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806 lines
30 KiB
C++
806 lines
30 KiB
C++
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#include "MobAI.hpp"
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#include "Player.hpp"
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#include "RacingManager.hpp"
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#include "TransportManager.hpp"
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#include "NanoManager.hpp"
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#include "Combat.hpp"
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#include "Abilities.hpp"
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#include <cmath>
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#include <limits.h>
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std::map<int32_t, Mob*> MobAI::Mobs;
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static std::queue<int32_t> RemovalQueue;
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bool MobAI::simulateMobs;
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static void roamingStep(Mob *mob, time_t currTime);
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/*
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* Dynamic lerp; distinct from TransportManager::lerp(). This one doesn't care about height and
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* only returns the first step, since the rest will need to be recalculated anyway if chasing player.
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*/
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static std::pair<int,int> lerp(int x1, int y1, int x2, int y2, int speed) {
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std::pair<int,int> ret = {x1, y1};
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if (speed == 0)
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return ret;
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int distance = hypot(x1 - x2, y1 - y2);
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if (distance > speed) {
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int lerps = distance / speed;
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// interpolate only the first point
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float frac = 1.0f / lerps;
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ret.first = (x1 + (x2 - x1) * frac);
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ret.second = (y1 + (y2 - y1) * frac);
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} else {
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ret.first = x2;
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ret.second = y2;
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}
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return ret;
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}
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void MobAI::clearDebuff(Mob *mob) {
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mob->skillStyle = -1;
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mob->appearanceData.iConditionBitFlag = 0;
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mob->unbuffTimes.clear();
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INITSTRUCT(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT, pkt1);
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pkt1.eCT = 2;
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pkt1.iID = mob->appearanceData.iNPC_ID;
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pkt1.iConditionBitFlag = mob->appearanceData.iConditionBitFlag;
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NPCManager::sendToViewable(mob, &pkt1, P_FE2CL_CHAR_TIME_BUFF_TIME_OUT, sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT));
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}
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void MobAI::followToCombat(Mob *mob) {
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if (Mobs.find(mob->groupLeader) != Mobs.end()) {
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Mob* leadMob = Mobs[mob->groupLeader];
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for (int i = 0; i < 4; i++) {
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if (leadMob->groupMember[i] == 0)
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break;
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if (Mobs.find(leadMob->groupMember[i]) == Mobs.end()) {
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std::cout << "[WARN] roamingStep: leader can't find a group member!" << std::endl;
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continue;
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}
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Mob* followerMob = Mobs[leadMob->groupMember[i]];
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if (followerMob->state != MobState::ROAMING) // only roaming mobs should transition to combat
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continue;
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enterCombat(mob->target, followerMob);
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}
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if (leadMob->state != MobState::ROAMING)
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return;
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enterCombat(mob->target, leadMob);
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}
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}
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void MobAI::groupRetreat(Mob *mob) {
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if (Mobs.find(mob->groupLeader) == Mobs.end())
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return;
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Mob* leadMob = Mobs[mob->groupLeader];
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for (int i = 0; i < 4; i++) {
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if (leadMob->groupMember[i] == 0)
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break;
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if (Mobs.find(leadMob->groupMember[i]) == Mobs.end()) {
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std::cout << "[WARN] roamingStep: leader can't find a group member!" << std::endl;
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continue;
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}
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Mob* followerMob = Mobs[leadMob->groupMember[i]];
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followerMob->target = nullptr;
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followerMob->state = MobState::RETREAT;
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clearDebuff(followerMob);
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}
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leadMob->target = nullptr;
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leadMob->state = MobState::RETREAT;
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clearDebuff(leadMob);
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}
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/*
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* Aggro on nearby players.
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* Even if they're in range, we can't assume they're all in the same one chunk
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* as the mob, since it might be near a chunk boundary.
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*/
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bool MobAI::aggroCheck(Mob *mob, time_t currTime) {
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CNSocket *closest = nullptr;
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int closestDistance = INT_MAX;
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for (auto it = mob->viewableChunks->begin(); it != mob->viewableChunks->end(); it++) {
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Chunk* chunk = *it;
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for (CNSocket *s : chunk->players) {
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Player *plr = PlayerManager::getPlayer(s);
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if (plr->HP <= 0)
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continue;
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int mobRange = mob->sightRange;
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if (plr->iConditionBitFlag & CSB_BIT_UP_STEALTH
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|| RacingManager::EPRaces.find(s) != RacingManager::EPRaces.end())
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mobRange /= 3;
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// 0.33x - 1.66x the range
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int levelDifference = plr->level - mob->level;
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if (levelDifference > -10)
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mobRange = levelDifference < 10 ? mobRange - (levelDifference * mobRange / 15) : mobRange / 3;
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if (mob->state != MobState::ROAMING && plr->inCombat) // freshly out of aggro mobs
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mobRange = mob->sightRange * 2; // should not be impacted by the above
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if (plr->iSpecialState & (CN_SPECIAL_STATE_FLAG__INVISIBLE|CN_SPECIAL_STATE_FLAG__INVULNERABLE))
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mobRange = -1;
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// height is relevant for aggro distance because of platforming
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int xyDistance = hypot(mob->appearanceData.iX - plr->x, mob->appearanceData.iY - plr->y);
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int distance = hypot(xyDistance, (mob->appearanceData.iZ - plr->z) * 2); // difference in Z counts twice
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if (distance > mobRange || distance > closestDistance)
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continue;
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// found a player
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closest = s;
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closestDistance = distance;
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}
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}
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if (closest != nullptr) {
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// found closest player. engage.
