NPC_AI.cpp 19 KB

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  1. /*
  2. EQ2Emulator: Everquest II Server Emulator
  3. Copyright (C) 2007 EQ2EMulator Development Team (http://www.eq2emulator.net)
  4. This file is part of EQ2Emulator.
  5. EQ2Emulator is free software: you can redistribute it and/or modify
  6. it under the terms of the GNU General Public License as published by
  7. the Free Software Foundation, either version 3 of the License, or
  8. (at your option) any later version.
  9. EQ2Emulator is distributed in the hope that it will be useful,
  10. but WITHOUT ANY WARRANTY; without even the implied warranty of
  11. MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  12. GNU General Public License for more details.
  13. You should have received a copy of the GNU General Public License
  14. along with EQ2Emulator. If not, see <http://www.gnu.org/licenses/>.
  15. */
  16. #include "NPC_AI.h"
  17. #include "Combat.h"
  18. #include "zoneserver.h"
  19. #include "Spells.h"
  20. #include "../common/Log.h"
  21. #include "LuaInterface.h"
  22. #include "World.h"
  23. #include "Rules/Rules.h"
  24. extern RuleManager rule_manager;
  25. extern LuaInterface* lua_interface;
  26. extern World world;
  27. /* The NEW AI code */
  28. Brain::Brain(NPC* npc) {
  29. // Set the npc this brain will controll
  30. m_body = npc;
  31. // Set the default time between calls to think to 250 miliseconds (1/4 a second)
  32. m_tick = 250;
  33. m_lastTick = Timer::GetCurrentTime2();
  34. m_spellRecovery = 0;
  35. m_playerInEncounter = false;
  36. // Set up the mutex for the hate list
  37. MHateList.SetName("Brain::m_hatelist");
  38. // Set up the mutex for the encounter list
  39. MEncounter.SetName("Brain::m_encounter");
  40. }
  41. Brain::~Brain() {
  42. }
  43. void Brain::Think() {
  44. // Get the entity this NPC hates the most,
  45. // GetMostHated() will handle dead spawns so no need to check the health in this function
  46. Entity* target = GetMostHated();
  47. // If mezzed, stunned or feared we can't do anything so skip
  48. if (!m_body->IsMezzedOrStunned() || !m_body->IsFeared()) {
  49. // Not mezzed or stunned
  50. // Get the distance to the runback location
  51. float run_back_distance = m_body->GetRunbackDistance();
  52. if (target) {
  53. LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "%s has %s targeted.", m_body->GetName(), target->GetName());
  54. // NPC has an entity that it hates
  55. // If the NPC is not in combat then put them in combat
  56. if (!m_body->EngagedInCombat()) {
  57. m_body->ClearRunningLocations();
  58. m_body->InCombat(true);
  59. }
  60. // Set the NPC's target to the most hated entity if it is not already.
  61. if (m_body->GetTarget() != target) {
  62. m_body->SetTarget(target);
  63. m_body->FaceTarget(target);
  64. }
  65. // Check to see if the NPC has exceeded the max chase distance
  66. if (run_back_distance > MAX_CHASE_DISTANCE) {
  67. LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "Run back distance is greater then max chase distance, run_back_distance = %f", run_back_distance);
  68. // Over the max chase distance, Check to see if the target is is a client
  69. Client* client = target->GetZone()->GetClientBySpawn(target);
  70. if (client)
  71. {
  72. // Target is a client so send encounter break messages
  73. if (m_body->HasSpawnGroup())
  74. client->SimpleMessage(CHANNEL_COLOR_WHITE, "This encounter will no longer give encounter rewards.");
  75. else
  76. client->Message(CHANNEL_COLOR_WHITE, "%s is no longer worth any experience or treasure.", m_body->GetName());
  77. }
  78. // Clear the hate list for this NPC
  79. ClearHate();
  80. // Clear the encounter list
  81. ClearEncounter();
  82. }
  83. else {
  84. // Still within max chase distance lets to the combat stuff now
  85. float distance = m_body->GetDistance(target);
