(WIP) Move away from rigid states/transitions to allow custom behavior

This commit is contained in:
gsemaj 2022-04-13 18:01:52 -04:00
parent f6094fde58
commit 4f49bcea87
4 changed files with 242 additions and 240 deletions

View File

@ -101,62 +101,29 @@ int32_t CombatNPC::getID() {
}
void CombatNPC::step(time_t currTime) {
if (playersInView < 0)
std::cout << "[WARN] Weird playerview value " << playersInView << std::endl;
// skip movement and combat if disabled or not in view
if ((!MobAI::simulateMobs || playersInView == 0) && state != AIState::DEAD
&& state != AIState::RETREAT)
return;
switch (state) {
case AIState::INACTIVE:
// no-op
break;
case AIState::ROAMING:
roamingStep(currTime);
break;
case AIState::COMBAT:
combatStep(currTime);
break;
case AIState::RETREAT:
retreatStep(currTime);
break;
case AIState::DEAD:
deadStep(currTime);
break;
if(stateHandlers.find(state) != stateHandlers.end())
stateHandlers[state](this, currTime);
else {
std::cout << "[WARN] State " << (int)state << " has no handler; going inactive" << std::endl;
transition(AIState::INACTIVE, id);
}
}
void CombatNPC::transition(AIState newState, EntityRef src) {
state = newState;
switch (newState) {
case AIState::INACTIVE:
onInactive();
break;
case AIState::ROAMING:
onRoamStart();
break;
case AIState::COMBAT:
/* TODO: fire any triggered events
for (NPCEvent& event : NPCManager::NPCEvents)
if (event.trigger == ON_COMBAT && event.npcType == type)
event.handler(src, this);
*/
onCombatStart(src);
break;
case AIState::RETREAT:
onRetreat();
break;
case AIState::DEAD:
if (transitionHandlers.find(newState) != transitionHandlers.end())
transitionHandlers[newState](this, src);
else {
std::cout << "[WARN] Transition to " << (int)state << " has no handler; going inactive" << std::endl;
transition(AIState::INACTIVE, id);
}
/* TODO: fire any triggered events
for (NPCEvent& event : NPCManager::NPCEvents)
if (event.trigger == ON_KILLED && event.npcType == type)
event.handler(src, this);
*/
onDeath(src);
break;
}
}
static std::pair<int,int> getDamage(int attackPower, int defensePower, bool shouldCrit,

View File

@ -6,7 +6,7 @@
#include <stdint.h>
#include <set>
enum class EntityKind : uint8_t {
enum EntityKind {
INVALID,
PLAYER,
SIMPLE_NPC,
@ -92,7 +92,6 @@ public:
virtual bool isAlive() = 0;
virtual int getCurrentHP() = 0;
virtual int32_t getID() = 0;
virtual void step(time_t currTime) = 0;
};
@ -133,11 +132,17 @@ struct CombatNPC : public BaseNPC, public ICombatant {
AIState state = AIState::INACTIVE;
int playersInView = 0; // for optimizing away AI in empty chunks
std::map<AIState, void (*)(CombatNPC*, time_t)> stateHandlers;
std::map<AIState, void (*)(CombatNPC*, EntityRef)> transitionHandlers;
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) {
spawnX = x;
spawnY = y;
spawnZ = z;
stateHandlers[AIState::INACTIVE] = {};
transitionHandlers[AIState::INACTIVE] = {};
}
virtual bool isExtant() override { return hp > 0; }
@ -147,19 +152,9 @@ struct CombatNPC : public BaseNPC, public ICombatant {
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

View File

@ -415,186 +415,6 @@ static void drainMobHP(Mob *mob, int amount) {
mob->transition(AIState::DEAD, mob->target);
}
void Mob::deadStep(time_t currTime) {
// despawn the mob after a short delay
if (killedTime != 0 && !despawned && currTime - killedTime > 2000) {
despawned = true;
INITSTRUCT(sP_FE2CL_NPC_EXIT, pkt);
pkt.iNPC_ID = id;
NPCManager::sendToViewable(this, &pkt, P_FE2CL_NPC_EXIT, sizeof(sP_FE2CL_NPC_EXIT));
// if it was summoned, mark it for removal
if (summoned) {
std::cout << "[INFO] Queueing killed summoned mob for removal" << std::endl;
NPCManager::queueNPCRemoval(id);
return;
}
// pre-set spawn coordinates if not marked for removal
x = spawnX;
y = spawnY;
z = spawnZ;
}
// to guide their groupmates, group leaders still need to move despite being dead
if (groupLeader == id)
roamingStep(currTime);
if (killedTime != 0 && currTime - killedTime < regenTime * 100)
return;
std::cout << "respawning mob " << id << " with HP = " << maxHealth << std::endl;
transition(AIState::ROAMING, id);
// if mob is a group leader/follower, spawn where the group is.