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enterCombat(closest, mob);
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if (mob->groupLeader != 0)
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followToCombat(mob);
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return true;
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}
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return false;
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}
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static void dealCorruption(Mob *mob, std::vector<int> targetData, int skillID, int style) {
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Player *plr = PlayerManager::getPlayer(mob->target);
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size_t resplen = sizeof(sP_FE2CL_NPC_SKILL_CORRUPTION_HIT) + targetData[0] * sizeof(sCAttackResult);
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// validate response packet
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if (!validOutVarPacket(sizeof(sP_FE2CL_NPC_SKILL_CORRUPTION_HIT), targetData[0], sizeof(sCAttackResult))) {
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std::cout << "[WARN] bad sP_FE2CL_NPC_SKILL_CORRUPTION_HIT packet size" << std::endl;
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return;
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}
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uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
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memset(respbuf, 0, resplen);
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sP_FE2CL_NPC_SKILL_CORRUPTION_HIT *resp = (sP_FE2CL_NPC_SKILL_CORRUPTION_HIT*)respbuf;
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sCAttackResult *respdata = (sCAttackResult*)(respbuf+sizeof(sP_FE2CL_NPC_SKILL_CORRUPTION_HIT));
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resp->iNPC_ID = mob->appearanceData.iNPC_ID;
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resp->iSkillID = skillID;
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resp->iStyle = style;
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resp->iValue1 = plr->x;
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resp->iValue2 = plr->y;
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resp->iValue3 = plr->z;
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resp->iTargetCnt = targetData[0];
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for (int i = 0; i < targetData[0]; i++) {
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CNSocket *sock = nullptr;
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Player *plr = nullptr;
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for (auto& pair : PlayerManager::players) {
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if (pair.second->iID == targetData[i+1]) {
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sock = pair.first;
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plr = pair.second;
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break;
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}
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}
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// player not found
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if (plr == nullptr) {
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std::cout << "[WARN] dealCorruption: player ID not found" << std::endl;
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return;
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}
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respdata[i].eCT = 1;
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respdata[i].iID = plr->iID;
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respdata[i].bProtected = 0;
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respdata[i].iActiveNanoSlotNum = -1;
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for (int n = 0; n < 3; n++)
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if (plr->activeNano == plr->equippedNanos[n])
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respdata[i].iActiveNanoSlotNum = n;
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respdata[i].iNanoID = plr->activeNano;
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int style2 = NanoManager::nanoStyle(plr->activeNano);
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if (style2 == -1) { // no nano
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respdata[i].iHitFlag = 8;
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respdata[i].iDamage = NanoManager::SkillTable[skillID].powerIntensity[0] * PC_MAXHEALTH((int)mob->data["m_iNpcLevel"]) / 1500;
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} else if (style == style2) {
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respdata[i].iHitFlag = 8; // tie
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respdata[i].iDamage = 0;
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respdata[i].iNanoStamina = plr->Nanos[plr->activeNano].iStamina;
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} else if (style - style2 == 1 || style2 - style == 2) {
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respdata[i].iHitFlag = 4; // win
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respdata[i].iDamage = 0;
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respdata[i].iNanoStamina = plr->Nanos[plr->activeNano].iStamina += 45;
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if (plr->Nanos[plr->activeNano].iStamina > 150)
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respdata[i].iNanoStamina = plr->Nanos[plr->activeNano].iStamina = 150;
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// fire damage power disguised as a corruption attack back at the enemy
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std::vector<int> targetData2 = {1, mob->appearanceData.iNPC_ID, 0, 0, 0};
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for (auto& pwr : NanoManager::NanoPowers)
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if (pwr.skillType == EST_DAMAGE)
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pwr.handle(sock, targetData2, plr->activeNano, skillID, 0, 200);
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} else {
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respdata[i].iHitFlag = 16; // lose
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respdata[i].iDamage = NanoManager::SkillTable[skillID].powerIntensity[0] * PC_MAXHEALTH((int)mob->data["m_iNpcLevel"]) / 1500;
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respdata[i].iNanoStamina = plr->Nanos[plr->activeNano].iStamina -= 90;
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if (plr->Nanos[plr->activeNano].iStamina < 0) {
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respdata[i].bNanoDeactive = 1;
