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863 lines
30 KiB
C++
863 lines
30 KiB
C++
#include "MobAI.hpp"
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#include "Chunking.hpp"
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#include "NPCManager.hpp"
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#include "Entities.hpp"
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#include "PlayerManager.hpp"
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#include "Racing.hpp"
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#include "Nanos.hpp"
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#include "Abilities.hpp"
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#include "Combat.hpp"
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#include "Items.hpp"
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#include "Missions.hpp"
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#include "Rand.hpp"
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#include <cmath>
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#include <limits.h>
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using namespace MobAI;
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bool MobAI::simulateMobs = settings::SIMULATEMOBS;
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void Mob::step(time_t currTime) {
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if (playersInView < 0)
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std::cout << "[WARN] Weird playerview value " << playersInView << std::endl;
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// skip movement and combat if disabled or not in view
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if ((!MobAI::simulateMobs || playersInView == 0) && state != AIState::DEAD
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&& state != AIState::RETREAT)
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return;
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// call superclass step
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CombatNPC::step(currTime);
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}
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int Mob::takeDamage(EntityRef src, int amt) {
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// cannot kill mobs multiple times; cannot harm retreating mobs
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if (state != AIState::ROAMING && state != AIState::COMBAT) {
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return 0; // no damage
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}
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if (skillStyle >= 0)
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return 0; // don't hurt a mob casting corruption
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if (state == AIState::ROAMING) {
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assert(target == nullptr && src.kind == EntityKind::PLAYER); // TODO: players only for now
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transition(AIState::COMBAT, src);
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if (groupLeader != 0)
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MobAI::followToCombat(this);
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}
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// wake up sleeping monster
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if (hasBuff(ECSB_MEZ)) {
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removeBuff(ECSB_MEZ);
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INITSTRUCT(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT, pkt1);
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pkt1.eCT = 2;
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pkt1.iID = id;
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pkt1.iConditionBitFlag = getCompositeCondition();
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NPCManager::sendToViewable(this, &pkt1, P_FE2CL_CHAR_TIME_BUFF_TIME_OUT, sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT));
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}
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// call superclass takeDamage
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return CombatNPC::takeDamage(src, amt);
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}
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/*
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* Dynamic lerp; distinct from Transport::lerp(). This one doesn't care about height and
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* only returns the first step, since the rest will need to be recalculated anyway if chasing player.
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*/
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static std::pair<int,int> lerp(int x1, int y1, int x2, int y2, int speed) {
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std::pair<int,int> ret = {x1, y1};
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if (speed == 0)
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return ret;
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int distance = hypot(x1 - x2, y1 - y2);
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if (distance > speed) {
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int lerps = distance / speed;
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// interpolate only the first point
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float frac = 1.0f / lerps;
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ret.first = (x1 + (x2 - x1) * frac);
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ret.second = (y1 + (y2 - y1) * frac);
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} else {
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ret.first = x2;
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ret.second = y2;
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}
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return ret;
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}
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void MobAI::clearDebuff(Mob *mob) {
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mob->skillStyle = -1;
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mob->clearBuffs(false);
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INITSTRUCT(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT, pkt1);
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pkt1.eCT = 2;
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pkt1.iID = mob->id;
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pkt1.iConditionBitFlag = mob->getCompositeCondition();
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NPCManager::sendToViewable(mob, &pkt1, P_FE2CL_CHAR_TIME_BUFF_TIME_OUT, sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT));
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}
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void MobAI::followToCombat(Mob *mob) {
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if (NPCManager::NPCs.find(mob->groupLeader) != NPCManager::NPCs.end() && NPCManager::NPCs[mob->groupLeader]->kind == EntityKind::MOB) {
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Mob* leadMob = (Mob*)NPCManager::NPCs[mob->groupLeader];
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for (int i = 0; i < 4; i++) {
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if (leadMob->groupMember[i] == 0)
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break;
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if (NPCManager::NPCs.find(leadMob->groupMember[i]) == NPCManager::NPCs.end() || NPCManager::NPCs[leadMob->groupMember[i]]->kind != EntityKind::MOB) {
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std::cout << "[WARN] roamingStep: leader can't find a group member!" << std::endl;
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continue;
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}
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Mob* followerMob = (Mob*)NPCManager::NPCs[leadMob->groupMember[i]];
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if (followerMob->state != AIState::ROAMING) // only roaming mobs should transition to combat
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continue;
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followerMob->transition(AIState::COMBAT, mob->target);
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}
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if (leadMob->state != AIState::ROAMING)
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return;
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leadMob->transition(AIState::COMBAT, mob->target);
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}
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}
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void MobAI::groupRetreat(Mob *mob) {
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if (NPCManager::NPCs.find(mob->groupLeader) == NPCManager::NPCs.end() || NPCManager::NPCs[mob->groupLeader]->kind != EntityKind::MOB)
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return;
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Mob* leadMob = (Mob*)NPCManager::NPCs[mob->groupLeader];
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for (int i = 0; i < 4; i++) {
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if (leadMob->groupMember[i] == 0)
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break;
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if (NPCManager::NPCs.find(leadMob->groupMember[i]) == NPCManager::NPCs.end() || NPCManager::NPCs[leadMob->groupMember[i]]->kind != EntityKind::MOB) {
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std::cout << "[WARN] roamingStep: leader can't find a group member!" << std::endl;
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continue;
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}
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Mob* followerMob = (Mob*)NPCManager::NPCs[leadMob->groupMember[i]];
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if (followerMob->state != AIState::COMBAT)
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continue;
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followerMob->target = nullptr;
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followerMob->state = AIState::RETREAT;
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clearDebuff(followerMob);
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}
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if (leadMob->state != AIState::COMBAT)
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return;
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leadMob->target = nullptr;
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leadMob->state = AIState::RETREAT;
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clearDebuff(leadMob);
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}
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/*
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* Aggro on nearby players.
