mirror of
https://github.com/OpenFusionProject/OpenFusion.git
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[refactor] Initial ICombatant draft
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parent
4f890a9c07
commit
2f3f8a3951
@ -148,12 +148,12 @@ bool doDebuff(CNSocket *sock, sSkillResult_Buff *respdata, int i, int32_t target
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}
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Mob* mob = (Mob*)npc;
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Combat::hitMob(sock, mob, 0);
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mob->takeDamage(sock, 0);
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respdata[i].eCT = 4;
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respdata[i].iID = mob->id;
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respdata[i].bProtected = 1;
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if (mob->skillStyle < 0 && mob->state != MobState::RETREAT
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if (mob->skillStyle < 0 && mob->state != AIState::RETREAT
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&& !(mob->cbf & CSB_BIT_FREEDOM)) { // only debuff if the enemy is not retreating, casting corruption or in freedom
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mob->cbf |= bitFlag;
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mob->unbuffTimes[bitFlag] = getTime() + duration * 100;
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@ -220,14 +220,14 @@ bool doDamageNDebuff(CNSocket *sock, sSkillResult_Damage_N_Debuff *respdata, int
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Mob* mob = (Mob*)npc;
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Combat::hitMob(sock, mob, 0); // just to gain aggro
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mob->takeDamage(sock, 0);
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respdata[i].eCT = 4;
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respdata[i].iDamage = duration / 10;
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respdata[i].iID = mob->id;
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respdata[i].iHP = mob->hp;
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respdata[i].bProtected = 1;
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if (mob->skillStyle < 0 && mob->state != MobState::RETREAT
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if (mob->skillStyle < 0 && mob->state != AIState::RETREAT
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&& !(mob->cbf & CSB_BIT_FREEDOM)) { // only debuff if the enemy is not retreating, casting corruption or in freedom
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mob->cbf |= bitFlag;
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mob->unbuffTimes[bitFlag] = getTime() + duration * 100;
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@ -289,7 +289,7 @@ bool doDamage(CNSocket *sock, sSkillResult_Damage *respdata, int i, int32_t targ
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Mob* mob = (Mob*)npc;
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Player *plr = PlayerManager::getPlayer(sock);
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int damage = Combat::hitMob(sock, mob, std::max(PC_MAXHEALTH(plr->level) * amount / 1000, mob->maxHealth * amount / 1000));
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int damage = mob->takeDamage(sock, std::max(PC_MAXHEALTH(plr->level) * amount / 1000, mob->maxHealth * amount / 1000));
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respdata[i].eCT = 4;
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respdata[i].iDamage = damage;
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@ -344,7 +344,7 @@ bool doLeech(CNSocket *sock, sSkillResult_Heal_HP *healdata, int i, int32_t targ
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Mob* mob = (Mob*)npc;
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int damage = Combat::hitMob(sock, mob, amount * 2);
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int damage = mob->takeDamage(sock, amount * 2);
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damagedata->eCT = 4;
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damagedata->iDamage = damage;
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@ -449,13 +449,8 @@ bool doDamageNDebuff(Mob* mob, sSkillResult_Damage_N_Debuff* respdata, int i, in
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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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if (!MobAI::aggroCheck(mob, getTime()))
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mob->transition(AIState::RETREAT, mob->target);
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}
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return true;
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@ -529,13 +524,8 @@ bool doDamage(Mob* mob, sSkillResult_Damage* respdata, int i, int32_t targetID,
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respdata[i].iHP = plr->HP -= damage;
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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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if (!MobAI::aggroCheck(mob, getTime()))
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mob->transition(AIState::RETREAT, mob->target);
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}
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return true;
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@ -587,13 +577,8 @@ bool doLeech(Mob* mob, sSkillResult_Heal_HP* healdata, int i, int32_t targetID,
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damagedata->iHP = plr->HP -= damage;
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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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if (!MobAI::aggroCheck(mob, getTime()))
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mob->transition(AIState::RETREAT, mob->target);
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}
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return true;
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@ -77,7 +77,7 @@ void Chunking::untrackEntity(ChunkPos chunkPos, const EntityRef& ref) {
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void Chunking::addEntityToChunks(std::set<Chunk*> chnks, const EntityRef& ref) {
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Entity *ent = ref.getEntity();
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bool alive = ent->isAlive();
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bool alive = ent->isExtant();
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// TODO: maybe optimize this, potentially using AROUND packets?
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for (Chunk *chunk : chnks) {
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@ -94,7 +94,7 @@ void Chunking::addEntityToChunks(std::set<Chunk*> chnks, const EntityRef& ref) {
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}
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// notify this *player* of the existence of all visible Entities
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if (ref.type == EntityType::PLAYER && other->isAlive()) {
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if (ref.type == EntityType::PLAYER && other->isExtant()) {
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other->enterIntoViewOf(ref.sock);
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}
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@ -109,7 +109,7 @@ void Chunking::addEntityToChunks(std::set<Chunk*> chnks, const EntityRef& ref) {
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void Chunking::removeEntityFromChunks(std::set<Chunk*> chnks, const EntityRef& ref) {
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Entity *ent = ref.getEntity();
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bool alive = ent->isAlive();
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bool alive = ent->isExtant();
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// TODO: same as above
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for (Chunk *chunk : chnks) {
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@ -126,7 +126,7 @@ void Chunking::removeEntityFromChunks(std::set<Chunk*> chnks, const EntityRef& r
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}
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// notify this *player* of the departure of all visible Entities
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if (ref.type == EntityType::PLAYER && other->isAlive()) {
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if (ref.type == EntityType::PLAYER && other->isExtant()) {
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other->disappearFromViewOf(ref.sock);
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}
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345
src/Combat.cpp
345
src/Combat.cpp
@ -17,6 +17,148 @@ using namespace Combat;
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/// Player Id -> Bullet Id -> Bullet
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std::map<int32_t, std::map<int8_t, Bullet>> Combat::Bullets;
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int Player::takeDamage(EntityRef src, int amt) {
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HP -= amt;
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return amt;
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}
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void Player::heal(EntityRef src, int amt) {
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// stubbed
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}
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bool Player::isAlive() {
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return HP > 0;
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}
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int Player::getCurrentHP() {
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return HP;
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}
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int32_t Player::getID() {
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return iID;
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}
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void Player::step(time_t currTime) {
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// no-op
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}
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int CombatNPC::takeDamage(EntityRef src, int amt) {
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/* REFACTOR: all of this logic is strongly coupled to mobs.
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* come back to this when more of it is moved to CombatNPC.
