OpenFusion/src/MobAI.hpp

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#pragma once
#include "core/Core.hpp"
#include "NPCManager.hpp"
enum class MobState {
INACTIVE,
ROAMING,
COMBAT,
RETREAT,
DEAD
};
struct Mob : public BaseNPC {
// general
MobState state;
int maxHealth;
int spawnX;
int spawnY;
int spawnZ;
int level;
std::unordered_map<int32_t,time_t> unbuffTimes;
// dead
time_t killedTime = 0;
time_t regenTime;
bool summoned = false;
bool despawned = false; // for the sake of death animations
// roaming
int idleRange;
const int sightRange;
time_t nextMovement = 0;
bool staticPath = false;
int roamX, roamY, roamZ;
// combat
CNSocket *target = nullptr;
time_t nextAttack = 0;
time_t lastDrainTime = 0;
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int skillStyle = -1; // -1 for nothing, 0-2 for corruption, -2 for eruption
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int hitX, hitY, hitZ; // for use in ability targeting
// drop
int dropType;
// group
int groupLeader = 0;
int offsetX, offsetY;
int groupMember[4] = {0, 0, 0, 0};
// temporary; until we're sure what's what
nlohmann::json data;
Mob(int x, int y, int z, int angle, uint64_t iID, int t, nlohmann::json d, int32_t id)
: BaseNPC(x, y, z, angle, iID, t, id),
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maxHealth(d["m_iHP"]),
sightRange(d["m_iSightRange"]) {
state = MobState::ROAMING;
data = d;
regenTime = data["m_iRegenTime"];
idleRange = (int)data["m_iIdleRange"];
dropType = data["m_iDropType"];
level = data["m_iNpcLevel"];
roamX = spawnX = appearanceData.iX;
roamY = spawnY = appearanceData.iY;
roamZ = spawnZ = appearanceData.iZ;
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offsetX = 0;
offsetY = 0;
appearanceData.iConditionBitFlag = 0;
// NOTE: there appear to be discrepancies in the dump
appearanceData.iHP = maxHealth;
type = EntityType::MOB;
}
// constructor for /summon
Mob(int x, int y, int z, uint64_t iID, int t, nlohmann::json d, int32_t id)
: Mob(x, y, z, 0, iID, t, d, id) {
summoned = true; // will be despawned and deallocated when killed
}
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~Mob() {}
auto operator[](std::string s) {
return data[s];
}
};
namespace MobAI {
extern bool simulateMobs;
extern std::map<int32_t, Mob*> Mobs;
void init();
// TODO: make this internal later
void incNextMovement(Mob *mob, time_t currTime=0);
bool aggroCheck(Mob *mob, time_t currTime);
void clearDebuff(Mob *mob);
void followToCombat(Mob *mob);
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void groupRetreat(Mob *mob);
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void enterCombat(CNSocket *sock, Mob *mob);
}