  86. if(!m_body->IsCasting() && (!HasRecovered() || !ProcessSpell(target, distance))) {
  87. LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "%s is attempting melee on %s.", m_body->GetName(), target->GetName());
  88. m_body->FaceTarget(target);
  89. ProcessMelee(target, distance);
  90. }
  91. }
  92. }
  93. else {
  94. // Nothing in the hate list
  95. bool wasInCombat = m_body->EngagedInCombat();
  96. // Check to see if the NPC is still flagged as in combat for some reason
  97. if (m_body->EngagedInCombat()) {
  98. // If it is set the combat flag to false
  99. m_body->InCombat(false);
  100. // Do not set a players pet to full health once they stop combat
  101. if (!m_body->IsPet() || (m_body->IsPet() && !m_body->GetOwner()->IsPlayer()))
  102. m_body->SetHP(m_body->GetTotalHP());
  103. }
  104. CheckBuffs();
  105. // If run back distance is greater then 0 then run back
  106. if ((wasInCombat || m_body->m_runningBack) && run_back_distance > 1) {
  107. m_body->Runback();
  108. }
  109. else if (m_body->m_runningBack)
  110. {
  111. m_body->SetX(m_body->GetRunbackLocation()->x,false);
  112. m_body->SetZ(m_body->GetRunbackLocation()->z,false);
  113. m_body->SetY(m_body->GetRunbackLocation()->y,true);
  114. if (m_body->GetRunbackLocation()->gridid > 0)
  115. m_body->SetLocation(m_body->GetRunbackLocation()->gridid);
  116. m_body->ClearRunback();
  117. m_body->GetZone()->movementMgr->StopNavigation((Entity*)m_body);
  118. m_body->ClearRunningLocations();
  119. }
  120. // If encounter size is greater then 0 then clear it
  121. if (GetEncounterSize() > 0)
  122. ClearEncounter();
  123. }
  124. }
  125. }
  126. sint32 Brain::GetHate(Entity* entity) {
  127. // We will use this variable to return the value, default to 0
  128. sint32 ret = 0;
  129. // Lock the hate list, not altering it so do a read lock
  130. MHateList.readlock(__FUNCTION__, __LINE__);
  131. // First check to see if the given entity is even in the hate list
  132. if (m_hatelist.count(entity->GetID()) > 0)
  133. // Entity in the hate list so get the hate value for the entity
  134. ret = m_hatelist[entity->GetID()];
  135. // Unlock the hate list
  136. MHateList.releasereadlock(__FUNCTION__, __LINE__);
  137. // return the hate
  138. return ret;
  139. }
  140. void Brain::AddHate(Entity* entity, sint32 hate) {
  141. // do not aggro when running back, despite taking damage
  142. if (m_body->IsNPC() && ((NPC*)m_body)->m_runningBack)
  143. return;
  144. // Lock the hate list, we are altering the list so use write lock
  145. MHateList.writelock(__FUNCTION__, __LINE__);
  146. if (m_hatelist.count(entity->GetID()) > 0)
  147. m_hatelist[entity->GetID()] += hate;
  148. else
  149. m_hatelist.insert(std::pair<int32, sint32>(entity->GetID(), hate));
  150. if (entity->HatedBy.count(m_body->GetID()) == 0)
  151. entity->HatedBy.insert(m_body->GetID());
  152. // Unlock the list
  153. MHateList.releasewritelock(__FUNCTION__, __LINE__);
  154. }
  155. void Brain::ClearHate() {
  156. // Lock the hate list, we are altering the list so use a write lock
  157. MHateList.writelock(__FUNCTION__, __LINE__);
  158. map<int32, sint32>::iterator itr;
  159. for (itr = m_hatelist.begin(); itr != m_hatelist.end(); itr++) {
  160. Spawn* spawn = m_body->GetZone()->GetSpawnByID(itr->first);
  161. if (spawn && spawn->IsEntity())
  162. ((Entity*)spawn)->HatedBy.erase(itr->first);
  163. }
  164. // Clear the list
  165. m_hatelist.clear();
  166. // Unlock the hate list
  167. MHateList.releasewritelock(__FUNCTION__, __LINE__);
  168. }
  169. void Brain::ClearHate(Entity* entity) {
  170. // Lock the hate list, we could potentially modify the list so use write lock
  171. MHateList.writelock(__FUNCTION__, __LINE__);
  172. // Check to see if the given entity is in the hate list
  173. if (m_hatelist.count(entity->GetID()) > 0)
