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[10458] Changes to corpse decay/respawn times for creatures
*CORPSE_DECAY values adjusted (Rare/RareElite values are guessed) with more proper. *RATE_CORPSE_DECAY_LOOTED is now 0.0 as default and a modifier of the creatures spawntimesecs are used for corpse decay. Respawn time for creature is now set at death (result: database spawntimesecs are in most cases the time it takes from kill to respawn) Overall, this will affect four things: * corpse will stay visible longer before looted * corpse will stay visible longer after looted, when creature has long respawn time * creature without loot will "skip" the default decay times and then fix a "should respawn almost instant" -problem * creature with loot and very short respawn time may respawn instantly after looted Signed-off-by: NoFantasy <nofantasy@nf.no>
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c196045d15
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334398b3f7
7 changed files with 95 additions and 55 deletions
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@ -119,7 +119,7 @@ Creature::Creature(CreatureSubtype subtype) :
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Unit(), i_AI(NULL),
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lootForPickPocketed(false), lootForBody(false), lootForSkin(false), m_groupLootTimer(0), m_groupLootId(0),
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m_lootMoney(0), m_lootGroupRecipientId(0),
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m_deathTimer(0), m_respawnTime(0), m_respawnDelay(25), m_corpseDelay(60), m_respawnradius(5.0f),
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m_corpseDecayTimer(0), m_respawnTime(0), m_respawnDelay(25), m_corpseDelay(60), m_respawnradius(5.0f),
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m_subtype(subtype), m_defaultMovementType(IDLE_MOTION_TYPE), m_DBTableGuid(0), m_equipmentId(0),
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m_AlreadyCallAssistance(false), m_AlreadySearchedAssistance(false),
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m_regenHealth(true), m_AI_locked(false), m_isDeadByDefault(false), m_needNotify(false),
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@ -172,7 +172,7 @@ void Creature::RemoveCorpse()
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if ((getDeathState() != CORPSE && !m_isDeadByDefault) || (getDeathState() != ALIVE && m_isDeadByDefault))
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return;
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m_deathTimer = 0;
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m_corpseDecayTimer = 0;
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setDeathState(DEAD);
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UpdateObjectVisibility();
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@ -180,11 +180,14 @@ void Creature::RemoveCorpse()
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StopGroupLoot();
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loot.clear();
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uint32 respawnDelay = m_respawnDelay;
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uint32 respawnDelay = 0;
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if (AI())
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AI()->CorpseRemoved(respawnDelay);
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m_respawnTime = time(NULL) + respawnDelay;
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// script can set time (in seconds) explicit, override the original
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if (respawnDelay)
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m_respawnTime = time(NULL) + respawnDelay;
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float x, y, z, o;
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GetRespawnCoord(x, y, z, &o);
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@ -468,7 +471,7 @@ void Creature::Update(uint32 diff)
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if (m_isDeadByDefault)
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break;
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if( m_deathTimer <= diff )
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if (m_corpseDecayTimer <= diff)
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{
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// since pool system can fail to roll unspawned object, this one can remain spawned, so must set respawn nevertheless
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uint16 poolid = GetDBTableGUIDLow() ? sPoolMgr.IsPartOfAPool<Creature>(GetDBTableGUIDLow()) : 0;
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@ -483,7 +486,7 @@ void Creature::Update(uint32 diff)
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}
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else
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{
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m_deathTimer -= diff;
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m_corpseDecayTimer -= diff;
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if (m_groupLootId)
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{
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if(diff < m_groupLootTimer)
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@ -499,7 +502,7 @@ void Creature::Update(uint32 diff)
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{
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if (m_isDeadByDefault)
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{
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if( m_deathTimer <= diff )
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if (m_corpseDecayTimer <= diff)
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{
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// since pool system can fail to roll unspawned object, this one can remain spawned, so must set respawn nevertheless
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uint16 poolid = GetDBTableGUIDLow() ? sPoolMgr.IsPartOfAPool<Creature>(GetDBTableGUIDLow()) : 0;
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@ -517,7 +520,7 @@ void Creature::Update(uint32 diff)
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}
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else
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{
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m_deathTimer -= diff;
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m_corpseDecayTimer -= diff;
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}
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}
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@ -856,34 +859,37 @@ void Creature::PrepareBodyLootState()
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{
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loot.clear();
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// if have normal loot then prepare it access
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if (!isAlive() && !lootForBody)
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// only dead
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if (!isAlive())
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{
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// have normal loot
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if (GetCreatureInfo()->maxgold > 0 || GetCreatureInfo()->lootid ||
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// ... or can have skinning after
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GetCreatureInfo()->SkinLootId && sWorld.getConfig(CONFIG_BOOL_CORPSE_EMPTY_LOOT_SHOW))
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// if have normal loot then prepare it access
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if (!lootForBody)
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{
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SetUInt32Value(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE);
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return;
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// have normal loot
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if (GetCreatureInfo()->maxgold > 0 || GetCreatureInfo()->lootid ||
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// ... or can have skinning after
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GetCreatureInfo()->SkinLootId && sWorld.getConfig(CONFIG_BOOL_CORPSE_EMPTY_LOOT_SHOW))
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{
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SetUInt32Value(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE);
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return;
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}
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}
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}
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// if not have normal loot allow skinning if need
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if (!isAlive() && !lootForSkin && GetCreatureInfo()->SkinLootId)
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{
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lootForBody = true; // pass this loot mode
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RemoveFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE);
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SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE);
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return;
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// if not have normal loot allow skinning if need
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if (!lootForSkin && GetCreatureInfo()->SkinLootId)
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{
