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Development::Bots Forum for bots. |
02-20-2015, 12:57 PM
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Hill Giant
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Join Date: Mar 2010
Posts: 101
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Fixed the zone crash issue when if you disband a single bot, it crashes. For some reason the RemoveBotFromGroup is causing it (or this function getting the tempBot value, idk). Commenting it out still lets the bot disband, just prevents the crashing, so I have no idea what its supposed to be doing.
Quote:
// Processes a group disband request from a Client for a Bot.
void Bot::ProcessBotGroupDisband(Client* c, std::string botName) {
if(c) {
Bot* tempBot = 0;
if(botName.empty())
tempBot = GetFirstBotInGroup(c->GetGroup());
else
tempBot = GetBotByBotClientOwnerAndBotName(c, botName);
// MOD ZEPHYR - stop bot disband
//RemoveBotFromGroup(tempBot, c->GetGroup());
// END MOD
}
}
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02-24-2015, 01:44 PM
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Hill Giant
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Join Date: Sep 2008
Location: So. California
Posts: 219
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I dont see the #bot camp issue you are seeing, but I did notice before you had taken out big chunks of code to isolate issues, so here is my Bot::Death function completely as it is on my build from bot.cpp
Code:
bool Bot::Death(Mob *killerMob, int32 damage, uint16 spell_id, SkillUseTypes attack_skill) {
if(!NPC::Death(killerMob, damage, spell_id, attack_skill))
return false;
Save();
Mob *give_exp = hate_list.GetDamageTopOnHateList(this);
Client *give_exp_client = nullptr;
if(give_exp && give_exp->IsClient())
give_exp_client = give_exp->CastToClient();
bool IsLdonTreasure = (this->GetClass() == LDON_TREASURE);
if(entity_list.GetCorpseByID(GetID()))
entity_list.GetCorpseByID(GetID())->Depop();
Group *g = GetGroup();
if(g) {
for(int i=0; i<MAX_GROUP_MEMBERS; i++) {
if(g->members[i]) {
if(g->members[i] == this) {
// If the leader dies, make the next bot the leader
// and reset all bots followid
if(g->IsLeader(g->members[i])) {
if(g->members[i+1]) {
g->SetLeader(g->members[i+1]);
g->members[i+1]->SetFollowID(g->members[i]->GetFollowID());
for(int j=0; j<MAX_GROUP_MEMBERS; j++) {
if(g->members[j] && (g->members[j] != g->members[i+1])) {
g->members[j]->SetFollowID(g->members[i+1]->GetID());
}
}
}
}
// delete from group data
RemoveBotFromGroup(this, g);
// if group members exist below this one, move
// them all up one slot in the group list
if(g->GroupCount() == 6) {
for(int x=0; x<MAX_GROUP_MEMBERS; x++) {
g->membername[x][0] = '\0';
memset(g->membername[x], 0, 64);
g->members[x] = nullptr;
}
}
int j = i+1;
for(; j<MAX_GROUP_MEMBERS; j++) {
if(g->members[j]) {
// Log.Out(Logs::General, Logs::Status, "group count is: %d", g->GroupCount());
g->members[j-1] = g->members[j];
strcpy(g->membername[j-1], g->members[j]->GetCleanName());
g->membername[j][0] = '\0';
memset(g->membername[j], 0, 64);
g->members[j] = nullptr;
}
}
// update the client group
EQApplicationPacket* outapp = new EQApplicationPacket(OP_GroupUpdate, sizeof(GroupJoin_Struct));
GroupJoin_Struct* gu = (GroupJoin_Struct*)outapp->pBuffer;
gu->action = groupActLeave;
strcpy(gu->membername, GetCleanName());
if(g) {
for(int k=0; k<MAX_GROUP_MEMBERS; k++) {
if(g->members[k] && g->members[k]->IsClient())
g->members[k]->CastToClient()->QueuePacket(outapp);
}
}
safe_delete(outapp);
// now that's done, lets see if all we have left is the client
// and we can clean up the clients raid group and group
/*if(GetBotRaidID()) {
BotRaids* br = entity_list.GetBotRaidByMob(this);
if(br) {
if(this == br->botmaintank) {
br->botmaintank = nullptr;
}
if(this == br->botsecondtank) {
br->botsecondtank = nullptr;
}
}
if(g->GroupCount() == 0) {
uint32 gid = g->GetID();
if(br) {
br->RemoveEmptyBotGroup();
}
entity_list.RemoveGroup(gid);
}
if(br && (br->RaidBotGroupsCount() == 1)) {
br->RemoveClientGroup(br->GetRaidBotLeader());
}
if(br && (br->RaidBotGroupsCount() == 0)) {
br->DisbandBotRaid();
}
}*/
}
}
}
}
if(GetInHealRotation()) {
GetHealRotationLeader()->RemoveHealRotationMember(this);
}
entity_list.RemoveBot(this->GetID());
return true;
}
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02-25-2015, 01:05 PM
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Hill Giant
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Join Date: Mar 2010
Posts: 101
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It wasnt bot camp - I just updated to the newest code to test. Its when you spawn 2 bots, and group with them - then you #bot camp one bot, and then hit disband.
The zone crashes everytime I hit disband after camping one bot. That last change I posted fixes it for some reason.