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* Even if they're in range, we can't assume they're all in the same one chunk
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* as the mob, since it might be near a chunk boundary.
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*/
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bool MobAI::aggroCheck(Mob *mob, time_t currTime) {
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CNSocket *closest = nullptr;
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int closestDistance = INT_MAX;
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for (auto it = mob->viewableChunks.begin(); it != mob->viewableChunks.end(); it++) {
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Chunk* chunk = *it;
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for (const EntityRef& ref : chunk->entities) {
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// TODO: support targetting other CombatNPCs
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if (ref.kind != EntityKind::PLAYER)
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continue;
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CNSocket *s = ref.sock;
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Player *plr = PlayerManager::getPlayer(s);
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if (plr->HP <= 0 || plr->onMonkey)
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continue;
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int mobRange = mob->sightRange;
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if (plr->hasBuff(ECSB_UP_STEALTH)
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|| Racing::EPRaces.find(s) != Racing::EPRaces.end())
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mobRange /= 3;
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// 0.33x - 1.66x the range
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int levelDifference = plr->level - mob->level;
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if (levelDifference > -10)
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mobRange = levelDifference < 10 ? mobRange - (levelDifference * mobRange / 15) : mobRange / 3;
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if (mob->state != AIState::ROAMING && plr->inCombat) // freshly out of aggro mobs
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mobRange = mob->sightRange * 2; // should not be impacted by the above
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if (plr->iSpecialState & (CN_SPECIAL_STATE_FLAG__INVISIBLE|CN_SPECIAL_STATE_FLAG__INVULNERABLE))
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mobRange = -1;
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// height is relevant for aggro distance because of platforming
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int xyDistance = hypot(mob->x - plr->x, mob->y - plr->y);
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int distance = hypot(xyDistance, (mob->z - plr->z) * 2); // difference in Z counts twice
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if (distance > mobRange || distance > closestDistance)
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continue;
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// found a player
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closest = s;
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closestDistance = distance;
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}
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}
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if (closest != nullptr) {
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// found closest player. engage.
