[Client] Improve debug for received ActorAI packets

fix/skillcap
David Cernat 7 years ago
parent ceea65f666
commit 25f7a55495

@ -216,15 +216,18 @@ void DedicatedActor::setAI()
MWMechanics::CreatureStats *ptrCreatureStats = &ptr.getClass().getCreatureStats(ptr);
ptrCreatureStats->setAiSetting(MWMechanics::CreatureStats::AI_Fight, 0);
LOG_APPEND(Log::LOG_VERBOSE, "- actor cellRef: %s %i-%i",
ptr.getCellRef().getRefId().c_str(), ptr.getCellRef().getRefNum().mIndex, ptr.getCellRef().getMpNum());
if (aiAction == mwmp::BaseActorList::CANCEL)
{
LOG_APPEND(Log::LOG_VERBOSE, "--- Cancelling AI sequence");
LOG_APPEND(Log::LOG_VERBOSE, "-- Cancelling AI sequence");
ptrCreatureStats->getAiSequence().clear();
}
else if (aiAction == mwmp::BaseActorList::TRAVEL)
{
LOG_APPEND(Log::LOG_VERBOSE, "--- Travelling to %f, %f, %f",
LOG_APPEND(Log::LOG_VERBOSE, "-- Travelling to %f, %f, %f",
aiCoordinates.pos[0], aiCoordinates.pos[1], aiCoordinates.pos[2]);
MWMechanics::AiTravel package(aiCoordinates.pos[0], aiCoordinates.pos[1], aiCoordinates.pos[2]);
@ -232,7 +235,7 @@ void DedicatedActor::setAI()
}
else if (aiAction == mwmp::BaseActorList::WANDER)
{
LOG_APPEND(Log::LOG_VERBOSE, "--- Wandering for distance %i and duration %i, repetition is %s",
LOG_APPEND(Log::LOG_VERBOSE, "-- Wandering for distance %i and duration %i, repetition is %s",
aiDistance, aiDuration, aiShouldRepeat ? "true" : "false");
std::vector<unsigned char> idleList;
@ -248,7 +251,7 @@ void DedicatedActor::setAI()
{
targetPtr = MechanicsHelper::getPlayerPtr(aiTarget);
LOG_APPEND(Log::LOG_VERBOSE, "-- DedicatedActor %s %i-%i has player target %s",
LOG_APPEND(Log::LOG_VERBOSE, "-- Has player target %s",
ptr.getCellRef().getRefId().c_str(), ptr.getCellRef().getRefNum().mIndex, ptr.getCellRef().getMpNum(),
targetPtr.getClass().getName(targetPtr).c_str());
}
@ -263,13 +266,13 @@ void DedicatedActor::setAI()
if (targetPtr)
{
LOG_APPEND(Log::LOG_VERBOSE, "-- DedicatedActor %s %i-%i has AI target %s %i-%i",
LOG_APPEND(Log::LOG_VERBOSE, "-- Has AI target %s %i-%i",
ptr.getCellRef().getRefId().c_str(), ptr.getCellRef().getRefNum().mIndex, ptr.getCellRef().getMpNum(),
targetPtr.getCellRef().getRefId().c_str(), aiTarget.refNumIndex, aiTarget.mpNum);
}
else
{
LOG_APPEND(Log::LOG_VERBOSE, "-- DedicatedActor %s %i-%i has invalid target AI target %i-%i",
LOG_APPEND(Log::LOG_VERBOSE, "-- Has invalid target AI target %i-%i",
ptr.getCellRef().getRefId().c_str(), ptr.getCellRef().getRefNum().mIndex, ptr.getCellRef().getMpNum(),
aiTarget.refNumIndex, aiTarget.mpNum);
}
@ -280,7 +283,7 @@ void DedicatedActor::setAI()
{
if (aiAction == mwmp::BaseActorList::ACTIVATE)
{
LOG_APPEND(Log::LOG_VERBOSE, "--- Activating target");
LOG_APPEND(Log::LOG_VERBOSE, "-- Activating target");
MWMechanics::AiActivate package(targetPtr);
ptrCreatureStats->getAiSequence().stack(package, ptr, true);
@ -288,14 +291,14 @@ void DedicatedActor::setAI()
if (aiAction == mwmp::BaseActorList::COMBAT)
{
LOG_APPEND(Log::LOG_VERBOSE, "--- Starting combat with target");
LOG_APPEND(Log::LOG_VERBOSE, "-- Starting combat with target");
MWMechanics::AiCombat package(targetPtr);
ptrCreatureStats->getAiSequence().stack(package, ptr, true);
}
else if (aiAction == mwmp::BaseActorList::ESCORT)
{
LOG_APPEND(Log::LOG_VERBOSE, "--- Being escorted by target, for duration %i, to coordinates %f, %f, %f",
LOG_APPEND(Log::LOG_VERBOSE, "-- Being escorted by target, for duration %i, to coordinates %f, %f, %f",
aiDuration, aiCoordinates.pos[0], aiCoordinates.pos[1], aiCoordinates.pos[2]);
MWMechanics::AiEscort package(targetPtr.getCellRef().getRefId(), aiDuration,
@ -304,7 +307,7 @@ void DedicatedActor::setAI()
}
else if (aiAction == mwmp::BaseActorList::FOLLOW)
{
LOG_APPEND(Log::LOG_VERBOSE, "--- Following target");
LOG_APPEND(Log::LOG_VERBOSE, "-- Following target");
MWMechanics::AiFollow package(targetPtr);
package.allowAnyDistance(true);

@ -17,6 +17,8 @@ namespace mwmp
virtual void Do(ActorPacket &packet, ActorList &actorList)
{
LOG_MESSAGE_SIMPLE(Log::LOG_INFO, "Received %s about %s", strPacketID.c_str(), actorList.cell.getDescription().c_str());
Main::get().getCellController()->readAI(actorList);
}
};

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