  174. // Erase the entity from the hate list
  175. m_hatelist.erase(entity->GetID());
  176. entity->HatedBy.erase(m_body->GetID());
  177. // Unlock the hate list
  178. MHateList.releasewritelock(__FUNCTION__, __LINE__);
  179. }
  180. Entity* Brain::GetMostHated() {
  181. map<int32, sint32>::iterator itr;
  182. int32 ret = 0;
  183. sint32 hate = 0;
  184. // Lock the hate list, not going to alter it so use a read lock
  185. MHateList.readlock(__FUNCTION__, __LINE__);
  186. if (m_hatelist.size() > 0) {
  187. // Loop through the list looking for the entity that this NPC hates the most
  188. for(itr = m_hatelist.begin(); itr != m_hatelist.end(); itr++) {
  189. // Compare the hate value for the current iteration to our stored highest value
  190. if(itr->second > hate) {
  191. // New high value store the entity
  192. ret = itr->first;
  193. // Store the value to compare with the rest of the entities
  194. hate = itr->second;
  195. }
  196. }
  197. }
  198. // Unlock the list
  199. MHateList.releasereadlock(__FUNCTION__, __LINE__);
  200. Entity* hated = (Entity*)GetBody()->GetZone()->GetSpawnByID(ret);
  201. // Check the reult to see if it is still alive
  202. if(hated && hated->GetHP() <= 0) {
  203. // Entity we got was dead so remove it from the list
  204. ClearHate(hated);
  205. // Call this function again now that we removed the dead entity
  206. hated = GetMostHated();
  207. }
  208. // Return our result
  209. return hated;
  210. }
  211. sint8 Brain::GetHatePercentage(Entity* entity) {
  212. float percentage = 0.0;
  213. MHateList.readlock(__FUNCTION__, __LINE__);
  214. if (entity && m_hatelist.count(entity->GetID()) > 0 && m_hatelist[entity->GetID()] > 0) {
  215. sint32 total_hate = 0;
  216. map<int32, sint32>::iterator itr;
  217. for (itr = m_hatelist.begin(); itr != m_hatelist.end(); itr++)
  218. total_hate += itr->second;
  219. percentage = m_hatelist[entity->GetID()] / total_hate;
  220. }
  221. MHateList.releasereadlock(__FUNCTION__, __LINE__);
  222. return (sint8)(percentage * 100);
  223. }
  224. vector<Entity*>* Brain::GetHateList() {
  225. vector<Entity*>* ret = new vector<Entity*>;
  226. map<int32, sint32>::iterator itr;
  227. // Lock the list
  228. MHateList.readlock(__FUNCTION__, __LINE__);
  229. // Loop over the list storing the values into the new list
  230. for (itr = m_hatelist.begin(); itr != m_hatelist.end(); itr++) {
  231. Entity* ent = (Entity*)GetBody()->GetZone()->GetSpawnByID(itr->first);
  232. if (ent)
  233. ret->push_back(ent);
  234. }
  235. // Unlock the list
  236. MHateList.releasereadlock(__FUNCTION__, __LINE__);
  237. // Return the copy of the list
  238. return ret;
  239. }
  240. void Brain::MoveCloser(Entity* target) {
  241. if (target && m_body->GetFollowTarget() != target)
  242. m_body->SetFollowTarget(target);
  243. if (m_body->GetFollowTarget() && !m_body->following) {
  244. m_body->CalculateRunningLocation(true);
  245. //m_body->ClearRunningLocations();
  246. m_body->following = true;
  247. }
  248. }
  249. bool Brain::ProcessSpell(Entity* target, float distance) {
  250. if(rand()%100 > m_body->GetCastPercentage() || m_body->IsStifled() || m_body->IsFeared())
  251. return false;
  252. Spell* spell = m_body->GetNextSpell(distance);
  253. if(spell){
  254. Spawn* spell_target = 0;
  255. if(spell->GetSpellData()->friendly_spell == 1){
  256. vector<Spawn*>* group = m_body->GetSpawnGroup();
  257. if(group && group->size() > 0){
  258. vector<Spawn*>::iterator itr;
  259. for(itr = group->begin(); itr != group->end(); itr++){
  260. if((!spell_target && (*itr)->GetHP() > 0 && (*itr)->GetHP() < (*itr)->GetTotalHP()) || (spell_target && (*itr)->GetHP() > 0 && spell_target->GetHP() > (*itr)->GetHP()))
  261. spell_target = *itr;
  262. }
  263. }
  264. if(!spell_target)
  265. spell_target = m_body;