if (groupLeader != 0) {
if (NPCManager::NPCs.find(groupLeader) != NPCManager::NPCs.end() && NPCManager::NPCs[groupLeader]->kind == EntityKind::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;
}
}
INITSTRUCT(sP_FE2CL_NPC_NEW, pkt);
pkt.NPCAppearanceData = getAppearanceData();
// notify all nearby players
NPCManager::sendToViewable(this, &pkt, P_FE2CL_NPC_NEW, sizeof(sP_FE2CL_NPC_NEW));
}
void Mob::combatStep(time_t currTime) {
assert(target != nullptr);
// lose aggro if the player lost connection
if (PlayerManager::players.find(target) == PlayerManager::players.end()) {
if (!MobAI::aggroCheck(this, getTime()))
transition(AIState::RETREAT, target);
return;
}
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)) {
if (!MobAI::aggroCheck(this, getTime()))
transition(AIState::RETREAT, target);
return;
}
// drain
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 (hp <= 0)
return;
// unbuffing
std::unordered_map<int32_t, time_t>::iterator it = unbuffTimes.begin();
while (it != unbuffTimes.end()) {
if (currTime >= it->second) {
cbf &= ~it->first;
INITSTRUCT(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT, pkt1);
pkt1.eCT = 2;
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 = unbuffTimes.erase(it);
} else {
it++;
}
}
// skip attack if stunned or asleep
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 - x, plr->y - y);
int mobRange = (int)data["m_iAtkRange"] + (int)data["m_iRadius"];
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;
// movement logic: move when out of range but don't move while casting a skill
if (distance > mobRange && skillStyle == -1) {
if (nextMovement != 0 && currTime < nextMovement)
return;
nextMovement = currTime + 400;
if (currTime >= nextAttack)
nextAttack = 0;
// halve movement speed if snared
if (cbf & CSB_BIT_DN_MOVE_SPEED)
speed /= 2;
int targetX = plr->x;
int targetY = plr->y;
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(x, y, targetX, targetY, distanceToTravel);
if (distanceToTravel < speed*2/5 && currTime >= nextAttack)
nextAttack = 0;
NPCManager::updateNPCPosition(id, targ.first, targ.second, z, instanceID, angle);
INITSTRUCT(sP_FE2CL_NPC_MOVE, pkt);
pkt.iNPC_ID = id;
pkt.iSpeed = speed;
pkt.iToX = x = targ.first;
pkt.iToY = y = targ.second;
pkt.iToZ = plr->z;
pkt.iMoveStyle = 1;
// notify all nearby players
NPCManager::sendToViewable(this, &pkt, P_FE2CL_NPC_MOVE, sizeof(sP_FE2CL_NPC_MOVE));
}
/* attack logic
* 2/5 represents 400 ms which is the time interval mobs use per movement logic step
* if the mob is one move interval away, we should just start attacking anyways.