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respdata[i].iNanoStamina = plr->Nanos[plr->activeNano].iStamina = 0;
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}
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}
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if (!(plr->iSpecialState & CN_SPECIAL_STATE_FLAG__INVULNERABLE))
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plr->HP -= respdata[i].iDamage;
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respdata[i].iHP = plr->HP;
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respdata[i].iConditionBitFlag = plr->iConditionBitFlag;
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if (plr->HP <= 0) {
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mob->target = nullptr;
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mob->state = MobState::RETREAT;
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if (!MobAI::aggroCheck(mob, getTime())) {
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MobAI::clearDebuff(mob);
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if (mob->groupLeader != 0)
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MobAI::groupRetreat(mob);
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}
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}
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}
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NPCManager::sendToViewable(mob, (void*)&respbuf, P_FE2CL_NPC_SKILL_CORRUPTION_HIT, resplen);
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}
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static void useAbilities(Mob *mob, time_t currTime) {
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/*
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* targetData approach
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* first integer is the count
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* second to fifth integers are IDs, these can be either player iID or mob's iID
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* whether the skill targets players or mobs is determined by the skill packet being fired
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*/
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Player *plr = PlayerManager::getPlayer(mob->target);
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if (mob->skillStyle >= 0) { // corruption hit
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int skillID = (int)mob->data["m_iCorruptionType"];
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std::vector<int> targetData = {1, plr->iID, 0, 0, 0};
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int temp = mob->skillStyle;
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mob->skillStyle = -3; // corruption cooldown
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mob->nextAttack = currTime + 1000;
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dealCorruption(mob, targetData, skillID, temp);
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return;
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}
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if (mob->skillStyle == -2) { // eruption hit
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int skillID = (int)mob->data["m_iMegaType"];
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std::vector<int> targetData = {0, 0, 0, 0, 0};
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// find the players within range of eruption
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for (auto it = mob->viewableChunks->begin(); it != mob->viewableChunks->end(); it++) {
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Chunk* chunk = *it;
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for (CNSocket *s : chunk->players) {
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Player *plr = PlayerManager::getPlayer(s);
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if (plr->HP <= 0)
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continue;
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int distance = hypot(mob->hitX - plr->x, mob->hitY - plr->y);
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if (distance < NanoManager::SkillTable[skillID].effectArea) {
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targetData[0] += 1;
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targetData[targetData[0]] = plr->iID;
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if (targetData[0] > 3) // make sure not to have more than 4
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break;
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}
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}
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}
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for (auto& pwr : Combat::MobPowers)
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if (pwr.skillType == NanoManager::SkillTable[skillID].skillType)
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pwr.handle(mob, targetData, skillID, NanoManager::SkillTable[skillID].durationTime[0], NanoManager::SkillTable[skillID].powerIntensity[0]);
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mob->skillStyle = -3; // eruption cooldown
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mob->nextAttack = currTime + 1000;
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return;
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}
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if (mob->skillStyle == -3) { // cooldown expires
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mob->skillStyle = -1;
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return;
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}
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int random = rand() % 2000 * 1000;
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int prob1 = (int)mob->data["m_iActiveSkill1Prob"]; // active skill probability
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int prob2 = (int)mob->data["m_iCorruptionTypeProb"]; // corruption probability
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int prob3 = (int)mob->data["m_iMegaTypeProb"]; // eruption probability
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if (random < prob1) { // active skill hit
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int skillID = (int)mob->data["m_iActiveSkill1"];
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std::vector<int> targetData = {1, plr->iID, 0, 0, 0};
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for (auto& pwr : Combat::MobPowers)
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if (pwr.skillType == NanoManager::SkillTable[skillID].skillType) {
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if (pwr.bitFlag != 0 && (plr->iConditionBitFlag & pwr.bitFlag))