  266. safe_delete(group);
  267. }
  268. else
  269. spell_target = target;
  270. m_body->GetZone()->ProcessSpell(spell, m_body, spell_target);
  271. m_spellRecovery = (int32)(Timer::GetCurrentTime2() + (spell->GetSpellData()->cast_time * 10) + (spell->GetSpellData()->recovery * 10) + 2000);
  272. return true;
  273. }
  274. return false;
  275. }
  276. bool Brain::CheckBuffs() {
  277. if (!m_body->GetZone()->GetSpellProcess() || m_body->EngagedInCombat() || m_body->IsCasting() || m_body->IsMezzedOrStunned() || !m_body->Alive() || m_body->IsStifled() || !HasRecovered())
  278. return false;
  279. Spell* spell = m_body->GetNextBuffSpell();
  280. if (spell) {
  281. m_body->CalculateRunningLocation(true);
  282. m_body->GetZone()->ProcessSpell(spell, m_body, m_body);
  283. m_spellRecovery = (int32)(Timer::GetCurrentTime2() + (spell->GetSpellData()->cast_time * 10) + (spell->GetSpellData()->recovery * 10) + 2000);
  284. return true;
  285. }
  286. return false;
  287. }
  288. void Brain::ProcessMelee(Entity* target, float distance) {
  289. if(distance > rule_manager.GetGlobalRule(R_Combat, MaxCombatRange)->GetFloat())
  290. MoveCloser(target);
  291. else {
  292. if (target) {
  293. LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "%s is within melee range of %s.", m_body->GetName(), target->GetName());
  294. if (m_body->AttackAllowed(target)) {
  295. LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "%s is allowed to attack %s.", m_body->GetName(), target->GetName());
  296. if (m_body->PrimaryWeaponReady() && !m_body->IsDazed() && !m_body->IsFeared()) {
  297. LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "%s swings its primary weapon at %s.", m_body->GetName(), target->GetName());
  298. m_body->SetPrimaryLastAttackTime(Timer::GetCurrentTime2());
  299. m_body->MeleeAttack(target, distance, true);
  300. m_body->GetZone()->CallSpawnScript(m_body, SPAWN_SCRIPT_AUTO_ATTACK_TICK, target);
  301. }
  302. if (m_body->SecondaryWeaponReady() && !m_body->IsDazed()) {
  303. m_body->SetSecondaryLastAttackTime(Timer::GetCurrentTime2());
  304. m_body->MeleeAttack(target, distance, false);
  305. }
  306. }
  307. }
  308. }
  309. }
  310. bool Brain::HasRecovered() {
  311. if(m_spellRecovery > Timer::GetCurrentTime2())
  312. return false;
  313. m_spellRecovery = 0;
  314. return true;
  315. }
  316. void Brain::AddToEncounter(Entity* entity) {
  317. // If player pet then set the entity to the pets owner
  318. if (entity->IsPet() && ((NPC*)entity)->GetOwner()->IsPlayer())
  319. entity = ((NPC*)entity)->GetOwner();
  320. // If player or bot then get the group
  321. int32 group_id = 0;
  322. if (entity->IsPlayer() || entity->IsBot()) {
  323. m_playerInEncounter = true;
  324. if (entity->GetGroupMemberInfo())
  325. group_id = entity->GetGroupMemberInfo()->group_id;
  326. }
  327. // Insert the entity into the encounter list, if there is a group add all group members as well
  328. // TODO: add raid members
  329. MEncounter.writelock(__FUNCTION__, __LINE__);
  330. if (group_id > 0) {
  331. world.GetGroupManager()->GroupLock(__FUNCTION__, __LINE__);
  332. deque<GroupMemberInfo*>::iterator itr;
  333. deque<GroupMemberInfo*>* members = world.GetGroupManager()->GetGroupMembers(group_id);
  334. for (itr = members->begin(); itr != members->end(); itr++) {
  335. if ((*itr)->client)
  336. m_encounter.push_back((*itr)->client->GetPlayer()->GetID());
  337. }
  338. world.GetGroupManager()->ReleaseGroupLock(__FUNCTION__, __LINE__);
  339. }
  340. else {
  341. m_encounter.push_back(entity->GetID());
  342. }
  343. MEncounter.releasewritelock(__FUNCTION__, __LINE__);
  344. }
  345. bool Brain::CheckLootAllowed(Entity* entity) {
  346. bool ret = false;
  347. vector<int32>::iterator itr;
  348. // Check the encounter list to see if the given entity is in it, if so return true.