*/
if (distance <= mobRange || distanceToTravel < speed*2/5) {
if (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 - roamX, plr->y - roamY);
distance = hypot(xyDistance, plr->z - roamZ);
if (distance >= data["m_iCombatRange"]) {
transition(AIState::RETREAT, target);
}
}
void MobAI::incNextMovement(Mob* mob, time_t currTime) {
if (currTime == 0)
currTime = getTime();
@ -603,23 +423,221 @@ void MobAI::incNextMovement(Mob *mob, time_t currTime) {
mob->nextMovement = currTime + delay / 2 + Rand::rand(delay / 2);
}
void Mob::roamingStep(time_t currTime) {
void Mob::step(time_t currTime) {
if (playersInView < 0)
std::cout << "[WARN] Weird playerview value " << playersInView << std::endl;
// skip movement and combat if disabled or not in view
if ((!MobAI::simulateMobs || playersInView == 0) && state != AIState::DEAD
&& state != AIState::RETREAT)
return;
// call superclass step
CombatNPC::step(currTime);
}
void MobAI::deadStep(CombatNPC* npc, time_t currTime) {
Mob* self = (Mob*)npc;
// despawn the mob after a short delay
if (self->killedTime != 0 && !self->despawned && currTime - self->killedTime > 2000) {
self->despawned = true;
INITSTRUCT(sP_FE2CL_NPC_EXIT, pkt);
pkt.iNPC_ID = self->id;
NPCManager::sendToViewable(self, &pkt, P_FE2CL_NPC_EXIT, sizeof(sP_FE2CL_NPC_EXIT));
// if it was summoned, mark it for removal
if (self->summoned) {
std::cout << "[INFO] Queueing killed summoned mob for removal" << std::endl;
NPCManager::queueNPCRemoval(self->id);
return;
}
// pre-set spawn coordinates if not marked for removal
self->x = self->spawnX;
self->y = self->spawnY;
self->z = self->spawnZ;
}
// to guide their groupmates, group leaders still need to move despite being dead
if (self->groupLeader == self->id)
roamingStep(self, currTime);
if (self->killedTime != 0 && currTime - self->killedTime < self->regenTime * 100)
return;
std::cout << "respawning mob " << self->id << " with HP = " << self->maxHealth << std::endl;
self->transition(AIState::ROAMING, self->id);
// if mob is a group leader/follower, spawn where the group is.
if (self->groupLeader != 0) {
if (NPCManager::NPCs.find(self->groupLeader) != NPCManager::NPCs.end() && NPCManager::NPCs[self->groupLeader]->kind == EntityKind::MOB) {
Mob* leaderMob = (Mob*)NPCManager::NPCs[self->groupLeader];
self->x = leaderMob->x + self->offsetX;
self->y = leaderMob->y + self->offsetY;
self->z = leaderMob->z;
} else {
std::cout << "[WARN] deadStep: mob cannot find it's leader!" << std::endl;
}
}
INITSTRUCT(sP_FE2CL_NPC_NEW, pkt);
pkt.NPCAppearanceData = self->getAppearanceData();
// notify all nearby players
NPCManager::sendToViewable(self, &pkt, P_FE2CL_NPC_NEW, sizeof(sP_FE2CL_NPC_NEW));
}
void MobAI::combatStep(CombatNPC* npc, time_t currTime) {
Mob* self = (Mob*)npc;
assert(self->target != nullptr);
// lose aggro if the player lost connection
if (PlayerManager::players.find(self->target) == PlayerManager::players.end()) {
if (!MobAI::aggroCheck(self, getTime()))
self->transition(AIState::RETREAT, self->target);
return;
}
Player *plr = PlayerManager::getPlayer(self->target);