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return; // prevent debuffing a player twice
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pwr.handle(mob, targetData, skillID, NanoManager::SkillTable[skillID].durationTime[0], NanoManager::SkillTable[skillID].powerIntensity[0]);
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}
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mob->nextAttack = currTime + (int)mob->data["m_iDelayTime"] * 100;
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return;
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}
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if (random < prob1 + prob2) { // corruption windup
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int skillID = (int)mob->data["m_iCorruptionType"];
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INITSTRUCT(sP_FE2CL_NPC_SKILL_CORRUPTION_READY, pkt);
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pkt.iNPC_ID = mob->appearanceData.iNPC_ID;
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pkt.iSkillID = skillID;
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pkt.iValue1 = plr->x;
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pkt.iValue2 = plr->y;
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pkt.iValue3 = plr->z;
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mob->skillStyle = NanoManager::nanoStyle(plr->activeNano) - 1;
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if (mob->skillStyle == -1)
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mob->skillStyle = 2;
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if (mob->skillStyle == -2)
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mob->skillStyle = rand() % 3;
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pkt.iStyle = mob->skillStyle;
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NPCManager::sendToViewable(mob, &pkt, P_FE2CL_NPC_SKILL_CORRUPTION_READY, sizeof(sP_FE2CL_NPC_SKILL_CORRUPTION_READY));
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mob->nextAttack = currTime + 1800;
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return;
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}
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if (random < prob1 + prob2 + prob3) { // eruption windup
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int skillID = (int)mob->data["m_iMegaType"];
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INITSTRUCT(sP_FE2CL_NPC_SKILL_READY, pkt);
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pkt.iNPC_ID = mob->appearanceData.iNPC_ID;
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pkt.iSkillID = skillID;
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pkt.iValue1 = mob->hitX = plr->x;
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pkt.iValue2 = mob->hitY = plr->y;
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pkt.iValue3 = mob->hitZ = plr->z;
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NPCManager::sendToViewable(mob, &pkt, P_FE2CL_NPC_SKILL_READY, sizeof(sP_FE2CL_NPC_SKILL_READY));
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mob->nextAttack = currTime + 1800;
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mob->skillStyle = -2;
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||
|
return;
|
||
|
}
|
||
|
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
void MobAI::enterCombat(CNSocket *sock, Mob *mob) {
|
||
|
mob->target = sock;
|
||
|
mob->state = MobState::COMBAT;
|
||
|
mob->nextMovement = getTime();
|
||
|
mob->nextAttack = 0;
|
||
|
|
||
|
mob->roamX = mob->appearanceData.iX;
|
||
|
mob->roamY = mob->appearanceData.iY;
|
||
|
mob->roamZ = mob->appearanceData.iZ;
|
||
|
|
||
|
int skillID = (int)mob->data["m_iPassiveBuff"]; // cast passive
|
||
|
std::vector<int> targetData = {1, mob->appearanceData.iNPC_ID, 0, 0, 0};
|
||
|
for (auto& pwr : Combat::MobPowers)
|
||
|
if (pwr.skillType == NanoManager::SkillTable[skillID].skillType)
|
||
|
pwr.handle(mob, targetData, skillID, NanoManager::SkillTable[skillID].durationTime[0], NanoManager::SkillTable[skillID].powerIntensity[0]);
|
||
|
|
||
|
for (NPCEvent& event : NPCManager::NPCEvents) // trigger an ON_COMBAT
|
||
|
if (event.trigger == ON_COMBAT && event.npcType == mob->appearanceData.iNPCType)
|
||
|
event.handler(sock, mob);
|
||
|
}
|
||
|
|
||
|
static void drainMobHP(Mob *mob, int amount) {
|
||
|
size_t resplen = sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK) + sizeof(sSkillResult_Damage);
|
||
|
assert(resplen < CN_PACKET_BUFFER_SIZE - 8);
|
||
|
uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
|
||
|
|
||
|
memset(respbuf, 0, resplen);
|
||
|
|
||
|
sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK *pkt = (sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK*)respbuf;
|
||
|
sSkillResult_Damage *drain = (sSkillResult_Damage*)(respbuf + sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK));
|
||
|
|
||
|
pkt->iID = mob->appearanceData.iNPC_ID;
|
||
|
pkt->eCT = 4; // mob
|
||
|
pkt->iTB_ID = ECSB_BOUNDINGBALL;
|
||
|
|
||
|
drain->eCT = 4;
|
||
|
drain->iID = mob->appearanceData.iNPC_ID;
|
||
|
drain->iDamage = amount;
|
||
|
drain->iHP = mob->appearanceData.iHP -= amount;
|
||
|
|
||
|
NPCManager::sendToViewable(mob, (void*)&respbuf, P_FE2CL_CHAR_TIME_BUFF_TIME_TICK, resplen);
|
||
|
|
||
|
if (mob->appearanceData.iHP <= 0)
|
||
|
Combat::killMob(mob->target, mob);
|
||
|
}
|
||
|
|
||
|
static void deadStep(Mob *mob, time_t currTime) {
|
||
|
// despawn the mob after a short delay
|
||
|
if (mob->killedTime != 0 && !mob->despawned && currTime - mob->killedTime > 2000) {
|
||
|
mob->despawned = true;
|
||
|
|
||
|
INITSTRUCT(sP_FE2CL_NPC_EXIT, pkt);
|
||
|
|
||
|
pkt.iNPC_ID = mob->appearanceData.iNPC_ID;
|
||
|
|
||
|
NPCManager::sendToViewable(mob, &pkt, P_FE2CL_NPC_EXIT, sizeof(sP_FE2CL_NPC_EXIT));
|
||
|
|
||
|
// if it was summoned, mark it for removal
|
||
|
if (mob->summoned) {
|
||
|
std::cout << "[INFO] Queueing killed summoned mob for removal" << std::endl;
|
||
|
RemovalQueue.push(mob->appearanceData.iNPC_ID);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// pre-set spawn coordinates if not marked for removal
|
||
|
mob->appearanceData.iX = mob->spawnX;
|
||
|
mob->appearanceData.iY = mob->spawnY;
|
||
|
mob->appearanceData.iZ = mob->spawnZ;
|
||
|
}
|
||
|
|
||
|
// to guide their groupmates, group leaders still need to move despite being dead
|
||
|
if (mob->groupLeader == mob->appearanceData.iNPC_ID)
|
||
|
roamingStep(mob, currTime);
|
||
|
|
||
|
if (mob->killedTime != 0 && currTime - mob->killedTime < mob->regenTime * 100)
|
||
|
return;
|
||
|
|
||
|
std::cout << "respawning mob " << mob->appearanceData.iNPC_ID << " with HP = " << mob->maxHealth << std::endl;
|
||
|
|
||
|
mob->appearanceData.iHP = mob->maxHealth;
|
||
|
mob->state = MobState::ROAMING;
|
||
|
|
||
|
// if mob is a group leader/follower, spawn where the group is.
