#include "MobAI.hpp" #include "Chunking.hpp" #include "NPCManager.hpp" #include "Entities.hpp" #include "PlayerManager.hpp" #include "Racing.hpp" #include "Nanos.hpp" #include "Abilities.hpp" #include "Combat.hpp" #include "Items.hpp" #include "Missions.hpp" #include "Rand.hpp" #include #include 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 (hasBuff(ECSB_MEZ)) { removeBuff(ECSB_MEZ); INITSTRUCT(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT, pkt1); pkt1.eCT = 2; pkt1.iID = id; pkt1.iConditionBitFlag = getCompositeCondition(); 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. */ static std::pair lerp(int x1, int y1, int x2, int y2, int speed) { std::pair ret = {x1, y1}; if (speed == 0) return ret; int distance = hypot(x1 - x2, y1 - y2); if (distance > speed) { int lerps = distance / speed; // interpolate only the first point float frac = 1.0f / lerps; ret.first = (x1 + (x2 - x1) * frac); ret.second = (y1 + (y2 - y1) * frac); } else { ret.first = x2; ret.second = y2; } return ret; } void MobAI::clearDebuff(Mob *mob) { mob->skillStyle = -1; mob->clearBuffs(false); INITSTRUCT(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT, pkt1); pkt1.eCT = 2; pkt1.iID = mob->id; pkt1.iConditionBitFlag = mob->getCompositeCondition(); NPCManager::sendToViewable(mob, &pkt1, P_FE2CL_CHAR_TIME_BUFF_TIME_OUT, sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT)); } void MobAI::followToCombat(Mob *mob) { if (NPCManager::NPCs.find(mob->groupLeader) != NPCManager::NPCs.end() && NPCManager::NPCs[mob->groupLeader]->kind == EntityKind::MOB) { Mob* leadMob = (Mob*)NPCManager::NPCs[mob->groupLeader]; for (int i = 0; i < 4; i++) { if (leadMob->groupMember[i] == 0) break; if (NPCManager::NPCs.find(leadMob->groupMember[i]) == NPCManager::NPCs.end() || NPCManager::NPCs[leadMob->groupMember[i]]->kind != EntityKind::MOB) { std::cout << "[WARN] roamingStep: leader can't find a group member!" << std::endl; continue; } Mob* followerMob = (Mob*)NPCManager::NPCs[leadMob->groupMember[i]]; if (followerMob->state != AIState::ROAMING) // only roaming mobs should transition to combat continue; followerMob->transition(AIState::COMBAT, mob->target); } if (leadMob->state != AIState::ROAMING) return; leadMob->transition(AIState::COMBAT, mob->target); } } void MobAI::groupRetreat(Mob *mob) { if (NPCManager::NPCs.find(mob->groupLeader) == NPCManager::NPCs.end() || NPCManager::NPCs[mob->groupLeader]->kind != EntityKind::MOB) return; Mob* leadMob = (Mob*)NPCManager::NPCs[mob->groupLeader]; for (int i = 0; i < 4; i++) { if (leadMob->groupMember[i] == 0) break; if (NPCManager::NPCs.find(leadMob->groupMember[i]) == NPCManager::NPCs.end() || NPCManager::NPCs[leadMob->groupMember[i]]->kind != EntityKind::MOB) { std::cout << "[WARN] roamingStep: leader can't find a group member!" << std::endl; continue; } Mob* followerMob = (Mob*)NPCManager::NPCs[leadMob->groupMember[i]]; if (followerMob->state != AIState::COMBAT) continue; followerMob->target = nullptr; followerMob->state = AIState::RETREAT; clearDebuff(followerMob); } if (leadMob->state != AIState::COMBAT) return; leadMob->target = nullptr; leadMob->state = AIState::RETREAT; clearDebuff(leadMob); } /* * Aggro on nearby players. * Even if they're in range, we can't assume they're all in the same one chunk * as the mob, since it might be near a chunk boundary. */ bool MobAI::aggroCheck(Mob *mob, time_t currTime) { CNSocket *closest = nullptr; int closestDistance = INT_MAX; for (auto it = mob->viewableChunks.begin(); it != mob->viewableChunks.end(); it++) { Chunk* chunk = *it; for (const EntityRef& ref : chunk->entities) { // TODO: support targetting other CombatNPCs if (ref.kind != EntityKind::PLAYER) continue; CNSocket *s = ref.sock; Player *plr = PlayerManager::getPlayer(s); if (plr->HP <= 0 || plr->onMonkey) continue; int mobRange = mob->sightRange; if (plr->hasBuff(ECSB_UP_STEALTH) || Racing::EPRaces.find(s) != Racing::EPRaces.end()) mobRange /= 3; // 0.33x - 1.66x the range int levelDifference = plr->level - mob->level; if (levelDifference > -10) mobRange = levelDifference < 10 ? mobRange - (levelDifference * mobRange / 15) : mobRange / 3; if (mob->state != AIState::ROAMING && plr->inCombat) // freshly out of aggro mobs mobRange = mob->sightRange * 2; // should not be impacted by the above if (plr->iSpecialState & (CN_SPECIAL_STATE_FLAG__INVISIBLE|CN_SPECIAL_STATE_FLAG__INVULNERABLE)) mobRange = -1; // height is relevant for aggro distance because of platforming int xyDistance = hypot(mob->x - plr->x, mob->y - plr->y); int distance = hypot(xyDistance, (mob->z - plr->z) * 2); // difference in Z counts twice if (distance > mobRange || distance > closestDistance) continue; // found a player closest = s; closestDistance = distance; } } if (closest != nullptr) { // found closest player. engage. mob->transition(AIState::COMBAT, closest); if (mob->groupLeader != 0) followToCombat(mob); return true; } return false; } static void dealCorruption(Mob *mob, std::vector targetData, int skillID, int mobStyle) { Player *plr = PlayerManager::getPlayer(mob->target); size_t resplen = sizeof(sP_FE2CL_NPC_SKILL_CORRUPTION_HIT) + targetData[0] * sizeof(sCAttackResult); // validate response packet if (!validOutVarPacket(sizeof(sP_FE2CL_NPC_SKILL_CORRUPTION_HIT), targetData[0], sizeof(sCAttackResult))) { std::cout << "[WARN] bad sP_FE2CL_NPC_SKILL_CORRUPTION_HIT packet size" << std::endl; return; } uint8_t respbuf[CN_PACKET_BODY_SIZE]; memset(respbuf, 0, CN_PACKET_BODY_SIZE); sP_FE2CL_NPC_SKILL_CORRUPTION_HIT *resp = (sP_FE2CL_NPC_SKILL_CORRUPTION_HIT*)respbuf; sCAttackResult *respdata = (sCAttackResult*)(respbuf+sizeof(sP_FE2CL_NPC_SKILL_CORRUPTION_HIT)); resp->iNPC_ID = mob->id; resp->iSkillID = skillID; resp->iStyle = mobStyle; resp->iValue1 = plr->x; resp->iValue2 = plr->y; resp->iValue3 = plr->z; resp->iTargetCnt = targetData[0]; for (int i = 0; i < targetData[0]; i++) { CNSocket *sock = nullptr; Player *plr = nullptr; for (auto& pair : PlayerManager::players) { if (pair.second->iID == targetData[i+1]) { sock = pair.first; plr = pair.second; break; } } // player not found if (plr == nullptr) { std::cout << "[WARN] dealCorruption: player ID not found" << std::endl; return; } respdata[i].eCT = 1; respdata[i].iID = plr->iID; respdata[i].bProtected = 0; respdata[i].iActiveNanoSlotNum = -1; for (int n = 0; n < 3; n++) if (plr->activeNano == plr->equippedNanos[n]) respdata[i].iActiveNanoSlotNum = n; respdata[i].iNanoID = plr->activeNano; int nanoStyle = Nanos::nanoStyle(plr->activeNano); if (nanoStyle == -1) { // no nano respdata[i].iHitFlag = HF_BIT_STYLE_TIE; respdata[i].iDamage = Abilities::SkillTable[skillID].values[0][0] * PC_MAXHEALTH((int)mob->data["m_iNpcLevel"]) / 1500; } else if (mobStyle == nanoStyle) { respdata[i].iHitFlag = HF_BIT_STYLE_TIE; respdata[i].iDamage = 0; respdata[i].iNanoStamina = plr->Nanos[plr->activeNano].iStamina; } else if (mobStyle - nanoStyle == 1 || nanoStyle - mobStyle == 2) { respdata[i].iHitFlag = HF_BIT_STYLE_WIN; respdata[i].iDamage = 0; respdata[i].iNanoStamina = plr->Nanos[plr->activeNano].iStamina += 45; if (plr->Nanos[plr->activeNano].iStamina > 150) respdata[i].iNanoStamina = plr->Nanos[plr->activeNano].iStamina = 150; // fire damage power disguised as a corruption attack back at the enemy SkillData skill = { SkillType::DAMAGE, // skillType SkillEffectTarget::POINT, // effectTarget 1, // effectType SkillTargetType::MOBS, // targetType SkillDrainType::ACTIVE, // drainType 0, // effectArea {0, 0, 0, 0}, // batteryUse {0, 0, 0, 0}, // durationTime {0, 0, 0}, // valueTypes (unused) { {200, 200, 200, 200}, {200, 200, 200, 200}, {200, 200, 200, 200}, } }; Abilities::useNanoSkill(sock, &skill, *plr->getActiveNano(), { mob }); } else { respdata[i].iHitFlag = HF_BIT_STYLE_LOSE; respdata[i].iDamage = Abilities::SkillTable[skillID].values[0][0] * PC_MAXHEALTH((int)mob->data["m_iNpcLevel"]) / 1500; respdata[i].iNanoStamina = plr->Nanos[plr->activeNano].iStamina -= 90; if (plr->Nanos[plr->activeNano].iStamina < 0) { respdata[i].bNanoDeactive = 1; respdata[i].iNanoStamina = plr->Nanos[plr->activeNano].iStamina = 0; } } if (!(plr->iSpecialState & CN_SPECIAL_STATE_FLAG__INVULNERABLE)) plr->HP -= respdata[i].iDamage; respdata[i].iHP = plr->HP; respdata[i].iConditionBitFlag = plr->getCompositeCondition(); if (plr->HP <= 0) { if (!MobAI::aggroCheck(mob, getTime())) mob->transition(AIState::RETREAT, mob->target); } } NPCManager::sendToViewable(mob, (void*)&respbuf, P_FE2CL_NPC_SKILL_CORRUPTION_HIT, resplen); } static void useAbilities(Mob *mob, time_t currTime) { Player *plr = PlayerManager::getPlayer(mob->target); if (mob->skillStyle >= 0) { // corruption hit int skillID = (int)mob->data["m_iCorruptionType"]; std::vector targetData = {1, plr->iID, 0, 0, 0}; int temp = mob->skillStyle; mob->skillStyle = -3; // corruption cooldown mob->nextAttack = currTime + 1000; dealCorruption(mob, targetData, skillID, temp); return; } if (mob->skillStyle == -2) { // eruption hit int skillID = (int)mob->data["m_iMegaType"]; std::vector targets{}; // find the players within range of eruption for (auto it = mob->viewableChunks.begin(); it != mob->viewableChunks.end(); it++) { Chunk* chunk = *it; for (const EntityRef& ref : chunk->entities) { // TODO: see aggroCheck() if (ref.kind != EntityKind::PLAYER) continue; CNSocket *s = ref.sock; Player *plr = PlayerManager::getPlayer(s); if (!plr->isAlive()) continue; int distance = hypot(mob->hitX - plr->x, mob->hitY - plr->y); if (distance < Abilities::SkillTable[skillID].effectArea) { targets.push_back(plr); if (targets.size() > 3) // make sure not to have more than 4 break; } } } Abilities::useNPCSkill(mob->id, skillID, targets); mob->skillStyle = -3; // eruption cooldown mob->nextAttack = currTime + 1000; return; } if (mob->skillStyle == -3) { // cooldown expires mob->skillStyle = -1; return; } int random = Rand::rand(2000) * 1000; int prob1 = (int)mob->data["m_iActiveSkill1Prob"]; // active skill probability int prob2 = (int)mob->data["m_iCorruptionTypeProb"]; // corruption probability int prob3 = (int)mob->data["m_iMegaTypeProb"]; // eruption probability if (random < prob1) { // active skill hit int skillID = (int)mob->data["m_iActiveSkill1"]; SkillData* skill = &Abilities::SkillTable[skillID]; int debuffID = Abilities::getCSTBFromST(skill->skillType); if(plr->hasBuff(debuffID)) return; // prevent debuffing a player twice