// lose aggro if the player became invulnerable or died
if (plr->HP <= 0
|| (plr->iSpecialState & CN_SPECIAL_STATE_FLAG__INVULNERABLE)) {
if (!MobAI::aggroCheck(self, getTime()))
self->transition(AIState::RETREAT, self->target);
return;
}
// drain
if (self->skillStyle < 0 && (self->lastDrainTime == 0 || currTime - self->lastDrainTime >= 1000)
&& self->cbf & CSB_BIT_BOUNDINGBALL) {
drainMobHP(self, self->maxHealth / 20); // lose 5% every second
self->lastDrainTime = currTime;
}
// if drain killed the mob, return early
if (self->hp <= 0)
return;
// unbuffing
std::unordered_map<int32_t, time_t>::iterator it = self->unbuffTimes.begin();
while (it != self->unbuffTimes.end()) {
if (currTime >= it->second) {
self->cbf &= ~it->first;
INITSTRUCT(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT, pkt1);
pkt1.eCT = 2;
pkt1.iID = self->id;
pkt1.iConditionBitFlag = self->cbf;
NPCManager::sendToViewable(self, &pkt1, P_FE2CL_CHAR_TIME_BUFF_TIME_OUT, sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT));
it = self->unbuffTimes.erase(it);
} else {
it++;
}
}
// skip attack if stunned or asleep
if (self->cbf & (CSB_BIT_STUN|CSB_BIT_MEZ)) {
self->skillStyle = -1; // in this case we also reset the any outlying abilities the mob might be winding up.
return;
}
int distance = hypot(plr->x - self->x, plr->y - self->y);
int mobRange = (int)self->data["m_iAtkRange"] + (int)self->data["m_iRadius"];
if (currTime >= self->nextAttack) {
if (self->skillStyle != -1 || distance <= mobRange || Rand::rand(20) == 0) // while not in attack range, 1 / 20 chance.
useAbilities(self, currTime);
if (self->target == nullptr)
return;
}
int distanceToTravel = INT_MAX;
// movement logic: move when out of range but don't move while casting a skill
if (distance > mobRange && self->skillStyle == -1) {
if (self->nextMovement != 0 && currTime < self->nextMovement)
return;
self->nextMovement = currTime + 400;
if (currTime >= self->nextAttack)
self->nextAttack = 0;
// halve movement speed if snared
if (self->cbf & CSB_BIT_DN_MOVE_SPEED)
self->speed /= 2;
int targetX = plr->x;
int targetY = plr->y;
if (self->groupLeader != 0) {
targetX += self->offsetX*distance/(self->idleRange + 1);
targetY += self->offsetY*distance/(self->idleRange + 1);
}
distanceToTravel = std::min(distance-mobRange+1, self->speed*2/5);
auto targ = lerp(self->x, self->y, targetX, targetY, distanceToTravel);
if (distanceToTravel < self->speed*2/5 && currTime >= self->nextAttack)
self->nextAttack = 0;
NPCManager::updateNPCPosition(self->id, targ.first, targ.second, self->z, self->instanceID, self->angle);
INITSTRUCT(sP_FE2CL_NPC_MOVE, pkt);
pkt.iNPC_ID = self->id;
pkt.iSpeed = self->speed;
pkt.iToX = self->x = targ.first;
pkt.iToY = self->y = targ.second;
pkt.iToZ = plr->z;
pkt.iMoveStyle = 1;
// notify all nearby players
NPCManager::sendToViewable(self, &pkt, P_FE2CL_NPC_MOVE, sizeof(sP_FE2CL_NPC_MOVE));
}
/* attack logic
* 2/5 represents 400 ms which is the time interval mobs use per movement logic step
* if the mob is one move interval away, we should just start attacking anyways.