|
||
|
if (mob->groupLeader != 0) {
|
||
|
if (MobAI::Mobs.find(mob->groupLeader) != MobAI::Mobs.end()) {
|
||
|
Mob* leaderMob = MobAI::Mobs[mob->groupLeader];
|
||
|
mob->appearanceData.iX = leaderMob->appearanceData.iX + mob->offsetX;
|
||
|
mob->appearanceData.iY = leaderMob->appearanceData.iY + mob->offsetY;
|
||
|
mob->appearanceData.iZ = leaderMob->appearanceData.iZ;
|
||
|
} else {
|
||
|
std::cout << "[WARN] deadStep: mob cannot find it's leader!" << std::endl;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
INITSTRUCT(sP_FE2CL_NPC_NEW, pkt);
|
||
|
|
||
|
pkt.NPCAppearanceData = mob->appearanceData;
|
||
|
|
||
|
// notify all nearby players
|
||
|
NPCManager::sendToViewable(mob, &pkt, P_FE2CL_NPC_NEW, sizeof(sP_FE2CL_NPC_NEW));
|
||
|
}
|
||
|
|
||
|
static void combatStep(Mob *mob, time_t currTime) {
|
||
|
assert(mob->target != nullptr);
|
||
|
|
||
|
// lose aggro if the player lost connection
|
||
|
if (PlayerManager::players.find(mob->target) == PlayerManager::players.end()) {
|
||
|
mob->target = nullptr;
|
||
|
mob->state = MobState::RETREAT;
|
||
|
if (!MobAI::aggroCheck(mob, currTime)) {
|
||
|
MobAI::clearDebuff(mob);
|
||
|
if (mob->groupLeader != 0)
|
||
|
MobAI::groupRetreat(mob);
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
Player *plr = PlayerManager::getPlayer(mob->target);
|
||
|
|
||
|
// lose aggro if the player became invulnerable or died
|
||
|
if (plr->HP <= 0
|
||
|
|| (plr->iSpecialState & CN_SPECIAL_STATE_FLAG__INVULNERABLE)) {
|
||
|
mob->target = nullptr;
|
||
|
mob->state = MobState::RETREAT;
|
||
|
if (!MobAI::aggroCheck(mob, currTime)) {
|
||
|
MobAI::clearDebuff(mob);
|
||
|
if (mob->groupLeader != 0)
|
||
|
MobAI::groupRetreat(mob);
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// drain
|
||
|
if (mob->skillStyle < 0 && (mob->lastDrainTime == 0 || currTime - mob->lastDrainTime >= 1000)
|
||
|
&& mob->appearanceData.iConditionBitFlag & CSB_BIT_BOUNDINGBALL) {
|
||
|
drainMobHP(mob, mob->maxHealth / 20); // lose 5% every second
|
||
|
mob->lastDrainTime = currTime;
|
||
|
}
|
||
|
|
||
|
// if drain killed the mob, return early
|
||
|
if (mob->appearanceData.iHP <= 0)
|
||
|
return;
|
||
|
|
||
|
// unbuffing
|
||
|
std::unordered_map<int32_t, time_t>::iterator it = mob->unbuffTimes.begin();
|
||
|
while (it != mob->unbuffTimes.end()) {
|
||
|
|
||
|
if (currTime >= it->second) {
|
||
|
mob->appearanceData.iConditionBitFlag &= ~it->first;
|
||
|
|
||
|
INITSTRUCT(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT, pkt1);
|
||
|
pkt1.eCT = 2;
|
||
|
pkt1.iID = mob->appearanceData.iNPC_ID;
|
||
|
pkt1.iConditionBitFlag = mob->appearanceData.iConditionBitFlag;
|
||
|
NPCManager::sendToViewable(mob, &pkt1, P_FE2CL_CHAR_TIME_BUFF_TIME_OUT, sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT));
|
||
|
|
||
|
it = mob->unbuffTimes.erase(it);
|
||
|
} else {
|
||
|
it++;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// skip attack if stunned or asleep
|
||
|
if (mob->appearanceData.iConditionBitFlag & (CSB_BIT_STUN|CSB_BIT_MEZ)) {
|
||
|
mob->skillStyle = -1; // in this case we also reset the any outlying abilities the mob might be winding up.