  349. MEncounter.readlock(__FUNCTION__, __LINE__);
  350. for (itr = m_encounter.begin(); itr != m_encounter.end(); itr++) {
  351. if ((*itr) == entity->GetID()) {
  352. // found the entity in the encounter list, set return value to true and break the loop
  353. ret = true;
  354. break;
  355. }
  356. }
  357. MEncounter.releasereadlock(__FUNCTION__, __LINE__);
  358. return ret;
  359. }
  360. int8 Brain::GetEncounterSize() {
  361. int8 ret = 0;
  362. MEncounter.readlock(__FUNCTION__, __LINE__);
  363. ret = (int8)m_encounter.size();
  364. MEncounter.releasereadlock(__FUNCTION__, __LINE__);
  365. return ret;
  366. }
  367. vector<int32>* Brain::GetEncounter() {
  368. vector<int32>* ret = new vector<int32>;
  369. vector<int32>::iterator itr;
  370. // Lock the list
  371. MEncounter.readlock(__FUNCTION__, __LINE__);
  372. // Loop over the list storing the values into the new list
  373. for (itr = m_encounter.begin(); itr != m_encounter.end(); itr++)
  374. ret->push_back(*itr);
  375. // Unlock the list
  376. MEncounter.releasereadlock(__FUNCTION__, __LINE__);
  377. // Return the copy of the list
  378. return ret;
  379. }
  380. void Brain::ClearEncounter() {
  381. MEncounter.writelock(__FUNCTION__, __LINE__);
  382. m_encounter.clear();
  383. m_playerInEncounter = false;
  384. MEncounter.releasewritelock(__FUNCTION__, __LINE__);
  385. }
  386. /* Example of how to extend the default AI */
  387. CombatPetBrain::CombatPetBrain(NPC* body) : Brain(body) {
  388. // Make sure to have the " : Brain(body)" so it calls the parent class constructor
  389. // to set up the AI properly
  390. }
  391. CombatPetBrain::~CombatPetBrain() {
  392. }
  393. void CombatPetBrain::Think() {
  394. // We are extending the base brain so make sure to call the parent Think() function.
  395. // If we want to override then we could remove Brain::Think()
  396. Brain::Think();
  397. // All this Brain does is make the pet follow its owner, the combat comes from the default brain
  398. if (GetBody()->EngagedInCombat() || !GetBody()->IsPet() || GetBody()->IsMezzedOrStunned())
  399. return;
  400. LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "Pet AI code called for %s", GetBody()->GetName());
  401. // If owner is a player and player has stay set then return out
  402. if (GetBody()->GetOwner()->IsPlayer() && ((Player*)GetBody()->GetOwner())->GetInfoStruct()->pet_movement == 1)
  403. return;
  404. // Set target to owner
  405. Entity* target = GetBody()->GetOwner();
  406. GetBody()->SetTarget(target);
  407. // Get distance from the owner
  408. float distance = GetBody()->GetDistance(target);
  409. // If out of melee range then move closer
  410. if (distance > rule_manager.GetGlobalRule(R_Combat, MaxCombatRange)->GetFloat())
  411. MoveCloser(target);
  412. }
  413. /* Example of how to override the default AI */
  414. NonCombatPetBrain::NonCombatPetBrain(NPC* body) : Brain(body) {
  415. // Make sure to have the " : Brain(body)" so it calls the parent class constructor
  416. // to set up the AI properly
  417. }
  418. NonCombatPetBrain::~NonCombatPetBrain() {
  419. }
  420. void NonCombatPetBrain::Think() {
  421. // All this Brain does is make the pet follow its owner
  422. if (!GetBody()->IsPet() || GetBody()->IsMezzedOrStunned())
  423. return;