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* remove this cast when done */
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Mob* mob = (Mob*)this;
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// cannot kill mobs multiple times; cannot harm retreating mobs
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if (mob->state != AIState::ROAMING && mob->state != AIState::COMBAT) {
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return 0; // no damage
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}
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if (mob->skillStyle >= 0)
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return 0; // don't hurt a mob casting corruption
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if (mob->state == AIState::ROAMING) {
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assert(mob->target == nullptr && src.type == EntityType::PLAYER); // players only for now
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mob->transition(AIState::COMBAT, src);
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if (mob->groupLeader != 0)
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MobAI::followToCombat(mob);
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}
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hp -= amt;
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// wake up sleeping monster
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if (mob->cbf & CSB_BIT_MEZ) {
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mob->cbf &= ~CSB_BIT_MEZ;
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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->id;
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pkt1.iConditionBitFlag = mob->cbf;
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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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if (mob->hp <= 0)
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transition(AIState::DEAD, src);
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return amt;
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}
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void CombatNPC::heal(EntityRef src, int amt) {
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// stubbed
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}
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bool CombatNPC::isAlive() {
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return hp > 0;
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}
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int CombatNPC::getCurrentHP() {
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return hp;
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}
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int32_t CombatNPC::getID() {
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return id;
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}
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void CombatNPC::step(time_t currTime) {
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if (playersInView < 0)
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std::cout << "[WARN] Weird playerview value " << playersInView << std::endl;
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// skip movement and combat if disabled or not in view
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if ((!MobAI::simulateMobs || playersInView == 0) && state != AIState::DEAD
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&& state != AIState::RETREAT)
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return;
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switch (state) {
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case AIState::INACTIVE:
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// no-op
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break;
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case AIState::ROAMING:
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roamingStep(currTime);
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break;
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case AIState::COMBAT:
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combatStep(currTime);
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break;
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case AIState::RETREAT:
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retreatStep(currTime);
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break;
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case AIState::DEAD:
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deadStep(currTime);
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break;
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}
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}
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void CombatNPC::transition(AIState newState, EntityRef src) {
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state = newState;
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switch (newState) {
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case AIState::INACTIVE:
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onInactive();
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break;
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case AIState::ROAMING:
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onRoamStart();
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break;
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case AIState::COMBAT:
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/* TODO: fire any triggered events
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for (NPCEvent& event : NPCManager::NPCEvents)
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if (event.trigger == ON_COMBAT && event.npcType == type)
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event.handler(src, this);
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*/
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onCombatStart(src);
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break;
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case AIState::RETREAT:
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onRetreat();
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break;
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case AIState::DEAD:
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/* TODO: fire any triggered events
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for (NPCEvent& event : NPCManager::NPCEvents)
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if (event.trigger == ON_KILLED && event.npcType == type)
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event.handler(src, this);
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*/
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onDeath(src);
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break;
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}
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}
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static std::pair<int,int> getDamage(int attackPower, int defensePower, bool shouldCrit,
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bool batteryBoost, int attackerStyle,
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int defenderStyle, int difficulty) {
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@ -137,7 +279,7 @@ static void pcAttackNpcs(CNSocket *sock, CNPacketData *data) {
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else
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plr->batteryW = 0;
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damage.first = hitMob(sock, mob, damage.first);
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damage.first = mob->takeDamage(sock, damage.first);
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respdata[i].iID = mob->id;
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respdata[i].iDamage = damage.first;
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@ -180,52 +322,11 @@ void Combat::npcAttackPc(Mob *mob, time_t currTime) {
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PlayerManager::sendToViewable(mob->target, respbuf, P_FE2CL_NPC_ATTACK_PCs);
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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, currTime)) {
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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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if (!MobAI::aggroCheck(mob, getTime()))
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mob->transition(AIState::RETREAT, mob->target);
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}
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}
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int Combat::hitMob(CNSocket *sock, Mob *mob, int damage) {
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// cannot kill mobs multiple times; cannot harm retreating mobs
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if (mob->state != MobState::ROAMING && mob->state != MobState::COMBAT) {
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return 0; // no damage
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}
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if (mob->skillStyle >= 0)
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return 0; // don't hurt a mob casting corruption
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if (mob->state == MobState::ROAMING) {
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assert(mob->target == nullptr);
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MobAI::enterCombat(sock, mob);
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if (mob->groupLeader != 0)
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MobAI::followToCombat(mob);
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}
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mob->hp -= damage;
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// wake up sleeping monster
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if (mob->cbf & CSB_BIT_MEZ) {
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mob->cbf &= ~CSB_BIT_MEZ;
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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->id;
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pkt1.iConditionBitFlag = mob->cbf;
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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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if (mob->hp <= 0)
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killMob(mob->target, mob);
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return damage;
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}
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/*
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* When a group of players is doing missions together, we want them to all get
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* quest items at the same time, but we don't want the odds of quest item
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@ -233,7 +334,7 @@ int Combat::hitMob(CNSocket *sock, Mob *mob, int damage) {
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* single RNG roll per mission task, and every group member shares that same
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* set of rolls.
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*/
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static void genQItemRolls(Player *leader, std::map<int, int>& rolls) {
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void Combat::genQItemRolls(Player *leader, std::map<int, int>& rolls) {
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for (int i = 0; i < leader->groupCnt; i++) {
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if (leader->groupIDs[i] == 0)
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continue;
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@ -250,79 +351,6 @@ static void genQItemRolls(Player *leader, std::map<int, int>& rolls) {
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}
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}
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void Combat::killMob(CNSocket *sock, Mob *mob) {
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mob->state = MobState::DEAD;
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mob->target = nullptr;
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mob->cbf = 0;
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mob->skillStyle = -1;
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mob->unbuffTimes.clear();
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mob->killedTime = getTime(); // XXX: maybe introduce a shard-global time for each step?
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// check for the edge case where hitting the mob did not aggro it
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if (sock != nullptr) {
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Player* plr = PlayerManager::getPlayer(sock);
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Items::DropRoll rolled;
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Items::DropRoll eventRolled;
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std::map<int, int> qitemRolls;
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Player *leader = PlayerManager::getPlayerFromID(plr->iIDGroup);
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assert(leader != nullptr); // should never happen
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genQItemRolls(leader, qitemRolls);
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if (plr->groupCnt == 1 && plr->iIDGroup == plr->iID) {
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Items::giveMobDrop(sock, mob, rolled, eventRolled);
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Missions::mobKilled(sock, mob->type, qitemRolls);
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} else {
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for (int i = 0; i < leader->groupCnt; i++) {
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CNSocket* sockTo = PlayerManager::getSockFromID(leader->groupIDs[i]);
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if (sockTo == nullptr)
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continue;
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Player *otherPlr = PlayerManager::getPlayer(sockTo);
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// only contribute to group members' kills if they're close enough
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int dist = std::hypot(plr->x - otherPlr->x + 1, plr->y - otherPlr->y + 1);
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if (dist > 5000)
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continue;
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Items::giveMobDrop(sockTo, mob, rolled, eventRolled);
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Missions::mobKilled(sockTo, mob->type, qitemRolls);
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}
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}
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}
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// delay the despawn animation
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mob->despawned = false;
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// fire any triggered events
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for (NPCEvent& event : NPCManager::NPCEvents)
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if (event.trigger == ON_KILLED && event.npcType == mob->type)
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event.handler(sock, mob);
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auto it = Transport::NPCQueues.find(mob->id);
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if (it == Transport::NPCQueues.end() || it->second.empty())
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return;
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// rewind or empty the movement queue
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if (mob->staticPath) {
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/*
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* This is inelegant, but we wind forward in the path until we find the point that
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* corresponds with the Mob's spawn point.
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*
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* IMPORTANT: The check in TableData::loadPaths() must pass or else this will loop forever.
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*/
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auto& queue = it->second;
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for (auto point = queue.front(); point.x != mob->spawnX || point.y != mob->spawnY; point = queue.front()) {
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queue.pop();
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queue.push(point);
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}
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} else {
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Transport::NPCQueues.erase(mob->id);
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}
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}
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static void combatBegin(CNSocket *sock, CNPacketData *data) {
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Player *plr = PlayerManager::getPlayer(sock);
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@ -417,7 +445,7 @@ static void pcAttackChars(CNSocket *sock, CNPacketData *data) {
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return;
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// Unlike the attack mob packet, attacking players packet has an 8-byte trail (Instead of 4 bytes).
