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(WIP) Point 1: step functions
This commit is contained in:
parent
d9e0a4a281
commit
4b612f35d2
@ -38,6 +38,10 @@ 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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@ -96,6 +100,10 @@ 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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// stubbed
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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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@ -83,6 +83,8 @@ public:
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virtual bool isAlive() = 0;
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virtual int getCurrentHP() = 0;
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virtual int32_t getID() = 0;
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virtual void step(time_t currTime) = 0;
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};
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/*
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@ -122,8 +124,6 @@ struct CombatNPC : public BaseNPC, public ICombatant {
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int level = 0;
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int speed = 300;
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void (*_stepAI)(CombatNPC*, time_t) = nullptr;
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CombatNPC(int x, int y, int z, int angle, uint64_t iID, int t, int id, int maxHP)
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: BaseNPC(angle, iID, t, id), maxHealth(maxHP) {
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spawnX = x;
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@ -131,11 +131,6 @@ struct CombatNPC : public BaseNPC, public ICombatant {
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spawnZ = z;
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}
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virtual void stepAI(time_t currTime) {
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if (_stepAI != nullptr)
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_stepAI(this, currTime);
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}
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virtual bool isExtant() override { return hp > 0; }
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virtual int takeDamage(EntityRef src, int amt) override;
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@ -143,6 +138,7 @@ struct CombatNPC : public BaseNPC, public ICombatant {
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virtual bool isAlive() override;
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virtual int getCurrentHP() override;
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virtual int32_t getID() override;
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virtual void step(time_t currTime) override;
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};
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// Mob is in MobAI.hpp, Player is in Player.hpp
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295
src/MobAI.cpp
295
src/MobAI.cpp
@ -14,8 +14,6 @@ using namespace MobAI;
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bool MobAI::simulateMobs = settings::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 Transport::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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@ -441,49 +439,49 @@ static void drainMobHP(Mob *mob, int amount) {
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Combat::killMob(mob->target, mob);
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}
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static void deadStep(Mob *mob, time_t currTime) {
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void Mob::deadStep(time_t currTime) {
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// despawn the mob after a short delay
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if (mob->killedTime != 0 && !mob->despawned && currTime - mob->killedTime > 2000) {
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mob->despawned = true;
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if (killedTime != 0 && !despawned && currTime - killedTime > 2000) {
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despawned = true;
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INITSTRUCT(sP_FE2CL_NPC_EXIT, pkt);
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pkt.iNPC_ID = mob->id;
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pkt.iNPC_ID = id;
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NPCManager::sendToViewable(mob, &pkt, P_FE2CL_NPC_EXIT, sizeof(sP_FE2CL_NPC_EXIT));
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NPCManager::sendToViewable(this, &pkt, P_FE2CL_NPC_EXIT, sizeof(sP_FE2CL_NPC_EXIT));
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// if it was summoned, mark it for removal
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if (mob->summoned) {
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if (summoned) {
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std::cout << "[INFO] Queueing killed summoned mob for removal" << std::endl;
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NPCManager::queueNPCRemoval(mob->id);
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NPCManager::queueNPCRemoval(id);
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return;
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}
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// pre-set spawn coordinates if not marked for removal
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mob->x = mob->spawnX;
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mob->y = mob->spawnY;
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mob->z = mob->spawnZ;
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x = spawnX;
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y = spawnY;
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z = spawnZ;
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}
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// to guide their groupmates, group leaders still need to move despite being dead
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if (mob->groupLeader == mob->id)
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roamingStep(mob, currTime);
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if (groupLeader == id)
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roamingStep(currTime);
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if (mob->killedTime != 0 && currTime - mob->killedTime < mob->regenTime * 100)
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if (killedTime != 0 && currTime - killedTime < regenTime * 100)
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return;
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std::cout << "respawning mob " << mob->id << " with HP = " << mob->maxHealth << std::endl;
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std::cout << "respawning mob " << id << " with HP = " << maxHealth << std::endl;
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mob->hp = mob->maxHealth;
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mob->state = MobState::ROAMING;
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hp = maxHealth;
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state = MobState::ROAMING;
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// if mob is a group leader/follower, spawn where the group is.
