// Since PC is not even in the same map, suitable processing is carried out even if it takes.
// MOB which is not BOSS which is not Summons MOB, either -- a case -- sometimes -- leaping
if( rand()%1000<MOB_LAZYWARPPERC
&& (md->spawn && !md->spawn->x && !md->spawn->y)
&& !(mode&MD_BOSS))
unit_warp(&md->bl,-1,-1,-1,0);
}
md->next_walktime = tick+rand()%10000+5000;
else
{
if( rand()%1000 < MOB_LAZYMOVEPERC(md) )
mob_randomwalk(md, tick);
}
}
return 0;
}