|
||||
if (!validInVarPacket(sizeof(sP_CL2FE_REQ_PC_ATTACK_CHARs), pkt->iTargetCnt, sizeof(int32_t) * 2, data->size)) {
|
||||
if (!validInVarPacket(sizeof(sP_CL2FE_REQ_PC_ATTACK_CHARs), pkt->iTargetCnt, sizeof(sGM_PVPTarget), data->size)) {
|
||||
std::cout << "[WARN] bad sP_CL2FE_REQ_PC_ATTACK_CHARs packet size\n";
|
||||
return;
|
||||
}
|
||||
@ -441,11 +469,20 @@ static void pcAttackChars(CNSocket *sock, CNPacketData *data) {
|
||||
resp->iTargetCnt = pkt->iTargetCnt;
|
||||
|
||||
for (int i = 0; i < pkt->iTargetCnt; i++) {
|
||||
if (pktdata[i*2+1] == 1) { // eCT == 1; attack player
|
||||
Player *target = nullptr;
|
||||
|
||||
ICombatant* target = nullptr;
|
||||
sGM_PVPTarget* targdata = (sGM_PVPTarget*)(pktdata + i * 2);
|
||||
std::pair<int, int> damage;
|
||||
|
||||
if (pkt->iTargetCnt > 1)
|
||||
damage.first = plr->groupDamage;
|
||||
else
|
||||
damage.first = plr->pointDamage;
|
||||
|
||||
if (targdata->eCT == 1) { // eCT == 1; attack player
|
||||
|
||||
for (auto& pair : PlayerManager::players) {
|
||||
if (pair.second->iID == pktdata[i*2]) {
|
||||
if (pair.second->iID == targdata->iID) {
|
||||
target = pair.second;
|
||||
break;
|
||||
}
|
||||
@ -457,67 +494,41 @@ static void pcAttackChars(CNSocket *sock, CNPacketData *data) {
|
||||
return;
|
||||
}
|
||||
|
||||
std::pair<int,int> damage;
|
||||
damage = getDamage(damage.first, ((Player*)target)->defense, true, (plr->batteryW > 6 + plr->level), -1, -1, 0);
|
||||
|
||||
if (pkt->iTargetCnt > 1)
|
||||
damage.first = plr->groupDamage;
|
||||
else
|
||||
damage.first = plr->pointDamage;
|
||||
|
||||
damage = getDamage(damage.first, target->defense, true, (plr->batteryW > 6 + plr->level), -1, -1, 0);
|
||||
|
||||
if (plr->batteryW >= 6 + plr->level)
|
||||
plr->batteryW -= 6 + plr->level;
|
||||
else
|
||||
plr->batteryW = 0;
|
||||
|
||||
target->HP -= damage.first;
|
||||
|
||||
respdata[i].eCT = pktdata[i*2+1];
|
||||
respdata[i].iID = target->iID;
|
||||
respdata[i].iDamage = damage.first;
|
||||
respdata[i].iHP = target->HP;
|
||||
respdata[i].iHitFlag = damage.second; // hitscan, not a rocket or a grenade
|
||||
} else { // eCT == 4; attack mob
|
||||
if (NPCManager::NPCs.find(pktdata[i*2]) == NPCManager::NPCs.end()) {
|
||||
|
||||
if (NPCManager::NPCs.find(targdata->iID) == NPCManager::NPCs.end()) {
|
||||
// not sure how to best handle this
|
||||
std::cout << "[WARN] pcAttackChars: NPC ID not found" << std::endl;
|
||||
return;
|
||||
}
|
||||
|
||||
BaseNPC* npc = NPCManager::NPCs[pktdata[i * 2]];
|
||||
BaseNPC* npc = NPCManager::NPCs[targdata->iID];
|
||||
if (npc->kind != EntityType::MOB) {
|
||||
std::cout << "[WARN] pcAttackChars: NPC is not a mob" << std::endl;
|
||||
return;
|
||||
}
|
||||
|
||||
Mob* mob = (Mob*)npc;
|
||||
|
||||
std::pair<int,int> damage;
|
||||
|
||||
if (pkt->iTargetCnt > 1)
|
||||
damage.first = plr->groupDamage;
|
||||
else
|
||||
damage.first = plr->pointDamage;
|
||||
|
||||
target = mob;
|
||||
int difficulty = (int)mob->data["m_iNpcLevel"];
|
||||
|
||||
damage = getDamage(damage.first, (int)mob->data["m_iProtection"], true, (plr->batteryW > 6 + difficulty),
|
||||
Nanos::nanoStyle(plr->activeNano), (int)mob->data["m_iNpcStyle"], difficulty);
|
||||
|
||||
if (plr->batteryW >= 6 + difficulty)
|
||||
plr->batteryW -= 6 + difficulty;
|
||||
else
|
||||
plr->batteryW = 0;
|
||||
|
||||
damage.first = hitMob(sock, mob, damage.first);
|
||||
|
||||
respdata[i].eCT = pktdata[i*2+1];
|
||||
respdata[i].iID = mob->id;
|
||||
respdata[i].iDamage = damage.first;
|
||||
respdata[i].iHP = mob->hp;
|
||||
respdata[i].iHitFlag = damage.second; // hitscan, not a rocket or a grenade
|
||||
}
|
||||
|
||||
if (plr->batteryW >= 6 + plr->level)
|
||||
plr->batteryW -= 6 + plr->level;
|
||||
else
|
||||
plr->batteryW = 0;
|
||||
|
||||
damage.first = target->takeDamage(sock, damage.first);
|
||||
|
||||
respdata[i].eCT = targdata->eCT;
|
||||
respdata[i].iID = target->getID();
|
||||
respdata[i].iDamage = damage.first;
|
||||
respdata[i].iHP = target->getCurrentHP();
|
||||
respdata[i].iHitFlag = damage.second; // hitscan, not a rocket or a grenade
|
||||
}
|
||||
|
||||
sock->sendPacket((void*)respbuf, P_FE2CL_PC_ATTACK_CHARs_SUCC, resplen);
|
||||
@ -709,7 +720,7 @@ static void projectileHit(CNSocket* sock, CNPacketData* data) {
|
||||
int difficulty = (int)mob->data["m_iNpcLevel"];
|
||||
damage = getDamage(damage.first, (int)mob->data["m_iProtection"], true, bullet->weaponBoost, Nanos::nanoStyle(plr->activeNano), (int)mob->data["m_iNpcStyle"], difficulty);
|
||||
|
||||
damage.first = hitMob(sock, mob, damage.first);
|
||||
damage.first = mob->takeDamage(sock, damage.first);
|
||||
|
||||
respdata[i].iID = mob->id;
|
||||
respdata[i].iDamage = damage.first;
|
||||
|
@ -17,12 +17,13 @@ struct Bullet {
|
||||
int bulletType;
|
||||
};
|
||||
|
||||
|
||||
|
||||
namespace Combat {
|
||||
extern std::map<int32_t, std::map<int8_t, Bullet>> Bullets;
|
||||
|
||||
void init();
|
||||
|
||||
void npcAttackPc(Mob *mob, time_t currTime);
|
||||
int hitMob(CNSocket *sock, Mob *mob, int damage);
|
||||
void killMob(CNSocket *sock, Mob *mob);
|
||||
void genQItemRolls(Player* leader, std::map<int, int>& rolls);
|
||||
}
|
||||
|
@ -328,7 +328,7 @@ static void toggleAiCommand(std::string full, std::vector<std::string>& args, CN
|
||||
continue;
|
||||
|
||||
Mob* mob = (Mob*)pair.second;
|
||||
mob->state = MobState::RETREAT;
|
||||
mob->state = AIState::RETREAT;
|
||||
mob->target = nullptr;
|
||||
mob->nextMovement = getTime();
|
||||
|
||||
|
@ -16,6 +16,16 @@ enum class EntityType : uint8_t {
|
||||
BUS
|
||||
};
|
||||
|
||||
enum class AIState {
|
||||
INACTIVE,
|
||||
ROAMING,
|
||||
COMBAT,
|
||||
RETREAT,
|
||||
DEAD
|
||||
};
|
||||
|
||||
class Chunk;
|
||||
|
||||
struct Entity {
|
||||
EntityType kind = EntityType::INVALID;
|
||||
int x = 0, y = 0, z = 0;
|
||||
@ -26,7 +36,7 @@ struct Entity {
|
||||
// destructor must be virtual, apparently
|
||||
virtual ~Entity() {}
|
||||
|
||||
virtual bool isAlive() { return true; }
|
||||
virtual bool isExtant() { return true; }
|
||||