*/
if (distance <= mobRange || distanceToTravel < self->speed*2/5) {
if (self->nextAttack == 0 || currTime >= self->nextAttack) {
self->nextAttack = currTime + (int)self->data["m_iDelayTime"] * 100;
Combat::npcAttackPc(self, currTime);
}
}
// retreat if the player leaves combat range
int xyDistance = hypot(plr->x - self->roamX, plr->y - self->roamY);
distance = hypot(xyDistance, plr->z - self->roamZ);
if (distance >= self->data["m_iCombatRange"]) {
self->transition(AIState::RETREAT, self->target);
}
}
void MobAI::roamingStep(CombatNPC* npc, time_t currTime) {
Mob* self = (Mob*)npc;
/*
* 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 (state != AIState::DEAD && (nextAttack == 0 || currTime >= nextAttack)) {
nextAttack = currTime + 500;
if (aggroCheck(this, currTime))
if (self->state != AIState::DEAD && (self->nextAttack == 0 || currTime >= self->nextAttack)) {
self->nextAttack = currTime + 500;
if (aggroCheck(self, currTime))
return;
}
// no random roaming if the mob already has a set path
if (staticPath)
if (self->staticPath)
return;
if (groupLeader != 0 && groupLeader != id) // don't roam by yourself without group leader
if (self->groupLeader != 0 && self->groupLeader != self->id) // don't roam by yourself without group leader
return;
/*
@ -627,151 +645,157 @@ void Mob::roamingStep(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 (nextMovement != 0 && currTime < nextMovement)
if (self->nextMovement != 0 && currTime < self->nextMovement)
return;
incNextMovement(this, currTime);
incNextMovement(self, currTime);
int xStart = spawnX - idleRange/2;
int yStart = spawnY - idleRange/2;
int xStart = self->spawnX - self->idleRange/2;
int yStart = self->spawnY - self->idleRange/2;
// some mobs don't move (and we mustn't divide/modulus by zero)
if (idleRange == 0 || speed == 0)
if (self->idleRange == 0 || self->speed == 0)
return;
int farX, farY, distance;
int minDistance = idleRange / 2;
int minDistance = self->idleRange / 2;
// pick a random destination
farX = xStart + Rand::rand(idleRange);
farY = yStart + Rand::rand(idleRange);
farX = xStart + Rand::rand(self->idleRange);
farY = yStart + Rand::rand(self->idleRange);
distance = std::abs(std::max(farX - x, farY - y));
distance = std::abs(std::max(farX - self->x, farY - self->y));
if (distance == 0)
distance += 1; // hack to avoid FPE
// if it's too short a walk, go further in that direction
farX = x + (farX - x) * minDistance / distance;
farY = y + (farY - y) * minDistance / distance;
farX = self->x + (farX - self->x) * minDistance / distance;
farY = self->y + (farY - self->y) * minDistance / distance;
// but don't got out of bounds
farX = std::clamp(farX, xStart, xStart + idleRange);
farY = std::clamp(farY, yStart, yStart + idleRange);
farX = std::clamp(farX, xStart, xStart + self->idleRange);
farY = std::clamp(farY, yStart, yStart + self->idleRange);
// halve movement speed if snared
if (cbf & CSB_BIT_DN_MOVE_SPEED)
speed /= 2;
if (self->cbf & CSB_BIT_DN_MOVE_SPEED)
self->speed /= 2;
std::queue<Vec3> queue;
Vec3 from = { x, y, z };
Vec3 to = { farX, farY, z };
Vec3 from = { self->x, self->y, self->z };
Vec3 to = { farX, farY, self->z };
// add a route to the queue; to be processed in Transport::stepNPCPathing()
Transport::lerp(&queue, from, to, speed);
Transport::NPCQueues[id] = queue;
Transport::lerp(&queue, from, to, self->speed);
Transport::NPCQueues[self->id] = queue;
if (groupLeader != 0 && groupLeader == id) {
if (self->groupLeader != 0 && self->groupLeader == self->id) {
// make followers follow this npc.
