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Move mob aggro logic into takeDamage
override
God that feels good
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@ -44,41 +44,8 @@ void Player::step(time_t currTime) {
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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.kind == EntityKind::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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if (hp <= 0)
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transition(AIState::DEAD, src);
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return amt;
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@ -16,6 +16,52 @@ using namespace MobAI;
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bool MobAI::simulateMobs = settings::SIMULATEMOBS;
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void Mob::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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// call superclass step
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CombatNPC::step(currTime);
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}
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int Mob::takeDamage(EntityRef src, int amt) {
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// cannot kill mobs multiple times; cannot harm retreating mobs
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if (state != AIState::ROAMING && state != AIState::COMBAT) {
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return 0; // no damage
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}
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if (skillStyle >= 0)
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return 0; // don't hurt a mob casting corruption
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if (state == AIState::ROAMING) {
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assert(target == nullptr && src.kind == EntityKind::PLAYER); // TODO: players only for now
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transition(AIState::COMBAT, src);
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if (groupLeader != 0)
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MobAI::followToCombat(this);
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}
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// wake up sleeping monster
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if (cbf & CSB_BIT_MEZ) {
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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 = 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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}
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// call superclass takeDamage
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return CombatNPC::takeDamage(src, amt);
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}
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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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@ -423,19 +469,6 @@ 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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void Mob::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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// call superclass step
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CombatNPC::step(currTime);
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}
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void MobAI::deadStep(CombatNPC* npc, time_t currTime) {
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Mob* self = (Mob*)npc;
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@ -96,6 +96,7 @@ struct Mob : public CombatNPC {
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~Mob() {}
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virtual int takeDamage(EntityRef src, int amt) override;
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virtual void step(time_t currTime) override;
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auto operator[](std::string s) {
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