|
||||
// stubs
|
||||
virtual void enterIntoViewOf(CNSocket *sock) = 0;
|
||||
@ -69,6 +79,24 @@ struct EntityRef {
|
||||
}
|
||||
};
|
||||
|
||||
/*
|
||||
* Interfaces
|
||||
*/
|
||||
|
||||
class ICombatant {
|
||||
public:
|
||||
ICombatant() {}
|
||||
virtual ~ICombatant() {}
|
||||
|
||||
virtual int takeDamage(EntityRef, int) = 0;
|
||||
virtual void heal(EntityRef, int) = 0;
|
||||
virtual bool isAlive() = 0;
|
||||
virtual int getCurrentHP() = 0;
|
||||
virtual int32_t getID() = 0;
|
||||
|
||||
virtual void step(time_t currTime) = 0;
|
||||
};
|
||||
|
||||
/*
|
||||
* Subclasses
|
||||
*/
|
||||
@ -98,15 +126,15 @@ public:
|
||||
sNPCAppearanceData getAppearanceData();
|
||||
};
|
||||
|
||||
struct CombatNPC : public BaseNPC {
|
||||
struct CombatNPC : public BaseNPC, public ICombatant {
|
||||
int maxHealth = 0;
|
||||
int spawnX = 0;
|
||||
int spawnY = 0;
|
||||
int spawnZ = 0;
|
||||
int level = 0;
|
||||
int speed = 300;
|
||||
|
||||
void (*_stepAI)(CombatNPC*, time_t) = nullptr;
|
||||
AIState state = AIState::INACTIVE;
|
||||
int playersInView = 0; // for optimizing away AI in empty chunks
|
||||
|
||||
CombatNPC(int x, int y, int z, int angle, uint64_t iID, int t, int id, int maxHP)
|
||||
: BaseNPC(angle, iID, t, id), maxHealth(maxHP) {
|
||||
@ -115,17 +143,30 @@ struct CombatNPC : public BaseNPC {
|
||||
spawnZ = z;
|
||||
}
|
||||
|
||||
virtual void stepAI(time_t currTime) {
|
||||
if (_stepAI != nullptr)
|
||||
_stepAI(this, currTime);
|
||||
}
|
||||
virtual bool isExtant() override { return hp > 0; }
|
||||
|
||||
virtual bool isAlive() override { return hp > 0; }
|
||||
virtual int takeDamage(EntityRef src, int amt) override;
|
||||
virtual void heal(EntityRef src, int amt) override;
|
||||
virtual bool isAlive() override;
|
||||
virtual int getCurrentHP() override;
|
||||
virtual int32_t getID() override;
|
||||
|
||||
virtual void step(time_t currTime) override;
|
||||
virtual void roamingStep(time_t currTime) {} // no-ops by default
|
||||
virtual void combatStep(time_t currTime) {}
|
||||
virtual void retreatStep(time_t currTime) {}
|
||||
virtual void deadStep(time_t currTime) {}
|
||||
|
||||
virtual void transition(AIState newState, EntityRef src);
|
||||
virtual void onInactive() {} // no-ops by default
|
||||
virtual void onRoamStart() {}
|
||||
virtual void onCombatStart(EntityRef src) {}
|
||||
virtual void onRetreat() {}
|
||||
virtual void onDeath(EntityRef src) {}
|
||||
};
|
||||
|
||||
// Mob is in MobAI.hpp, Player is in Player.hpp
|
||||
|
||||
// TODO: decouple from BaseNPC
|
||||
struct Egg : public BaseNPC {
|
||||
bool summoned = false;
|
||||
bool dead = false;
|
||||
@ -137,13 +178,12 @@ struct Egg : public BaseNPC {
|
||||
kind = EntityType::EGG;
|
||||
}
|
||||
|
||||
virtual bool isAlive() override { return !dead; }
|
||||
virtual bool isExtant() override { return !dead; }
|
||||
|
||||
virtual void enterIntoViewOf(CNSocket *sock) override;
|
||||
virtual void disappearFromViewOf(CNSocket *sock) override;
|
||||
};
|
||||
|
||||
// TODO: decouple from BaseNPC
|
||||
struct Bus : public BaseNPC {
|
||||
Bus(int angle, uint64_t iID, int t, int id) :
|
||||
BaseNPC(angle, iID, t, id) {
|
||||
|
432
src/MobAI.cpp
432
src/MobAI.cpp
@ -6,6 +6,8 @@
|
||||
#include "Combat.hpp"
|
||||
#include "Abilities.hpp"
|
||||
#include "Rand.hpp"
|
||||
#include "Items.hpp"
|
||||
#include "Missions.hpp"
|
||||
|
||||
#include <cmath>
|
||||
#include <limits.h>
|
||||
@ -14,8 +16,6 @@ using namespace MobAI;
|
||||
|
||||
bool MobAI::simulateMobs = settings::SIMULATEMOBS;
|
||||
|
||||
static void roamingStep(Mob *mob, time_t currTime);
|
||||
|
||||
/*
|
||||
* Dynamic lerp; distinct from Transport::lerp(). This one doesn't care about height and
|
||||
* only returns the first step, since the rest will need to be recalculated anyway if chasing player.
|
||||
@ -70,16 +70,16 @@ void MobAI::followToCombat(Mob *mob) {
|
||||
}
|
||||
Mob* followerMob = (Mob*)NPCManager::NPCs[leadMob->groupMember[i]];
|
||||
|
||||
if (followerMob->state != MobState::ROAMING) // only roaming mobs should transition to combat
|
||||
if (followerMob->state != AIState::ROAMING) // only roaming mobs should transition to combat
|
||||
continue;
|
||||
|
||||
enterCombat(mob->target, followerMob);
|
||||
followerMob->transition(AIState::COMBAT, mob->target);
|
||||
}
|
||||
|
||||
if (leadMob->state != MobState::ROAMING)
|
||||
if (leadMob->state != AIState::ROAMING)
|
||||
return;
|
||||
|
||||
enterCombat(mob->target, leadMob);
|
||||
leadMob->transition(AIState::COMBAT, mob->target);
|
||||
}
|
||||
}
|
||||
|
||||
@ -98,19 +98,19 @@ void MobAI::groupRetreat(Mob *mob) {
|
||||
}
|
||||
Mob* followerMob = (Mob*)NPCManager::NPCs[leadMob->groupMember[i]];
|
||||
|
||||
if (followerMob->state != MobState::COMBAT)
|
||||
if (followerMob->state != AIState::COMBAT)
|
||||
continue;
|
||||
|
||||
followerMob->target = nullptr;
|
||||
followerMob->state = MobState::RETREAT;
|
||||
followerMob->state = AIState::RETREAT;
|
||||
clearDebuff(followerMob);
|
||||
}
|
||||
|
||||
if (leadMob->state != MobState::COMBAT)
|
||||
if (leadMob->state != AIState::COMBAT)
|
||||
return;
|
||||
|
||||
leadMob->target = nullptr;
|
||||
leadMob->state = MobState::RETREAT;
|
||||
leadMob->state = AIState::RETREAT;
|
||||
clearDebuff(leadMob);
|
||||
}
|
||||
|
||||
@ -147,7 +147,7 @@ bool MobAI::aggroCheck(Mob *mob, time_t currTime) {
|
||||
if (levelDifference > -10)
|
||||
mobRange = levelDifference < 10 ? mobRange - (levelDifference * mobRange / 15) : mobRange / 3;
|
||||
|
||||
if (mob->state != MobState::ROAMING && plr->inCombat) // freshly out of aggro mobs
|
||||
if (mob->state != AIState::ROAMING && plr->inCombat) // freshly out of aggro mobs
|
||||
mobRange = mob->sightRange * 2; // should not be impacted by the above
|
||||
|
||||
if (plr->iSpecialState & (CN_SPECIAL_STATE_FLAG__INVISIBLE|CN_SPECIAL_STATE_FLAG__INVULNERABLE))
|
||||
@ -168,7 +168,7 @@ bool MobAI::aggroCheck(Mob *mob, time_t currTime) {
|
||||
|
||||
if (closest != nullptr) {
|
||||
// found closest player. engage.