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
int distance = hypot(plr->x - mob->appearanceData.iX, plr->y - mob->appearanceData.iY);
|
||
|
int mobRange = (int)mob->data["m_iAtkRange"] + (int)mob->data["m_iRadius"];
|
||
|
|
||
|
if (currTime >= mob->nextAttack) {
|
||
|
if (mob->skillStyle != -1 || distance <= mobRange || rand() % 20 == 0) // while not in attack range, 1 / 20 chance.
|
||
|
useAbilities(mob, currTime);
|
||
|
if (mob->target == nullptr)
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
int distanceToTravel = INT_MAX;
|
||
|
int speed = mob->data["m_iRunSpeed"];
|
||
|
// movement logic: move when out of range but don't move while casting a skill
|
||
|
if (distance > mobRange && mob->skillStyle == -1) {
|
||
|
if (mob->nextMovement != 0 && currTime < mob->nextMovement)
|
||
|
return;
|
||
|
mob->nextMovement = currTime + 400;
|
||
|
if (currTime >= mob->nextAttack)
|
||
|
mob->nextAttack = 0;
|
||
|
|
||
|
// halve movement speed if snared
|
||
|
if (mob->appearanceData.iConditionBitFlag & CSB_BIT_DN_MOVE_SPEED)
|
||
|
speed /= 2;
|
||
|
|
||
|
int targetX = plr->x;
|
||
|
int targetY = plr->y;
|
||
|
if (mob->groupLeader != 0) {
|
||
|
targetX += mob->offsetX*distance/(mob->idleRange + 1);
|
||
|
targetY += mob->offsetY*distance/(mob->idleRange + 1);
|
||
|
}
|
||
|
|
||
|
distanceToTravel = std::min(distance-mobRange+1, speed*2/5);
|
||
|
auto targ = lerp(mob->appearanceData.iX, mob->appearanceData.iY, targetX, targetY, distanceToTravel);
|
||
|
if (distanceToTravel < speed*2/5 && currTime >= mob->nextAttack)
|
||
|
mob->nextAttack = 0;
|
||
|
|
||
|
NPCManager::updateNPCPosition(mob->appearanceData.iNPC_ID, targ.first, targ.second, mob->appearanceData.iZ, mob->instanceID, mob->appearanceData.iAngle);
|
||
|
|
||
|
INITSTRUCT(sP_FE2CL_NPC_MOVE, pkt);
|
||
|
|
||
|
pkt.iNPC_ID = mob->appearanceData.iNPC_ID;
|
||
|
pkt.iSpeed = speed;
|
||
|
pkt.iToX = mob->appearanceData.iX = targ.first;
|
||
|
pkt.iToY = mob->appearanceData.iY = targ.second;
|
||
|
pkt.iToZ = plr->z;
|
||
|
pkt.iMoveStyle = 1;
|
||
|
|
||
|
// notify all nearby players
|
||
|
NPCManager::sendToViewable(mob, &pkt, P_FE2CL_NPC_MOVE, sizeof(sP_FE2CL_NPC_MOVE));
|
||
|
}
|
||
|
|
||
|
/* attack logic
|
||
|
* 2/5 represents 400 ms which is the time interval mobs use per movement logic step
|
||
|
* if the mob is one move interval away, we should just start attacking anyways.
|
||
|
*/
|
||
|
if (distance <= mobRange || distanceToTravel < speed*2/5) {
|
||
|
if (mob->nextAttack == 0 || currTime >= mob->nextAttack) {
|
||
|
mob->nextAttack = currTime + (int)mob->data["m_iDelayTime"] * 100;
|
||
|
Combat::npcAttackPc(mob, currTime);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// retreat if the player leaves combat range
|
||
|
int xyDistance = hypot(plr->x - mob->roamX, plr->y - mob->roamY);
|
||
|
distance = hypot(xyDistance, plr->z - mob->roamZ);
|
||
|
if (distance >= mob->data["m_iCombatRange"]) {
|
||
|
mob->target = nullptr;
|
||
|
mob->state = MobState::RETREAT;
|
||
|
MobAI::clearDebuff(mob);
|
||
|
if (mob->groupLeader != 0)
|
||
|
MobAI::groupRetreat(mob);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void MobAI::incNextMovement(Mob *mob, time_t currTime) {
|
||
|
if (currTime == 0)
|
||
|
currTime = getTime();
|
||
|
|
||
|
int delay = (int)mob->data["m_iDelayTime"] * 1000;
|
||
|
mob->nextMovement = currTime + delay/2 + rand() % (delay/2);
|
||
|
}
|
||
|
|
||
|
static void roamingStep(Mob *mob, time_t currTime) {
|
||
|
/*
|
||
|
* We reuse nextAttack to avoid scanning for players all the time, but to still
|
||
|
* do so more often than if we waited for nextMovement (which is way too slow).