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if (mob->groupLeader != 0) {
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if (NPCManager::NPCs.find(mob->groupLeader) != NPCManager::NPCs.end() && NPCManager::NPCs[mob->groupLeader]->kind == EntityType::MOB) {
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Mob* leaderMob = (Mob*)NPCManager::NPCs[mob->groupLeader];
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mob->x = leaderMob->x + mob->offsetX;
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mob->y = leaderMob->y + mob->offsetY;
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mob->z = leaderMob->z;
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if (groupLeader != 0) {
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if (NPCManager::NPCs.find(groupLeader) != NPCManager::NPCs.end() && NPCManager::NPCs[groupLeader]->kind == EntityType::MOB) {
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Mob* leaderMob = (Mob*)NPCManager::NPCs[groupLeader];
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x = leaderMob->x + offsetX;
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y = leaderMob->y + offsetY;
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z = leaderMob->z;
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} else {
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std::cout << "[WARN] deadStep: mob cannot find it's leader!" << std::endl;
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}
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@ -491,127 +489,127 @@ static void deadStep(Mob *mob, time_t currTime) {
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INITSTRUCT(sP_FE2CL_NPC_NEW, pkt);
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pkt.NPCAppearanceData = mob->getAppearanceData();
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pkt.NPCAppearanceData = getAppearanceData();
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// notify all nearby players
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NPCManager::sendToViewable(mob, &pkt, P_FE2CL_NPC_NEW, sizeof(sP_FE2CL_NPC_NEW));
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NPCManager::sendToViewable(this, &pkt, P_FE2CL_NPC_NEW, sizeof(sP_FE2CL_NPC_NEW));
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}
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static void combatStep(Mob *mob, time_t currTime) {
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assert(mob->target != nullptr);
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void Mob::combatStep(time_t currTime) {
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assert(target != nullptr);
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// lose aggro if the player lost connection
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if (PlayerManager::players.find(mob->target) == PlayerManager::players.end()) {
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mob->target = nullptr;
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mob->state = MobState::RETREAT;
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if (!aggroCheck(mob, currTime)) {
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clearDebuff(mob);
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if (mob->groupLeader != 0)
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groupRetreat(mob);
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if (PlayerManager::players.find(target) == PlayerManager::players.end()) {
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target = nullptr;
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state = MobState::RETREAT;
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if (!aggroCheck(this, currTime)) {
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clearDebuff(this);
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if (groupLeader != 0)
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groupRetreat(this);
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}
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return;
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}
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Player *plr = PlayerManager::getPlayer(mob->target);
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Player *plr = PlayerManager::getPlayer(target);
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// lose aggro if the player became invulnerable or died
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if (plr->HP <= 0
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|| (plr->iSpecialState & CN_SPECIAL_STATE_FLAG__INVULNERABLE)) {
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mob->target = nullptr;
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mob->state = MobState::RETREAT;
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if (!aggroCheck(mob, currTime)) {
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clearDebuff(mob);
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if (mob->groupLeader != 0)
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groupRetreat(mob);
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target = nullptr;
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state = MobState::RETREAT;
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if (!aggroCheck(this, currTime)) {
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clearDebuff(this);
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if (groupLeader != 0)
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groupRetreat(this);
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}
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return;
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}
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// drain
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if (mob->skillStyle < 0 && (mob->lastDrainTime == 0 || currTime - mob->lastDrainTime >= 1000)
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&& mob->cbf & CSB_BIT_BOUNDINGBALL) {
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drainMobHP(mob, mob->maxHealth / 20); // lose 5% every second
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mob->lastDrainTime = currTime;
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if (skillStyle < 0 && (lastDrainTime == 0 || currTime - lastDrainTime >= 1000)
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&& cbf & CSB_BIT_BOUNDINGBALL) {
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drainMobHP(this, maxHealth / 20); // lose 5% every second
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lastDrainTime = currTime;
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}
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// if drain killed the mob, return early
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if (mob->hp <= 0)
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if (hp <= 0)
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return;