|
||||
enterCombat(closest, mob);
|
||||
mob->transition(AIState::COMBAT, closest);
|
||||
|
||||
if (mob->groupLeader != 0)
|
||||
followToCombat(mob);
|
||||
@ -268,13 +268,8 @@ static void dealCorruption(Mob *mob, std::vector<int> targetData, int skillID, i
|
||||
respdata[i].iConditionBitFlag = plr->iConditionBitFlag;
|
||||
|
||||
if (plr->HP <= 0) {
|
||||
mob->target = nullptr;
|
||||
mob->state = MobState::RETREAT;
|
||||
if (!aggroCheck(mob, getTime())) {
|
||||
clearDebuff(mob);
|
||||
if (mob->groupLeader != 0)
|
||||
groupRetreat(mob);
|
||||
}
|
||||
if (!MobAI::aggroCheck(mob, getTime()))
|
||||
mob->transition(AIState::RETREAT, mob->target);
|
||||
}
|
||||
}
|
||||
|
||||
@ -395,27 +390,6 @@ static void useAbilities(Mob *mob, time_t currTime) {
|
||||
return;
|
||||
}
|
||||
|
||||
void MobAI::enterCombat(CNSocket *sock, Mob *mob) {
|
||||
mob->target = sock;
|
||||
mob->state = MobState::COMBAT;
|
||||
mob->nextMovement = getTime();
|
||||
mob->nextAttack = 0;
|
||||
|
||||
mob->roamX = mob->x;
|
||||
mob->roamY = mob->y;
|
||||
mob->roamZ = mob->z;
|
||||
|
||||
int skillID = (int)mob->data["m_iPassiveBuff"]; // cast passive
|
||||
std::vector<int> targetData = {1, mob->id, 0, 0, 0};
|
||||
for (auto& pwr : Abilities::Powers)
|
||||
if (pwr.skillType == Abilities::SkillTable[skillID].skillType)
|
||||
pwr.handle(mob->id, targetData, skillID, Abilities::SkillTable[skillID].durationTime[0], Abilities::SkillTable[skillID].powerIntensity[0]);
|
||||
|
||||
for (NPCEvent& event : NPCManager::NPCEvents) // trigger an ON_COMBAT
|
||||
if (event.trigger == ON_COMBAT && event.npcType == mob->type)
|
||||
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);
|
||||
@ -438,52 +412,52 @@ static void drainMobHP(Mob *mob, int amount) {
|
||||
NPCManager::sendToViewable(mob, (void*)&respbuf, P_FE2CL_CHAR_TIME_BUFF_TIME_TICK, resplen);
|
||||
|
||||
if (mob->hp <= 0)
|
||||
Combat::killMob(mob->target, mob);
|
||||
mob->transition(AIState::DEAD, mob->target);
|
||||
}
|
||||
|
||||
static void deadStep(Mob *mob, time_t currTime) {
|
||||
void Mob::deadStep(time_t currTime) {
|
||||
// despawn the mob after a short delay
|
||||
if (mob->killedTime != 0 && !mob->despawned && currTime - mob->killedTime > 2000) {
|
||||
mob->despawned = true;
|
||||
if (killedTime != 0 && !despawned && currTime - killedTime > 2000) {
|
||||
despawned = true;
|
||||
|
||||
INITSTRUCT(sP_FE2CL_NPC_EXIT, pkt);
|
||||
|
||||
pkt.iNPC_ID = mob->id;
|
||||
pkt.iNPC_ID = id;
|
||||
|
||||
NPCManager::sendToViewable(mob, &pkt, P_FE2CL_NPC_EXIT, sizeof(sP_FE2CL_NPC_EXIT));
|
||||
NPCManager::sendToViewable(this, &pkt, P_FE2CL_NPC_EXIT, sizeof(sP_FE2CL_NPC_EXIT));
|
||||
|
||||
// if it was summoned, mark it for removal
|
||||
if (mob->summoned) {
|
||||
if (summoned) {
|
||||
std::cout << "[INFO] Queueing killed summoned mob for removal" << std::endl;
|
||||
NPCManager::queueNPCRemoval(mob->id);
|
||||
NPCManager::queueNPCRemoval(id);
|
||||
return;
|
||||
}
|
||||
|
||||
// pre-set spawn coordinates if not marked for removal
|
||||
mob->x = mob->spawnX;
|
||||
mob->y = mob->spawnY;
|
||||
mob->z = mob->spawnZ;
|
||||
x = spawnX;
|
||||
y = spawnY;
|
||||
z = spawnZ;
|
||||
}
|
||||
|
||||
// to guide their groupmates, group leaders still need to move despite being dead
|
||||
if (mob->groupLeader == mob->id)
|
||||
roamingStep(mob, currTime);
|
||||
if (groupLeader == id)
|
||||
roamingStep(currTime);
|
||||
|
||||
if (mob->killedTime != 0 && currTime - mob->killedTime < mob->regenTime * 100)
|
||||
if (killedTime != 0 && currTime - killedTime < regenTime * 100)
|
||||
return;
|
||||
|
||||
std::cout << "respawning mob " << mob->id << " with HP = " << mob->maxHealth << std::endl;
|
||||
std::cout << "respawning mob " << id << " with HP = " << maxHealth << std::endl;
|
||||
|
||||
mob->hp = mob->maxHealth;
|
||||
mob->state = MobState::ROAMING;
|
||||
hp = maxHealth;
|
||||
state = AIState::ROAMING;
|
||||
|
||||
// if mob is a group leader/follower, spawn where the group is.
|
||||
if (mob->groupLeader != 0) {
|
||||
if (NPCManager::NPCs.find(mob->groupLeader) != NPCManager::NPCs.end() && NPCManager::NPCs[mob->groupLeader]->kind == EntityType::MOB) {
|
||||
Mob* leaderMob = (Mob*)NPCManager::NPCs[mob->groupLeader];
|
||||
mob->x = leaderMob->x + mob->offsetX;
|
||||
mob->y = leaderMob->y + mob->offsetY;
|
||||
mob->z = leaderMob->z;
|
||||
if (groupLeader != 0) {
|
||||
if (NPCManager::NPCs.find(groupLeader) != NPCManager::NPCs.end() && NPCManager::NPCs[groupLeader]->kind == EntityType::MOB) {
|
||||
Mob* leaderMob = (Mob*)NPCManager::NPCs[groupLeader];
|
||||
x = leaderMob->x + offsetX;
|
||||
y = leaderMob->y + offsetY;
|
||||
z = leaderMob->z;
|
||||
} else {
|
||||
std::cout << "[WARN] deadStep: mob cannot find it's leader!" << std::endl;
|
||||
}
|
||||
@ -491,127 +465,116 @@ static void deadStep(Mob *mob, time_t currTime) {
|
||||
|
||||
INITSTRUCT(sP_FE2CL_NPC_NEW, pkt);
|
||||
|
||||
pkt.NPCAppearanceData = mob->getAppearanceData();
|
||||
pkt.NPCAppearanceData = getAppearanceData();
|
||||
|
||||
// notify all nearby players
|
||||
NPCManager::sendToViewable(mob, &pkt, P_FE2CL_NPC_NEW, sizeof(sP_FE2CL_NPC_NEW));
|
||||
NPCManager::sendToViewable(this, &pkt, P_FE2CL_NPC_NEW, sizeof(sP_FE2CL_NPC_NEW));
|
||||
}
|
||||
|
||||
static void combatStep(Mob *mob, time_t currTime) {
|
||||
assert(mob->target != nullptr);
|
||||
void Mob::combatStep(time_t currTime) {
|
||||
assert(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 (!aggroCheck(mob, currTime)) {
|
||||
clearDebuff(mob);
|
||||
if (mob->groupLeader != 0)
|
||||
groupRetreat(mob);
|
||||
}
|
||||
if (PlayerManager::players.find(target) == PlayerManager::players.end()) {
|
||||
if (!MobAI::aggroCheck(this, getTime()))
|
||||
transition(AIState::RETREAT, target);
|
||||
return;
|
||||
}
|
||||
|
||||
Player *plr = PlayerManager::getPlayer(mob->target);
|
||||
Player *plr = PlayerManager::getPlayer(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 (!aggroCheck(mob, currTime)) {
|
||||
clearDebuff(mob);
|
||||
if (mob->groupLeader != 0)
|
||||
groupRetreat(mob);
|
||||
}
|
||||
if (!MobAI::aggroCheck(this, getTime()))
|
||||
transition(AIState::RETREAT, target);
|
||||
return;
|
||||
}
|
||||
|
||||
// drain
|
||||
if (mob->skillStyle < 0 && (mob->lastDrainTime == 0 || currTime - mob->lastDrainTime >= 1000)
|
||||
&& mob->cbf & CSB_BIT_BOUNDINGBALL) {
|
||||
drainMobHP(mob, mob->maxHealth / 20); // lose 5% every second
|
||||
mob->lastDrainTime = currTime;
|
||||
if (skillStyle < 0 && (lastDrainTime == 0 || currTime - lastDrainTime >= 1000)
|
||||
&& cbf & CSB_BIT_BOUNDINGBALL) {
|
||||
drainMobHP(this, maxHealth / 20); // lose 5% every second
|
||||
lastDrainTime = currTime;
|
||||
}
|
||||
|
||||
// if drain killed the mob, return early
|
||||
if (mob->hp <= 0)
|
||||
if (hp <= 0)
|
||||
return;
|
||||
|
||||
// unbuffing
|
||||
std::unordered_map<int32_t, time_t>::iterator it = mob->unbuffTimes.begin();
|
||||
while (it != mob->unbuffTimes.end()) {
|
||||
std::unordered_map<int32_t, time_t>::iterator it = unbuffTimes.begin();
|
||||
while (it != unbuffTimes.end()) {
|
||||
|
||||
if (currTime >= it->second) {
|
||||
mob->cbf &= ~it->first;
|
||||
cbf &= ~it->first;
|
||||
|
||||
INITSTRUCT(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT, pkt1);
|
||||
pkt1.eCT = 2;
|
||||
pkt1.iID = mob->id;
|
||||
pkt1.iConditionBitFlag = mob->cbf;
|
||||
NPCManager::sendToViewable(mob, &pkt1, P_FE2CL_CHAR_TIME_BUFF_TIME_OUT, sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT));
|
||||
pkt1.iID = id;
|
||||
pkt1.iConditionBitFlag = cbf;
|
||||
NPCManager::sendToViewable(this, &pkt1, P_FE2CL_CHAR_TIME_BUFF_TIME_OUT, sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT));
|
||||
|
||||
it = mob->unbuffTimes.erase(it);
|
||||
it = unbuffTimes.erase(it);
|
||||
} else {
|
||||
it++;
|
||||
}
|
||||
}
|
||||
|
||||
// skip attack if stunned or asleep
|
||||
if (mob->cbf & (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.
