#include "MobAI.hpp" #include "Player.hpp" #include "Racing.hpp" #include "Transport.hpp" #include "Nanos.hpp" #include "Combat.hpp" #include "Abilities.hpp" #include "Rand.hpp" #include "Items.hpp" #include "Missions.hpp" #include #include using namespace MobAI; bool MobAI::simulateMobs = settings::SIMULATEMOBS; /* * 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->cbf = 0; mob->unbuffTimes.clear(); 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)); } void MobAI::followToCombat(Mob *mob) { if (NPCManager::NPCs.find(mob->groupLeader) != NPCManager::NPCs.end() && NPCManager::NPCs[mob->groupLeader]->kind == EntityType::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 != EntityType::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 != EntityType::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 != EntityType::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.type != EntityType::PLAYER) continue; CNSocket *s = ref.sock; Player *plr = PlayerManager::getPlayer(s); if (plr->HP <= 0 || plr->onMonkey) continue; int mobRange = mob->sightRange; if (plr->iConditionBitFlag & CSB_BIT_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 style) { 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_BUFFER_SIZE]; memset(respbuf, 0, resplen); 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 = style; 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 style2 = Nanos::nanoStyle(plr->activeNano); if (style2 == -1) { // no nano respdata[i].iHitFlag = HF_BIT_STYLE_TIE; respdata[i].iDamage = Abilities::SkillTable[skillID].powerIntensity[0] * PC_MAXHEALTH((int)mob->data["m_iNpcLevel"]) / 1500; } else if (style == style2) { respdata[i].iHitFlag = HF_BIT_STYLE_TIE; respdata[i].iDamage = 0; respdata[i].iNanoStamina = plr->Nanos[plr->activeNano].iStamina; } else if (style - style2 == 1 || style2 - style == 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 std::vector targetData2 = {1, mob->id, 0, 0, 0}; for (auto& pwr : Abilities::Powers) if (pwr.skillType == EST_DAMAGE) pwr.handle(sock, targetData2, plr->activeNano, skillID, 0, 200); } else { respdata[i].iHitFlag = HF_BIT_STYLE_LOSE; respdata[i].iDamage = Abilities::SkillTable[skillID].powerIntensity[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->iConditionBitFlag; 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) { /* * targetData approach * first integer is the count * second to fifth integers are IDs, these can be either player iID or mob's iID * whether the skill targets players or mobs is determined by the skill packet being fired */ 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 targetData = {0, 0, 0, 0, 0}; // 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.type != EntityType::PLAYER) continue; CNSocket *s= ref.sock; Player *plr = PlayerManager::getPlayer(s); if (plr->HP <= 0) continue; int distance = hypot(mob->hitX - plr->x, mob->hitY - plr->y); if (distance < Abilities::SkillTable[skillID].effectArea) { targetData[0] += 1; targetData[targetData[0]] = plr->iID; if (targetData[0] > 3) // make sure not to have more than 4 break; } } } for (auto& pwr : Abilities::Powers) if (pwr.skillType == Abilities::SkillTable[skillID].skillType) pwr.handle(mob->id, targetData, skillID, Abilities::SkillTable[skillID].durationTime[0], Abilities::SkillTable[skillID].powerIntensity[0]); 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"]; std::vector targetData = {1, plr->iID, 0, 0, 0}; for (auto& pwr : Abilities::Powers) if (pwr.skillType == Abilities::SkillTable[skillID].skillType) { if (pwr.bitFlag != 0 && (plr->iConditionBitFlag & pwr.bitFlag)) return; // prevent debuffing a player twice