Abilities::useNPCSkill(mob->getRef(), skillID, { plr }); mob->nextAttack = currTime + (int)mob->data["m_iDelayTime"] * 100; return; } if (random < prob1 + prob2) { // corruption windup int skillID = (int)mob->data["m_iCorruptionType"]; INITSTRUCT(sP_FE2CL_NPC_SKILL_CORRUPTION_READY, pkt); pkt.iNPC_ID = mob->id; pkt.iSkillID = skillID; pkt.iValue1 = plr->x; pkt.iValue2 = plr->y; pkt.iValue3 = plr->z; mob->skillStyle = Nanos::nanoStyle(plr->activeNano) - 1; if (mob->skillStyle == -1) mob->skillStyle = 2; if (mob->skillStyle == -2) mob->skillStyle = Rand::rand(3); pkt.iStyle = mob->skillStyle; NPCManager::sendToViewable(mob, &pkt, P_FE2CL_NPC_SKILL_CORRUPTION_READY, sizeof(sP_FE2CL_NPC_SKILL_CORRUPTION_READY)); mob->nextAttack = currTime + 1800; return; } if (random < prob1 + prob2 + prob3) { // eruption windup int skillID = (int)mob->data["m_iMegaType"]; INITSTRUCT(sP_FE2CL_NPC_SKILL_READY, pkt); pkt.iNPC_ID = mob->id; pkt.iSkillID = skillID; pkt.iValue1 = mob->hitX = plr->x; pkt.iValue2 = mob->hitY = plr->y; pkt.iValue3 = mob->hitZ = plr->z; NPCManager::sendToViewable(mob, &pkt, P_FE2CL_NPC_SKILL_READY, sizeof(sP_FE2CL_NPC_SKILL_READY)); mob->nextAttack = currTime + 1800; mob->skillStyle = -2; return; } return; } void MobAI::incNextMovement(Mob* mob, time_t currTime) { if (currTime == 0) currTime = getTime(); int delay = (int)mob->data["m_iDelayTime"] * 1000; mob->nextMovement = currTime + delay / 2 + Rand::rand(delay / 2); } void MobAI::deadStep(CombatNPC* npc, time_t currTime) { Mob* self = (Mob*)npc; // despawn the mob after a short delay if (self->killedTime != 0 && !self->despawned && currTime - self->killedTime > 2000) { self->despawned = true; INITSTRUCT(sP_FE2CL_NPC_EXIT, pkt); pkt.iNPC_ID = self->id; NPCManager::sendToViewable(self, &pkt, P_FE2CL_NPC_EXIT, sizeof(sP_FE2CL_NPC_EXIT)); // if it was summoned, mark it for removal if (self->summoned) { std::cout << "[INFO] Queueing killed summoned mob for removal" << std::endl; NPCManager::queueNPCRemoval(self->id); return; } // pre-set spawn coordinates if not marked for removal self->x = self->spawnX; self->y = self->spawnY; self->z = self->spawnZ; } // to guide their groupmates, group leaders still need to move despite being dead if (self->groupLeader == self->id) roamingStep(self, currTime); /* * If the mob hasn't fully despanwed yet, don't try to respawn it. This protects * against the edge case where mobs with a very short regenTime would try to respawn * before they've faded away; and would respawn even if they were meant to be removed. */ if (!self->despawned) return; if (self->killedTime != 0 && currTime - self->killedTime < self->regenTime * 100) return; std::cout << "respawning mob " << self->id << " with HP = " << self->maxHealth << std::endl; self->transition(AIState::ROAMING, self->id); // if mob is a group leader/follower, spawn where the group is. if (self->groupLeader != 0) { if (NPCManager::NPCs.find(self->groupLeader) != NPCManager::NPCs.end() && NPCManager::NPCs[self->groupLeader]->kind == EntityKind::MOB) { Mob* leaderMob = (Mob*)NPCManager::NPCs[self->groupLeader]; self->x = leaderMob->x + self->offsetX; self->y = leaderMob->y + self->offsetY; self->z = leaderMob->z; } else { std::cout << "[WARN] deadStep: mob cannot find it's leader!" << std::endl; } } INITSTRUCT(sP_FE2CL_NPC_NEW, pkt); pkt.NPCAppearanceData = self->getAppearanceData(); // notify all nearby players NPCManager::sendToViewable(self, &pkt, P_FE2CL_NPC_NEW, sizeof(sP_FE2CL_NPC_NEW)); } void