|
||
|
* In the case of group leaders, this step will be called by dead mobs, so disable attack.
|
||
|
*/
|
||
|
if (mob->state != MobState::DEAD && (mob->nextAttack == 0 || currTime >= mob->nextAttack)) {
|
||
|
mob->nextAttack = currTime + 500;
|
||
|
if (MobAI::aggroCheck(mob, currTime))
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// no random roaming if the mob already has a set path
|
||
|
if (mob->staticPath)
|
||
|
return;
|
||
|
|
||
|
if (mob->groupLeader != 0 && mob->groupLeader != mob->appearanceData.iNPC_ID) // don't roam by yourself without group leader
|
||
|
return;
|
||
|
|
||
|
/*
|
||
|
* mob->nextMovement is also updated whenever the path queue is traversed in
|
||
|
* TransportManager::stepNPCPathing() (which ticks at a higher frequency than nextMovement),
|
||
|
* so we don't have to check if there's already entries in the queue since we know there won't be.
|
||
|
*/
|
||
|
if (mob->nextMovement != 0 && currTime < mob->nextMovement)
|
||
|
return;
|
||
|
MobAI::incNextMovement(mob, currTime);
|
||
|
|
||
|
int xStart = mob->spawnX - mob->idleRange/2;
|
||
|
int yStart = mob->spawnY - mob->idleRange/2;
|
||
|
int speed = mob->data["m_iWalkSpeed"];
|
||
|
|
||
|
// some mobs don't move (and we mustn't divide/modulus by zero)
|
||
|
if (mob->idleRange == 0 || speed == 0)
|
||
|
return;
|
||
|
|
||
|
int farX, farY, distance;
|
||
|
int minDistance = mob->idleRange / 2;
|
||
|
|
||
|
// pick a random destination
|
||
|
farX = xStart + rand() % mob->idleRange;
|
||
|
farY = yStart + rand() % mob->idleRange;
|
||
|
|
||
|
distance = std::abs(std::max(farX - mob->appearanceData.iX, farY - mob->appearanceData.iY));
|
||
|
if (distance == 0)
|
||
|
distance += 1; // hack to avoid FPE
|
||
|
|
||
|
// if it's too short a walk, go further in that direction
|
||
|
farX = mob->appearanceData.iX + (farX - mob->appearanceData.iX) * minDistance / distance;
|
||
|
farY = mob->appearanceData.iY + (farY - mob->appearanceData.iY) * minDistance / distance;
|
||
|
|
||
|
// but don't got out of bounds
|
||
|
farX = std::clamp(farX, xStart, xStart + mob->idleRange);
|
||
|
farY = std::clamp(farY, yStart, yStart + mob->idleRange);
|
||
|
|
||
|
// halve movement speed if snared
|
||
|
if (mob->appearanceData.iConditionBitFlag & CSB_BIT_DN_MOVE_SPEED)
|
||
|
speed /= 2;
|
||
|
|
||
|
std::queue<WarpLocation> queue;
|
||
|
WarpLocation from = { mob->appearanceData.iX, mob->appearanceData.iY, mob->appearanceData.iZ };
|
||
|
WarpLocation to = { farX, farY, mob->appearanceData.iZ };
|
||
|
|
||
|
// add a route to the queue; to be processed in TransportManager::stepNPCPathing()
|
||
|
TransportManager::lerp(&queue, from, to, speed);
|
||
|
TransportManager::NPCQueues[mob->appearanceData.iNPC_ID] = queue;
|
||
|
|
||
|
if (mob->groupLeader != 0 && mob->groupLeader == mob->appearanceData.iNPC_ID) {
|
||
|
// make followers follow this npc.