pwr.handle(mob->id, targetData, skillID, Abilities::SkillTable[skillID].durationTime[0], Abilities::SkillTable[skillID].powerIntensity[0]); } 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; } static void drainMobHP(Mob *mob, int amount) { size_t resplen = sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK) + sizeof(sSkillResult_Damage); assert(resplen < CN_PACKET_BUFFER_SIZE - 8); uint8_t respbuf[CN_PACKET_BUFFER_SIZE]; memset(respbuf, 0, resplen); sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK *pkt = (sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK*)respbuf; sSkillResult_Damage *drain = (sSkillResult_Damage*)(respbuf + sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK)); pkt->iID = mob->id; pkt->eCT = 4; // mob pkt->iTB_ID = ECSB_BOUNDINGBALL; drain->eCT = 4; drain->iID = mob->id; drain->iDamage = amount; drain->iHP = mob->hp -= amount; NPCManager::sendToViewable(mob, (void*)&respbuf, P_FE2CL_CHAR_TIME_BUFF_TIME_TICK, resplen); if (mob->hp <= 0) mob->transition(AIState::DEAD, mob->target); } void Mob::deadStep(time_t currTime) { // despawn the mob after a short delay if (killedTime != 0 && !despawned && currTime - killedTime > 2000) { despawned = true; INITSTRUCT(sP_FE2CL_NPC_EXIT, pkt); pkt.iNPC_ID = id; NPCManager::sendToViewable(this, &pkt, P_FE2CL_NPC_EXIT, sizeof(sP_FE2CL_NPC_EXIT)); // if it was summoned, mark it for removal if (summoned) { std::cout << "[INFO] Queueing killed summoned mob for removal" << std::endl; NPCManager::queueNPCRemoval(id); return; } // pre-set spawn coordinates if not marked for removal x = spawnX; y = spawnY; z = spawnZ; } // to guide their groupmates, group leaders still need to move despite being dead if (groupLeader == id) roamingStep(currTime); if (killedTime != 0 && currTime - killedTime < regenTime * 100) return; std::cout << "respawning mob " << id << " with HP = " << maxHealth << std::endl; transition(AIState::ROAMING, id); // if mob is a group leader/follower, spawn where the group is. if (groupLeader != 0) { if (NPCManager::NPCs.find(groupLeader) != NPCManager::NPCs.end() && NPCManager::NPCs[groupLeader]->kind == EntityType::MOB) { Mob* leaderMob = (Mob*)NPCManager::NPCs[groupLeader]; x = leaderMob->x + offsetX; y = leaderMob->y + offsetY; z = leaderMob->z; } else { std::cout << "[WARN] deadStep: mob cannot find it's leader!" << std::endl; } } INITSTRUCT(sP_FE2CL_NPC_NEW, pkt); pkt.NPCAppearanceData = getAppearanceData(); // notify all nearby players NPCManager::sendToViewable(this, &pkt, P_FE2CL_NPC_NEW, sizeof(sP_FE2CL_NPC_NEW)); } void Mob::combatStep(time_t currTime) { assert(target != nullptr); // lose aggro if the player lost connection if (PlayerManager::players.find(target) == PlayerManager::players.end()) { if (!MobAI::aggroCheck(this, getTime())) transition(AIState::RETREAT, target); return; } Player *plr = PlayerManager::getPlayer(target); // lose aggro if the player became invulnerable or died if (plr->HP <= 0 || (plr->iSpecialState & CN_SPECIAL_STATE_FLAG__INVULNERABLE)) { if (!MobAI::aggroCheck(this, getTime())) transition(AIState::RETREAT, target); return; } // drain if (skillStyle < 0 && (lastDrainTime == 0 || currTime - lastDrainTime >= 1000) && cbf & CSB_BIT_BOUNDINGBALL) { drainMobHP(this, maxHealth / 20); // lose 5% every second lastDrainTime = currTime; } // if drain killed the mob, return early if (hp <= 0) return; // unbuffing std::unordered_map::iterator it = unbuffTimes.begin(); while (it != unbuffTimes.end()) { if (currTime >= it->second) { cbf &= ~it->first; 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)); it = unbuffTimes.erase(it); } else { it++; } } // skip attack if stunned or asleep if (cbf & (CSB_BIT_STUN|CSB_BIT_MEZ)) { skillStyle = -1; // in this case we also reset the any outlying abilities the mob might be winding up. return; } int distance = hypot(plr->x - x, plr->y - y); int mobRange = (int)data["m_iAtkRange"] + (int)data["m_iRadius"]; if (currTime >= nextAttack) { if (skillStyle != -1 || distance <= mobRange || Rand::rand(20) == 0) // while not in attack range, 1 / 20 chance. useAbilities(this, currTime); if (target == nullptr) return; } int distanceToTravel = INT_MAX; // movement logic: move when out of range but don't move while casting a skill if (distance > mobRange && skillStyle == -1) { if (nextMovement != 0 && currTime < nextMovement) return; nextMovement = currTime + 400; if (currTime >= nextAttack) nextAttack = 0; // halve movement speed if snared if (cbf & CSB_BIT_DN_MOVE_SPEED) speed /= 2; int targetX = plr->x; int targetY = plr->y; if (groupLeader != 0) { targetX += offsetX*distance/(idleRange + 1); targetY += offsetY*distance/(idleRange + 1); } distanceToTravel = std::min(distance-mobRange+1, speed*2/5); auto targ = lerp(x, y, targetX, targetY, distanceToTravel); if (distanceToTravel < speed*2/5 && currTime >= nextAttack) nextAttack = 0; NPCManager::updateNPCPosition(id, targ.first, targ.second, z, instanceID, angle); INITSTRUCT(sP_FE2CL_NPC_MOVE, pkt); pkt.iNPC_ID = id; pkt.iSpeed = speed; pkt.iToX = x = targ.first; pkt.iToY = y = targ.second; pkt.iToZ = plr->z; pkt.iMoveStyle = 1; // notify all nearby players NPCManager::sendToViewable(this, &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 < speed*2/5) { if (nextAttack == 0 || currTime >= nextAttack) { nextAttack = currTime + (int)data["m_iDelayTime"] * 100; Combat::npcAttackPc(this, currTime); } } // retreat if the player leaves combat range int xyDistance = hypot(plr->x - roamX, plr->y - roamY); distance = hypot(xyDistance, plr->z - roamZ); if (distance >= data["m_iCombatRange"]) { transition(AIState::RETREAT, target); } } 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 Mob::roamingStep(time_t currTime) { /* * 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 (state != AIState::DEAD && (nextAttack == 0 || currTime >= nextAttack)) { nextAttack = currTime + 500; if (aggroCheck(this, currTime)) return; } // no random roaming if the mob already has a set path if (staticPath) return; if (groupLeader != 0 && groupLeader != 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 (nextMovement != 0 && currTime < nextMovement) return; incNextMovement(this, currTime); int xStart = spawnX - idleRange/2; int yStart = spawnY - idleRange/2; // some mobs don't move (and we mustn't divide/modulus by zero) if (idleRange == 0 || speed == 0) return; int farX, farY, distance; int minDistance = idleRange / 2; // pick a random destination farX = xStart + Rand::rand(idleRange); farY = yStart + Rand::rand(idleRange); distance = std::abs(std::max(farX - x, farY - y)); if (distance == 0) distance += 1; // hack to avoid FPE // if it's too short a walk, go further in that direction farX = x + (farX - x) * minDistance / distance; farY = y + (farY - y) * minDistance / distance; // but don't got out of bounds farX = std::clamp(farX, xStart, xStart + idleRange); farY = std::clamp(farY, yStart, yStart + idleRange); // halve movement speed if snared if (cbf & CSB_BIT_DN_MOVE_SPEED) speed /= 2; std::queue queue; Vec3 from = { x, y, z }; Vec3 to = { farX, farY, z }; // add a route to the queue; to be processed in Transport::stepNPCPathing() Transport::lerp(&queue, from, to, speed); Transport::NPCQueues[id] = queue; if (groupLeader != 0 && groupLeader == id) { // make followers follow this npc. for (int i = 0; i < 4; i++) { if (groupMember[i] == 0) break; if (NPCManager::NPCs.find(groupMember[i]) == NPCManager::NPCs.end() || NPCManager::NPCs[groupMember[i]]->kind != EntityType::MOB) { std::cout << "[WARN] roamingStep: leader can't find a group member!" << std::endl; continue; } std::queue queue2; Mob* followerMob = (Mob*)NPCManager::NPCs[groupMember[i]]; from = { followerMob->x, followerMob->y, followerMob->z }; to = { farX + followerMob->offsetX, farY + followerMob->offsetY, followerMob->z }; Transport::lerp(&queue2, from, to, speed); Transport::NPCQueues[followerMob->id] = queue2; } } } void Mob::retreatStep(time_t currTime) { if (nextMovement != 0 && currTime < nextMovement) return; nextMovement = currTime + 400; // distance between spawn point and current location int distance = hypot(x - roamX, y - roamY); //if (distance > mob->data["m_iIdleRange"]) { if (distance > 10) { INITSTRUCT(sP_FE2CL_NPC_MOVE, pkt); auto targ = lerp(x, y, roamX, roamY, (int)speed*4/5); pkt.iNPC_ID = id; pkt.iSpeed = (int)speed * 2; pkt.iToX = x = targ.first; pkt.iToY = y = targ.second; pkt.iToZ = z = spawnZ; pkt.iMoveStyle = 1; // notify all nearby players NPCManager::sendToViewable(this, &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 transition(AIState::ROAMING, id); } } void Mob::onInactive() { // no-op } void Mob::onRoamStart() { hp = maxHealth; killedTime = 0; nextAttack = 0; cbf = 0; // cast a return home heal spell, this is the right way(tm) std::vector targetData = { 1, 0, 0, 0, 0 }; for (auto& pwr : Abilities::Powers) if (pwr.skillType == Abilities::SkillTable[110].skillType) pwr.handle(id, targetData, 110, Abilities::SkillTable[110].durationTime[0], Abilities::SkillTable[110].powerIntensity[0]); // clear outlying debuffs clearDebuff(this); } void Mob::onCombatStart(EntityRef src) { assert(src.type == EntityType::PLAYER); target = src.sock; nextMovement = getTime(); nextAttack = 0; roamX = x; roamY = y; roamZ = z; int skillID = (int)data["m_iPassiveBuff"]; // cast passive std::vector targetData = { 1, id, 0, 0, 0 }; for (auto& pwr : Abilities::Powers) if (pwr.skillType == Abilities::SkillTable[skillID].skillType) pwr.handle(id, targetData, skillID, Abilities::SkillTable[skillID].durationTime[0], Abilities::SkillTable[skillID].powerIntensity[0]); } void Mob::onRetreat() { target = nullptr; MobAI::clearDebuff(this); if (groupLeader != 0) MobAI::groupRetreat(this); } void Mob::onDeath(EntityRef src) { target = nullptr; cbf = 0; skillStyle = -1; unbuffTimes.clear(); 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.type == EntityType::PLAYER && src.isValid()) { Player* plr = PlayerManager::getPlayer(src.sock); Items::DropRoll rolled; Items::DropRoll eventRolled; std::map qitemRolls; Player* leader = PlayerManager::getPlayerFromID(plr->iIDGroup); assert(leader != nullptr); // should never happen Combat::genQItemRolls(leader, qitemRolls); if (plr->groupCnt == 1 && plr->iIDGroup == plr->iID) { Items::giveMobDrop(src.sock, this, rolled, eventRolled); Missions::mobKilled(src.sock, type, qitemRolls); } else { for (int i = 0; i < leader->groupCnt; i++) { CNSocket* sockTo = PlayerManager::getSockFromID(leader->groupIDs[i]); if (sockTo == nullptr) continue; 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, this, rolled, eventRolled); Missions::mobKilled(sockTo, type, qitemRolls); } } } // delay the despawn animation despawned = false; auto it = Transport::NPCQueues.find(id); if (it == Transport::NPCQueues.end() || it->second.empty()) return; // rewind or empty the movement queue if (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 != spawnX || point.y != spawnY; point = queue.front()) { queue.pop(); queue.push(point); } } else { Transport::NPCQueues.erase(id); } }