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Old 02-24-2015, 01:44 PM
rencro
Hill Giant
 
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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