MobAI::combatStep(CombatNPC* npc, time_t currTime) { Mob* self = (Mob*)npc; assert(self->target != nullptr); // lose aggro if the player lost connection if (PlayerManager::players.find(self->target) == PlayerManager::players.end()) { if (!MobAI::aggroCheck(self, getTime())) self->transition(AIState::RETREAT, self->target); return; } Player *plr = PlayerManager::getPlayer(self->target); // lose aggro if the player became invulnerable or died if (plr->HP <= 0 || (plr->iSpecialState & CN_SPECIAL_STATE_FLAG__INVULNERABLE)) { if (!MobAI::aggroCheck(self, getTime())) self->transition(AIState::RETREAT, self->target); return; } // tick buffs auto it = npc->buffs.begin(); while(it != npc->buffs.end()) { Buff* buff = (*it).second; buff->combatTick(currTime); // if mob state changed, end the step if(self->state != AIState::COMBAT) return; buff->tick(currTime); if(buff->isStale()) { // garbage collect it = npc->buffs.erase(it); delete buff; } else it++; } // skip attack if stunned or asleep if (self->hasBuff(ECSB_STUN) || self->hasBuff(ECSB_MEZ)) { self->skillStyle = -1; // in this case we also reset the any outlying abilities the mob might be winding up. return; } int distance = hypot(plr->x - self->x, plr->y - self->y); int mobRange = (int)self->data["m_iAtkRange"] + (int)self->data["m_iRadius"]; if (currTime >= self->nextAttack) { if (self->skillStyle != -1 || distance <= mobRange || Rand::rand(20) == 0) // while not in attack range, 1 / 20 chance. useAbilities(self, currTime); if (self->target == nullptr) return; } int distanceToTravel = INT_MAX; int speed = self->speed; // movement logic: move when out of range but don't move while casting a skill if (distance > mobRange && self->skillStyle == -1) { if (self->nextMovement != 0 && currTime < self->nextMovement) return; self->nextMovement = currTime + 400; if (currTime >= self->nextAttack) self->nextAttack = 0; // halve movement speed if snared if (self->hasBuff(ECSB_DN_MOVE_SPEED)) speed /= 2; int targetX = plr->x; int targetY = plr->y; if (self->groupLeader != 0) { targetX += self->offsetX*distance/(self->idleRange + 1); targetY += self->offsetY*distance/(self->idleRange + 1); } distanceToTravel = std::min(distance-mobRange+1, speed*2/5); auto targ = lerp(self->x, self->y, targetX, targetY, distanceToTravel); if (distanceToTravel < speed*2/5 && currTime >= self->nextAttack) self->nextAttack = 0; NPCManager::updateNPCPosition(self->id, targ.first, targ.second, self->z, self->instanceID, self->angle); INITSTRUCT(sP_FE2CL_NPC_MOVE, pkt); pkt.iNPC_ID = self->id; pkt.iSpeed = speed; pkt.iToX = self->x = targ.first; pkt.iToY = self->y = targ.second; pkt.iToZ = plr->z; pkt.iMoveStyle = 1; // notify all nearby players NPCManager::sendToViewable(self, &pkt, P_FE2CL_NPC_MOVE, sizeof(sP_FE2CL_NPC_MOVE)); } /* attack logic * 2/5 represents 400 ms which is the time interval mobs use per movement logic step * if the mob is one move interval away, we should just start attacking anyways. */ if (distance <= mobRange || distanceToTravel < self->speed*2/5) { if (self->nextAttack == 0 || currTime >= self->nextAttack) { self->nextAttack = currTime + (int)self->data["m_iDelayTime"] * 100; Combat::npcAttackPc(self, currTime); } } // retreat if the player leaves combat range int xyDistance = hypot(plr->x - self->roamX, plr->y - self->roamY); distance = hypot(xyDistance, plr->z - self->roamZ); if (distance >= self->data["m_iCombatRange"]) { self->transition(AIState::RETREAT, self->target); } } void