(WIP) Transitions + hook definitions + onRetreat hook implementation

This commit is contained in:
gsemaj 2022-04-12 23:29:11 -04:00
parent c32e5b2d5e
commit 69a478b777
5 changed files with 69 additions and 55 deletions

View File

@ -449,13 +449,7 @@ bool doDamageNDebuff(Mob* mob, sSkillResult_Damage_N_Debuff* respdata, int i, in
respdata[i].iConditionBitFlag = plr->iConditionBitFlag;
if (plr->HP <= 0) {
mob->target = nullptr;
mob->state = AIState::RETREAT;
if (!MobAI::aggroCheck(mob, getTime())) {
MobAI::clearDebuff(mob);
if (mob->groupLeader != 0)
MobAI::groupRetreat(mob);
}
mob->transition(AIState::RETREAT);
}
return true;
@ -529,13 +523,7 @@ bool doDamage(Mob* mob, sSkillResult_Damage* respdata, int i, int32_t targetID,
respdata[i].iHP = plr->HP -= damage;
if (plr->HP <= 0) {
mob->target = nullptr;
mob->state = AIState::RETREAT;
if (!MobAI::aggroCheck(mob, getTime())) {
MobAI::clearDebuff(mob);
if (mob->groupLeader != 0)
MobAI::groupRetreat(mob);
}
mob->transition(AIState::RETREAT);
}
return true;
@ -587,13 +575,7 @@ bool doLeech(Mob* mob, sSkillResult_Heal_HP* healdata, int i, int32_t targetID,
damagedata->iHP = plr->HP -= damage;
if (plr->HP <= 0) {
mob->target = nullptr;
mob->state = AIState::RETREAT;
if (!MobAI::aggroCheck(mob, getTime())) {
MobAI::clearDebuff(mob);
if (mob->groupLeader != 0)
MobAI::groupRetreat(mob);
}
mob->transition(AIState::RETREAT);
}
return true;

View File

@ -128,6 +128,27 @@ void CombatNPC::step(time_t currTime) {
}
}
void CombatNPC::transition(AIState newState) {
state = newState;
switch (newState) {
case AIState::INACTIVE:
onInactive();
break;
case AIState::ROAMING:
onRoamStart();
break;
case AIState::COMBAT:
onCombatStart();
break;
case AIState::RETREAT:
onRetreat();
break;
case AIState::DEAD:
onDeath();
break;
}
}
static std::pair<int,int> getDamage(int attackPower, int defensePower, bool shouldCrit,
bool batteryBoost, int attackerStyle,
int defenderStyle, int difficulty) {
@ -291,13 +312,7 @@ void Combat::npcAttackPc(Mob *mob, time_t currTime) {
PlayerManager::sendToViewable(mob->target, respbuf, P_FE2CL_NPC_ATTACK_PCs);
if (plr->HP <= 0) {
mob->target = nullptr;
mob->state = AIState::RETREAT;
if (!MobAI::aggroCheck(mob, currTime)) {
MobAI::clearDebuff(mob);
if (mob->groupLeader != 0)
MobAI::groupRetreat(mob);
}
mob->transition(AIState::RETREAT);
}
}

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@ -152,10 +152,17 @@ struct CombatNPC : public BaseNPC, public ICombatant {
virtual int32_t getID() override;
virtual void step(time_t currTime) override;
virtual void roamingStep(time_t currTime) {} // no-op by default
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);
virtual void onInactive() {} // no-ops by default
virtual void onRoamStart() {}
virtual void onCombatStart() {}
virtual void onRetreat() {}
virtual void onDeath() {}
};
// Mob is in MobAI.hpp, Player is in Player.hpp

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@ -266,13 +266,8 @@ 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 = AIState::RETREAT;
if (!aggroCheck(mob, getTime())) {
clearDebuff(mob);
if (mob->groupLeader != 0)
groupRetreat(mob);
}
if (!MobAI::aggroCheck(mob, getTime()))
mob->transition(AIState::RETREAT);
}
}
@ -500,13 +495,8 @@ void Mob::combatStep(time_t currTime) {
// lose aggro if the player lost connection
if (PlayerManager::players.find(target) == PlayerManager::players.end()) {
target = nullptr;
state = AIState::RETREAT;
if (!aggroCheck(this, currTime)) {
clearDebuff(this);
if (groupLeader != 0)
groupRetreat(this);
}
if (!MobAI::aggroCheck(this, getTime()))
transition(AIState::RETREAT);
return;
}
@ -515,13 +505,8 @@ void Mob::combatStep(time_t currTime) {
// lose aggro if the player became invulnerable or died
if (plr->HP <= 0
|| (plr->iSpecialState & CN_SPECIAL_STATE_FLAG__INVULNERABLE)) {
target = nullptr;
state = AIState::RETREAT;
if (!aggroCheck(this, currTime)) {
clearDebuff(this);
if (groupLeader != 0)
groupRetreat(this);
}
if (!MobAI::aggroCheck(this, getTime()))
transition(AIState::RETREAT);
return;
}
@ -626,11 +611,7 @@ void Mob::combatStep(time_t currTime) {
int xyDistance = hypot(plr->x - roamX, plr->y - roamY);
distance = hypot(xyDistance, plr->z - roamZ);
if (distance >= data["m_iCombatRange"]) {
target = nullptr;
state = AIState::RETREAT;
clearDebuff(this);
if (groupLeader != 0)
groupRetreat(this);
transition(AIState::RETREAT);
}
}
@ -773,3 +754,26 @@ void Mob::retreatStep(time_t currTime) {
clearDebuff(this);
}
}
void Mob::onInactive() {
// stub
}
void Mob::onRoamStart() {
// stub
}
void Mob::onCombatStart() {
// stub
}
void Mob::onRetreat() {
target = nullptr;
MobAI::clearDebuff(this);
if (groupLeader != 0)
MobAI::groupRetreat(this);
}
void Mob::onDeath() {
// stub
}

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@ -76,6 +76,12 @@ struct Mob : public CombatNPC {
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() override;
virtual void onRetreat() override;
virtual void onDeath() override;
auto operator[](std::string s) {
return data[s];
}