|
||||
if (cbf & (CSB_BIT_STUN|CSB_BIT_MEZ)) {
|
||||
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->x, plr->y - mob->y);
|
||||
int mobRange = (int)mob->data["m_iAtkRange"] + (int)mob->data["m_iRadius"];
|
||||
int distance = hypot(plr->x - x, plr->y - y);
|
||||
int mobRange = (int)data["m_iAtkRange"] + (int)data["m_iRadius"];
|
||||
|
||||
if (currTime >= mob->nextAttack) {
|
||||
if (mob->skillStyle != -1 || distance <= mobRange || Rand::rand(20) == 0) // while not in attack range, 1 / 20 chance.
|
||||
useAbilities(mob, currTime);
|
||||
if (mob->target == nullptr)
|
||||
if (currTime >= nextAttack) {
|
||||
if (skillStyle != -1 || distance <= mobRange || Rand::rand(20) == 0) // while not in attack range, 1 / 20 chance.
|
||||
useAbilities(this, currTime);
|
||||
if (target == nullptr)
|
||||
return;
|
||||
}
|
||||
|
||||
int distanceToTravel = INT_MAX;
|
||||
int speed = mob->speed;
|
||||
// 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)
|
||||
if (distance > mobRange && skillStyle == -1) {
|
||||
if (nextMovement != 0 && currTime < nextMovement)
|
||||
return;
|
||||
mob->nextMovement = currTime + 400;
|
||||
if (currTime >= mob->nextAttack)
|
||||
mob->nextAttack = 0;
|
||||
nextMovement = currTime + 400;
|
||||
if (currTime >= nextAttack)
|
||||
nextAttack = 0;
|
||||
|
||||
// halve movement speed if snared
|
||||
if (mob->cbf & CSB_BIT_DN_MOVE_SPEED)
|
||||
if (cbf & 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);
|
||||
if (groupLeader != 0) {
|
||||
targetX += offsetX*distance/(idleRange + 1);
|
||||
targetY += offsetY*distance/(idleRange + 1);
|
||||
}
|
||||
|
||||
distanceToTravel = std::min(distance-mobRange+1, speed*2/5);
|
||||
auto targ = lerp(mob->x, mob->y, targetX, targetY, distanceToTravel);
|
||||
if (distanceToTravel < speed*2/5 && currTime >= mob->nextAttack)
|
||||
mob->nextAttack = 0;
|
||||
auto targ = lerp(x, y, targetX, targetY, distanceToTravel);
|
||||
if (distanceToTravel < speed*2/5 && currTime >= nextAttack)
|
||||
nextAttack = 0;
|
||||
|
||||
NPCManager::updateNPCPosition(mob->id, targ.first, targ.second, mob->z, mob->instanceID, mob->angle);
|
||||
NPCManager::updateNPCPosition(id, targ.first, targ.second, z, instanceID, angle);
|
||||
|
||||
INITSTRUCT(sP_FE2CL_NPC_MOVE, pkt);
|
||||
|
||||
pkt.iNPC_ID = mob->id;
|
||||
pkt.iNPC_ID = id;
|
||||
pkt.iSpeed = speed;
|
||||
pkt.iToX = mob->x = targ.first;
|
||||
pkt.iToY = mob->y = targ.second;
|
||||
pkt.iToX = x = targ.first;
|
||||
pkt.iToY = y = 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));
|
||||
NPCManager::sendToViewable(this, &pkt, P_FE2CL_NPC_MOVE, sizeof(sP_FE2CL_NPC_MOVE));
|
||||
}
|
||||
|
||||
/* attack logic
|
||||
@ -619,21 +582,17 @@ static void combatStep(Mob *mob, time_t currTime) {
|
||||
* 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);
|
||||
if (nextAttack == 0 || currTime >= nextAttack) {
|
||||
nextAttack = currTime + (int)data["m_iDelayTime"] * 100;
|
||||
Combat::npcAttackPc(this, 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;
|
||||
clearDebuff(mob);
|
||||
if (mob->groupLeader != 0)
|
||||
groupRetreat(mob);
|
||||
int xyDistance = hypot(plr->x - roamX, plr->y - roamY);
|
||||
distance = hypot(xyDistance, plr->z - roamZ);
|
||||
if (distance >= data["m_iCombatRange"]) {
|
||||
transition(AIState::RETREAT, target);
|
||||
}
|
||||
}
|
||||
|
||||
@ -645,23 +604,23 @@ void MobAI::incNextMovement(Mob *mob, time_t currTime) {
|
||||
mob->nextMovement = currTime + delay/2 + Rand::rand(delay/2);
|
||||
}
|
||||
|
||||
static void roamingStep(Mob *mob, time_t currTime) {
|
||||
void Mob::roamingStep(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 (aggroCheck(mob, currTime))
|
||||
if (state != AIState::DEAD && (nextAttack == 0 || currTime >= nextAttack)) {
|
||||
nextAttack = currTime + 500;
|
||||
if (aggroCheck(this, currTime))
|
||||
return;
|
||||
}
|
||||
|
||||
// no random roaming if the mob already has a set path
|
||||
if (mob->staticPath)
|
||||
if (staticPath)
|
||||
return;
|
||||
|
||||
if (mob->groupLeader != 0 && mob->groupLeader != mob->id) // don't roam by yourself without group leader
|
||||
if (groupLeader != 0 && groupLeader != id) // don't roam by yourself without group leader
|
||||
return;
|
||||
|
||||
/*
|
||||
@ -669,62 +628,61 @@ static void roamingStep(Mob *mob, time_t currTime) {
|
||||
* Transport::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)
|
||||
if (nextMovement != 0 && currTime < nextMovement)
|
||||
return;
|
||||
incNextMovement(mob, currTime);
|
||||
incNextMovement(this, currTime);
|
||||
|
||||
int xStart = mob->spawnX - mob->idleRange/2;
|
||||
int yStart = mob->spawnY - mob->idleRange/2;
|
||||
int speed = mob->speed;
|
||||
int xStart = spawnX - idleRange/2;
|
||||
int yStart = spawnY - idleRange/2;
|
||||
|
||||
// some mobs don't move (and we mustn't divide/modulus by zero)
|
||||
if (mob->idleRange == 0 || speed == 0)
|
||||
if (idleRange == 0 || speed == 0)
|
||||
return;
|
||||
|
||||
int farX, farY, distance;
|
||||
int minDistance = mob->idleRange / 2;
|
||||
int minDistance = idleRange / 2;
|
||||
|
||||
// pick a random destination
|
||||
farX = xStart + Rand::rand(mob->idleRange);
|
||||
farY = yStart + Rand::rand(mob->idleRange);
|
||||
farX = xStart + Rand::rand(idleRange);
|
||||
farY = yStart + Rand::rand(idleRange);
|
||||
|
||||
distance = std::abs(std::max(farX - mob->x, farY - mob->y));
|
||||
distance = std::abs(std::max(farX - x, farY - y));
|
||||
if (distance == 0)
|
||||
distance += 1; // hack to avoid FPE
|
||||
|
||||
// if it's too short a walk, go further in that direction
|
||||
farX = mob->x + (farX - mob->x) * minDistance / distance;
|
||||
farY = mob->y + (farY - mob->y) * minDistance / distance;
|
||||
farX = x + (farX - x) * minDistance / distance;
|
||||
farY = y + (farY - y) * 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);
|
||||
farX = std::clamp(farX, xStart, xStart + idleRange);
|
||||
farY = std::clamp(farY, yStart, yStart + idleRange);
|
||||
|
||||
// halve movement speed if snared
|
||||
if (mob->cbf & CSB_BIT_DN_MOVE_SPEED)
|
||||
if (cbf & CSB_BIT_DN_MOVE_SPEED)
|
||||
speed /= 2;
|
||||
|
||||
std::queue<Vec3> queue;
|
||||
Vec3 from = { mob->x, mob->y, mob->z };
|
||||
Vec3 to = { farX, farY, mob->z };
|
||||
Vec3 from = { x, y, z };
|
||||
Vec3 to = { farX, farY, z };
|
||||
|
||||
// add a route to the queue; to be processed in Transport::stepNPCPathing()
|
||||
Transport::lerp(&queue, from, to, speed);
|
||||
Transport::NPCQueues[mob->id] = queue;
|
||||
Transport::NPCQueues[id] = queue;
|
||||
|
||||
if (mob->groupLeader != 0 && mob->groupLeader == mob->id) {
|
||||
if (groupLeader != 0 && groupLeader == id) {
|
||||
// make followers follow this npc.