MobAI::roamingStep(CombatNPC* npc, time_t currTime) { Mob* self = (Mob*)npc; /* * We reuse nextAttack to avoid scanning for players all the time, but to still * do so more often than if we waited for nextMovement (which is way too slow). * In the case of group leaders, this step will be called by dead mobs, so disable attack. */ if (self->state != AIState::DEAD && (self->nextAttack == 0 || currTime >= self->nextAttack)) { self->nextAttack = currTime + 500; if (aggroCheck(self, currTime)) return; } // no random roaming if the mob already has a set path if (self->staticPath) return; if (self->groupLeader != 0 && self->groupLeader != self->id) // don't roam by yourself without group leader return; /* * mob->nextMovement is also updated whenever the path queue is traversed in * Transport::stepNPCPathing() (which ticks at a higher frequency than nextMovement), * so we don't have to check if there's already entries in the queue since we know there won't be. */ if (self->nextMovement != 0 && currTime < self->nextMovement) return; incNextMovement(self, currTime); int xStart = self->spawnX - self->idleRange/2; int yStart = self->spawnY - self->idleRange/2; // some mobs don't move (and we mustn't divide/modulus by zero) if (self->idleRange == 0 || self->speed == 0) return; int farX, farY, distance; int minDistance = self->idleRange / 2; // pick a random destination farX = xStart + Rand::rand(self->idleRange); farY = yStart + Rand::rand(self->idleRange); distance = std::abs(std::max(farX - self->x, farY - self->y)); if (distance == 0) distance += 1; // hack to avoid FPE // if it's too short a walk, go further in that direction farX = self->x + (farX - self->x) * minDistance / distance; farY = self->y + (farY - self->y) * minDistance / distance; // but don't got out of bounds farX = std::clamp(farX, xStart, xStart + self->idleRange); farY = std::clamp(farY, yStart, yStart + self->idleRange); // halve movement speed if snared if (self->hasBuff(ECSB_DN_MOVE_SPEED)) self->speed /= 2; std::queue queue; Vec3 from = { self->x, self->y, self->z }; Vec3 to = { farX, farY, self->z }; // add a route to the queue; to be processed in Transport::stepNPCPathing() Transport::lerp(&queue, from, to, self->speed); Transport::NPCQueues[self->id] = queue; if (self->groupLeader != 0 && self->groupLeader == self->id) { // make followers follow this npc. for (int i = 0; i < 4; i++) { if (self->groupMember[i] == 0) break; if (NPCManager::NPCs.find(self->groupMember[i]) == NPCManager::NPCs.end() || NPCManager::NPCs[self->groupMember[i]]->kind != EntityKind::MOB) { std::cout << "[WARN] roamingStep: leader can't find a group member!" << std::endl; continue; } std::queue queue2; Mob* followerMob = (Mob*)NPCManager::NPCs[self->groupMember[i]]; from = { followerMob->x, followerMob->y, followerMob->z }; to = { farX + followerMob->offsetX, farY + followerMob->offsetY, followerMob->z }; Transport::lerp(&queue2, from, to, self->speed); Transport::NPCQueues[followerMob->id] = queue2; } } } void MobAI::retreatStep(CombatNPC* npc, time_t currTime) { Mob* self = (Mob*)npc; if (self->nextMovement != 0 && currTime < self->nextMovement) return; self->nextMovement = currTime + 400; // distance between spawn point and current location int distance = hypot(self->x - self->roamX, self->y - self->roamY); //if (distance > mob->data["m_iIdleRange"]) { if (distance > 10) { INITSTRUCT(sP_FE2CL_NPC_MOVE, pkt); auto targ = lerp(self->x, self->y, self->roamX, self->roamY, (int)self->speed*4/5); pkt.iNPC_ID = self->id; pkt.iSpeed = (int)self->speed * 2; pkt.iToX = self->x = targ.first; pkt.iToY = self->y = targ.second; pkt.iToZ = self->z = self->spawnZ; pkt.iMoveStyle = 1; // notify all nearby players NPCManager::sendToViewable(self, &pkt, P_FE2CL_NPC_MOVE, sizeof(sP_FE2CL_NPC_MOVE)); } // if we got there //if (distance <= mob->data["m_iIdleRange"]) { if (distance <= 10) { // retreat back to the spawn point self->transition(AIState::ROAMING, self->id); } } void MobAI::onRoamStart(CombatNPC* npc, EntityRef src) { Mob* self = (Mob*)npc; self->hp = self->maxHealth; self->killedTime = 0; self->nextAttack = 0; // cast a return home heal spell, this is the right way(tm) Abilities::useNPCSkill(npc->getRef(), 110, { npc }); // clear outlying debuffs clearDebuff(self); } void MobAI::onCombatStart(CombatNPC* npc, EntityRef src) { Mob* self = (Mob*)npc; assert(src.kind == EntityKind::PLAYER); self->target = src.sock; self->nextMovement = getTime(); self->nextAttack = 0; self->roamX = self->x; self->roamY = self->y; self->roamZ = self->z; int skillID = (int)self->data["m_iPassiveBuff"]; if(skillID != 0) // cast passive Abilities::useNPCSkill(npc->getRef(), skillID, { npc }); } void MobAI::onRetreat(CombatNPC* npc, EntityRef src) { Mob* self = (Mob*)npc; self->target = nullptr; MobAI::clearDebuff(self); if (self->groupLeader != 0) MobAI::groupRetreat(self); } void MobAI::onDeath(CombatNPC* npc, EntityRef src) { Mob* self = (Mob*)npc; self->target = nullptr; self->skillStyle = -1; self->clearBuffs(true); self->killedTime = getTime(); // XXX: maybe introduce a shard-global time for each step? // check for the edge case where hitting the mob did not aggro it if (src.kind == EntityKind::PLAYER && src.isValid()) { Player* plr = PlayerManager::getPlayer(src.sock); Items::DropRoll rolled; Items::DropRoll eventRolled; std::map qitemRolls; std::vector playerRefs; if (plr->group == nullptr) { playerRefs.push_back(plr); Combat::genQItemRolls(playerRefs, qitemRolls); Items::giveMobDrop(src.sock, self, rolled, eventRolled); Missions::mobKilled(src.sock, self->type, qitemRolls); } else { auto players = plr->group->filter(EntityKind::PLAYER); for (EntityRef pRef : players) playerRefs.push_back(PlayerManager::getPlayer(pRef.sock)); Combat::genQItemRolls(playerRefs, qitemRolls); for (int i = 0; i < players.size(); i++) { CNSocket* sockTo = players[i].sock; Player* otherPlr = PlayerManager::getPlayer(sockTo); // only contribute to group members' kills if they're close enough int dist = std::hypot(plr->x - otherPlr->x + 1, plr->y - otherPlr->y + 1); if (dist > 5000) continue; Items::giveMobDrop(sockTo, self, rolled, eventRolled); Missions::mobKilled(sockTo, self->type, qitemRolls); } } } // delay the despawn animation self->despawned = false; auto it = Transport::NPCQueues.find(self->id); if (it == Transport::NPCQueues.end() || it->second.empty()) return; // rewind or empty the movement queue if (self->staticPath) { /* * This is inelegant, but we wind forward in the path until we find the point that * corresponds with the Mob's spawn point. * * IMPORTANT: The check in TableData::loadPaths() must pass or else this will loop forever. */ auto& queue = it->second; for (auto point = queue.front(); point.x != self->spawnX || point.y != self->spawnY; point = queue.front()) { queue.pop(); queue.push(point); } } else { Transport::NPCQueues.erase(self->id); } }