for (int i = 0; i < 4; i++) {
if (groupMember[i] == 0)
if (self->groupMember[i] == 0)
break;
if (NPCManager::NPCs.find(groupMember[i]) == NPCManager::NPCs.end() || NPCManager::NPCs[groupMember[i]]->kind != EntityKind::MOB) {
if (NPCManager::NPCs.find(self->groupMember[i]) == NPCManager::NPCs.end() || NPCManager::NPCs[self->groupMember[i]]->kind != EntityKind::MOB) {
std::cout << "[WARN] roamingStep: leader can't find a group member!" << std::endl;
continue;
}
std::queue<Vec3> queue2;
Mob* followerMob = (Mob*)NPCManager::NPCs[groupMember[i]];
Mob* followerMob = (Mob*)NPCManager::NPCs[self->groupMember[i]];
from = { followerMob->x, followerMob->y, followerMob->z };
to = { farX + followerMob->offsetX, farY + followerMob->offsetY, followerMob->z };
Transport::lerp(&queue2, from, to, speed);
Transport::lerp(&queue2, from, to, self->speed);
Transport::NPCQueues[followerMob->id] = queue2;
}
}
}
void Mob::retreatStep(time_t currTime) {
if (nextMovement != 0 && currTime < nextMovement)
void MobAI::retreatStep(CombatNPC* npc, time_t currTime) {
Mob* self = (Mob*)npc;
if (self->nextMovement != 0 && currTime < self->nextMovement)
return;
nextMovement = currTime + 400;
self->nextMovement = currTime + 400;
// distance between spawn point and current location
int distance = hypot(x - roamX, y - roamY);
int distance = hypot(self->x - self->roamX, self->y - self->roamY);
//if (distance > mob->data["m_iIdleRange"]) {
if (distance > 10) {
INITSTRUCT(sP_FE2CL_NPC_MOVE, pkt);
auto targ = lerp(x, y, roamX, roamY, (int)speed*4/5);
auto targ = lerp(self->x, self->y, self->roamX, self->roamY, (int)self->speed*4/5);
pkt.iNPC_ID = id;
pkt.iSpeed = (int)speed * 2;
pkt.iToX = x = targ.first;
pkt.iToY = y = targ.second;
pkt.iToZ = z = spawnZ;
pkt.iNPC_ID = self->id;
pkt.iSpeed = (int)self->speed * 2;
pkt.iToX = self->x = targ.first;
pkt.iToY = self->y = targ.second;
pkt.iToZ = self->z = self->spawnZ;
pkt.iMoveStyle = 1;
// notify all nearby players
NPCManager::sendToViewable(this, &pkt, P_FE2CL_NPC_MOVE, sizeof(sP_FE2CL_NPC_MOVE));
NPCManager::sendToViewable(self, &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
transition(AIState::ROAMING, id);
self->transition(AIState::ROAMING, self->id);
}
}
void Mob::onInactive() {
// no-op
}
void MobAI::onRoamStart(CombatNPC* npc, EntityRef src) {
Mob* self = (Mob*)npc;
void Mob::onRoamStart() {
hp = maxHealth;
killedTime = 0;
nextAttack = 0;
cbf = 0;
self->hp = self->maxHealth;
self->killedTime = 0;
self->nextAttack = 0;
self->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(id, targetData, 110, Abilities::SkillTable[110].durationTime[0], Abilities::SkillTable[110].powerIntensity[0]);
pwr.handle(self->id, targetData, 110, Abilities::SkillTable[110].durationTime[0], Abilities::SkillTable[110].powerIntensity[0]);
// clear outlying debuffs
clearDebuff(this);
clearDebuff(self);
}
void Mob::onCombatStart(EntityRef src) {
void MobAI::onCombatStart(CombatNPC* npc, EntityRef src) {
Mob* self = (Mob*)npc;
assert(src.kind == EntityKind::PLAYER);
target = src.sock;
nextMovement = getTime();
nextAttack = 0;
self->target = src.sock;
self->nextMovement = getTime();
self->nextAttack = 0;
roamX = x;
roamY = y;
roamZ = z;
self->roamX = self->x;
self->roamY = self->y;
self->roamZ = self->z;
int skillID = (int)data["m_iPassiveBuff"]; // cast passive
std::vector<int> targetData = { 1, id, 0, 0, 0 };
int skillID = (int)self->data["m_iPassiveBuff"]; // cast passive
std::vector<int> targetData = { 1, self->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]);
pwr.handle(self->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 MobAI::onRetreat(CombatNPC* npc, EntityRef src) {
Mob* self = (Mob*)npc;
self->target = nullptr;
MobAI::clearDebuff(self);
if (self->groupLeader != 0)
MobAI::groupRetreat(self);
}
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?
