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(WIP) Move away from rigid states/transitions to allow custom behavior
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@@ -6,7 +6,7 @@
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#include <stdint.h>
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#include <set>
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enum class EntityKind : uint8_t {
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enum EntityKind {
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INVALID,
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PLAYER,
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SIMPLE_NPC,
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@@ -92,7 +92,6 @@ 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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@@ -133,11 +132,17 @@ struct CombatNPC : public BaseNPC, public ICombatant {
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AIState state = AIState::INACTIVE;
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int playersInView = 0; // for optimizing away AI in empty chunks
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std::map<AIState, void (*)(CombatNPC*, time_t)> stateHandlers;
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std::map<AIState, void (*)(CombatNPC*, EntityRef)> transitionHandlers;
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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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spawnY = y;
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spawnZ = z;
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stateHandlers[AIState::INACTIVE] = {};
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transitionHandlers[AIState::INACTIVE] = {};
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}
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virtual bool isExtant() override { return hp > 0; }
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@@ -147,19 +152,9 @@ 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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virtual void roamingStep(time_t currTime) {} // no-ops by default
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virtual void combatStep(time_t currTime) {}
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virtual void retreatStep(time_t currTime) {}
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virtual void deadStep(time_t currTime) {}
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virtual void transition(AIState newState, EntityRef src);
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virtual void onInactive() {} // no-ops by default
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virtual void onRoamStart() {}
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virtual void onCombatStart(EntityRef src) {}
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virtual void onRetreat() {}
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virtual void onDeath(EntityRef src) {}
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};
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// Mob is in MobAI.hpp, Player is in Player.hpp
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