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// unbuffing
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std::unordered_map<int32_t, time_t>::iterator it = mob->unbuffTimes.begin();
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while (it != mob->unbuffTimes.end()) {
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std::unordered_map<int32_t, time_t>::iterator it = unbuffTimes.begin();
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while (it != unbuffTimes.end()) {
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if (currTime >= it->second) {
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mob->cbf &= ~it->first;
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cbf &= ~it->first;
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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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pkt1.iID = id;
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pkt1.iConditionBitFlag = cbf;
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NPCManager::sendToViewable(this, &pkt1, P_FE2CL_CHAR_TIME_BUFF_TIME_OUT, sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT));
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it = mob->unbuffTimes.erase(it);
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it = unbuffTimes.erase(it);
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} else {
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it++;
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}
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}
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// skip attack if stunned or asleep
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if (mob->cbf & (CSB_BIT_STUN|CSB_BIT_MEZ)) {
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mob->skillStyle = -1; // in this case we also reset the any outlying abilities the mob might be winding up.
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if (cbf & (CSB_BIT_STUN|CSB_BIT_MEZ)) {
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skillStyle = -1; // in this case we also reset the any outlying abilities the mob might be winding up.
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return;
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}
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int distance = hypot(plr->x - mob->x, plr->y - mob->y);
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int mobRange = (int)mob->data["m_iAtkRange"] + (int)mob->data["m_iRadius"];
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int distance = hypot(plr->x - x, plr->y - y);
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int mobRange = (int)data["m_iAtkRange"] + (int)data["m_iRadius"];
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if (currTime >= mob->nextAttack) {
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if (mob->skillStyle != -1 || distance <= mobRange || Rand::rand(20) == 0) // while not in attack range, 1 / 20 chance.
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useAbilities(mob, currTime);
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if (mob->target == nullptr)
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if (currTime >= nextAttack) {
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if (skillStyle != -1 || distance <= mobRange || Rand::rand(20) == 0) // while not in attack range, 1 / 20 chance.
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useAbilities(this, currTime);
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if (target == nullptr)
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return;
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}
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int distanceToTravel = INT_MAX;
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int speed = mob->speed;
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int speed = speed;
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// movement logic: move when out of range but don't move while casting a skill
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if (distance > mobRange && mob->skillStyle == -1) {
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if (mob->nextMovement != 0 && currTime < mob->nextMovement)
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if (distance > mobRange && skillStyle == -1) {
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if (nextMovement != 0 && currTime < nextMovement)
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return;
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mob->nextMovement = currTime + 400;
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if (currTime >= mob->nextAttack)
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mob->nextAttack = 0;
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nextMovement = currTime + 400;
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if (currTime >= nextAttack)
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nextAttack = 0;
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// halve movement speed if snared
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if (mob->cbf & CSB_BIT_DN_MOVE_SPEED)
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if (cbf & CSB_BIT_DN_MOVE_SPEED)
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speed /= 2;
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int targetX = plr->x;
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int targetY = plr->y;
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if (mob->groupLeader != 0) {
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targetX += mob->offsetX*distance/(mob->idleRange + 1);
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targetY += mob->offsetY*distance/(mob->idleRange + 1);
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if (groupLeader != 0) {
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targetX += offsetX*distance/(idleRange + 1);
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targetY += offsetY*distance/(idleRange + 1);
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}
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distanceToTravel = std::min(distance-mobRange+1, speed*2/5);
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auto targ = lerp(mob->x, mob->y, targetX, targetY, distanceToTravel);
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if (distanceToTravel < speed*2/5 && currTime >= mob->nextAttack)
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mob->nextAttack = 0;
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auto targ = lerp(x, y, targetX, targetY, distanceToTravel);
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if (distanceToTravel < speed*2/5 && currTime >= nextAttack)
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nextAttack = 0;
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NPCManager::updateNPCPosition(mob->id, targ.first, targ.second, mob->z, mob->instanceID, mob->angle);
