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(WIP) Transitions + hook definitions + onRetreat hook implementation
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@ -449,13 +449,7 @@ bool doDamageNDebuff(Mob* mob, sSkillResult_Damage_N_Debuff* respdata, int i, in
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respdata[i].iConditionBitFlag = plr->iConditionBitFlag;
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if (plr->HP <= 0) {
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mob->target = nullptr;
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mob->state = AIState::RETREAT;
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if (!MobAI::aggroCheck(mob, getTime())) {
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MobAI::clearDebuff(mob);
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if (mob->groupLeader != 0)
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MobAI::groupRetreat(mob);
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}
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mob->transition(AIState::RETREAT);
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}
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return true;
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@ -529,13 +523,7 @@ bool doDamage(Mob* mob, sSkillResult_Damage* respdata, int i, int32_t targetID,
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respdata[i].iHP = plr->HP -= damage;
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if (plr->HP <= 0) {
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mob->target = nullptr;
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mob->state = AIState::RETREAT;
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if (!MobAI::aggroCheck(mob, getTime())) {
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MobAI::clearDebuff(mob);
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if (mob->groupLeader != 0)
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MobAI::groupRetreat(mob);
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}
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mob->transition(AIState::RETREAT);
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}
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return true;
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@ -587,13 +575,7 @@ bool doLeech(Mob* mob, sSkillResult_Heal_HP* healdata, int i, int32_t targetID,
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damagedata->iHP = plr->HP -= damage;
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if (plr->HP <= 0) {
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mob->target = nullptr;
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mob->state = AIState::RETREAT;
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if (!MobAI::aggroCheck(mob, getTime())) {
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MobAI::clearDebuff(mob);
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if (mob->groupLeader != 0)
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MobAI::groupRetreat(mob);
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}
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mob->transition(AIState::RETREAT);
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}
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return true;
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@ -128,6 +128,27 @@ void CombatNPC::step(time_t currTime) {
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}
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}
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void CombatNPC::transition(AIState newState) {
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state = newState;
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switch (newState) {
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case AIState::INACTIVE:
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onInactive();
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break;
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case AIState::ROAMING:
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onRoamStart();
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break;
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case AIState::COMBAT:
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onCombatStart();
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break;
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case AIState::RETREAT:
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onRetreat();
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break;
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case AIState::DEAD:
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onDeath();
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break;
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}
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}
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static std::pair<int,int> getDamage(int attackPower, int defensePower, bool shouldCrit,
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bool batteryBoost, int attackerStyle,
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int defenderStyle, int difficulty) {
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@ -291,13 +312,7 @@ void Combat::npcAttackPc(Mob *mob, time_t currTime) {
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PlayerManager::sendToViewable(mob->target, respbuf, P_FE2CL_NPC_ATTACK_PCs);
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if (plr->HP <= 0) {
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mob->target = nullptr;
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mob->state = AIState::RETREAT;
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if (!MobAI::aggroCheck(mob, currTime)) {
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MobAI::clearDebuff(mob);
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if (mob->groupLeader != 0)
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MobAI::groupRetreat(mob);
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}
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mob->transition(AIState::RETREAT);
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}
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}
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@ -152,10 +152,17 @@ struct CombatNPC : public BaseNPC, public ICombatant {
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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-op by default
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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);
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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() {}
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virtual void onRetreat() {}
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virtual void onDeath() {}
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};
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// 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
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respdata[i].iConditionBitFlag = plr->iConditionBitFlag;
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if (plr->HP <= 0) {
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mob->target = nullptr;
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mob->state = AIState::RETREAT;
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if (!aggroCheck(mob, getTime())) {
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clearDebuff(mob);
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if (mob->groupLeader != 0)
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groupRetreat(mob);
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}
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if (!MobAI::aggroCheck(mob, getTime()))
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mob->transition(AIState::RETREAT);
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}
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}
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@ -500,13 +495,8 @@ void Mob::combatStep(time_t currTime) {
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// lose aggro if the player lost connection
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if (PlayerManager::players.find(target) == PlayerManager::players.end()) {
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target = nullptr;
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state = AIState::RETREAT;
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if (!aggroCheck(this, currTime)) {
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clearDebuff(this);
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if (groupLeader != 0)
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groupRetreat(this);
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}
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if (!MobAI::aggroCheck(this, getTime()))
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transition(AIState::RETREAT);
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return;
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}
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@ -515,13 +505,8 @@ void Mob::combatStep(time_t currTime) {
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// lose aggro if the player became invulnerable or died
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if (plr->HP <= 0
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|| (plr->iSpecialState & CN_SPECIAL_STATE_FLAG__INVULNERABLE)) {
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target = nullptr;
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state = AIState::RETREAT;
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if (!aggroCheck(this, currTime)) {
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clearDebuff(this);
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if (groupLeader != 0)
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groupRetreat(this);
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}
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if (!MobAI::aggroCheck(this, getTime()))
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transition(AIState::RETREAT);
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return;
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}
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@ -626,11 +611,7 @@ void Mob::combatStep(time_t currTime) {
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int xyDistance = hypot(plr->x - roamX, plr->y - roamY);
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distance = hypot(xyDistance, plr->z - roamZ);
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if (distance >= data["m_iCombatRange"]) {
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target = nullptr;
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state = AIState::RETREAT;
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clearDebuff(this);
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if (groupLeader != 0)
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groupRetreat(this);
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transition(AIState::RETREAT);
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}
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}
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@ -773,3 +754,26 @@ void Mob::retreatStep(time_t currTime) {
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clearDebuff(this);
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}
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}
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void Mob::onInactive() {
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// stub
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}
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void Mob::onRoamStart() {
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// stub
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}
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void Mob::onCombatStart() {
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// stub
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}
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void Mob::onRetreat() {
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target = nullptr;
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MobAI::clearDebuff(this);
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if (groupLeader != 0)
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MobAI::groupRetreat(this);
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}
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void Mob::onDeath() {
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// stub
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}
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@ -76,6 +76,12 @@ struct Mob : public CombatNPC {
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virtual void retreatStep(time_t currTime) override;
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virtual void deadStep(time_t currTime) override;
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virtual void onInactive() override;
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virtual void onRoamStart() override;
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virtual void onCombatStart() override;
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virtual void onRetreat() override;
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virtual void onDeath() override;
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auto operator[](std::string s) {
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return data[s];
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}
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