|
||||
for (int i = 0; i < 4; i++) {
|
||||
if (mob->groupMember[i] == 0)
|
||||
if (groupMember[i] == 0)
|
||||
break;
|
||||
|
||||
if (NPCManager::NPCs.find(mob->groupMember[i]) == NPCManager::NPCs.end() || NPCManager::NPCs[mob->groupMember[i]]->kind != EntityType::MOB) {
|
||||
if (NPCManager::NPCs.find(groupMember[i]) == NPCManager::NPCs.end() || NPCManager::NPCs[groupMember[i]]->kind != EntityType::MOB) {
|
||||
std::cout << "[WARN] roamingStep: leader can't find a group member!" << std::endl;
|
||||
continue;
|
||||
}
|
||||
|
||||
std::queue<Vec3> queue2;
|
||||
Mob* followerMob = (Mob*)NPCManager::NPCs[mob->groupMember[i]];
|
||||
Mob* followerMob = (Mob*)NPCManager::NPCs[groupMember[i]];
|
||||
from = { followerMob->x, followerMob->y, followerMob->z };
|
||||
to = { farX + followerMob->offsetX, farY + followerMob->offsetY, followerMob->z };
|
||||
Transport::lerp(&queue2, from, to, speed);
|
||||
@ -733,78 +691,148 @@ static void roamingStep(Mob *mob, time_t currTime) {
|
||||
}
|
||||
}
|
||||
|
||||
static void retreatStep(Mob *mob, time_t currTime) {
|
||||
if (mob->nextMovement != 0 && currTime < mob->nextMovement)
|
||||
void Mob::retreatStep(time_t currTime) {
|
||||
if (nextMovement != 0 && currTime < nextMovement)
|
||||
return;
|
||||
|
||||
mob->nextMovement = currTime + 400;
|
||||
nextMovement = currTime + 400;
|
||||
|
||||
// distance between spawn point and current location
|
||||
int distance = hypot(mob->x - mob->roamX, mob->y - mob->roamY);
|
||||
int distance = hypot(x - roamX, y - roamY);
|
||||
|
||||
//if (distance > mob->data["m_iIdleRange"]) {
|
||||
if (distance > 10) {
|
||||
INITSTRUCT(sP_FE2CL_NPC_MOVE, pkt);
|
||||
|
||||
auto targ = lerp(mob->x, mob->y, mob->roamX, mob->roamY, (int)mob->speed*4/5);
|
||||
auto targ = lerp(x, y, roamX, roamY, (int)speed*4/5);
|
||||
|
||||
pkt.iNPC_ID = mob->id;
|
||||
pkt.iSpeed = (int)mob->speed * 2;
|
||||
pkt.iToX = mob->x = targ.first;
|
||||
pkt.iToY = mob->y = targ.second;
|
||||
pkt.iToZ = mob->z = mob->spawnZ;
|
||||
pkt.iNPC_ID = id;
|
||||
pkt.iSpeed = (int)speed * 2;
|
||||
pkt.iToX = x = targ.first;
|
||||
pkt.iToY = y = targ.second;
|
||||
pkt.iToZ = z = spawnZ;
|
||||
pkt.iMoveStyle = 1;
|
||||
|
||||
// notify all nearby players
|
||||
NPCManager::sendToViewable(mob, &pkt, P_FE2CL_NPC_MOVE, sizeof(sP_FE2CL_NPC_MOVE));
|
||||
NPCManager::sendToViewable(this, &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->hp = mob->maxHealth;
|
||||
mob->killedTime = 0;
|
||||
mob->nextAttack = 0;
|
||||
mob->cbf = 0;
|
||||
state = AIState::ROAMING;
|
||||
hp = maxHealth;
|
||||
killedTime = 0;
|
||||
nextAttack = 0;
|
||||
cbf = 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 : Abilities::Powers)
|
||||
if (pwr.skillType == Abilities::SkillTable[110].skillType)
|
||||
pwr.handle(mob->id, targetData, 110, Abilities::SkillTable[110].durationTime[0], Abilities::SkillTable[110].powerIntensity[0]);
|
||||
pwr.handle(id, targetData, 110, Abilities::SkillTable[110].durationTime[0], Abilities::SkillTable[110].powerIntensity[0]);
|
||||
// clear outlying debuffs
|
||||
clearDebuff(mob);
|
||||
clearDebuff(this);
|
||||
}
|
||||
}
|
||||
|
||||
void MobAI::step(CombatNPC *npc, time_t currTime) {
|
||||
assert(npc->kind == EntityType::MOB);
|
||||
auto mob = (Mob*)npc;
|
||||
void Mob::onInactive() {
|
||||
// no-op
|
||||
}
|
||||
|
||||
if (mob->playersInView < 0)
|
||||
std::cout << "[WARN] Weird playerview value " << mob->playersInView << std::endl;
|
||||
void Mob::onRoamStart() {
|
||||
// stub
|
||||
}
|
||||
|
||||
// skip mob movement and combat if disabled or not in view
|
||||
if ((!simulateMobs || mob->playersInView == 0) && mob->state != MobState::DEAD
|
||||
&& mob->state != MobState::RETREAT)
|
||||
void Mob::onCombatStart(EntityRef src) {
|
||||
assert(src.type == EntityType::PLAYER);
|
||||
target = src.sock;
|
||||
nextMovement = getTime();
|
||||
nextAttack = 0;
|
||||
|
||||
roamX = x;
|
||||
roamY = y;
|
||||
roamZ = z;
|
||||
|
||||
int skillID = (int)data["m_iPassiveBuff"]; // cast passive
|
||||
std::vector<int> targetData = { 1, id, 0, 0, 0 };
|
||||
for (auto& pwr : Abilities::Powers)
|
||||
if (pwr.skillType == Abilities::SkillTable[skillID].skillType)
|
||||
pwr.handle(id, targetData, skillID, Abilities::SkillTable[skillID].durationTime[0], Abilities::SkillTable[skillID].powerIntensity[0]);
|
||||
}
|
||||
|
||||
void Mob::onRetreat() {
|
||||
target = nullptr;
|
||||
MobAI::clearDebuff(this);
|
||||
if (groupLeader != 0)
|
||||
MobAI::groupRetreat(this);
|
||||
}
|
||||
|
||||
void Mob::onDeath(EntityRef src) {
|
||||
target = nullptr;
|
||||
cbf = 0;
|
||||
skillStyle = -1;
|
||||
unbuffTimes.clear();
|
||||
killedTime = getTime(); // XXX: maybe introduce a shard-global time for each step?