|
||
|
for (int i = 0; i < 4; i++) {
|
||
|
if (mob->groupMember[i] == 0)
|
||
|
break;
|
||
|
|
||
|
if (MobAI::Mobs.find(mob->groupMember[i]) == MobAI::Mobs.end()) {
|
||
|
std::cout << "[WARN] roamingStep: leader can't find a group member!" << std::endl;
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
std::queue<WarpLocation> queue2;
|
||
|
Mob* followerMob = MobAI::Mobs[mob->groupMember[i]];
|
||
|
from = { followerMob->appearanceData.iX, followerMob->appearanceData.iY, followerMob->appearanceData.iZ };
|
||
|
to = { farX + followerMob->offsetX, farY + followerMob->offsetY, followerMob->appearanceData.iZ };
|
||
|
TransportManager::lerp(&queue2, from, to, speed);
|
||
|
TransportManager::NPCQueues[followerMob->appearanceData.iNPC_ID] = queue2;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
static void retreatStep(Mob *mob, time_t currTime) {
|
||
|
if (mob->nextMovement != 0 && currTime < mob->nextMovement)
|
||
|
return;
|
||
|
|
||
|
mob->nextMovement = currTime + 400;
|
||
|
|
||
|
// distance between spawn point and current location
|
||
|
int distance = hypot(mob->appearanceData.iX - mob->roamX, mob->appearanceData.iY - mob->roamY);
|
||
|
|
||
|
//if (distance > mob->data["m_iIdleRange"]) {
|
||
|
if (distance > 10) {
|
||
|
INITSTRUCT(sP_FE2CL_NPC_MOVE, pkt);
|
||
|
|
||
|
auto targ = lerp(mob->appearanceData.iX, mob->appearanceData.iY, mob->roamX, mob->roamY, (int)mob->data["m_iRunSpeed"]*4/5);
|
||
|
|
||
|
pkt.iNPC_ID = mob->appearanceData.iNPC_ID;
|
||
|
pkt.iSpeed = (int)mob->data["m_iRunSpeed"] * 2;
|
||
|
pkt.iToX = mob->appearanceData.iX = targ.first;
|
||
|
pkt.iToY = mob->appearanceData.iY = targ.second;
|
||
|
pkt.iToZ = mob->appearanceData.iZ = mob->spawnZ;
|
||
|
pkt.iMoveStyle = 1;
|
||
|
|
||
|
// notify all nearby players
|
||
|
NPCManager::sendToViewable(mob, &pkt, P_FE2CL_NPC_MOVE, sizeof(sP_FE2CL_NPC_MOVE));
|
||
|
}
|
||
|
|
||
|
// if we got there
|
||
|
//if (distance <= mob->data["m_iIdleRange"]) {
|
||
|
if (distance <= 10) { // retreat back to the spawn point
|
||
|
mob->state = MobState::ROAMING;
|
||
|
mob->appearanceData.iHP = mob->maxHealth;
|
||
|
mob->killedTime = 0;
|
||
|
mob->nextAttack = 0;
|
||
|
mob->appearanceData.iConditionBitFlag = 0;
|
||
|
|
||
|
// cast a return home heal spell, this is the right way(tm)
|
||
|
std::vector<int> targetData = {1, 0, 0, 0, 0};
|
||
|
for (auto& pwr : Combat::MobPowers)
|
||
|
if (pwr.skillType == NanoManager::SkillTable[110].skillType)
|
||
|
pwr.handle(mob, targetData, 110, NanoManager::SkillTable[110].durationTime[0], NanoManager::SkillTable[110].powerIntensity[0]);
|
||
|
// clear outlying debuffs
|
||
|
MobAI::clearDebuff(mob);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
static void step(CNServer *serv, time_t currTime) {
|
||
|
for (auto& pair : MobAI::Mobs) {
|
||
|
if (pair.second->playersInView < 0)
|
||
|
std::cout << "[WARN] Weird playerview value " << pair.second->playersInView << std::endl;
|
||
|
|
||
|
// skip mob movement and combat if disabled or not in view
|
||
|
if ((!MobAI::simulateMobs || pair.second->playersInView == 0) && pair.second->state != MobState::DEAD
|
||
|
&& pair.second->state != MobState::RETREAT)
|
||
|
continue;
|
||
|
|
||
|
switch (pair.second->state) {
|
||
|
case MobState::INACTIVE:
|
||
|
// no-op
|
||
|
break;
|
||
|
case MobState::ROAMING:
|
||
|
roamingStep(pair.second, currTime);
|
||
|
break;
|
||
|
case MobState::COMBAT:
|
||
|
combatStep(pair.second, currTime);
|
||
|
break;
|
||
|
case MobState::RETREAT:
|
||
|
retreatStep(pair.second, currTime);
|
||
|
break;
|
||
|
case MobState::DEAD:
|
||
|
deadStep(pair.second, currTime);
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// deallocate all NPCs queued for removal
|
||
|
while (RemovalQueue.size() > 0) {
|
||
|
NPCManager::destroyNPC(RemovalQueue.front());
|
||
|
RemovalQueue.pop();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void MobAI::init() {
|
||
|
REGISTER_SHARD_TIMER(step, 200);
|
||
|
|
||
|
simulateMobs = settings::SIMULATEMOBS;
|
||
|
}
|