void MobAI::onDeath(CombatNPC* npc, EntityRef src) {
Mob* self = (Mob*)npc;
self->target = nullptr;
self->cbf = 0;
self->skillStyle = -1;
self->unbuffTimes.clear();
self->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.kind == EntityKind::PLAYER && src.isValid()) {
@ -787,8 +811,8 @@ void Mob::onDeath(EntityRef src) {
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);
Items::giveMobDrop(src.sock, self, rolled, eventRolled);
Missions::mobKilled(src.sock, self->type, qitemRolls);
}
else {
for (int i = 0; i < leader->groupCnt; i++) {
@ -803,21 +827,21 @@ void Mob::onDeath(EntityRef src) {
if (dist > 5000)
continue;
Items::giveMobDrop(sockTo, this, rolled, eventRolled);
Missions::mobKilled(sockTo, type, qitemRolls);
Items::giveMobDrop(sockTo, self, rolled, eventRolled);
Missions::mobKilled(sockTo, self->type, qitemRolls);
}
}
}
// delay the despawn animation
despawned = false;
self->despawned = false;
auto it = Transport::NPCQueues.find(id);
auto it = Transport::NPCQueues.find(self->id);
if (it == Transport::NPCQueues.end() || it->second.empty())
return;
// rewind or empty the movement queue
if (staticPath) {
if (self->staticPath) {
/*
* This is inelegant, but we wind forward in the path until we find the point that
* corresponds with the Mob's spawn point.
@ -825,12 +849,12 @@ void Mob::onDeath(EntityRef src) {
* 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()) {
for (auto point = queue.front(); point.x != self->spawnX || point.y != self->spawnY; point = queue.front()) {
queue.pop();
queue.push(point);
}
}
else {
Transport::NPCQueues.erase(id);
Transport::NPCQueues.erase(self->id);
}
}

View File

@ -4,6 +4,20 @@
#include "NPCManager.hpp"
#include "Entities.hpp"
/* kill me */
struct Mob;
namespace MobAI {
void deadStep(CombatNPC* self, time_t currTime);
void combatStep(CombatNPC* self, time_t currTime);
void roamingStep(CombatNPC* self, time_t currTime);
void retreatStep(CombatNPC* self, time_t currTime);
void onRoamStart(CombatNPC* self, EntityRef src);
void onCombatStart(CombatNPC* self, EntityRef src);
void onRetreat(CombatNPC* self, EntityRef src);
void onDeath(CombatNPC* self, EntityRef src);
}
struct Mob : public CombatNPC {
// general
std::unordered_map<int32_t,time_t> unbuffTimes = {};
@ -61,6 +75,17 @@ struct Mob : public CombatNPC {
hp = maxHealth;
kind = EntityKind::MOB;
// AI
stateHandlers[AIState::DEAD] = MobAI::deadStep;
stateHandlers[AIState::COMBAT] = MobAI::combatStep;
stateHandlers[AIState::ROAMING] = MobAI::roamingStep;
stateHandlers[AIState::RETREAT] = MobAI::retreatStep;
transitionHandlers[AIState::DEAD] = MobAI::onDeath;
transitionHandlers[AIState::COMBAT] = MobAI::onCombatStart;
transitionHandlers[AIState::ROAMING] = MobAI::onRoamStart;
transitionHandlers[AIState::RETREAT] = MobAI::onRetreat;
}
// constructor for /summon
@ -71,16 +96,7 @@ 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;
virtual void step(time_t currTime) override;
auto operator[](std::string s) {
return data[s];