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RemoveFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE);
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SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE);
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return;
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}
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}
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RemoveFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE);
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RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE);
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}
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/**
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* Return original player who tap creature, it can be different from player/group allowed to loot so not use it for loot code
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*/
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@ -1371,7 +1377,8 @@ void Creature::setDeathState(DeathState s)
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{
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if ((s == JUST_DIED && !m_isDeadByDefault) || (s == JUST_ALIVED && m_isDeadByDefault))
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{
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m_deathTimer = m_corpseDelay*IN_MILLISECONDS;
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m_corpseDecayTimer = m_corpseDelay*IN_MILLISECONDS; // the max/default time for corpse decay (before creature is looted/AllLootRemovedFromCorpse() is called)
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m_respawnTime = time(NULL) + m_respawnDelay; // respawn delay (spawntimesecs)
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// always save boss respawn time at death to prevent crash cheating
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if (sWorld.getConfig(CONFIG_BOOL_SAVE_RESPAWN_TIME_IMMEDIATLY) || isWorldBoss())
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@ -1640,7 +1647,7 @@ bool Creature::IsVisibleInGridForPlayer(Player* pl) const
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// Live player (or with not release body see live creatures or death creatures with corpse disappearing time > 0
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if(pl->isAlive() || pl->GetDeathTimer() > 0)
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{
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return (isAlive() || m_deathTimer > 0 || (m_isDeadByDefault && m_deathState == CORPSE));
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return (isAlive() || m_corpseDecayTimer > 0 || (m_isDeadByDefault && m_deathState == CORPSE));
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}
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// Dead player see live creatures near own corpse
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@ -1772,8 +1779,8 @@ void Creature::SaveRespawnTime()
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if(m_respawnTime > time(NULL)) // dead (no corpse)
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sObjectMgr.SaveCreatureRespawnTime(m_DBTableGuid, GetInstanceId(), m_respawnTime);
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else if(m_deathTimer > 0) // dead (corpse)
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sObjectMgr.SaveCreatureRespawnTime(m_DBTableGuid, GetInstanceId(), time(NULL) + m_respawnDelay + m_deathTimer / IN_MILLISECONDS);
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else if (m_corpseDecayTimer > 0) // dead (corpse)
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sObjectMgr.SaveCreatureRespawnTime(m_DBTableGuid, GetInstanceId(), time(NULL) + m_respawnDelay + m_corpseDecayTimer / IN_MILLISECONDS);
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}
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bool Creature::IsOutOfThreatArea(Unit* pVictim) const
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@ -2059,8 +2066,8 @@ time_t Creature::GetRespawnTimeEx() const
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time_t now = time(NULL);
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if(m_respawnTime > now) // dead (no corpse)
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return m_respawnTime;
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else if(m_deathTimer > 0) // dead (corpse)
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return now + m_respawnDelay + m_deathTimer / IN_MILLISECONDS;
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else if (m_corpseDecayTimer > 0) // dead (corpse)
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return now + m_respawnDelay + m_corpseDecayTimer / IN_MILLISECONDS;
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else
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return now;
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}
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@ -2097,18 +2104,48 @@ void Creature::AllLootRemovedFromCorpse()
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{
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if (lootForBody && !HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE))
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{
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uint32 nDeathTimer;
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uint32 corpseLootedDelay;
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// corpse was not skinned -> apply corpse looted timer
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if (!lootForSkin)
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nDeathTimer = (uint32)((m_corpseDelay * IN_MILLISECONDS) * sWorld.getConfig(CONFIG_FLOAT_RATE_CORPSE_DECAY_LOOTED));
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// corpse was skinned, corpse will despawn next update
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if (!lootForSkin) // corpse was not skinned -> apply corpseLootedDelay
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{
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// use a static spawntimesecs/3 modifier (guessed/made up value) unless config are more than 0.0
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// spawntimesecs=3min: corpse decay after 1min
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// spawntimesecs=4hour: corpse decay after 1hour 20min
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if (sWorld.getConfig(CONFIG_FLOAT_RATE_CORPSE_DECAY_LOOTED) > 0.0f)
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corpseLootedDelay = (uint32)((m_corpseDelay * IN_MILLISECONDS) * sWorld.getConfig(CONFIG_FLOAT_RATE_CORPSE_DECAY_LOOTED));
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else
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corpseLootedDelay = (m_respawnDelay*IN_MILLISECONDS) /3;
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}
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else // corpse was skinned, corpse will despawn next update
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corpseLootedDelay = 0;
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// if m_respawnTime is not expired already
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if (m_respawnTime >= time(NULL))
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{
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// if spawntimesecs is larger than default corpse delay always use corpseLootedDelay
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if (m_respawnDelay > m_corpseDelay)
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{
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m_corpseDecayTimer = corpseLootedDelay;
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}
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else
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{
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// if m_respawnDelay is relatively short and corpseDecayTimer is larger than corpseLootedDelay
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if (m_corpseDecayTimer > corpseLootedDelay)
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m_corpseDecayTimer = corpseLootedDelay;
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}
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}
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else
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nDeathTimer = 0;
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{
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m_corpseDecayTimer = 0;
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// update death timer only if looted timer is shorter
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if (m_deathTimer > nDeathTimer)
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m_deathTimer = nDeathTimer;
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// TODO: reaching here, means mob will respawn at next tick.
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// This might be a place to set some aggro delay so creature has
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// ~5 seconds before it can react to hostile surroundings.
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// It's worth noting that it will not be fully correct either way.
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// At this point another "instance" of the creature are presumably expected to
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// be spawned already, while this corpse will not appear in respawned form.
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}
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}
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}
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