#pragma once #include "core/Core.hpp" #include "EntityRef.hpp" #include "Buffs.hpp" #include "Chunking.hpp" #include "Groups.hpp" #include #include #include enum class AIState { INACTIVE, ROAMING, COMBAT, RETREAT, DEAD }; struct Entity { EntityKind kind = EntityKind::INVALID; int x = 0, y = 0, z = 0; uint64_t instanceID = 0; ChunkPos chunkPos = {}; std::set viewableChunks = {}; // destructor must be virtual, apparently virtual ~Entity() {} virtual bool isExtant() { return true; } // stubs virtual void enterIntoViewOf(CNSocket *sock) = 0; virtual void disappearFromViewOf(CNSocket *sock) = 0; }; /* * Interfaces */ class ICombatant { public: ICombatant() {} virtual ~ICombatant() {} virtual bool addBuff(int, BuffCallback, BuffCallback, BuffStack*) = 0; virtual Buff* getBuff(int) = 0; virtual void removeBuff(int) = 0; virtual void removeBuff(int, int) = 0; virtual bool hasBuff(int) = 0; virtual int getCompositeCondition() = 0; virtual int takeDamage(EntityRef, int) = 0; virtual int heal(EntityRef, int) = 0; virtual bool isAlive() = 0; virtual int getCurrentHP() = 0; virtual int getMaxHP() = 0; virtual int getLevel() = 0; virtual std::vector getGroupMembers() = 0; virtual int32_t getCharType() = 0; virtual int32_t getID() = 0; virtual EntityRef getRef() = 0; virtual void step(time_t currTime) = 0; }; /* * Subclasses */ class BaseNPC : public Entity { public: int id; int type; int hp; int angle; int cbf; bool loopingPath = false; BaseNPC(int _A, uint64_t iID, int t, int _id) { kind = EntityKind::SIMPLE_NPC; type = t; hp = 400; angle = _A; cbf = 0; id = _id; instanceID = iID; }; virtual void enterIntoViewOf(CNSocket *sock) override; virtual void disappearFromViewOf(CNSocket *sock) override; sNPCAppearanceData getAppearanceData(); }; struct CombatNPC : public BaseNPC, public ICombatant { int maxHealth = 0; int spawnX = 0; int spawnY = 0; int spawnZ = 0; int level = 0; int speed = 300; AIState state = AIState::INACTIVE; Group* group = nullptr; int playersInView = 0; // for optimizing away AI in empty chunks std::map stateHandlers; std::map 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; kind = EntityKind::COMBAT_NPC; stateHandlers[AIState::INACTIVE] = {}; transitionHandlers[AIState::INACTIVE] = {}; } virtual bool isExtant() override { return hp > 0; } virtual bool addBuff(int buffId, BuffCallback onUpdate, BuffCallback onTick, BuffStack* stack) override; virtual Buff* getBuff(int buffId) override; virtual void removeBuff(int buffId) override; virtual void removeBuff(int buffId, int buffClass) override; virtual bool hasBuff(int buffId) override; virtual int getCompositeCondition() override; virtual int takeDamage(EntityRef src, int amt) override; virtual int heal(EntityRef src, int amt) override; virtual bool isAlive() override; virtual int getCurrentHP() override; virtual int getMaxHP() override; virtual int getLevel() override; virtual std::vector getGroupMembers() override; virtual int32_t getCharType() override; virtual int32_t getID() override; virtual EntityRef getRef() override; virtual void step(time_t currTime) override; virtual void transition(AIState newState, EntityRef src); }; // Mob is in MobAI.hpp, Player is in Player.hpp struct Egg : public BaseNPC { bool summoned = false; bool dead = false; time_t deadUntil; Egg(uint64_t iID, int t, int32_t id, bool summon) : BaseNPC(0, iID, t, id) { summoned = summon; kind = EntityKind::EGG; } virtual bool isExtant() override { return !dead; } virtual void enterIntoViewOf(CNSocket *sock) override; virtual void disappearFromViewOf(CNSocket *sock) override; }; struct Bus : public BaseNPC { Bus(int angle, uint64_t iID, int t, int id) : BaseNPC(angle, iID, t, id) { kind = EntityKind::BUS; loopingPath = true; } virtual void enterIntoViewOf(CNSocket *sock) override; virtual void disappearFromViewOf(CNSocket *sock) override; };