  424. LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "Pet AI code called for %s", GetBody()->GetName());
  425. // Set target to owner
  426. Entity* target = GetBody()->GetOwner();
  427. GetBody()->SetTarget(target);
  428. // Get distance from the owner
  429. float distance = GetBody()->GetDistance(target);
  430. // If out of melee range then move closer
  431. if (distance > rule_manager.GetGlobalRule(R_Combat, MaxCombatRange)->GetFloat())
  432. MoveCloser(target);
  433. }
  434. BlankBrain::BlankBrain(NPC* body) : Brain(body) {
  435. // Make sure to have the " : Brain(body)" so it calls the parent class constructor
  436. // to set up the AI properly
  437. SetTick(50000);
  438. }
  439. BlankBrain::~BlankBrain() {
  440. }
  441. void BlankBrain::Think() {
  442. }
  443. LuaBrain::LuaBrain(NPC* body) : Brain(body) {
  444. }
  445. LuaBrain::~LuaBrain() {
  446. }
  447. void LuaBrain::Think() {
  448. if (!lua_interface)
  449. return;
  450. const char* script = GetBody()->GetSpawnScript();
  451. if(script) {
  452. if (!lua_interface->RunSpawnScript(script, "Think", GetBody(), GetBody()->GetTarget())) {
  453. lua_interface->LogError("LUA LuaBrain error: was unable to call the Think function in the spawn script (%s)", script);
  454. }
  455. }
  456. else {
  457. LogWrite(NPC_AI__ERROR, 0, "NPC_AI", "Lua brain set on a spawn that doesn't have a script...");
  458. }
  459. }
  460. DumbFirePetBrain::DumbFirePetBrain(NPC* body, Entity* target, int32 expire_time) : Brain(body) {
  461. m_expireTime = Timer::GetCurrentTime2() + expire_time;
  462. AddHate(target, INT_MAX);
  463. }
  464. DumbFirePetBrain::~DumbFirePetBrain() {
  465. }
  466. void DumbFirePetBrain::AddHate(Entity* entity, sint32 hate) {
  467. if (!GetMostHated())
  468. Brain::AddHate(entity, hate);
  469. }
  470. void DumbFirePetBrain::Think() {
  471. Entity* target = GetMostHated();
  472. if (target) {
  473. if (!GetBody()->IsMezzedOrStunned()) {
  474. // If the NPC is not in combat then put them in combat
  475. if (!GetBody()->EngagedInCombat()) {
  476. //GetBody()->ClearRunningLocations();
  477. GetBody()->CalculateRunningLocation(true);
  478. GetBody()->InCombat(true);
  479. }
  480. // Set the NPC's target to the most hated entity if it is not already.
  481. if (GetBody()->GetTarget() != target) {
  482. GetBody()->SetTarget(target);
  483. GetBody()->FaceTarget(target);
  484. }
  485. float distance = GetBody()->GetDistance(target);
  486. if(GetBody()->CheckLoS(target) && !GetBody()->IsCasting() && (!HasRecovered() || !ProcessSpell(target, distance))) {
  487. LogWrite(NPC_AI__DEBUG, 7, "NPC_AI", "%s is attempting melee on %s.", GetBody()->GetName(), target->GetName());
  488. GetBody()->FaceTarget(target);
  489. ProcessMelee(target, distance);
  490. }
  491. }
  492. }
  493. else {
  494. // No hated target or time expired, kill this mob
  495. if (GetBody()->GetHP() > 0) {
  496. GetBody()->KillSpawn(GetBody());
  497. LogWrite(NPC_AI__DEBUG, 7, "NPC AI", "Dumbfire being killed because there is no target.");
  498. }
  499. }
  500. if (Timer::GetCurrentTime2() > m_expireTime) {
  501. if (GetBody()->GetHP() > 0) {
  502. GetBody()->KillSpawn(GetBody());
  503. LogWrite(NPC_AI__DEBUG, 7, "NPC AI", "Dumbfire being killed because timer expired.");
  504. }
  505. }
  506. }