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mob->transition(AIState::COMBAT, closest);
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if (mob->groupLeader != 0)
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followToCombat(mob);
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return true;
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}
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return false;
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}
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static void dealCorruption(Mob *mob, std::vector<int> targetData, int skillID, int mobStyle) {
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Player *plr = PlayerManager::getPlayer(mob->target);
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size_t resplen = sizeof(sP_FE2CL_NPC_SKILL_CORRUPTION_HIT) + targetData[0] * sizeof(sCAttackResult);
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// validate response packet
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if (!validOutVarPacket(sizeof(sP_FE2CL_NPC_SKILL_CORRUPTION_HIT), targetData[0], sizeof(sCAttackResult))) {
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std::cout << "[WARN] bad sP_FE2CL_NPC_SKILL_CORRUPTION_HIT packet size" << std::endl;
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return;
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}
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uint8_t respbuf[CN_PACKET_BODY_SIZE];
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memset(respbuf, 0, CN_PACKET_BODY_SIZE);
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sP_FE2CL_NPC_SKILL_CORRUPTION_HIT *resp = (sP_FE2CL_NPC_SKILL_CORRUPTION_HIT*)respbuf;
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sCAttackResult *respdata = (sCAttackResult*)(respbuf+sizeof(sP_FE2CL_NPC_SKILL_CORRUPTION_HIT));
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resp->iNPC_ID = mob->id;
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resp->iSkillID = skillID;
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resp->iStyle = mobStyle;
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resp->iValue1 = plr->x;
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resp->iValue2 = plr->y;
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resp->iValue3 = plr->z;
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resp->iTargetCnt = targetData[0];
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for (int i = 0; i < targetData[0]; i++) {
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CNSocket *sock = nullptr;
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Player *plr = nullptr;
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for (auto& pair : PlayerManager::players) {
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if (pair.second->iID == targetData[i+1]) {
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sock = pair.first;
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plr = pair.second;
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break;
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}
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}
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// player not found
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if (plr == nullptr) {
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std::cout << "[WARN] dealCorruption: player ID not found" << std::endl;
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return;
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}
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respdata[i].eCT = 1;
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respdata[i].iID = plr->iID;
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respdata[i].bProtected = 0;
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respdata[i].iActiveNanoSlotNum = -1;
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for (int n = 0; n < 3; n++)
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if (plr->activeNano == plr->equippedNanos[n])
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respdata[i].iActiveNanoSlotNum = n;
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respdata[i].iNanoID = plr->activeNano;
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int nanoStyle = Nanos::nanoStyle(plr->activeNano);
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if (nanoStyle == -1) { // no nano
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respdata[i].iHitFlag = HF_BIT_STYLE_TIE;
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respdata[i].iDamage = Abilities::SkillTable[skillID].values[0][0] * PC_MAXHEALTH((int)mob->data["m_iNpcLevel"]) / 1500;
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} else if (mobStyle == nanoStyle) {
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respdata[i].iHitFlag = HF_BIT_STYLE_TIE;
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respdata[i].iDamage = 0;
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respdata[i].iNanoStamina = plr->Nanos[plr->activeNano].iStamina;
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} else if (mobStyle - nanoStyle == 1 || nanoStyle - mobStyle == 2) {
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respdata[i].iHitFlag = HF_BIT_STYLE_WIN;
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respdata[i].iDamage = 0;
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respdata[i].iNanoStamina = plr->Nanos[plr->activeNano].iStamina += 45;
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if (plr->Nanos[plr->activeNano].iStamina > 150)
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respdata[i].iNanoStamina = plr->Nanos[plr->activeNano].iStamina = 150;
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// fire damage power disguised as a corruption attack back at the enemy
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SkillData skill = {
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SkillType::DAMAGE, // skillType
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SkillEffectTarget::POINT, // effectTarget
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1, // effectType
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SkillTargetType::MOBS, // targetType
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SkillDrainType::ACTIVE, // drainType
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0, // effectArea
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{0, 0, 0, 0}, // batteryUse
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{0, 0, 0, 0}, // durationTime
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{0, 0, 0}, // valueTypes (unused)
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{
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{200, 200, 200, 200},
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{200, 200, 200, 200},
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{200, 200, 200, 200},
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}
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};
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Abilities::useNanoSkill(sock, &skill, *plr->getActiveNano(), { mob });
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} else {
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respdata[i].iHitFlag = HF_BIT_STYLE_LOSE;
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respdata[i].iDamage = Abilities::SkillTable[skillID].values[0][0] * PC_MAXHEALTH((int)mob->data["m_iNpcLevel"]) / 1500;
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respdata[i].iNanoStamina = plr->Nanos[plr->activeNano].iStamina -= 90;
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if (plr->Nanos[plr->activeNano].iStamina < 0) {
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respdata[i].bNanoDeactive = 1;
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respdata[i].iNanoStamina = plr->Nanos[plr->activeNano].iStamina = 0;
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}
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}
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if (!(plr->iSpecialState & CN_SPECIAL_STATE_FLAG__INVULNERABLE))
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plr->HP -= respdata[i].iDamage;
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respdata[i].iHP = plr->HP;
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respdata[i].iConditionBitFlag = plr->getCompositeCondition();
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if (plr->HP <= 0) {
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if (!MobAI::aggroCheck(mob, getTime()))
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mob->transition(AIState::RETREAT, mob->target);
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}
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}