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NPCManager::updateNPCPosition(id, targ.first, targ.second, z, instanceID, angle);
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INITSTRUCT(sP_FE2CL_NPC_MOVE, pkt);
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pkt.iNPC_ID = mob->id;
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pkt.iNPC_ID = id;
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pkt.iSpeed = speed;
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pkt.iToX = mob->x = targ.first;
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pkt.iToY = mob->y = targ.second;
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pkt.iToX = x = targ.first;
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pkt.iToY = y = targ.second;
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pkt.iToZ = plr->z;
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pkt.iMoveStyle = 1;
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// notify all nearby players
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NPCManager::sendToViewable(mob, &pkt, P_FE2CL_NPC_MOVE, sizeof(sP_FE2CL_NPC_MOVE));
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NPCManager::sendToViewable(this, &pkt, P_FE2CL_NPC_MOVE, sizeof(sP_FE2CL_NPC_MOVE));
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}
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/* attack logic
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@ -619,21 +617,21 @@ static void combatStep(Mob *mob, time_t currTime) {
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* if the mob is one move interval away, we should just start attacking anyways.
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*/
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if (distance <= mobRange || distanceToTravel < speed*2/5) {
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if (mob->nextAttack == 0 || currTime >= mob->nextAttack) {
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mob->nextAttack = currTime + (int)mob->data["m_iDelayTime"] * 100;
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Combat::npcAttackPc(mob, currTime);
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if (nextAttack == 0 || currTime >= nextAttack) {
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nextAttack = currTime + (int)data["m_iDelayTime"] * 100;
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Combat::npcAttackPc(this, currTime);
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}
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}
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// retreat if the player leaves combat range
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int xyDistance = hypot(plr->x - mob->roamX, plr->y - mob->roamY);
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distance = hypot(xyDistance, plr->z - mob->roamZ);
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if (distance >= mob->data["m_iCombatRange"]) {
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mob->target = nullptr;
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mob->state = MobState::RETREAT;
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clearDebuff(mob);
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if (mob->groupLeader != 0)
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groupRetreat(mob);
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int xyDistance = hypot(plr->x - roamX, plr->y - roamY);
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distance = hypot(xyDistance, plr->z - roamZ);
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if (distance >= data["m_iCombatRange"]) {
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target = nullptr;
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state = MobState::RETREAT;
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clearDebuff(this);
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if (groupLeader != 0)
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groupRetreat(this);
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}
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}
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@ -645,23 +643,23 @@ void MobAI::incNextMovement(Mob *mob, time_t currTime) {
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mob->nextMovement = currTime + delay/2 + Rand::rand(delay/2);
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}
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static void roamingStep(Mob *mob, time_t currTime) {
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void Mob::roamingStep(time_t currTime) {
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/*
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* We reuse nextAttack to avoid scanning for players all the time, but to still
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* do so more often than if we waited for nextMovement (which is way too slow).
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* In the case of group leaders, this step will be called by dead mobs, so disable attack.
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*/
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if (mob->state != MobState::DEAD && (mob->nextAttack == 0 || currTime >= mob->nextAttack)) {
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mob->nextAttack = currTime + 500;
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if (aggroCheck(mob, currTime))
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if (state != MobState::DEAD && (nextAttack == 0 || currTime >= nextAttack)) {
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nextAttack = currTime + 500;
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if (aggroCheck(this, currTime))
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return;
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}
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// no random roaming if the mob already has a set path
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if (mob->staticPath)
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if (staticPath)
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return;
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if (mob->groupLeader != 0 && mob->groupLeader != mob->id) // don't roam by yourself without group leader
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if (groupLeader != 0 && groupLeader != id) // don't roam by yourself without group leader
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return;
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/*
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@ -669,62 +667,62 @@ static void roamingStep(Mob *mob, time_t currTime) {
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* Transport::stepNPCPathing() (which ticks at a higher frequency than nextMovement),
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* so we don't have to check if there's already entries in the queue since we know there won't be.
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*/
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if (mob->nextMovement != 0 && currTime < mob->nextMovement)
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if (nextMovement != 0 && currTime < nextMovement)
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return;
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incNextMovement(mob, currTime);
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incNextMovement(this, currTime);
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int xStart = mob->spawnX - mob->idleRange/2;
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int yStart = mob->spawnY - mob->idleRange/2;
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int speed = mob->speed;
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int xStart = spawnX - idleRange/2;
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int yStart = spawnY - idleRange/2;
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int speed = speed;
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// 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 +731,77 @@ 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 = MobState::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::step(time_t currTime) {
|
||||
assert(kind == EntityType::MOB);
|
||||
|
||||
if (mob->playersInView < 0)
|
||||
std::cout << "[WARN] Weird playerview value " << mob->playersInView << std::endl;
|
||||
if (playersInView < 0)
|
||||
std::cout << "[WARN] Weird playerview value " << playersInView << std::endl;
|
||||
|
||||
// skip mob movement and combat if disabled or not in view
|
||||
if ((!simulateMobs || mob->playersInView == 0) && mob->state != MobState::DEAD
|
||||
&& mob->state != MobState::RETREAT)
|
||||
if ((!simulateMobs || playersInView == 0) && state != MobState::DEAD
|
||||
&& state != MobState::RETREAT)
|
||||
return;
|
||||
|
||||
switch (mob->state) {
|
||||
switch (state) {
|
||||
case MobState::INACTIVE:
|
||||
// no-op
|
||||
break;
|
||||
case MobState::ROAMING:
|
||||
roamingStep(mob, currTime);
|
||||
roamingStep(currTime);
|
||||
break;
|
||||
case MobState::COMBAT:
|
||||
combatStep(mob, currTime);
|
||||
combatStep(currTime);
|
||||
break;
|
||||
case MobState::RETREAT:
|
||||
retreatStep(mob, currTime);
|
||||
retreatStep(currTime);
|
||||
break;
|
||||
case MobState::DEAD:
|
||||
deadStep(mob, currTime);
|
||||
deadStep(currTime);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -11,11 +11,6 @@ enum class MobState {
|
||||
DEAD
|
||||
};
|
||||
|
||||
namespace MobAI {
|
||||
// needs to be declared before Mob's constructor
|
||||
void step(CombatNPC*, time_t);
|
||||
};
|
||||
|
||||
struct Mob : public CombatNPC {
|
||||
// general
|
||||
MobState state = MobState::INACTIVE;
|
||||
@ -78,7 +73,6 @@ struct Mob : public CombatNPC {
|
||||
hp = maxHealth;
|
||||
|
||||
kind = EntityType::MOB;
|
||||
_stepAI = MobAI::step;
|
||||
}
|
||||
|
||||
// constructor for /summon
|
||||
@ -89,6 +83,14 @@ struct Mob : public CombatNPC {
|
||||
|
||||
~Mob() {}
|
||||
|
||||
virtual void step(time_t currTime) override;
|
||||
|
||||
// we may or may not want these to be generalized to all CombatNPCs later
|
||||
void roamingStep(time_t currTime);
|
||||
void combatStep(time_t currTime);
|
||||
void retreatStep(time_t currTime);
|
||||
void deadStep(time_t currTime);
|
||||
|
||||
auto operator[](std::string s) {
|
||||
return data[s];
|
||||
}
|
||||
|
@ -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
|
||||
|
@ -96,5 +96,7 @@ struct Player : public Entity, public ICombatant {
|
||||
virtual int getCurrentHP() override;
|
||||
virtual int32_t getID() override;
|
||||
|
||||
virtual void step(time_t currTime) override;
|
||||
|
||||
sPCAppearanceData getAppearanceData();
|
||||
};
|
||||
|
Loading…
Reference in New Issue
Block a user