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02-25-2015, 06:08 PM
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Hill Giant
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Join Date: Sep 2008
Location: So. California
Posts: 219
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Sorry, I cannot replicate this issue at all, by chance when you pulled new code or have been updating, did you not re-apply(or merge) Client::Handle_OP_GroupDisband ?
Here is my diff to the latest code, this has some forum related fixes as well from http://www.eqemulator.org/forums/showthread.php?t=39013 and http://www.eqemulator.org/forums/showthread.php?t=38996
Code:
diff --git a/zone/bot.cpp b/zone/bot.cpp
index 1b1da0b..d29c4ff 100644
--- a/zone/bot.cpp
+++ b/zone/bot.cpp
@@ -1379,6 +1379,26 @@ int32 Bot::GenerateBaseHitPoints()
int new_base_hp = 0;
uint32 lm = GetClassLevelFactor();
uint32 Post255;
+
+ if ((GetSTA() - 255) / 2 > 0)
+ Post255 = (GetSTA() - 255) / 2;
+ else
+ Post255 = 0;
+
+ new_base_hp = (5) + (GetLevel()*lm / 10) + (((GetSTA() - Post255)*GetLevel()*lm / 3000)) + ((Post255*GetLevel())*lm / 6000);
+
+ this->base_hp = new_base_hp;
+
+ return new_base_hp;
+}
+
+/*
+int32 Bot::GenerateBaseHitPoints()
+{
+ // Calc Base Hit Points
+ int new_base_hp = 0;
+ uint32 lm = GetClassLevelFactor();
+ uint32 Post255;
uint32 NormalSTA = GetSTA();
if(GetOwner() && GetOwner()->CastToClient() && GetOwner()->CastToClient()->GetClientVersion() >= ClientVersion::SoD && RuleB(Character, SoDClientUseSoDHPManaEnd))
@@ -1422,7 +1442,7 @@ int32 Bot::GenerateBaseHitPoints()
return new_base_hp;
}
-
+*/
void Bot::GenerateAABonuses(StatBonuses* newbon) {
// General AA bonus
uint8 botClass = GetClass();
@@ -4662,6 +4682,7 @@ void Bot::SaveBotGroup(Group* botGroup, std::string botGroupName, std::string* e
return;
}
+ botGroupId = GetBotGroupIdByBotGroupName(botGroupName.c_str(), errorMessage);
if(botGroupId == 0)
return;
@@ -5911,9 +5932,17 @@ bool Bot::Death(Mob *killerMob, int32 damage, uint16 spell_id, SkillUseTypes att
// if group members exist below this one, move
// them all up one slot in the group list
+ if(g->GroupCount() == 6) {
+ for(int x=0; x<MAX_GROUP_MEMBERS; x++) {
+ g->membername[x][0] = '\0';
+ memset(g->membername[x], 0, 64);
+ g->members[x] = nullptr;
+ }
+ }
int j = i+1;
for(; j<MAX_GROUP_MEMBERS; j++) {
if(g->members[j]) {
+// Log.Out(Logs::General, Logs::Status, "group count is: %d", g->GroupCount());
g->members[j-1] = g->members[j];
strcpy(g->membername[j-1], g->members[j]->GetCleanName());
g->membername[j][0] = '\0';
@@ -5921,7 +5950,6 @@ bool Bot::Death(Mob *killerMob, int32 damage, uint16 spell_id, SkillUseTypes att
g->members[j] = nullptr;
}
}
-
// update the client group
EQApplicationPacket* outapp = new EQApplicationPacket(OP_GroupUpdate, sizeof(GroupJoin_Struct));
GroupJoin_Struct* gu = (GroupJoin_Struct*)outapp->pBuffer;
diff --git a/zone/client_packet.cpp b/zone/client_packet.cpp
index 5ff2052..00d2cc3 100644
--- a/zone/client_packet.cpp
+++ b/zone/client_packet.cpp
@@ -6343,16 +6343,11 @@ void Client::Handle_OP_GroupDisband(const EQApplicationPacket *app)
// this block is necessary to allow more control over controlling how bots are zoned or camped.
if (Bot::GroupHasBot(group)) {
if (group->IsLeader(this)) {
- if ((GetTarget() == 0 || GetTarget() == this) || (group->GroupCount() < 3)) {
- Bot::ProcessBotGroupDisband(this, std::string());
- }
- else {
- Mob* tempMember = entity_list.GetMob(gd->name2);
- if (tempMember) {
- if (tempMember->IsBot())
- Bot::ProcessBotGroupDisband(this, std::string(tempMember->GetCleanName()));
+ Mob* tempMember = GetTarget();
+ if (tempMember->IsBot()) {
+ Bot::ProcessBotGroupDisband(this, std::string(tempMember->GetCleanName()));
+ return;
}
- }
}
}
#endif
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05-22-2015, 11:19 PM
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Discordant
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Join Date: Nov 2005
Posts: 270
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Not sure if anyone is still looking at this, but it happens for me on a brand new build as of today. When a Bot dies or is targeted and disbanded from a group it crashes the zone. Only thing I have done is recompile in "bot.cpp" with a fix for the HP/no attack issue as well as add appropriate lines in the "botbuffs" to fix the missing columns.
I have not tried to recompile any of these fixes above.
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