Move mob aggro logic into takeDamage override

God that feels good
This commit is contained in:
gsemaj 2022-04-16 20:01:58 -04:00
parent 4f49bcea87
commit 828f49cd62
3 changed files with 48 additions and 47 deletions

View File

@ -44,41 +44,8 @@ void Player::step(time_t currTime) {
int CombatNPC::takeDamage(EntityRef src, int amt) {
/* REFACTOR: all of this logic is strongly coupled to mobs.
* come back to this when more of it is moved to CombatNPC.
* remove this cast when done */
Mob* mob = (Mob*)this;
// cannot kill mobs multiple times; cannot harm retreating mobs
if (mob->state != AIState::ROAMING && mob->state != AIState::COMBAT) {
return 0; // no damage
}
if (mob->skillStyle >= 0)
return 0; // don't hurt a mob casting corruption
if (mob->state == AIState::ROAMING) {
assert(mob->target == nullptr && src.kind == EntityKind::PLAYER); // players only for now
mob->transition(AIState::COMBAT, src);
if (mob->groupLeader != 0)
MobAI::followToCombat(mob);
}
hp -= amt;
// wake up sleeping monster
if (mob->cbf & CSB_BIT_MEZ) {
mob->cbf &= ~CSB_BIT_MEZ;
INITSTRUCT(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT, pkt1);
pkt1.eCT = 2;
pkt1.iID = mob->id;
pkt1.iConditionBitFlag = mob->cbf;
NPCManager::sendToViewable(mob, &pkt1, P_FE2CL_CHAR_TIME_BUFF_TIME_OUT, sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT));
}
if (mob->hp <= 0)
if (hp <= 0)
transition(AIState::DEAD, src);
return amt;

View File

@ -16,6 +16,52 @@ using namespace MobAI;
bool MobAI::simulateMobs = settings::SIMULATEMOBS;
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);
}
int Mob::takeDamage(EntityRef src, int amt) {
// cannot kill mobs multiple times; cannot harm retreating mobs
if (state != AIState::ROAMING && state != AIState::COMBAT) {
return 0; // no damage
}
if (skillStyle >= 0)
return 0; // don't hurt a mob casting corruption
if (state == AIState::ROAMING) {
assert(target == nullptr && src.kind == EntityKind::PLAYER); // TODO: players only for now
transition(AIState::COMBAT, src);
if (groupLeader != 0)
MobAI::followToCombat(this);
}
// wake up sleeping monster
if (cbf & CSB_BIT_MEZ) {
cbf &= ~CSB_BIT_MEZ;
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));
}
// call superclass takeDamage
return CombatNPC::takeDamage(src, amt);
}
/*
* Dynamic lerp; distinct from Transport::lerp(). This one doesn't care about height and
* only returns the first step, since the rest will need to be recalculated anyway if chasing player.
@ -423,19 +469,6 @@ void MobAI::incNextMovement(Mob* mob, time_t currTime) {
mob->nextMovement = currTime + delay / 2 + Rand::rand(delay / 2);
}
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;

View File

@ -96,6 +96,7 @@ struct Mob : public CombatNPC {
~Mob() {}
virtual int takeDamage(EntityRef src, int amt) override;
virtual void step(time_t currTime) override;
auto operator[](std::string s) {