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NPCManager::sendToViewable(mob, (void*)&respbuf, P_FE2CL_NPC_SKILL_CORRUPTION_HIT, resplen);
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}
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static void useAbilities(Mob *mob, time_t currTime) {
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Player *plr = PlayerManager::getPlayer(mob->target);
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if (mob->skillStyle >= 0) { // corruption hit
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int skillID = (int)mob->data["m_iCorruptionType"];
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std::vector<int> targetData = {1, plr->iID, 0, 0, 0};
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int temp = mob->skillStyle;
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mob->skillStyle = -3; // corruption cooldown
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mob->nextAttack = currTime + 1000;
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dealCorruption(mob, targetData, skillID, temp);
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return;
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}
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if (mob->skillStyle == -2) { // eruption hit
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int skillID = (int)mob->data["m_iMegaType"];
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std::vector<ICombatant*> targets{};
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// find the players within range of eruption
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for (auto it = mob->viewableChunks.begin(); it != mob->viewableChunks.end(); it++) {
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Chunk* chunk = *it;
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for (const EntityRef& ref : chunk->entities) {
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// TODO: see aggroCheck()
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if (ref.kind != EntityKind::PLAYER)
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continue;
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CNSocket *s = ref.sock;
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Player *plr = PlayerManager::getPlayer(s);
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if (!plr->isAlive())
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continue;
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int distance = hypot(mob->hitX - plr->x, mob->hitY - plr->y);
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if (distance < Abilities::SkillTable[skillID].effectArea) {
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targets.push_back(plr);
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if (targets.size() > 3) // make sure not to have more than 4
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break;
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}
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}
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}
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Abilities::useNPCSkill(mob->id, skillID, targets);
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mob->skillStyle = -3; // eruption cooldown
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mob->nextAttack = currTime + 1000;
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return;
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}
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if (mob->skillStyle == -3) { // cooldown expires
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mob->skillStyle = -1;
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return;
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}
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int random = Rand::rand(2000) * 1000;
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int prob1 = (int)mob->data["m_iActiveSkill1Prob"]; // active skill probability
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int prob2 = (int)mob->data["m_iCorruptionTypeProb"]; // corruption probability
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int prob3 = (int)mob->data["m_iMegaTypeProb"]; // eruption probability
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if (random < prob1) { // active skill hit
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int skillID = (int)mob->data["m_iActiveSkill1"];
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SkillData* skill = &Abilities::SkillTable[skillID];
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int debuffID = Abilities::getCSTBFromST(skill->skillType);
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if(plr->hasBuff(debuffID))
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return; // prevent debuffing a player twice
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Abilities::useNPCSkill(mob->getRef(), skillID, { plr });
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mob->nextAttack = currTime + (int)mob->data["m_iDelayTime"] * 100;
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return;
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}
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if (random < prob1 + prob2) { // corruption windup
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int skillID = (int)mob->data["m_iCorruptionType"];
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INITSTRUCT(sP_FE2CL_NPC_SKILL_CORRUPTION_READY, pkt);
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pkt.iNPC_ID = mob->id;
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pkt.iSkillID = skillID;
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pkt.iValue1 = plr->x;
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pkt.iValue2 = plr->y;
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pkt.iValue3 = plr->z;
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mob->skillStyle = Nanos::nanoStyle(plr->activeNano) - 1;
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if (mob->skillStyle == -1)
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mob->skillStyle = 2;
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if (mob->skillStyle == -2)
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mob->skillStyle = Rand::rand(3);
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pkt.iStyle = mob->skillStyle;
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NPCManager::sendToViewable(mob, &pkt, P_FE2CL_NPC_SKILL_CORRUPTION_READY, sizeof(sP_FE2CL_NPC_SKILL_CORRUPTION_READY));
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mob->nextAttack = currTime + 1800;
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return;
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}
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if (random < prob1 + prob2 + prob3) { // eruption windup
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int skillID = (int)mob->data["m_iMegaType"];
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INITSTRUCT(sP_FE2CL_NPC_SKILL_READY, pkt);
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pkt.iNPC_ID = mob->id;
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pkt.iSkillID = skillID;
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pkt.iValue1 = mob->hitX = plr->x;
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pkt.iValue2 = mob->hitY = plr->y;
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pkt.iValue3 = mob->hitZ = plr->z;
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NPCManager::sendToViewable(mob, &pkt, P_FE2CL_NPC_SKILL_READY, sizeof(sP_FE2CL_NPC_SKILL_READY));
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mob->nextAttack = currTime + 1800;
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mob->skillStyle = -2;
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return;
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}
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return;
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}
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void MobAI::incNextMovement(Mob* mob, time_t currTime) {
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if (currTime == 0)
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currTime = getTime();
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int delay = (int)mob->data["m_iDelayTime"] * 1000;
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mob->nextMovement = currTime + delay / 2 + Rand::rand(delay / 2);
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|
}
|
|
|
|
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<Vec3> 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<Vec3> 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<int, int> qitemRolls;
|
|
std::vector<Player*> 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);
|
|
}
|
|
}
|