|
||||
|
||||
// check for the edge case where hitting the mob did not aggro it
|
||||
if (src.type == EntityType::PLAYER && src.isValid()) {
|
||||
Player* plr = PlayerManager::getPlayer(src.sock);
|
||||
|
||||
Items::DropRoll rolled;
|
||||
Items::DropRoll eventRolled;
|
||||
std::map<int, int> qitemRolls;
|
||||
|
||||
Player* leader = PlayerManager::getPlayerFromID(plr->iIDGroup);
|
||||
assert(leader != nullptr); // should never happen
|
||||
|
||||
Combat::genQItemRolls(leader, qitemRolls);
|
||||
|
||||
if (plr->groupCnt == 1 && plr->iIDGroup == plr->iID) {
|
||||
Items::giveMobDrop(src.sock, this, rolled, eventRolled);
|
||||
Missions::mobKilled(src.sock, type, qitemRolls);
|
||||
}
|
||||
else {
|
||||
for (int i = 0; i < leader->groupCnt; i++) {
|
||||
CNSocket* sockTo = PlayerManager::getSockFromID(leader->groupIDs[i]);
|
||||
if (sockTo == nullptr)
|
||||
continue;
|
||||
|
||||
Player* otherPlr = PlayerManager::getPlayer(sockTo);
|
||||
|
||||
// only contribute to group members' kills if they're close enough
|
||||
int dist = std::hypot(plr->x - otherPlr->x + 1, plr->y - otherPlr->y + 1);
|
||||
if (dist > 5000)
|
||||
continue;
|
||||
|
||||
Items::giveMobDrop(sockTo, this, rolled, eventRolled);
|
||||
Missions::mobKilled(sockTo, type, qitemRolls);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// delay the despawn animation
|
||||
despawned = false;
|
||||
|
||||
auto it = Transport::NPCQueues.find(id);
|
||||
if (it == Transport::NPCQueues.end() || it->second.empty())
|
||||
return;
|
||||
|
||||
switch (mob->state) {
|
||||
case MobState::INACTIVE:
|
||||
// no-op
|
||||
break;
|
||||
case MobState::ROAMING:
|
||||
roamingStep(mob, currTime);
|
||||
break;
|
||||
case MobState::COMBAT:
|
||||
combatStep(mob, currTime);
|
||||
break;
|
||||
case MobState::RETREAT:
|
||||
retreatStep(mob, currTime);
|
||||
break;
|
||||
case MobState::DEAD:
|
||||
deadStep(mob, currTime);
|
||||
break;
|
||||
// rewind or empty the movement queue
|
||||
if (staticPath) {
|
||||
/*
|
||||
* This is inelegant, but we wind forward in the path until we find the point that
|
||||
* corresponds with the Mob's spawn point.
|
||||
*
|
||||
* IMPORTANT: The check in TableData::loadPaths() must pass or else this will loop forever.
|
||||
*/
|
||||
auto& queue = it->second;
|
||||
for (auto point = queue.front(); point.x != spawnX || point.y != spawnY; point = queue.front()) {
|
||||
queue.pop();
|
||||
queue.push(point);
|
||||
}
|
||||
}
|
||||
else {
|
||||
Transport::NPCQueues.erase(id);
|
||||
}
|
||||
}
|
||||
|
@ -2,24 +2,10 @@
|
||||
|
||||
#include "core/Core.hpp"
|
||||
#include "NPCManager.hpp"
|
||||
|
||||
enum class MobState {
|
||||
INACTIVE,
|
||||
ROAMING,
|
||||
COMBAT,
|
||||
RETREAT,
|
||||
DEAD
|
||||
};
|
||||
|
||||
namespace MobAI {
|
||||
// needs to be declared before Mob's constructor
|
||||
void step(CombatNPC*, time_t);
|
||||
};
|
||||
#include "Entities.hpp"
|
||||
|
||||
struct Mob : public CombatNPC {
|
||||
// general
|
||||
MobState state = MobState::INACTIVE;
|
||||
|
||||
std::unordered_map<int32_t,time_t> unbuffTimes = {};
|
||||
|
||||
// dead
|
||||
@ -47,16 +33,13 @@ struct Mob : public CombatNPC {
|
||||
int offsetX = 0, offsetY = 0;
|
||||
int groupMember[4] = {};
|
||||
|
||||
// for optimizing away AI in empty chunks
|
||||
int playersInView = 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)
|
||||
: CombatNPC(x, y, z, angle, iID, t, id, d["m_iHP"]),
|
||||
sightRange(d["m_iSightRange"]) {
|
||||
state = MobState::ROAMING;
|
||||
state = AIState::ROAMING;
|
||||
|
||||
data = d;
|
||||
|
||||
@ -78,7 +61,6 @@ struct Mob : public CombatNPC {
|
||||
hp = maxHealth;
|
||||
|
||||
kind = EntityType::MOB;
|
||||
_stepAI = MobAI::step;
|
||||
}
|
||||
|
||||
// constructor for /summon
|
||||
@ -89,6 +71,17 @@ struct Mob : public CombatNPC {
|
||||
|
||||
~Mob() {}
|
||||
|
||||
virtual void roamingStep(time_t currTime) override;
|
||||
virtual void combatStep(time_t currTime) override;
|
||||
virtual void retreatStep(time_t currTime) override;
|
||||
virtual void deadStep(time_t currTime) override;
|
||||
|
||||
virtual void onInactive() override;
|
||||
virtual void onRoamStart() override;
|
||||
virtual void onCombatStart(EntityRef src) override;
|
||||
virtual void onRetreat() override;
|
||||
virtual void onDeath(EntityRef src) override;
|
||||
|
||||
auto operator[](std::string s) {
|
||||
return data[s];
|
||||
}
|
||||
@ -103,5 +96,4 @@ namespace MobAI {
|
||||
void clearDebuff(Mob *mob);
|
||||
void followToCombat(Mob *mob);
|
||||
void groupRetreat(Mob *mob);
|
||||
void enterCombat(CNSocket *sock, Mob *mob);
|
||||
}
|
||||
|
@ -355,7 +355,7 @@ static void step(CNServer *serv, time_t currTime) {
|
||||
continue;
|
||||
auto npc = (CombatNPC*)pair.second;
|
||||
|
||||
npc->stepAI(currTime);
|
||||
npc->step(currTime);
|
||||
}
|
||||
|
||||
// deallocate all NPCs queued for removal
|
||||
|
@ -11,7 +11,7 @@
|
||||
|
||||
#define PC_MAXHEALTH(level) (925 + 75 * (level))
|
||||
|
||||
struct Player : public Entity {
|
||||
struct Player : public Entity, public ICombatant {
|
||||
int accountId = 0;
|
||||
int accountLevel = 0; // permission level (see CN_ACCOUNT_LEVEL enums)
|
||||
int32_t iID = 0;
|
||||
@ -90,5 +90,13 @@ struct Player : public Entity {
|
||||
virtual void enterIntoViewOf(CNSocket *sock) override;
|
||||
virtual void disappearFromViewOf(CNSocket *sock) override;
|
||||
|
||||
virtual int takeDamage(EntityRef src, int amt) override;
|
||||
virtual void heal(EntityRef src, int amt) override;
|
||||
virtual bool isAlive() override;
|
||||
virtual int getCurrentHP() override;
|
||||
virtual int32_t getID() override;
|
||||
|
||||
virtual void step(time_t currTime) override;
|
||||
|
||||
sPCAppearanceData getAppearanceData();
|
||||
};
|
||||
|
@ -263,7 +263,7 @@ static void stepNPCPathing() {
|
||||
}
|
||||
|
||||
// do not roam if not roaming
|
||||
if (npc->kind == EntityType::MOB && ((Mob*)npc)->state != MobState::ROAMING) {
|
||||
if (npc->kind == EntityType::MOB && ((Mob*)npc)->state != AIState::ROAMING) {
|
||||
it++;
|
||||
continue;
|
||||
}
|
||||
|
@ -47,8 +47,8 @@ struct PacketDesc {
|
||||
* really should.
|
||||
*/
|
||||
struct sGM_PVPTarget {
|
||||
uint32_t eCT;
|
||||
uint32_t iID;
|
||||
uint32_t eCT;
|
||||
};
|
||||
|
||||
struct sSkillResult_Leech {
|
||||
|
Loading…
Reference in New Issue
Block a user